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| JaronK01-12-08, 03:46 PM | Yes, this class is a little tongue in cheek, but I'm trying to balance it. It's what happens when you play with every silly hero stereotype you can think of. And also sword chucks. And eye lasers. You can't be truly awesome without sword chucks and eye lasers. http://www.coldfusionvideo.com/d/dragonfury-e.jpg Awesome Hero Starting Wealth: As Rogue, plus an Awesome Hero always starts with a pair of sunglasses. Hit Die: D10 Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Perform, Profession, Slight of Hand, Sense Motive, Spot, Tumble, Use Rope Skill Points Per Level: 4 + Int Mod Weapons and Armour Proficiency: Awesome Heroes are proficient with Chucks (see below), Crossbows (all), Guitars, Katanas, Nunchuku, and Unarmed Strikes. The only armour they are proficient with is Leather Armour, and they are not proficient with shields. Level BAB For Ref Wil Special 1st +1 +2 +2 +0 Unarmed Strike, Sunglasses, Eye Lasers +1d6, Trenchcoat 2nd +2 +3 +3 +0 Always clean, Smite Fool 1/day, Awesome Presence, Wail on Guitar 3rd +3 +3 +3 +1 Eye Lasers +2d6, Blow 'em Away 4th +4 +4 +4 +1 Chucks, Kick in the Door, Dramatic Speech 5th +5 +4 +4 +1 Eye Lasers +3d6, Inverse Ninja Law, Smite Fool 2/day 6th +6 +5 +5 +2 Awesome Katana, Awesome Attacks, Sidekick 7th +7 +5 +5 +2 Eye Lasers +4d6, One at a Time 8th +8 +6 +6 +2 Walk it Off, Dive For Cover 9th +9 +6 +6 +3 Eye Lasers +5d6, It Explodes! 10th +10 +7 +7 +3 Chucks (One Size Smaller or One Handed), Smite Fool 3/day 11th +11 +7 +7 +3 Eye Lasers +6d6 12th +12 +8 +8 +4 Improved Critical (Katana) 13th +13 +8 +8 +4 Eye Lasers +7d6 14th +14 +9 +9 +4 Say Something Awesome 15th +15 +9 +9 +5 Eye Lasers +8d6, Chucks (Reach Weapons), Smite Fool 4/day 16th +16 +10 +10 +5 Always get the babe, Heroic Recovery 17th +17 +10 +10 +5 Eye Lasers +9d6 18th +18 +11 +11 +6 Superior Critical (Katana) 19th +19 +11 +11 +6 Eye Lasers +10d5 20th +20 +12 +12 +6 Chucks (Two Handed), Katana Chucks, Smite Fool 5/day, Made of Awesome Unarmed Strike: Awesome Heroes know kung fu, or at least can throw a killer roundhouse kick. At 1st level, an Awesome Hero gains Improved Unarmed Strike as a bonus feat. An Awesome Hero's attacks may be with either fist interchangably or even from elbows, knees, and feet. He is treated as a monk for Unarmed Strike damage and rules. Wail on Guitar: Awesome Heroes can REALLY wail on the guitar. They treat Guitars as a Two Handed Bludgeoning Weapon that does the same amount of damage as their unarmed strike, and may enchant them as weapons. They have a 20/X2 Critical. Guitars weilded by Awesome Heroes are not damaged by being weilded as a weapon. Sunglasses: An Awesome Hero always has a pair of sunglasses. He may never willingly part with them, and if taken by anyone else they automatically disappear in 10 rounds. If broken, they vanish. In either case, a fresh pair is now in the Awesome Hero's pocket. While wearing sunglasses, an Awesome Hero gains Darkvision 30', or if he already had Darkvision his range is increased by 30'. He takes no penalty to his vision range at night for wearing Sunglasses, but he gains a +2 to all saves against blinding effects. His sunglasses take up the mask slot when worn. Trenchcoat (su): Whatever an awesome hero wears in his cloak slot looks like a black trenchcoat, or possibly a brown duster. This is a glamor effect. Eye Lasers (su): Awesome Heroes can shoot Lasers out of their eyes. Firing the Eye Lasers is a standard action that deals 1d6 Awesome Damage at level 1, increasing with every odd level. This counts as a touch attack, and has a maximum range of 60. It works even when wearing sunglasses. Awesome Presence: Starting at level 2 Awesome heroes can add their charisma bonus to AC when wearing Leather Armour or no armour and when not wearing a shield. This bonus applies even to touch attacks and when flat footed. Always Clean (su): Awesome Heros can always clean themselves after a battle. As a full round action, an Awesome Hero can clean himself, his clothing, his gear, and his mount or vehicle (if he's currently riding) completely, removing all grime and stench. This also makes his hair perfect and may apply any necessary makeup. Smite Fool: Once per day starting at level 2, an Awesome Hero may smite a fool with one normal melee attack. He adds his charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Awesome Hero level. If an Awesome Hero accidentally smites someone who has a wisdom score equal to or higher than the Awesome Hero then the smite has no effect, but