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- Join Date
- Apr 2012
3.P This Just Got Personal [Retribution-based Class, not recommended for PC's]
So I've been listening to quite a bit of Undertale remixes and have been enjoying some of the lyrics that have been added to them (whether they were sung or not is a different matter, hats off to SharaX for those). I then thought of what would happen if I put a class that mimicked Sans' initial non-aggressive manner and gained immense power against the killer of the one they cared for.
So I decided to give it a go. As the title says, I wouldn't recommend this for players since it does rely on the character knowing another PC or NPC for a good chunk of time and then having that person incapacitated or murdered.
Your feedback is appreciated!
NOTE: This class is intended to be usable in both Pathfinder and D&D 3.5. Thus, maneuvers can be used as part of I Am Vengeance.
you've been busy, huh?
so, i've got a question for ya.
do you think even the worst person can change...?
that everyone can be a good person, if they just try?
heh heh heh heh...
well, here's a better question.
do you wanna have a bad time?
cause if you take another step forward...
you are REALLY not going to like what happens next.
sorry, old lady.
this is why i never make promises.
-Undertale, Sans confronting the human child.
Very normal people may lead rather peaceful lives and perhaps intend for it to be that way. Perhaps an adventurer decided to end their wanderlust and settle down. However, tragedy may befall their friends and family and those that remain must mourn their passing while continuing with their lives. It is truly a dark day when that tragedy is in truth murder. While many may swear vengeance upon the killer, few may have the heart to face someone they once called 'friend'... save for those few that will not let such atrocities stand.
Ability: Charisma. Vengeful Friends come from all walks of life and tend to be very gregarious. Though Charisma is listed as their main ability, this is mainly for any class features that are used prior to using the Vengeful Friend's 'My Name Is Retribution' class feature and for determining the number of creatures that can be affected by 'Close Friend'.
Role: The Vengeful Friend does not have the heart for combat. The clash of steel and the screams of the dead and dying hold little attraction for the Friend. However, there are times that even they will take up the sword but they are rare. They do acquire a good number of social skills and their natural charisma make them decent diplomats. A number of their Close Friend abilities can give multiple minor buffs to their designated allies, though this requires a good deal of time to acquire.
Alignment: Any non-Evil
Hit Die: d4
Starting Wealth: As Commoner
All. Vengeful Friends come from all walks of life and are extremely varied.
Skill Ranks per level: [D&D 3.5] 6 + Int. modifier (x4 at 1st), [Pathfinder] 6 + Int. modifier
Table: Vengeful Friend
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Nonviolent, Dampened Casting, Close Friend, Close Friend Benefit, Bonus Feat 5 3 - - - - - - - - 2nd +1 +0 +0 +3 Close Friend Benefit 6 4 - - - - - - - - 3rd +1 +1 +1 +3 Bonus Feat 6 5 3 - - - - - - - 4th +2 +1 +1 +4 Uneasy Feeling, Mutual Friendship 6 6 4 - - - - - - - 5th +2 +1 +1 +4 Bonus Feat 6 6 5 3 - - - - - - 6th +3 +2 +2 +5 Close Friend Benefit 6 6 6 4 - - - - - - 7th +3 +2 +2 +5 Bonus Feat 6 6 6 5 3 - - - - - 8th +4 +2 +2 +6 6 6 6 6 4 - - - - - 9th +4 +3 +3 +6 Bonus Feat 6 6 6 6 5 3 - - - - 10th +5 +3 +3 +7 Close Friend Benefit 6 6 6 6 6 4 - - - - 11th +5 +3 +3 +7 Bonus Feat 6 6 6 6 6 5 3 - - - 12th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - - 13th +6/+1 +4 +4 +8 Bonus Feat 6 6 6 6 6 6 5 3 - - 14th +7/+2 +4 +4 +9 Close Friend Benefit 6 6 6 6 6 6 6 4 - - 15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 6 5 3 - 16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 - 17th +8/+3 +5 +5 +10 Bonus Feat 6 6 6 6 6 6 6 6 5 3 18th +9/+4 +6 +6 +11 Close Friend Benefit 6 6 6 6 6 6 6 6 6 4 19th +9/+4 +6 +6 +11 Bonus Feat 6 6 6 6 6 6 6 6 6 5 20th +10/+5 +6 +6 +12 I Am Vengeance 6 6 6 6 6 6 6 6 6 6
All of the following are class features of the Vengeful Friend.
