Agarwaen [Archive] - Wizards Community

Post/Author/DateTimePost
farghal

01-29-05, 05:44 PM
Someone started with this class about 1 and an half year ago he never finished it. I really liked the concept so i worked on it myself but never played with it and so it was set aside. I saw it turn up somewhere in my old D&D docs so i looked at it again modified some things and now i would like some feedback by others.

if you think something is to strong to weak or just is'nt right let me know. but i would really like some good arguments with it so that i can really work with it. and please read it als and read it good before you react.

for know thank you in advance ;)

Agarwaen



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 divine power 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 greatsword 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 passes out.







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 Fast Blood
2nd +2 +2 +0 +0 Way of the Blood
3rd +3 +3 +1 +1 Tirelessness
4th +4 +3 +1 +1 -
5th +5 +4 +1 +1 Way of the Blood
6th +6/+1 +4 +2 +2 Blood Shield (+1)
7th +7/+2 +5 +2 +2 -
8th +8/+3 +5 +2 +2 Way of the Blood
9th +9/+4 +6 +3 +3 Refuse Deaths Call
10th +10/+5 +6 +3 +3 -
11th +11/+6/+1 +7 +3 +3 Way of the Blood
12th +12/+7/+2 +7 +4 +4 Blood Shield (+2)
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +8 +4 +4 Way of the Blood
15th +15/+10/+5 +9 +5 +5 Live Twice
16th +16/+11/+6/+1 +10 +5 +5 -
17th +17/+12/+7/+2 +10 +5 +5 Way of the Blood
18th +18/+13/+8/+3 +11 +6 +6 Blood Shield (+3)
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: d12.

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), Sense motive(Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + 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 two additional Exotic or Martial weapon of their own choosing. Agarwaen are proficient with all armor, and with all shields except the Tower Shield.

Ability’s


Fast Blood: Because of the experience with pain and wounds agarweans are extremely fast healers. The Blood flows fast by which the wounds can heal more quickly. they heal 1 hp per agarwean level per hour. But because of the fast streaming blood in there veins potions have no effect. The body simply does’nt absorb it thus the effect does’nt get the change to work. Healing by spells does work but is only 50% affective.

Way of the Blood: The Agarwaen draw upon their life force to perform incredible feats. At 2th level and every 3 levels thereafter he or 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, you can spend unlimited HP in total but never more then noted by the ability’s per ability. You can even go below 0 with your hitpoints but if you do you will will have to make a fortitude save (DC 10+ amount HP below 0 (example if u use a way of the blood and by doing this you would be on -12 hp you would have to make a fort save DC 22)) or instantly die because of the blow to the body. You will however lose your hp at the end of your turn or after 1 attack. (for example you have 16 HP left you would be able to put 40 HP in weapon of burning blood and gain 4D6 fire damage on your weapon. You could make 1 single attack and then you die). Spending hit points means that she gains lethal damage that cannot be reducted equal to the amount spent. Spending Hit points is a move action that does not provoke an attack of opportunity. NOTE! That you can only once use 1 of way of the blood ability per round.

•Painful Determination: For the next number of rounds equal to the Agarwaens class level + charisma modifier, he or she gains a +1 damage bonus for every 5 HP spent this way. (For example, 10 HP spent gives a level five Agarwaen a +2 bonus for 5 +cha modifier rounds). Only 5 hit points per agarwean level (max 50hp) can be spent this way, per day.


•Agony's Clearsight: For the next number of rounds equal to the Agarwaens class level + charisma modifier, he or she gains a +1 bonus to any attack she makes for every 5 HP spent this way. Only 5 hit points per agarwean level (max 50hp) can be spent this way, per day.


•Energy of Blood: The Agarwaen gets a +1 bonus for every 2 HP spent to her next skillcheck made within an amount of minutes equal to the Agarwaen's class level. Only 2 hit points per agarwean level (max 30hp) can be spent this way, per day. You must choose how much hp you will spend before the check.

•Agony's Inconsistence: Within the next number of rounds equal to the Agarwaens class level +charisma modifier , any attacks made against the Agerwaen has a +5 Concealment Miss Chance for every 5 HP Spent. Only 5 hit points per agarwean level (max 50hp) can be spent this way, per day.

•Speed of the Inner Wound: For the next number of minutes equal to the Agarwaens class level X charisma modifier he or she gains an enhancement to speed as given on the following table for every 5 HP spent. Only 5 hit points per agarwean level (max 30hp) 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 3 hit points per agarwean level (max 30hp) can be spent this way, per day.

