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| Erih, Shadowdweller03-17-04, 04:09 PM | Agarwaen The Agarwaen are warriors who’ve taken upon them the name Agarwaen (Blood Stained) and have learned to draw upon their raw life force to perform incredible feats of combat. Adventures: The Agarwaen’s motivation for Adventuring varies greatly, from getting loot to protecting lives, but the most important goal of the Agarwaen is to learn how to better control and exploit their powers. Characteristics: The Agarwaen adventurer draws upon her life force to bush her body to the limit. Also, they often use weird or unusual weapons in their pursuit of their personal goals. Alignment: Agarwaen can be of any alignment, but leans towards Neutral behaviour, due to the pain they have endured, which everyone else has not. Religion: Agarwaen tend to follow only his or her own rules, not those of a deity. Sometimes, though, they find that a string of shallow hope and belief helps them walk their chosen path of agony. Background: Agarwaen are people who’ve once in their life experienced great pain, physical or psychical, and learnt how to use that pain to perform great bodily or mental feats. Agarwaen finds that they best open up to other who have gone through the same as themselves; other Agarwaen. Races: Most Agarwaens are of races that lingers at tragedies, as Humans, Elves and Half-Elves. Less common are the Halfling and Gnome Agarwaen. Least common are the Half-Orc and Dwarven Agarwaen, as these tend to be of the tougher kind. Other Classes: Agarwaen has a good relationship with Fighters and Barbarians as these tend not to inquire about their moody nature. Still, though, the Agarwaen favours the bards and wizards insight as well. Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Way of the Blood 2nd +2 +3 +0 +0 Endurance 3rd +3 +3 +1 +1 Diehard 4th +4 +4 +1 +1 - 5th +5 +4 +1 +1 Way of the Blood 6th +6/+1 +5 +2 +2 Fast Mending 7th +7/+2 +5 +2 +2 - 8th +8/+3 +6 +2 +2 - 9th +9/+4 +6 +3 +3 - 10th +10/+5 +7 +3 +3 Way of the Blood 11th +11/+6/+1 +7 +3 +3 - 12th +12/+7/+2 +8 +4 +4 Improved Fast Mending 13th +13/+8/+3 +8 +4 +4 Increased Pain Barrier 14th +14/+9/+4 +9 +4 +4 - 15th +15/+10/+5 +9 +5 +5 Way of the Blood 16th +16/+11/+6/+1 +10 +5 +5 - 17th +17/+12/+7/+2 +10 +5 +5 - 18th +18/+13/+8/+3 +11 +6 +6 Greater Fast Mending 19th +19/+14/+9/+4 +11 +6 +6 - 20th +20/+15/+10/+5 +12 +6 +6 Way of the Blood GAME RULE INFORMATION Agarwaen have the following game statistics. Abilities: Charisma is important for the Agarwaen because it determines how good her Way of the Blood abilities are. Constitution is good because the Agarwaen needs some life to draw upon when using her special abilities. Alignment: Any. Hit Die: d8. Class Skills The Agarwaen’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at 1st Level: (4 + Int modifier) × 4. Skill Points at Each Additional Level: 4 + Int modifier. CLASS FEATURES All of the following are class features of the Agarwaen. Weapon and Armor Proficiency: Agarwaen are proficient with all simple weapons, plus one additional Exotic or Martial weapon of their own choosing. Agarwaen are proficient with all armor, and with all shields except the Tower Shield. Way of the Blood: The Agarwaen draw upon their life force to perform incredible feats. At 1st level and at level 5, 10, 15 and 20 she may choose a special ability from the list below. The Agarwaen can spend hit points in several different abilities (concluded that she has learned the ability) every day, but never more than her level in the Agarwaen class x her charisma modifier. She doesn’t have to, though. Spending hit points means that she gains lethal damage that cannot be reducted equal to the amount spent. Hit points lost this way can be recovered by a normal rate, or by magical means. Spending Hit points is a move action that does not provoke an attack of opportunity, even if the Agarwaen spends in several different abilities at the same time. Painful Determination: For the next number of rounds equal to the Agarwaens class level, he or she gains a damage bonus equal to HP spent divided by two, rounded down. (For example, 4 HP spent gives a level five Agarwaen a +2 bonus to damage for the next five rounds). Only 20 hit points can be spent this way, per day. Agony's Clearsight: For the next number of rounds equal to the Agarwaens class level, he or she gains a bonus to any attack she makes equal to HP spent. Only 10 hit points can be spent this way, per day. Energy of Blood: The Agarwaen gets a bonus equal to HP spent to her next skillcheck made within an amount of minutes equal to the Agarwaen's class level. Only 20 hit points can be spent this way, per day. Agony's Inconsistence: Within the next number of rounds equal to the Agarwaens class level, any attacks made against the Agerwaen has a Concealment Miss Chance equal to HP Spent. Only 40 hit points can be spent this way, per day. Speed of the Inner Wound: For the next number of minutes equal to the Agarwaens class level he or she gains an enhancement to speed as given on the following table for every 4 HP spent. Only 12 hit points can be spent this way, per day. Normal New Speed Speed 5 ft. 10 ft. 10 ft. 15 ft. 15 ft. 20 ft. 20 ft. 30 ft. 30 ft 40 ft. 40ft. 50 ft. 50ft. 60 ft. Torment Hardens the Skin: For the next number of rounds equal to the Agerwaens class level he or she gains a Natural Armor Bonus to his or her ac equal to HP spent divided by 3, rounded down. Only 30 hit points can be spent this way, per day. Apprentice of Pain: If the Agerwaen spents 3 HP, he or she may spontaneously cast a cantrip (level 0 spell) from the Wizard/Sorcerer spell list, as if casting with the Eschew Materials feat. Failure Chance by armor still applies. For every level the spell is more than 0, it costs an additional 3 hp. This ability requires a standard or full round action (or more), as given by the spells description, instead of a move action. Only 30 hp can be spent this way, per day. Transfer Pain: Within the next number rounds equal to the Agerwaens class level he or she can make one unarmed touch attack to deal lethal damage on hit equal to HP spent divided by two, rounded down. On a succesful hit, the target must make a fortitude check equal to HP spent or become paralyzed for the next two rounds. Only 40 hp can be spent this way, per day. Aura of Agony: Whenever a melee attack damages the Agarwaen, within the next number rounds equal to the Agerwaens class level deal, deal an amount of damage equal to hp spent divided by 2, rounded down, to that creature. Only 20 hp can be spent this way, per day. Weapon of the Mortally Wounded: For the next number of rounds equal to the Agarwaens class level, any weapon he or her wields gets an enchantment bonus equal to HP spent divided by 3. This enchantment bonus can never be greater than +5, and are not cumulative with the weapons original enchantment bonus. (For example, if Harlador, a level five Agarwaen, pays 6 HP, his sword gets a +2 enchantment bonus to Attack and Damage for the next five rounds). Only 30 hp can be spent this way, per day (still doesn't allow the Agarwaen's weapon to get a bonus higher than +5). Endurance: An Agarwaen gains Endurance as a bonus feat at level 2. Diehard: An Agarwaen gains Diehard as a bonus feat at level 2. Fast Mending: From level 6 and thereafter, the Agarwaen heals twice his Class Level by 8 eight hours of sleep, and thrice his class level by 24 hours of bed rest. Magical Healing does not heal more hit points on an Agarwaen. This improve at twelfth level to 3 times his class level by 8 hours of sleep, and 4 by 24 hours bed rest. It further improves at level 18 when the Agarwaen heals 4 times his class level by 8 hours of sleep, and 6 by 24 hours of bed rest. Increased Pain Barrier: From Level 13 and every level thereafter an Agarwaen gets so used to pain that she has more resistance to it. An Agarwaen gets his Charisma Modifier to every check made against an effect of pain (Concentration if hit while casting, checks against torture, and so forth) To rule what is a check against pain, use logic. (I. E: He doesn’t get it against a snake’s poison, because, even though the bite is painful, it is the poison that requires a check). EDIT: Added 2 new Way of the Blood methods. EDIT: Increased number of hit points spendable to the Agarwaens class level x Charisma Modifier. Added restrictions to the abilities. |
| farghal03-18-04, 05:42 AM | i think the idea is good but you have to work it out more. oke here's what i think He has a great fortitude save AND will save I think you would have to lower one of them get it more balanced. Way of the Blood is nice but it should be able to do more may'be even some sort of spell like ability but one that changes gear. such as if an standard amount of hp is sacrifised the sword can light up with fire doing additionel fire damage. Or for an standard ammount of hp sacrifised spikes come out of the arom you ar wearing that kinda stuff. But keep it targeted on the gear. Further more it might be fun to add some other other specials or feats that add to the way of the blood hope you can use this but be carefull not to overpower your class good luck ;) |
| Erih, Shadowdweller03-18-04, 07:26 AM | I am sorry, I didn't have much time yesterday, so I posted it without working out the last ideas for Way of the Blood. Will add three-five today. |
| farghal03-18-04, 07:30 AM | i'l will check it asap i looked it over and if it's worked out this could be very good class. |
| Erih, Shadowdweller03-18-04, 07:49 AM | I added 2 new. |
| farghal03-18-04, 08:00 AM | they look good btw i think you should look out with Apprentice of Pain if a level 10 Agarwaen with about 80 to 100 hp he can cast a level nine spell with ease (3hp for cantrip + 3X9 = 30 hp) that's a little bit to destructive. You could either let him just cast cantrips or for every level higher 5 X spell level extra hp so for a level 1 spell that would be 3 + 5X1 = 8 and a level 2 spell 8 + 5X2 = 18 a level 3 spell 18 + 5X3 = 33 hp etc etc this way it is possible to cast higher spell but not a real recommender and you should look at which level you can use what special of the way of the blood. if you can use them al at level 1 it's to powerfull hope to see more soon ;) |
| Erih, Shadowdweller03-18-04, 08:11 AM | Theres a restriction on how much HP you can use. The formular is: Half of Agarwaen level + Charisma modifier. So, a level ten with decent Charisma score, and some buffing, would only be able to spend about 10-11 HP. - And you choose one new Way of the Blood ability at level 1, 5, 10, 15, and 20. So you coul maximum have five from the list of, currently, 8, when youre level twenty. |