Weapon and Armor Proficiency: Vengeful Friends are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Friend's gestures, which can cause his spells with somatic components to fail.
Spells: A Vengeful Friend casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a Friend must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Friend's spell is 10 + the spell level + the Friendís Charisma modifier.
Like other spellcasters, a Friend can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Vengeful Friend. In addition, he receives bonus spells per day if he has a high Charisma score.
A Friendís selection of spells is extremely limited. A Friend begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Vengeful Friend level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a Friend knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Friend has gained some understanding of by study. The Friend canít use this method of spell acquisition to learn spells at a faster rate, however.
Nonviolent: A Vengeful Friend is more likely to run away than to try anything heroic due to cowardice, a pacifistic attitude, or perhaps sheer laziness. A Friend cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. (Though this does not prevent them from dealing non-lethal damage to anyone attacking an ally). If another creature takes hostile action against the Friend, they can act normally in regard to that creature only.
A Friend cannot knowingly allow her allies to kill a helpless creature. Such an act imposes a cumulative -1 penalty on attack rolls, skill checks, and damage rolls for 1 hour/Friend Level per helpless creature slain as the heinous act eats away at their concentration and resolve. Each time a helpless creature is killed and the Friend learns of it, the time is refreshed and the penalty increases.
Hunting for food does not incur these penalties.
Dampened Casting: A Vengeful Friend does not come into their power naturally and without a true cause, they might never access the full extent of their power. A Friend may only cast spells up to or equal to their Cha. modifier and may only cast half (round up) of their daily allotment of spells. If a Vengeful Friend receives spell slots from another class, they also suffer reduced spellcasting capabilities. The Vengeful Friend may still qualify for feats or classes that require them to capable of casting a spell of the required level though they may only receive limited benefits from such selections.
Close Friend (Ex): The Vengeful Friend is almost always on good terms with those they associate with, even if they do have a mischievous or annoying streak to them. The Friend gets a +2 bonus to all Diplomacy checks. In addition, each day as a free action, they may designate a maximum number of creatures equal to twice their Cha. modifier as an affiliate. This ability has unlimited range and the affiliate need not be on the same plane to be designated as such. These creatures must have an Intelligence of 4 or higher and must have had an attitude of friendly or better towards the Friend for 30 days or more. (It is possible for someone to feign friendship for that length of time though the consequences of such an action could be fatal.) This feature may also be used on dead creatures so long as they would have fulfilled the above requirements had they been alive and healthy. (The Vengeful Friend may not select themselves as an affiliate)
At 1st level, the Vengeful Friend selects a benefit from the following list.
At 2nd level and at every 4 levels thereafter, they may select an additional benefit. An affiliate may use each benefit once per day. Each of these benefits are Extraordinary effects.
Spoiler: Close Friend BenefitsCautious
Friends may obsess and worry over the safety of those they claim as their affiliates and those they choose may make a special effort to keep themselves out of harm's way, if not to keep a sword from running them through, then to avoid the fuss the Friend will make if they get hurt.
Benefit: An affiliate may, as a free action, gain a +1 dodge bonus to AC against one foe they can see until the beginning of their next turn. This bonus increases by an additional +1 for every 5 levels the Vengeful Friend has in the class. (+5 at 20th level)
Multiple threats necessitate additional caution and an awareness of what happens around them.
Benefit: Whenever the affiliate gains the benefit of Cautious, they may apply the dodge bonus to all foes and they gain Uncanny Dodge for the duration of Cautious.
Fate may try to prevail on the Friend to bow to the natural laws of the world but the Friend may just smile and laugh as they carve out their own path in life.
