Asmor
First Post
I was bored and had this idea kicking around for a while. Maybe it's a bit overpowered, I dunno. In any case, maybe you'll at least be able to draw inspiration from it.
It is inspired largely by anime and other media where the hero just gets stronger as they get beat up. Specifically, I've always loved the mechanic in the fighting game Psychic Force 2012; Your power meter and your life meter were one in the same, such that if you lost 50% of your health, that meant you'd be able to charge up 50% more power. Your life took up the bottom half of the bar and your energy filled in from the top down. Anyways, without further ado...
Exigent.
Noun. Pressing necessity; decisive moment.
Adjective. Exacting or requiring immediate aid or action; pressing; critical.
Exigent feats represent a character unlocking stores of psychic energy as a situation becomes more dire. All characters have an exigency threshold of 20%; that is, when a character ends up with 20% of their hit points or less remaining for the first time in a day, they can trigger one exigent feat. This feat remains active for 3 rounds. The advanced class presented here adds additional exigency threshholds and also boosts the length of time that a triggered exigent feat remains active. A character may trigger the same feat up to three times simultaneously, in such case, the effects stack until one or all of them end. A character who sustains enough damage to knock him through two or more exigency threshholds at once triggers an exigent feat for each threshold. Exigent feats are all psychic in nature and so are affected and/or detected by anything that affects or detects psychic manifestations. Exigency thresholds only take into account your base hitpoints and are unaffected by temporary loss or gain of hitpoints, including those lost or gained by altering your constitution.
New feats:
Burning Fist [Exigent]
Your fists burn with psychic energy when you're threatened
Prerequisites: Combat Martial Arts OR Melee Smash
Benefit: When triggered, your fists burst into a blue flame. Although they are not hot to the touch and will not catch anything on fire, your unarmed attacks cause an additional 1d6 damage, half of which is fire (round down) and half of which is psychic (round up).
Special: Instead of unarmed attacks, you may link this to any weapon with which you are proficient. If you do so, the particular weapon you use must have been in your possession for a total of 48 or more hours within the last week. Additionally, you needn't have the listed prerequisites.
Lightning Speed [Exigent]
You become faster and harder to hit when your life is on the line
Prerequisite: Atheletic OR Alertness OR Increased Speed
Benefit: When triggered, you gain a +2 dodge bonus to AC and +10 feet to your speed.
Obstinate [Exigent]
The more of a beating you take, the more of a beating you can take!
Prerequisite: Toughness OR Remain Conscious
Benefit: When triggered, you gain +4 constitution.
Incandescant Salvo [Exigent]
When the fire starts kicking your butt, you can conjure up some fire of your own
Prerequisite: Base Attack Bonus +3
Benefit: For the duration of this feat, you can conjure up blue balls of fire and hurl them at any foe within 30 feet for 1d4 damage. Additionally, this is considered a ranged touch attack. Half of the damage is fire (round down) and half of the damage is psychic (round up)
Special: If this feat is triggered multiple times, each additional triggering increases the damage die's type (d4-]d6-]d8) and increases the damage by one die. For example, if triggered three times, the character would deal 3d8 damage.
Supress Exigency
You can suppress a triggered exigent feat to regain hit points
Prerequisite: Any exigent feat
Benefit: You can end any currently active exigent feat as a free action and regain 1 hit point for every round it had left, to a maximum of 5 hit points per ended feat.
New class:
The Indomitable
The Indomitable is a class that one can never count as out. While not outwardly appearing the most threatening, the closer they come to being brought down, the harder it becomes to take them down. The Indomitable is a usually untrained psychic warrior with little control over his abilities; rather, as a situation becomes more dire, they kick in on a primal level. The Indomitable does not understand the nature of his powers, and may even be frightened by them, but ultimately is driven by a will to survive.
Game Rule Information
The Indomitable has the following game statistics:
Prerequisites: Any exigent feat
Hit die: 1d10
Action points: 6+1/2 character level per level up
Class skills: Climb, Concentration, Craft (Mechanical or Structural), Drive, Escape Artist, Intimidate, Jump, Knowledge (Current Events, Popular Culture, Streetwise), Profession, Read/Write Language, Speak Language, Spot, Survival
Skill points per level: 5+int modifier
Class features:
Extended exigency: A level 1 Indomitable's triggered exigent feats last for 10 rounds, rather than the normal 3. This increases to 100 rounds/10 minutes at level 4 and 1 hour at level 7
Exigency threshold: At level 2, the Indomitable gains a new exigency threshold of 60% (he can trigger an exigent feat when he is reduced to 60% or fewer of his base hit points the first time in a day). At level 5, the character gains an exigency threshold of 40%, at level 9 one of 80% and finally at level 10 one of 30%.
Bonus feats: At levels 3, 6 and 8, the Indomitable can choose a bonus feat from the following list:
Burning First, Lightning Speed, Obstinate, Incandescant Salvo, Supress Exigency, Wild Talent, Toughness, Heroic Surge, Improved Damage Threshold
Base attack bonus: 0/1/2/3/3/4/5/6/6/7
All saves: 1/2/2/2/3/3/4/4/4/5
Defense: 0/1/2/3/3/4/5/6/6/7
Reputation: 0/0/1/1/1/2/2/2/3/3
1: Extended exigency (10 rounds)
2: Exigency threshold: 60%
3: Bonus Feat
4: Extended exigency (100 rounds/10 minutes)
5: Exigency threshold: 40%
6: Bonus Feat
7: Extended exigency (1 hour)
8: Bonus Feat
9: Exigency threshold: 80%
10: Exigency threshold: 30%
It is inspired largely by anime and other media where the hero just gets stronger as they get beat up. Specifically, I've always loved the mechanic in the fighting game Psychic Force 2012; Your power meter and your life meter were one in the same, such that if you lost 50% of your health, that meant you'd be able to charge up 50% more power. Your life took up the bottom half of the bar and your energy filled in from the top down. Anyways, without further ado...