the ability is still used for the day. At 5th level, and every 5 levels thereafter an Awesome Hero can use Smite Fool one additional times per day, as indicated on the chart. Blow 'em Away: Starting at level 3, when an Awesome Hero hits an opponent with a melee or ranged attack which reduces them to -1 or fewer hitpoints, that opponent is knocked back 20' and prone (also, probably dead or dying). If there is a window within 20', he is knocked towards the window instead of going straight back, and goes through that window. If that opponent runs into an immovable object, the opponent stops in the square before that object. If he hits another person, that person must make a fortitude save against a DC equal to the damage done by the Awesome Hero's attack or be knocked prone. If he passes this save, the opponent is instead stopped as though he hit an immovable object. Chucks: An Awesome Hero can tie any two appropriately identical sized objects as a standard action and weild them like nunchucks. At level 4, these objects may be any two non reach light weapons of the same type, in which case they do the same damage type and damage amount as the light weapons, and have the same critical threat range and modifier. They could also be any two creatures at least two size catagories smaller than himself, doing damage from the table, and will likely do bludgeoning damage, though the GM may modify this if the creature is particularly spikey. They have a 20/X2 critical. If the creature is alive it automatically deals damage as though it had hit with its primary natural attack on a confirmed critical hit. Awesome Heroes may also tied together any two objects, which will do damage like a creature of their size, of a type determined by the DM. Awesome Heroes never injure themselves by weilding Chucks. In any case, Chucks are considered One Handed Weapons that gain a +2 to disarm checks and may be used as a double weapon if wielded in both hands (both heads do the same damage). An Awesome Hero can take any feat that applies to only one weapon and have it work on Chucks, if he so desires. Chucks are treated as double weapons for purposes of magical enchantments. If the Awesome Hero is weilding a pair of creatures who happen to also be nuns, he may add +1d6 awesome damage on any successful hit. Creatures weilded in this manner take no damage, but usually get a bit annoyed. At level 10, An Awesome Hero can tie together creatures one size catagory smaller than himself, or any one handed non reach weapons. Katanas are considered two handed for this purpose. At level 15, An Awesome Hero can tie together reach weapons. If so, his chucks count as reach weapons with the same reach as the weapons he tied together. At level 20, An Awesome Hero can tie together two handed weapons, and may weild Katana Chucks (see special ability, below). Chuck Damage Table: Tiny 1d6 Small 1d8 Medium 2d6 Large 3d6 Huge 4d6 Kick in the Door Sometimes, Awesome Heroes need to make a dramatic entrance. When attacking a door, window, or similar object, an Awesome Hero may make an unarmed strike that ignores hardness, as well as any enchantments that would help resist the attack. If this reduces the door to 0 hitpoints, the door explodes away from the Hero, forcing everyone in a 20' cone originating from the door to make a reflex save (DC 10+Awesome Hero Class Level + Charisma Modifier) or be knocked prone. If the people on the other side of the door were not aware of the Awesome Hero until he kicked in the door, the Hero may immediately act in the surprise round. Dramatic Speech: Starting at 4th level, an Awesome Hero can say as many words as he likes as a free action, even in the middle of combat or in similar situations. This takes no time at all, as the whole world slows down to listen to his nifty dramatic speech. Inverse Ninja Law: Awesome Heroes are great at beating up large numbers of enemy ninjas. Starting at level 5, he gains an competance bonus equal to the number of enemy ninjas within 60' to all his attack rolls and damage rolls against hostile ninjas. Additionally, he gains a competance bonus to AC equal to the number of hostile ninjas within 60', and always retains his dexterity bonus to AC against ninjas. This ability does not fuction if there is only one ninja within 60'. Awesome Katana (su): Starting at level 6, any Katana weilded by an Awesome hero does Awesome damage instead of Slashing damage. As such, it ignores DR and Hardness, and can only be resisted by someone who has resistance to Awesome. This ability only functions while