Benefit: An affiliate takes the Friend's philosophy to heart and defies situations that would spell certain doom for others. An affiliate may, as an immediate action, gain a morale bonus to one save equal to 1 + the Vengeful Friend's Cha. modifier.
The affiliate of a Friend never accepts anything as written in stone and their entire being rebels at the idea of quietly accepting defeat. Those that confident in their ability to control or debilitate the affiliate quickly find themselves with an unpleasant surprise.
Prerequisite: Defiant, Vengeful Friend level 10
Benefit: When the affiliate gains the benefit of Defiant, they may reroll the same saving throw at the same DC. This second roll does not benefit from Defiant.
The Friend who chooses this benefit knows that, if the chosen affiliate must fight, the suffering of a creature can be a horrid thing to witness and adjures the affiliate to make any wounds they inflict quick and clean.
Benefit: An affiliate may, as a free action, gain a +1 morale bonus to a single weapon damage roll. This bonus increases by an additional +1 for every 5 levels the Vengeful Friend has in the class. (+5 at 20th level)
Sometimes caution will not save you and the only option is to forge on ahead regardless of the consequences that you may incur and hope that the gamble pays off.
Benefit: Whenever the affiliate uses the benefit of Desperate, they may also make a single bull rush or trip attempt as part of the attack with a bonus equal to the bonus gained from Desperate. This still provokes an attack of opportunity if you do not have the appropriate feats.
The Friend often calls upon the affiliate's inner wells of strength to carry them through their darkest hours and to never give in so long as they live.
Benefit: An affiliate with this benefit gains the benefit of the Diehard feat. This may not be used to qualify for feats or abilities that require the Diehard feat as a prerequisite. If the affiliate already has the Diehard feat, the affiliate may take a standard action (such as to attack) without taking damage from strenuous activity. (Performing any other action than a standard action or a move action still causes the creature to take damage as normal)
A Friend who selects this benefit inspires an affiliate to ignore less grievous wounds and emerge victorious from a hail of blows to see those they care for once again.
Benefit: An affiliate may, as a free action, gain 10 + (Vengeful Friend's Cha. modifier) temporary hit points for 1 minute.
The affiliate knows of the deep friendship that links them to the Friend and knows that if they fall here, their demise will bring grief to those they love and care for. To that end, they drive their physical form far beyond its limits and defy death itself in an act of ultimate loyalty to defend any who would dare to harm the ones they love and care for.
Prerequisite: Determined, Enduring, Vengeful Friend level 10
Benefit: When the affiliate gains the benefit from Enduring, they gain a +2 bonus to save vs. death effects for 1 minute. During this time, while they are at negative hit points, the affiliate is not staggered from a negative hit point total, though they may still lose hit points as normal if they do anything strenuous, and they may roll a DC 10 Fortitude save or a Will save (affiliate's choice) to keep from dying if they would die from excess negative hit points. They take a penalty to this save equal to their current negative hit points.
Many a time has the Friend nagged the affiliate to 'double check' or to 'do it right the first time', perhaps one time too many, but this reminder may serve the affiliate well during critical moments requiring such advice.
Benefit: An affiliate may, as a free action, gain a +1 morale bonus to a single check. This bonus increases by an additional +1 for every 2 levels beyond 2nd the Vengeful Friend has in the class. (+10 at 20th level)
Many a time has the Friend quoted: "Practice makes perfect." Though not quite perfect, the affiliate becomes confident enough in a skill that they can accomplish complex tasks on occasion with practiced ease.
Benefit: When the affiliate receives the benefit of Focused, they may also take 10 even if they could not due to distractions or other circumstances.
Some people know just what to say to help others reach their true potential. A Friend who selects this benefit is one such person and their words or actions rouse an affiliate's soul to attain such greatness when the need is greatest.
Benefit: An affiliate may, as a free action, gain +1 caster level to a single spell or spell-like ability. This bonus increases to +2 when the Vengeful Friend reaches 12th level in their class and +3 when the Vengeful Friend reaches 18th.
Though it might be safer to stick to what you know, a Friend finds that such thinking leads to mediocrity and encourages the affiliate to explore different ways of doing things. Sometimes this is more of a necessity than a practical experiment in the case of an affiliate.
