New Custom Class

Sir Yvain

First Post
I made a custom class.

It involves using martial arts to imitate weapons.

Be Gentle T___T

kidding, tell me how to improve it



VANQUISHER


Description: From martial adepts to even the simplest barbarian, warriors need a strong will and a trusty weapon to rise to true greatness. For some, however, the will is so strong that it supersedes a weapon or armor. For them, the will acts as both sword and shield. This is the way of the Vanquisher. They forgo all armaments, instead favoring unarmed combat. While it seems suicidal to fight a swordsman with nothing more than your fists, but the will of a vanquisher is not a sword and shield in the strictly ideological sense, but rather grants them real strength. While not a form of magic strictly speaking, the power of a Vanquisher is undeniably supernatural. To sunder armor and shatter weapons with nothing but bare hands and iron clad willpower is the Vanquisher's art. Life will be significantly more difficult for anyone who crosses one.

ALIGNMENT: A Vanquisher can be of any alignment. They tend to have devotion to a cause whether good or evil because a cause often strengthens resolve Something to protect is especially powerful in this case. Some Vanquishers are neutral, however, seeking power for the sake of power.

RELIGION: Vanquishers often worship Heironeous the god of valor, or Kord God of Strength. Any God that advocates strength and determination. They tend to dislike gods that advocate deceit and trickery as they tend to view that as a sign of weakness.

BACKGROUND: It takes more than determination to be a vanquisher. It takes a supernatural ability to draw strength from the will. There is not an exact way to predict who will be born with the abilities. Vanquisher's have the ability to sense exceptionally strong will, so one Vanquisher can easily identify another. Because of how sporadically the trait spreads, they come from various backgrounds. Gender and race don't seem to factor into the ability at all. Upon discovering their mysterious ability, they often spend time studying and upon learning the truth seek out a teacher to hone their skills. The teachings are intuitive and require much trial and error. Obviously, it is not for the lazy or half hearted.
Those lucky enough to get recruited join the Guild of Retribution. It is dedicated to protecting the innocent and punishing evil doers. Members of the guild are given no orders except to punish all the wicked and protect all the innocents they see. They then travel the world to make every day life a bit more just. Some frequently come back to report or seek reinforcements. Some take the mission to heart and hardly ever return or associate with their fellow guild mates. The followers of Saint Cuthbert often view the guild as allies and vice versa.

RACES: Race does not matter very much when it comes to vanquisher's, but only humanoid races have been known to exhibit the ability. It tends to happen in the slightly more intelligent races, but anyone from a Dwarf to a Goblin can be a vanquisher.

OTHER CLASSES: Vanquishers pride themselves on their own strength and can be introverted at times, they are generally not pig headed fools who shun help. Even an evil person understands the value of teamwork. They don't hold any major contempt for other classes in particular. A vanquisher can understand that some people need weapons and the life of a vanquisher is not for everyone. They hold respect for anyone who can hold their own in a fight or cast powerful spells. They can be a bit mistrustful of rogues because of their tricky nature, but those skills still have their uses.

PLAYING A VANQUISHER: Wisdom and Dexterity are important to the vanquisher because it grants her an AC bonus, powers her willful strike, and determines the save DC for her techniques. Strength is also important for adding to damage and improve her hitting chance. Intelligence gives her more skill points and Constitution grants more hp, both of which are always welcome. Charisma is over all the least important ability but can provide some benefits if she wants to talk herself out of situation.


Hit Die:1d8

Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Listen, Perform, Spot, Tumble

Skill Points at 1st Level:(4 + Int modifier) × 4

Skill Points at Each Additional Level:4 + Int modifier




CLASS FEAUTRES
Weapon and Armor Proficiency: The Vanquisher forgoes all weapons, shields and armor and is therefore proficient with no weapons, shields or armor. The Vanquisher instead gains access to attack modes to enhance their unarmed attacks.

ATTACK FORMS: The Vanquisher forsakes armaments but is by no means defenseless. She can imitate the power of weapons with her bare hands. The Vanquisher possesses three forms of attack. These are fist, claw and fang. The fist acts as a bludgeoning weapon, the claw acts as a slashing weapon, and the fang is a flattened palm strike that acts as a piercing weapon. Upon creation the player must choose one weapon value for each attack form. These cannot be changed later. When a weapon value is assigned to an attack mode, the attack mode behaves as that weapon for the sake of determining damage and critical hits.

Example: If for Fang, the Vanquisher chooses a Rapier Weapon Value, then the whenever the Vanquisher is in that attack form she deals damage and criticals as if using a rapier.
(1D6 and a critical threat range of 18-20)
The Vanquisher needs not only to change his hand positioning, but also prepare her mind to imitate a different weapon. Changing attack forms is a move action that provokes an attack of opportunity. Attack forms are extraordinary abilities.

NOTE: The weapon value assigned can be that of a double weapon or weapon with a special attack (Trip Attempts etc.) however only the damage type, damage die and critical threat range is imitated and the character does not gain the benefit of another attack. For determining damage, the Vanquisher adds 1.5 times her strength modifier.

KICK: There are some creatures guarded against unarmed attacks. For this situation, she has an alternate form of attack. The vanquisher may substitiute any normal melee attack with a kick to avoid adverse effects of touching an enemy. The kick does 1d6 and crits at 20. Note that the character must be wearing shoes of some kind in order to avoid adverse affects.

AC BONUS: Starting at 1st level, the vanquisher adds her Wisdom Modifier, if any to her AC. If she wears any armor or uses any weapon or shield, she loses this bonus.