the Awesome Hero is actually holding the Katana. Awesome Attacks: Starting at level 6, an Awesome Hero may add his charisma modifier to all attack rolls. Sidekick: All Awesome Heroes of level 6 or higher have a sidekick. The Awesome Hero gains a cohort as though he had the leadership feat. He does not gain any followers. If he takes the Leadership feat, his Leadership Score is increased by two for purposes of what cohort he can have. Alternatively, an Awesome Hero may chose to gain a mount or animal companion instead of a cohort. If so, he gains a mount as a Paladin or a companion as a Druid, treating his Awesome Hero levels as Paladin or Druid levels for determining what mount or companion he can have and the bonuses that creature gets. Once he has decided between mount, companion, and cohort, he cannot change this decision. In any case, his sidekick does not explode as per the It Explodes! rule, and his side kick is immune to the damage caused by that ability (but the sidekick also is knocked prone if caught in the blast). One at a Time: An Awesome Hero is so frightning in combat that henchmen are too scared to engage him all at once. As a swift action, an Awesome Hero may make an intimidate check which effects all hostile creatures within 60' with fewer hit dice than the Awesome Hero. Any creature affected by this ability cannot get close enough to threaten the Awesome Hero in melee if there is already one creature threatening him, nor can he get within 10' of the Awesome Hero if there is already a creature hostil to the Awesome Hero within 10'. This is a mind affected fear effect and lasts until the end of the encounter. A creature that successfully beats the opposed check is immune to this ability from that Awesome Hero for 24 hours. Walk it Off: Awesome Heroes are never bothered by old wounds, such as getting stabbed through the hand in the previous scene. If an Awesome hero of level 8 or higher spends 10 rounds without attacking, being attacked, hiding, or being seen by a hostile opponent, he heals completely from all hit point and ability damage. An Awesome Hero cannot use this ability if he is poisoned or unconsious. Dive For Cover: Awesome Heroes gain Dive For Cover (Complete Adventurer) as a bonus feat at level 8. It Explodes!: Awesome Heroes always know when to jump out of vehicles right before they explode. If an Awesome Hero jumps out of (or off of) a vehicle and that vehicle crashes, is destroyed,or hits a particularly nasty bump in the road, or gets hit by something kinda big within the next 5 rounds, that vehicle explodes in a firey ball. This destroys the vehicle automatically and all creatures and objects within 20' of the vehicle take 1d6 fire damage for every two Awesome hero class levels (reflex save half, DC 10+Awesome Hero level+Awesome Hero's Charisma Modifier). This damage never hurts the Awesome Hero, but if he is caught in the blast radius he is automatically prone as though he had used Dive For Cover. Mounts are treated as vehicles for purposes of this ability. Improved Critical: At level 12, an Awesome Hero gains the Improved Critical (Katana) feat as a bonus feat even if he does not qualify for it. Say Something Awesome: Starting at level 14, an Awesome Hero may Say Something Awesome and then attack as a Standard Action. They attack may be an attack action or an Eye Lazer attack. If he does so, he may make an intimidate check. If successful, the target takes an additional amount of damage equal to the Awesome Hero's Eye Lazer damage (if he uses this abiilty with an Eye Lazer attack, then the attack deals twice as many d6 damage). If the target was flat footed at the time, the target must make a Fortitude Save against the damage dealt or be knocked back 20 feet and prone. If there is a window within 20', he instead goes towards the closest window. If he hits a window, he goes through. If he hits a wall or immovable object, he stops in the square in front of the object. If he hits a creature, that creature must make the same save. If that creature passes the target is treated as hitting an immovable object, otherwise the creature is also knocked prone. Always Get the Babe: Starting at level 16, any humanoid or outsider who is rescued by the Awesome Hero has their disposition towards the hero increase by two steps, and if this brings them to Friendly or Fanatic they fall in love, if the sexual orientations and genders make that possible. Heroic Recovery: Starting at level 16, an Awesome Hero can recover from grevous injuries at just the right dramatic moment. As a swift action