Prerequisite: Inspiring, Any metamagic feat, Vengeful Friend level 6
Benefit: When the affiliate gains the benefit of Inspiring, they may lower the bonus they receive to instead apply a single metamagic feat they know with a cost that is equal to the bonus given up without increasing the casting time (in the case of spontaneous casting). (Ex.: +1 caster level given up = one metamagic feat that increases the spell slot required by 1)
Some Friends just don't know when they've been beaten and don't know the meaning of being a good loser and find means to get their way, fair or foul is yet another matter entirely. Some of this attitude has rubbed off on the affiliate and they make sure what they do sticks.
Benefit: An affiliate may, as a free action, increase the DC of a single spell or spell-like ability by +1. This bonus increases to +2 when the Vengeful Friend reaches 12th level in their class and +3 when the Vengeful Friend reaches 18th.
Affiliates may just like to press their advantage, or their luck, by emulating the Friend's single-mindedness to see a task through.
Prerequisite: Persistent, Vengeful Friend level 10
Benefit: One round after receiving the benefits of Persistent, the affiliate may designate a target who was targeted by a spell they cast last round and increase the DC of a spell they cast this round by the same amount granted by Persistent.
The affiliate always hears the Friend extol the virtues of a blow striking at a most critical moment and perhaps one day those same stories inspire the affiliate to do the same when the need arises.
Benefit: An affiliate may, as a free action, gain a +1 morale bonus to a single attack roll. This bonus increases by an additional +1 for every 5 levels the Vengeful Friend has in the class. (+5 at 20th level)
When an enemy gives the affiliate an opportunity, they makes sure to exploit it to its fullest in an extremely surprising manner that would make the Friend proud.
Benefit: When the affiliate gains the benefit of Precise, they also ignore any bonuses granted by armor, shield, or natural armor if the enemy would be denied their dexterity bonus to AC. If the attack is a touch attack, the enemy is also denied their dexterity bonus to AC.
I Am Retribution (Ex): The Vengeful friend is at their deadliest when an affiliate is at death's doorstep or killed by a foe.
As deadly as a Vengeful Friend is when facing an unknown being who has killed an affiliate, any affiliate foolish or twisted enough to kill another affiliate of the Friend's calls a wrath down upon them that could shake the very foundations of the world.
The Vengeful Friend is unaffected by the penalties of Nonviolent and Dampened Caster if they wish to be so long as they are confronting a creature who has incapacitated or killed an affiliate (the Friend is considered to be confronting the creature if they are aware of them or aware of their presence). In addition, all spells are considered to be on the Vengeful Friend's spell list, do not suffer from arcane spell failure, require no preparation to cast, do not increase casting times for metamagics applied, ignore the need for focuses, and gains the Eschew Materials feat.
The Vengeful Friend's Base Attack Bonus becomes equal to their level in this class (including any extra attacks for a high BAB). They also gain proficiency with any weapon they wield, including exotic weapons.
The Friend must know who incapacitated or killed the affiliate in order to use I Am Retribution.
Creatures that cause the incapacitation of an affiliate grant the full bonus of I Am Retribution for as long as the affiliate is incapacitated plus a number of rounds equal to the Vengeful Friend's Cha. Modifier.
An affiliate who has been returned to life is still considered 'killed' for a number of days equal to half the Friend's class level (round up).
The Friend does not gain the benefits of I Am Retribution if the Friend could have reasonably prevented the affiliate's death.
If the creature that killed or incapacitated the affiliate is also an affiliate, the Vengeful Friend may prevent the offending affiliate from gaining any benefits from their Close Friend class feature at will as a free action (even if it is not their turn) and negate any ongoing effects.
Resolve (Ex): This functions in all ways like a Ranger's Favored Enemy class feature of the same level except that the bonuses may only be applied to creatures that have incapacitated or killed an affiliate and they apply to that creature no matter their type.
Associates of the creature that killed the affiliate grant only half of the bonus.
