Difference between revisions of "User:Freeman210/Deadman (3.5e Class)"

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Most Deadmen are not born with the ability to use there blood, most are created. Some people wander how these people got out of their prison and have become free in the world.
 
Most Deadmen are not born with the ability to use there blood, most are created. Some people wander how these people got out of their prison and have become free in the world.
 +
 +
When making a Deadman Con is the most important stat as Deadman use their own lives to fuel there combat. Some even start to go mad because of the constant need to hurt them selves to fight. Str and Dex are also good depend on if your a ranged or melee Deadman. Int will help with Skill point so they keep their balance and Autohypnosis if they over strain their selves.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
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'''{{Anchor|Easier and easier}}:''' The more you practice, the better you get at sustaining yourself when using a lot of your blood. Every time you  roll a 19 or 20 on the d20 lower the dc of the [[SRD:Saving Throw#Fortitude|Fort]] save by 1. If you lower the dc to 0 you no longer have to make any [[SRD:Saving Throw#Fortitude|Fort]] save while using a lot of your own blood.
 
'''{{Anchor|Easier and easier}}:''' The more you practice, the better you get at sustaining yourself when using a lot of your blood. Every time you  roll a 19 or 20 on the d20 lower the dc of the [[SRD:Saving Throw#Fortitude|Fort]] save by 1. If you lower the dc to 0 you no longer have to make any [[SRD:Saving Throw#Fortitude|Fort]] save while using a lot of your own blood.
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 +
'''{{Anchor|Deaths Drain}}:''' After defeating a enemy you can drain the blood of your enemy to heal yourself. See the chart below for sizes on how much they will heal you.
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 +
{| class="zebra d20"
 +
|+ Deaths Drains Heal
 +
! size || class="left" | % of total HP
 +
|-
 +
| class="left" | Fine || class="left" | 20%
 +
|-
 +
| class="left" | Diminutive || class="left" | 40%
 +
|-
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| class="left" | Tiny || class="left" | 60%
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|-
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| class="left" | Small || class="left" | 80%
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|-
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| class="left" | Medium || class="left" | 100%
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|-
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| class="left" | Large || class="left" | 120%
 +
|-
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| class="left" | Huge || class="left" | 140%
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|-
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| class="left" | Gargantuan || class="left" | 160%
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|-
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| class="left" | Colossal || class="left" | 180%
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|}
  
 
'''{{Anchor|Branch of Sin}}:''' You may chose on Branch of Sin at 1st, 4th, 7th, and 10th level.
 
'''{{Anchor|Branch of Sin}}:''' You may chose on Branch of Sin at 1st, 4th, 7th, and 10th level.
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|+ Crow Claw Damage
 
|+ Crow Claw Damage
 
! Level of Crow Claw || class="left" | Damage  
 
! Level of Crow Claw || class="left" | Damage  
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|-
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| class="left" | 1st || class="left" | 1d6
 +
|-
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| class="left" | 2nd || class="left" | 1d8
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|-
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| class="left" | 3rd || class="left" | 2d6
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|-
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| class="left" | 4th || class="left" | 1d12
 +
|-
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| class="left" | 5th || class="left" | 2d8
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|-
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| class="left" | 6th || class="left" | 2d12
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|}
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 +
''Ganta Gun:'' After being cut the deadman can draw out some of his blood and shoot a projectile at his enemy. Though he can shoot almost as many as you want it will come at a cost of your own life. The more you shoot the more damage you take. Refer to the table for the Ganta Gun Damage and Health Cost.
 +
 +
{| class="zebra d20"
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|+ Crow Claw Damage
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! Ganta || class="left" | Damage
 
|-
 
|-
 
| class="left" | 1st || class="left" | 1d6  
 
| class="left" | 1st || class="left" | 1d6  

Revision as of 01:10, 23 January 2015

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Author: Tristan Drew (talk)
Date Created: 1/19/2015
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Deadman

Deadmen are deadly after being injured only because they use their blood as their weapon slowly hurting themselves.

Becoming a Deadman

Most Deadmen are not born with the ability to use there blood, most are created. Some people wander how these people got out of their prison and have become free in the world.

When making a Deadman Con is the most important stat as Deadman use their own lives to fuel there combat. Some even start to go mad because of the constant need to hurt them selves to fight. Str and Dex are also good depend on if your a ranged or melee Deadman. Int will help with Skill point so they keep their balance and Autohypnosis if they over strain their selves.

Table: Deadman

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +1 +0 Using your own life, Easier and easier, Deaths Drain, Branch of Sin
2nd +2 +3 +1 +0 [[#|]]
3rd +3 +4 +2 +0
4th +4 +5 +2 +0 Branch of Sin
5th +5 +6 +3 +0
6th +6/+1 +7 +3 +1
7th +7/+2 +8 +4 +1 Branch of Sin
8th +8/+3 +9 +4 +2
9th +9/+4 +10 +5 +2
10th +10/+5 +10 +5 +3 Branch of Sin
11th +11/+6/+1 +11 +5 +3
12th +12/+7/+2 +11 +6 +4
13th +13/+8/+3 +12 +6 +4
14th +14/+9/+4 +12 +6 +5
15th +15/+10/+5 +13 +7 +5
16th +16/+11/+6/+1 +13 +7 +6
17th +17/+12/+7/+2 +14 +7 +6
18th +18/+13/+8/+3 +14 +8 +7
19th +19/+14/+9/+4 +15 +8 +7
20th +20/+15/+10/+5 +15 +8 +8

Class Skills (6 + Int modifier per level.
Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Tumble (Dex).

Class Features

All of the following are class features of the Deadman.

Using your own life: The deadman must cut himself to use his abilities, with some the location has to more precise then just anywhere. You deal one point of damage for each cut you make. When you go to use more then one ability at a time in and out of combat you must make a Fort save, starting at a dc of 20 or go unconscious do to losing so much blood.

Easier and easier: The more you practice, the better you get at sustaining yourself when using a lot of your blood. Every time you roll a 19 or 20 on the d20 lower the dc of the Fort save by 1. If you lower the dc to 0 you no longer have to make any Fort save while using a lot of your own blood.

Deaths Drain: After defeating a enemy you can drain the blood of your enemy to heal yourself. See the chart below for sizes on how much they will heal you.

Deaths Drains Heal
size  % of total HP
Fine 20%
Diminutive 40%
Tiny 60%
Small 80%
Medium 100%
Large 120%
Huge 140%
Gargantuan 160%
Colossal 180%

Branch of Sin: You may chose on Branch of Sin at 1st, 4th, 7th, and 10th level.

Crow Claw: The Deadman cuts himself to draw his blood into the shape of blades typically from the forearm. The Crow Claw is an ever evolving set of blades that packs more of punch the stronger the user gets. Look at the chart below for damage on the Crow Claw.

Crow Claw Damage
Level of Crow Claw Damage
1st 1d6
2nd 1d8
3rd 2d6
4th 1d12
5th 2d8
6th 2d12

Ganta Gun: After being cut the deadman can draw out some of his blood and shoot a projectile at his enemy. Though he can shoot almost as many as you want it will come at a cost of your own life. The more you shoot the more damage you take. Refer to the table for the Ganta Gun Damage and Health Cost.

Crow Claw Damage
Ganta Damage
1st 1d6
2nd 1d8
3rd 2d6
4th 1d12
5th 2d8
6th 2d12

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