SPECIAL: A Vanquisher's power comes from her trust in herself and her own skills. She vows to have her will be her only weapon in combat. If the Vanquisher uses any weapons she loses not only her AC bonus, but also access to any attack modes or special attacks she has. She incurs all the normal attack penalties for using weapons with which she is not proficient.

IMPROVED SUNDER: The Vanquisher has many opponents that are dependent on weapons and armor, so she has learned that breaking it is an effective strategy. At 2nd level she gains Improved Sunder as a bonus feat. To make a sunder attempt she must be in the fist or claw attack form.
WILLFUL STRIKE: At 3rd level the Vanquisher can use her intense will to deal more damage to her enemies She applies her wisdom bonus to her damage rolls. This only affects creatures with a distinct anatomy. Blobs, oozes, constucts and undead are immune to this damage.

ATTACK FORM FOCUS: At 4th level the Vanquisher has come to understand one of her attack forms and is treated as if she had weapon focus when attacking in that form. At 6th level she may choose one of the other forms in which to gain focus. At 8th level she receives focus in the third form.

STOMP: At 4th level the vanquisher can perform a coup de grace. When in fist form, she may take a full round action to perform a coup de grace by stomping on a helpless enemy. The deals the same damage as the fist attack form. That is, it deal damage as if performing a coup de grace with the weapon that fist form mimics.

TECHNIQUES: The vanquisher's training grants her special techniques to defeat her enemies. Most of the techniques require her to be in a specific mode of attack. They provide a specific effect that forces an enemy to make a save. Save DC= 10+1/2 Vanquisher levels+ Wisdom Modifier. The melee attack deal the damage as the weapon value of the current form. A critical hit does not multiply the secondary effect. A technique can only be used once per encounter and the player must announce that she is using it (therefore a failed roll will ruin the attempt). Techniques are supernatural abilities Damage resistance applies normally. Wilfull Strike does not apply to techniques.

TECHNIQUE: KNOCKBACK FIST: At 5th level the Vanquisher gains her first technique. While in using the fist attack form she may use the knock-back fist. Upon making a successful melee attack, her target must make a fortitude save or be knocked down. Creatures without a destinct anatomy are immune to this attack.

TECHNIQUE: FEARFUL CLAW: At 7th level the Vanquisher can muster her intense will to overwhelm the will of her enemy and instill fear. While using claw form, a successful attack forces her target to make a will save or be shaken for 1 round. A shaken enemy becomes frightened and a frightened enemy becomes panicked. Creature immune to fear are immune to this affect.

KEEN FANG: At 8th level the vanquisher begins to master her attack forms. While using the Fang attack form the weapon value is treated as keen. (It is as if he is striking with a keen weapon of whatever type of Fang value he has chosen)

TECHNIQUE: SOLAR PLEXUS STRIKE: At 9th level while using the fist attack form, the vanquisher can strike her target's solar plexus. The target must make a fortitude save or be stunned for 1 round.

WOUNDING CLAW: At 10th level the vanquisher is able to grant her claw attack form a special quality. All successful attacks in claw form act as if she has attacked with a wounding weapon of that type.

ATTACK FORM SPECILIZATION: At 11th level, the vanquisher gains mastery over one of her attack forms. She selects one of her attack modes and from then on is treated as if she has weapon specialization with that weapon value. At 13th level and 15th level she may select another form in which to gain specialization

PARRYING FIST: At 12th level she has advanced even farther in her power. Through her honing her intense will and prowess with her fists, she treats her fist attack form as if it has the parrying enchantment. That is she is treated as if she has a parrying version of her weapon value.

TECHNIQUE: MAXIMUM HEAT: At 14th level the vanquisher can land a decisive blow through sheer mental power. This can be used in any of the attack forms. If successful, this attack does maximum damage, but cannot be multiplied with a critical hit.


TECHNIQUE: GLORIOUS STRIKE: At 16th level the Vanquisher's will is so inspiring that it boosts the moral of those fighting by her side. This can be used in any attack form. Upon making a successful attack, every ally gains a +1 Bonus to attack rolls and saving throws against fear affects and temporary hit points equal to 1d8+Vanquisher level. The affect behaves in a similar fashion to the spell Aid except that it affects all allies on the battle field and there is no max bonus on the Vanquisher levels. These bonuses go away when the battle ends.

TECHNIQUE: SHATTERING KICK: At 17th level the vanquisher gains access one of her more devastating attacks. This ability can be used in any attack form. The Vanquisher takes a full round action to muster all her strength into a kick that causes immense damage to the enemy and send him flying. The attack deals 8d6 points of damage and knocks the target back 1d4 squares where it lands prone. A successful fortitude save allows him to only be pushed back one square. This attack gains a +2 bonus when targeting creatures one size smaller than her and a -2 to creates when targeting creatures one size larger than her. Any creature in bigger than the Large size category are not knocked back.

TECHNIQUE: BLOOD FANG: The vanquisher can inflict a bleeding wound on her enemy to weaken him. At 18th level, while using the fang attack form she can use her piercing attack to make the target bleed. The target must make a fortitude save or take 2d6 points of temporary Constitution damage in addition to regular damage. This attack does not work on any creature without an anatomy (undead, oozes, constructs).

TECHNIQUE: DEMON CLAW: At 19th level the Vanquisher's will excels even more at devastating her enemies. She must be in claw form to use this technique. With a successful attack the target is forced to make a Will Save or gain 1d4 negative levels. This effect disappears after the battle ends.

MASSIVE WILL: At 20th level the Vanquisher's training is nearly perfect. She now deals damage as if she was one size category higher. That is her attack forms deal damage as a larger weapon of the type she chose at 1st level.
EXAMPLE: If she is of medium size and chose rapier as her fang form, she now deals damage as if using a large rapier.
 

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