Creatures that cause the incapacitation of an affiliate grant the full bonus for as long as the affiliate is incapacitated plus a number of rounds equal to the Vengeful Friend's Cha. Modifier.
Creatures that have killed an affiliate grant double the bonus.
If the creature is also an affiliate, the bonus doubles again, the Diplomacy bonus from Nonviolent is multiplied by the same amount, Resolve also provides a +2 dodge bonus to AC (which is multiplied), and the Friend gains Spell Resistance equal to their level (this is not multiplied). (Thus, a creature that is an affiliate and has killed an affiliate grants four times the bonus to Favored Enemy bonuses, Resolve dodge bonus, and Nonviolent.)
This does not stack with a Ranger's Favored Enemy class feature.
Bonus Feat: At 1st level and at every odd level thereafter, the Vengeful may select a feat from the following list. (They must still meet any prerequisites)
Spoiler: Vengeful Friend Bonus FeatsAgile
Armor Proficiency (Light, Medium, or Heavy)
Tower Shield Proficiency
Any Metamagic Feat
If the Vengeful Friend gains the benefits of I Am Retribution, they may, as a free action, gain the benefit of a number of feats for 24 hours equal to the number of bonus feats granted by the Vengeful Friend class against any affiliate they are confronting. Once selected, these feats cannot be changed for 24 hours even if they confront a different affiliate. The Vengeful Friend's BAB is considered to be equal to their class level for the purpose of qualifying for these feats and the feats are applied all at once. (You don't need to select the feats as if you were at that level.)
Uneasy Feeling (Su): Much like a mother looking in on her children to reassure herself that they are safe, a Vengeful Friend seems to have a sixth sense concerning their affiliates. If an affiliate becomes incapacitated or is killed, the Friend has a 50% chance of knowing that the affiliate is in danger (the nature of the danger is not known).
Mutual Friendship: The Friend's example and inspiration to his affiliates is reciprocated and the Vengeful Friend comes to fully appreciate his influence on his chosen affiliates. The Friend gains access to the Close Friend benefits that their affiliate's enjoy.
Whenever they are confronting an affiliate who has killed or incapacitated another affiliate, they may use Close Friend benefits once every minute instead of once a day and any expended uses are refreshed immediately upon confrontation. Afterwards, they are considered to be expended if they are no longer confronting the offending affiliate.
I Am Vengeance (Su): Though the Vengeful Friend may be driven by a desire to avenge a wrong or by a sense of justice, the truth of the matter is that they do not wish for an affiliate who has spurned such a deep friendship to fall deep into their sins. Once per day, as a full-round action, a Vengeful Friend may make a Diplomacy check against an adjacent affiliate that has killed another affiliate opposed by their Sense Motive (the check suffers the normal -10 penalty for making a Diplomacy check as a full-round action). If the check is successful, the affiliate is considered flat-footed and the Vengeful Friend may make one last ditch effort to reclaim the affiliate. They may immediately cast an Atonement spell as a free action. If the affiliate is unrepentant and refuses to change, the Vengeful Friend knows the spell failed and may then make a single attack, cast a spell, or take an action (none of these provoke an attack of opportunity from the affiliate) so long as none of these exceeds a full-round action. A Friend may apply Sneak Attack damage as a Rogue of equal level to the Vengeful Friend's level and, if the attack hits, it is treated as a coup de grace. Any spell cast from this has its DC raised by 20 and it automatically bypasses any Spell Resistance. If the Vengeful Friend also makes a Bluff check against an opposed Sense Motive check (a free action) and succeeds after the Atonement spell is cast, the affiliate may not activate any abilities or items in response (including immediate actions, free actions, or mental actions).
Last edited by Tsunamiatunzen1; 2017-05-31 at 10:22 PM.Invincibility lies in the defense. The possibility of victory is in the attack.
- Diamond Sword
(SF) bombs and Hangar Support
The Forge (Crafting System)
Extended Homebrew Sig
Dice (feel free to use them!):
"Why don't you just lop their head off?"
"A hanging is far less messy. Plus, we want to keep this execution kid-friendly."