Exigent.
Noun. Pressing necessity; decisive moment.
Adjective. Exacting or requiring immediate aid or action; pressing; critical.
Exigent feats represent a character unlocking stores of psychic energy as a situation becomes more dire. All characters have an exigency threshold of 20%; that is, when a character ends up with 20% of their hit points or less remaining for the first time in a day, they can trigger one exigent feat. This feat remains active for 3 rounds. The advanced class presented here adds additional exigency threshholds and also boosts the length of time that a triggered exigent feat remains active. A character may trigger the same feat up to three times simultaneously, in such case, the effects stack until one or all of them end. A character who sustains enough damage to knock him through two or more exigency threshholds at once triggers an exigent feat for each threshold. Exigent feats are all psychic in nature and so are affected and/or detected by anything that affects or detects psychic manifestations. Exigency thresholds only take into account your base hitpoints and are unaffected by temporary loss or gain of hitpoints, including those lost or gained by altering your constitution.
New feats:
Burning Fist [Exigent]
Your fists burn with psychic energy when you're threatened
Prerequisites: Combat Martial Arts OR Melee Smash
Benefit: When triggered, your fists burst into a blue flame. Although they are not hot to the touch and will not catch anything on fire, your unarmed attacks cause an additional 1d6 damage, half of which is fire (round down) and half of which is psychic (round up).
Special: Instead of unarmed attacks, you may link this to any weapon with which you are proficient. If you do so, the particular weapon you use must have been in your possession for a total of 48 or more hours within the last week. Additionally, you needn't have the listed prerequisites.
Lightning Speed [Exigent]
You become faster and harder to hit when your life is on the line
Prerequisite: Atheletic OR Alertness OR Increased Speed
Benefit: When triggered, you gain a +2 dodge bonus to AC and +10 feet to your speed.
Obstinate [Exigent]
The more of a beating you take, the more of a beating you can take!
Prerequisite: Toughness OR Remain Conscious
Benefit: When triggered, you gain +4 constitution.
Incandescant Salvo [Exigent]
When the fire starts kicking your butt, you can conjure up some fire of your own
Prerequisite: Base Attack Bonus +3
Benefit: For the duration of this feat, you can conjure up blue balls of fire and hurl them at any foe within 30 feet for 1d4 damage. Additionally, this is considered a ranged touch attack. Half of the damage is fire (round down) and half of the damage is psychic (round up)
Special: If this feat is triggered multiple times, each additional triggering increases the damage die's type (d4-]d6-]d8) and increases the damage by one die. For example, if triggered three times, the character would deal 3d8 damage.
Supress Exigency
You can suppress a triggered exigent feat to regain hit points
Prerequisite: Any exigent feat
Benefit: You can end any currently active exigent feat as a free action and regain 1 hit point for every round it had left, to a maximum of 5 hit points per ended feat.
New class:
The Indomitable
The Indomitable is a class that one can never count as out. While not outwardly appearing the most threatening, the closer they come to being brought down, the harder it becomes to take them down. The Indomitable is a usually untrained psychic warrior with little control over his abilities; rather, as a situation becomes more dire, they kick in on a primal level. The Indomitable does not understand the nature of his powers, and may even be frightened by them, but ultimately is driven by a will to survive.
Game Rule Information
The Indomitable has the following game statistics:
Prerequisites: Any exigent feat
Hit die: 1d10
Action points: 6+1/2 character level per level up
Class skills: Climb, Concentration, Craft (Mechanical or Structural), Drive, Escape Artist, Intimidate, Jump, Knowledge (Current Events, Popular Culture, Streetwise), Profession, Read/Write Language, Speak Language, Spot, Survival
Skill points per level: 5+int modifier
Class features:
Extended exigency: A level 1 Indomitable's triggered exigent feats last for 10 rounds, rather than the normal 3. This increases to 100 rounds/10 minutes at level 4 and 1 hour at level 7
Exigency threshold: At level 2, the Indomitable gains a new exigency threshold of 60% (he can trigger an exigent feat when he is reduced to 60% or fewer of his base hit points the first time in a day). At level 5, the character gains an exigency threshold of 40%, at level 9 one of 80% and finally at level 10 one of 30%.
Bonus feats: At levels 3, 6 and 8, the Indomitable can choose a bonus feat from the following list:
Burning First, Lightning Speed, Obstinate, Incandescant Salvo, Supress Exigency, Wild Talent, Toughness, Heroic Surge, Improved Damage Threshold
Base attack bonus: 0/1/2/3/3/4/5/6/6/7
All saves: 1/2/2/2/3/3/4/4/4/5
Defense: 0/1/2/3/3/4/5/6/6/7
Reputation: 0/0/1/1/1/2/2/2/3/3
1: Extended exigency (10 rounds)
2: Exigency threshold: 60%
3: Bonus Feat
4: Extended exigency (100 rounds/10 minutes)
5: Exigency threshold: 40%
6: Bonus Feat
7: Extended exigency (1 hour)
8: Bonus Feat
9: Exigency threshold: 80%
10: Exigency threshold: 30%
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