•Apprentice of Pain: If the Agerwaen spents 5 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 5 hp X twice the spell level (for example if you want to cast a level 2 spell it will cost 3 + 5X4 = 23 hp). This ability requires a standard or full round action (or more), as given by the spells description, instead of a move action. Only 4 hit points per agarwean level (max 60hp) can be spent this way, per day.


•Transfer Pain: Within the next number rounds equal to the Agerwaens class level + charisma modifier he or she can make one unarmed touch attack that doesn’t provoke an attack of opportunity to deal 1 damage on hit for every HP spend this way, On a succesful hit, the target must make a fortitude save DC 10 + HP spent or become paralyzed for the next two rounds. The agarwean decides how much hp he spends after he has a succesfull hit. Only 5 hit points per agarwaen level (max 25hp) 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 + charisma modifier , deal an amount of damage equal to hp spent divided by 2, rounded down, to that creature. Only 2 hit points per agarwean level (max 30hp) can be spent this way, per day.

•Weapon of burning Blood: For the next number of rounds equal to the Agarwaens class level + charisma modifier, any weapon he or her wields gets an 1D8 fire enchantment bonus for every 10 HP spend this way. This enchantment bonus can never be greater than 4D8. (For example, if Harlador, a level five Agarwaen, pays 20 HP, his sword gets a 2d8 fire enchantment bonus). Only 60 hp can be spent this way, per day (still doesn't allow the Agarwaen's weapon to get a bonus higher than 4D8).

Blood Shield: You can let al old wounds go open and let the blood flow al over your body whereafter it hardens, granting you a + natural armor bonus on your AC. Doing this is a free action and lasts for 2 hours. Or until the blood is washed off. (you can not get the blood shield off by throwing water over the agarwean)

Tirelessness: Immunity to fatigue

Refuse Deaths Call: May continue to act as normally until he reaches -10 +con bonus hp at which point the dies. this also effects "way of the blood" when using hp that would get you below 0. Now it will be until you go under 10+con modifier you will have to take a fortitude save DC (0 - con modifier +hp spend below 0)


Live twice: At 15th level a agarwaen becomes immortal as long as his fital bodyparts/organs (head torso and then every organ you normaly need to live) are still witthin 5 feet of each other. When a agarwean dies he will regain HP at the speed of 1 HP per hour until he reaches 1 HP then he will come back to live and regenerate at the “normal” speed of 1 HP per agarwean level per hour. If his fital bodyparts are not within 5 feet of each other and are not within 2 minutes after he dies he will not regain HP and remain dead. If you come back to live this way you will lose 0,5 % experience per level.
GoodTeletubby

01-29-05, 06:01 PM
hmm, interesting ideas, I'd say you have to go with a d12 HD though, he just won't survive without it, i'm no good with balance, but i can't see anything wrong with this, though the blood shield does need a name for the AC bonus it gives
farghal

01-29-05, 06:13 PM
sorry that would have to be" natural armor" i forgot to add that :)

about the d12 i was thinking about it but i'm not sure by doing this i'm afraid he'll overpower the barbarian. not sure there would like some more oppinions about that

thanks
Lothor Bolvreck

01-29-05, 08:06 PM
Here is some sugestions:
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Fast Blood
2nd +2 +2 +0 +0 Way of the Blood
3rd +3 +3 +1 +1 Blood Shield (+1)
4th +4 +3 +1 +1 -
5th +5 +4 +1 +1 Way of the Blood
6th +6/+1 +4 +2 +2 Tirelessness
7th +7/+2 +5 +2 +2 -
8th +8/+3 +5 +2 +2 Way of the Blood
9th +9/+4 +6 +3 +3 Blood Shield (+2)
10th +10/+5 +6 +3 +3 -
11th +11/+6/+1 +7 +3 +3 Way of the Blood
12th +12/+7/+2 +7 +4 +4 Refuse Deaths Call
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +8 +4 +4 Way of the Blood
15th +15/+10/+5 +9 +5 +5 Blood Shield (+3)
16th +16/+11/+6/+1 +10 +5 +5 -
17th +17/+12/+7/+2 +10 +5 +5 Way of the Blood
18th +18/+13/+8/+3 +11 +6 +6 Live Twice
19th +19/+14/+9/+4 +11 +6 +6 -
20th +20/+15/+10/+5 +12 +6 +6 Way of the Blood

Tirelessness: Immunity to fatigue
Refuse Deaths Call: May continue to act as normally until he reaches -10 =con bonus hp at which point the dies
Hit Die: d12
farghal

01-30-05, 04:24 AM
oke i like the immune to fatique it fits the character

i also like refuse deaths call, very nice

i'll put in a D12 in stead of D10.