| farghal03-18-04, 08:37 AM | sorry looked over that but in you character it say's divided by 3 But if it's th max amount of hp Per day then i think you could make it a little higher make him spend more hp i think the best think you can do is set a max of hp spending per abillity by which you look at the level of the agarwaen. Make the max hp spend per day a lot higher may'be even unlimited and make the ability's work for a shorter period of time. This way you can make the ability's not overpowering but you can use them many times and the character will really have to check his hp before doing anything. But remember this is only what I think if you disagree don't do it it's your character. Let me know what you think |
| Erih, Shadowdweller03-18-04, 09:00 AM | I agree, the HP spendable might be to low.. Maybe I should just make it ½ Agarwaen level x Charisma modifier? This way, a level 20 Agarwaen with +7 charisma modifier (reasonable because of magical items) could spent 70 hp.. Might be too much, though.. Need input! |
| farghal03-18-04, 09:15 AM | what if you would make the max hp spendible per day unlimited BUT restrict it at the ability's and make the amount of hp spend there higher Agony's Clearsight: For the next number of rounds equal to the Agarwaens class level, he or she gains a bonus to any attack she makes equal to HP spent. you gain a +1 for every 5 hp spend this way max hp you can spend this way is equel to agarwaen level divided by 4 , rounded down (so max +5) this way you can just keep using ability's BUT not above max and you will need to have a lot of healing going on |
| Erih, Shadowdweller03-18-04, 09:26 AM | I thought so too.. To restrict some of the abilities, like at the more basic ones, maximum ten points spend and so forth. |
| farghal03-18-04, 09:57 AM | jep you could indeed just set a max but if you would let the agarwaen spend unlimited hp (what i think is the best in this way you can make a finishing blow at wich you mind almost be killed or be unconcious :D ) then you should make the amount of hp that must be spend to use an ability much higher. The battle rages on the group of adventurers are al rather worn out but the beast is still standing firm. "What should we do?" a ranger asks. "I'm almost out of arrows and the filthy creatures is still standing". "I don't know." the cleric anwers "It looks like our end is near i gave it everything i got". "NOOOOOOO!!!!" the wizard shouts "This cannot be!!!!" and a great fireball comes flying out of his fingertips going straight at the creature who takes a full blow. While the smoke is slowly vaperising the adventurers hear a heavy growl. "This is not good" the cleric says. The adventurerer who joined the group not long ago runs at the cleric and shouts "HEAL ME! QUICK". The cleric hesitades and says "but i will have to give up my last spell and i could do some damage with my searing light" "That won't be enough" the new one says "and you know it" "you have an better idea?" says the ranger? The new one turns back to the cleric..... "trusth me..." The cleric raises his hands touching him and a dash of light hits him. the new one looks refreshed and says "now stand back" He starts walking straight for the creature with a confident smile on his face. The creature looks at him with rage in his eye's because of the last blow. While he walks by the mage and the ranger they can see fire burning in his eye's, muscles growing bigger and the wounds who where just healed reopening. The new ones draw's his great sword and runs for the creature. the sword begins to burn and starts to burn more heavely with every step he makes. Then he reaches the beast and bashes into it. A great explosion of the fire on the sword fills the room with a flash of light. When the other adventurers open there eyes they see the creature slaughterd on the ground and the new one lying next to him. The fire on the sword is slowly disapearing. The adventurers run at him. "Are you okay?" The cleric asks "i'm fine" the new one barely answers "I ..... just ......need some...... time to heal" and he falls unconcious. |
| Erih, Shadowdweller03-18-04, 10:15 AM | Hehe. My idea for the character too. Because he has to get a high Charisma, he might not have the best combat abilities in the group. But at the crucial moment, he springs forward, bloods flowing from a dozen mystical wounds, and kills the dragon in a single blow, whereafter he passes out. |
| farghal03-18-04, 10:21 AM | well then the idea is worked out so i think it's about time to make the class whole. If you think you have "finished" the class please let me know mail me at farghal36"removethis"@hotmail.com I'm looking forward to it |
| Erih, Shadowdweller03-18-04, 10:46 AM | I will do so :). |
| farghal03-18-04, 04:02 PM | does'nt anybody else has something to say about this class????? |
| farghal03-19-04, 03:35 AM | does'nt anybody else has something to say about this class????? |
| farghal03-25-04, 03:20 AM | are you going to do something with this class or let it rot away? |
| Erih, Shadowdweller04-06-04, 02:46 PM | Updated it. I think it looks much better now, than it did before. |
| farghal05-06-04, 08:28 AM | :bump: |