once per day he may immediately heal his class level * his charisma bonus hitpoints. Superior Critical: At level 18, an Awesome Hero's base critical modifier when wielding a Katana is tripled to 15-20/X2. This effect does not stack with any other critical improving abilities. Additionally, he can critically hit against golems and undead. Katana Chucks: Starting at level 20, an Awesome Hero may weild the ultimate weapon: Katana Chucks. These count as both Chucks and Katanas for purposes of feats that apply to specific weapons. Katana Chucks can only be wielded by Awesome Heroes of level 20 or higher. They are a one handed exotic double weapon (both heads may be used only when weilded in two hands). Both heads deal 1d10 awesome damage with 15-20/X2 criticals (taking into account the Superior Critical ability). The weapon counts as a reach weapon and ignores hardness and DR, and gives a +2 to disarm checks. When wielding Katana Chucks, an Awesome Hero gains flurry of blows as a level 11 Monk, but all his attacks must be with the Katana Chucks. Made of Awesome: At level 20, an Awesome Hero has become truly made of awesome. He becomes immune to Awesome Damage. He may add his charima to all saves, as well as to damage rolls with Guitars, Eye Lasers, Katanas, Chucks, and Unarmed Strikes. |
| vorpo01-12-08, 08:02 PM | Pls drop me a note in the Peach Market (my sig). You know the rest, don't you? :P |
| JaronK01-12-08, 08:41 PM | Will do... after it's ready. Not sure if I want to keep the eye lasers thing... I might instead give him a bunch of abilities involving dual weilding hand crossbows. JaronK |
| jozepy_the_goblin_king01-16-08, 03:06 AM | Words escape me, the only thing I can say is ....... Awesome!:D |
| Xeonas01-16-08, 09:26 AM | If you're really trying to balance, you really need to tone it down a little as it's much to powerful as is. That said, I think it's awesome. |
| Prime3201-16-08, 09:51 AM | :rofl: I tried statting a class like this once, but no matter how hard I tried, I ended up with a samurai with Learned Spell Immunity... |
| Windspear01-16-08, 10:41 AM | I don't like it. I think it's WAY over-powered, and as a DM I would never allow it. |
| Prime3201-16-08, 10:54 AM | I think you're missing the point. |
| JaronK01-16-08, 02:46 PM | Actually, it is supposed to be balanced... but played entirely in really silly games. That said, let's look at it. It's a D10 HD class, two good saves, charisma to AC... but can only wear leather armour, so it's not actually that defensively strong. Good enough to tank a bit, but not over the top (I hope). His Heroic Recovery ability (heal as a swift action) is certainly cool, but he doesn't get that one until 16... Crusaders can cast Heal multiple times per fight at that point, and he only gets it 1/day. So he's certainly not as defensively strong as a Crusader, and I'd say he's right around Monk level of defense (more hitpoints, but worse will save... can wear leather armour, but doesn't get the static AC bonus). He does get a great downtime healing option (Walk it Off) but then again Crusaders, Binders, and Dread Necromancers can heal the whole party during downtime (DNs only if the party is undead or tomb tainted). He does get large defensive bonuses vs ninjas and low level mooks. His one at a time ability only works on people of his hit dice or less, so it's mostly for swarms of lower level types. Of course, he's incredibly good against ninjas. Offensively, he doesn't actually have very many special things. His eye lasers do the same damage as a Warlock (standard action). His main ability is that he can damage almost anyone, since he gets a lot of attacks that deal awesome damage, which no one (except level 20 awesome heroes) has resistance to. Still, those don't do huge amounts of damage. His largest damage trick is to use Say Something Awesome to potencially deal more damage, but that requires a standard action so it's basically equivalent to a strike manuever that adds 1d6/2 IL damage to your attack... that seems pretty reasonable, actually. And eventually he gets Katana Chucks and Made of Awesome, which helps him out... but I don't think those are as good as 9th level manuevers. So yeah... I think compared to a Warblade or Crusader he doesn't look too strong, unless I'm missing something. Which I may have. So in which areas is he too strong, assuming the intent is for this guy to be roughly on par with Warblades and Crusaders? And also... should I remove his eye lasers ability and replace that with abilties regarding dual wielding hand crossbows? JaronK |