a few things where changed in the table:
you can pick way of the blood more times... i think if you do that he will be overpowered but perhaps i'm wrongwould like more oppinions on that.

live twice at a later level:
i was exactly thinking about putting it at 12th level. if take a good look it's not a so good ability. sure you can regenerate from death BUT if your head got chopped of you got a change that it's not within feet if you got crispy roasted by a dragon i do nit think als your organs are intact within 5 feet etc.
Lothor Bolvreck

01-30-05, 04:56 AM
I remade the chart to show a more fluid level progretion.
I increased the number of Way of the Blood abilities but decreased the bonuse to Blood sheild(+3 instead of +4), while moving live twice down.
This is also to balance the new abilities I added (they are more powerfull than your origional ones)
refuse Deaths Call is suposed to be -10 +con bonuse
(so if your con was 20 then you would be able to act untill -16)
d12 might be a bit much, but personaly I like having acess to that extra 1 Way of the Blood ability, so if you think tat it is over powered then change it to d10 and it should be fine.
As for me, part of me sys that d12 is to much while the other part keeps on reminding me that you are going to be burning hp at a phenominal rate.
Over all I would prefer to see the class as a PrC but that is just because I don't envesion the class being rather rare.
I love the abilities and the flavor of the class and I will use it but probaly more for npc than pc.
farghal

01-30-05, 05:45 AM
thanks for your feedback. you got some arguments where i can think about. oke i'll put in 1 extra way of the blood. i'll keep the d12 but i'm keen on testing it so it won't turn out to be to strong. i think with live twice on 15 it's just perfect it's strong but not overpowering and at lvl 15 it's just the right time to get enough advantage of it but not to much.

about the Prc of Cc thing everyone has it's own thoughts about that but i think the Agarwean has enough own personality to cover a Cc

thanks again. :D
farghal

01-30-05, 11:03 AM
:bump:
farghal

01-30-05, 02:34 PM
c'mon is there anyone who wants to react on this?

is it already perfect as it is? darn i'm really good then ;)
farghal

01-30-05, 05:57 PM
Please!!!!!!!!!!!!!!!????????
Lothor Bolvreck

01-30-05, 06:45 PM
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Fast Blood
2nd +2 +2 +0 +0 Way of the Blood
3rd +3 +3 +1 +1 Tirelessness
4th +4 +3 +1 +1 -
5th +5 +4 +1 +1 Way of the Blood
6th +6/+1 +4 +2 +2 Blood Shield (+1)
7th +7/+2 +5 +2 +2 -
8th +8/+3 +5 +2 +2 Way of the Blood
9th +9/+4 +6 +3 +3 Refuse Deaths Call
10th +10/+5 +6 +3 +3 -
11th +11/+6/+1 +7 +3 +3 Way of the Blood
12th +12/+7/+2 +7 +4 +4 Blood Shield (+2)
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +8 +4 +4 Way of the Blood
15th +15/+10/+5 +9 +5 +5 Live Twice
16th +16/+11/+6/+1 +10 +5 +5 -
17th +17/+12/+7/+2 +10 +5 +5 Way of the Blood
18th +18/+13/+8/+3 +11 +6 +6 Blood Shield (+3)
19th +19/+14/+9/+4 +11 +6 +6 -
20th +20/+15/+10/+5 +12 +6 +6 Way of the Blood

How about this, the difeance it that you give up 1 level of blood sheild to get an extra Way of Blood. I have rearanged some of the abilities.
The proble I have with your chare is that there are a lot of dead levels, and the leaves that arn't dead give you alot of power. This progretion is more steady.
Fast blood is powerfull enough at first level you don't need anything else. It is comprabal with the figter's bonus feat (if not a bit more powerful)
farghal

01-31-05, 10:45 AM
may'be your right i've changed it.... but i really wanted 6 to be the maximum way of the bloods but with 1 AC bonus less it should be balanced.

thanks :D
D-Dus

01-31-05, 12:03 PM
I must say I really like the look of the character.
It looks fine as it is now, I would say test it and see ;)
I think some of the abilities are very powerful, but the HP requirement (and the inability to use healing potions) balances it out nicely.
I'm not an expert at balanced characters, but I think it's just right now :D
farghal

01-31-05, 12:10 PM
thanks dude ;)
darklogic

12-20-05, 02:27 AM
I like this class. I may playtest it myself. I honestly think there needs to be a non-barbarian d12 class, and this one fits that bill nicely. The blood based abilities give it a creepy feeling.

I'm not sure how I feel about the lack of potions working, but I'll see how it goes in the final tast.

The Blood Armor is a +3 natural armor? I'd recomend + Charisma bonus.