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New LOL classes for D&D games. -use at your own(and your DM) sanity risk.

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Author Topic: New LOL classes for D&D games. -use at your own(and your DM) sanity risk.  (Read 571 times)
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Altes Eisen
God Emperor
Destroyer of worlds
******
Posts: 503


Time To Test Your Luck! (Now with EXTRA flavor!)


« on: September 29, 2009, 06:16:01 am »

========================
Index
1)Chef Paladin.
2)Fartmage.
3)Psycopath.
4)Annoying Professor.
========================
...
..
.
========================
1)Chef Paladin
========================

"Pass THE GODDAMN Salt; this Beholder lacks some!"
Cookador; Chef Paladin of 20 lv. to his assistant.

The Chef Paladin is a chef cook worshiping strange and almost unknown deity-to most-(Gwaltier Markes) . Moved by the desire to learn, imitate, and touch the level of its spiritual leader he will try to hone his cooking techniques, making it a formidable warrior with strange abilities.
A Chef Paladin is eager to learn and try new recipes; but e's still a paladin at eart so it will pursue and punish any evil he sees+some extra ones(YES for him even a heavy raise on tomatoes price is a terrible crime).

Allignment:Lawfull ONLY
HP Dice:1d10

Class Skills:The Chef Paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (pots and ingredients) (Int), Survival(Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level:(2 + Int modifier) ×4.

Skill Points at Each Additional Level:2 + Int modifier.

ADVANCEMENT TABLE

|Level=1|Bonus to hit=+1|Fortitude savethrows=+2|Reflex savethrows=0|Will savethrows=0|Special=Sated(1/day),Detect Food,Chef Blessing|
|Level=2|Bonus to hit=+2|Fortitude savethrows=+3|Reflex savethrows=0|Will savethrows=0|Special= Iron Stomach+1|
|Level=3|Bonus to hit=+3|Fortitude savethrows=+3|Reflex savethrows=+1|Will savethrows=+1|
|Level=4|Bonus to hit=+4|Fortitude savethrows=+4|Reflex savethrows=+1|Will savethrows=+1|Special= Lure Food 1|
|Level=5|Bonus to hit=+5|Fortitude savethrows=+4|Reflex savethrows=+1|Will savethrows=+1|Special= Aura of Starving+1,Summon Dog 1|
|Level=6|Bonus to hit=+6/+1|Fortitude savethrows=+5|Reflex savethrows=+2|Will savethrows=+2|Special=Sated(2/day)| 
|Level=7|Bonus to hit=+7/+2|Fortitude savethrows=+5|Reflex savethrows=+2|Will savethrows=+2|Special=Iron Stomach 2|
|Level=8|Bonus to hit=+8/+3|Fortitude savethrows=+6|Reflex savethrows=+2|Will savethrows=+2|Special=Lure Food 2|
|Level=9|Bonus to hit=+9/+4|Fortitude savethrows=+6|Reflex savethrows=+3|Will savethrows=+3|Special= Chef Spells 1| 
|Level=10|Bonus to hit=+10/+5|Fortitude savethrows=+7|Reflex savethrows=+3|Will savethrows=+3|Special=Aura of Starving+2,Summon Dog 2| 
|Level=11|Bonus to hit=+11/+6/+1|Fortitude savethrows=+7|Reflex savethrows=+3|Will savethrows=+3|Special=Sated(3/day)|   
|Level=12|Bonus to hit=+12/+7/+2|Fortitude savethrows=+8|Reflex savethrows=+3|Will savethrows=+3|Special= Iron Stomach 3|
|Level=13|Bonus to hit=+13/+8/+3|Fortitude savethrows=+8|Reflex savethrows=+4|Will savethrows=+4|Special= Lure Food 3|
|Level=14|Bonus to hit=+14/+9/+4|Fortitude savethrows=+9|Reflex savethrows=+4|Will savethrows=+4|
|Level=15|Bonus to hit=+15/+10/+5|Fortitude savethrows=+9|Reflex savethrows=+5|Will savethrows=+5|Special=Aura of Starving+3,Summon Dog 3|
|Level=16|Bonus to hit=+16/+11/+6/+1|Fortitude savethrows=+10|Reflex savethrows=+5|Will savethrows=+5|Special=Sated(4/day),Lure Food 4|   
|Level=17|Bonus to hit=+17/+12/+7/+2|Fortitude savethrows=+11|Reflex savethrows=+5|Will savethrows=+5|Special=Iron Stomach 4|
|Level=18|Bonus to hit=+18/+13/+8/+3|Fortitude savethrows=+11|Reflex savethrows=+5|Will savethrows=+5|Special=Chef Spells 2|
|Level=19|Bonus to hit=+19/+14/+9/+4|Fortitude savethrows=+11|Reflex savethrows=+6|Will savethrows=+6|
|Level=20|Bonus to hit=+20/+15/+10/+5|Fortitude savethrows=+12|Reflex savethrows=+6|Will savethrows=+6|Special=Aura of Starving+4,Summon Dog 4|

Class Features
All of the following are class features of the Chef Paladin.

Weapon and Armor Proficiency:Chef Paladins are proficient with all cooking weapon, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Sated:Laying his hands on someone, the Chef Paladin can sate that person hunger for the current day.Materializing food in his target belly.

Detect Food:The Chef Paladin can detect food in a range of 18 mt.(Raw,cooked...any kind).
This feature can be used at will; and any try takes 1 round to perform.

Chef Blessing:Once a day,The food cooked by the Chef Paladin have different effect (depending on a survival check done when cooking):

10-13= normal food(1d8+5 heal)
14-16= good food(2d8+10 heal,+1 on hit/dmg for the next 4 rounds after ingestion)
17-19= superb food(3d8+15 heal,+2 on hit/dmg for the next 4 rounds after ingestion)
20(ON the dice)= UNBELIAVEBLY GOOD FOOD(4d8+20 heal,+3 on hit/dmg for the next 4 rounds after ingestion)

Note: A Chef Paladin food MUST be consumed during the current day or else it WILL rot.

Iron Stomach:Thanks to his will a Chef Paladin becomes immune to poison and gains a +2 bonus on his fortitude saves(The bonus will later rise to +4,+6 and +8)

Lure Food:By concentrating a Chef paladin can lure edible animals in te range of 6 mt.(The range will rise later to 12,18 and 24 mt.); works like Clerics and Paladins turn undead...but with food.-lol-

Aura of Starving:The Chef Paladin project a 3 mt. aura around him; and any ostile creature approaching him will feel like it's starving and have a -1 penalty on hit/dmg(Later the penalty rises to -2,-3 and -4)

Note:Creatures that do NOT need to be sustained are immune to this...

Summon Dog:A Chef Paladin can summon a Large Blink Dog(http://www.d20srd.org/srd/monsters/blinkDog.htm -since it's large it have 44 HP instead of 22-) once a day. The dog will serve him for a nr. of hours equals to is CHA modifier OR untill killed.
At level 10 all statistic of the summoned Blink dog are doubled
At level 15 all statistic of the summoned Blink dog are tripled
and
At level 20 all statistic of the summoned Blink dog are quadrupled 
 
Chef Spells:At 9 level a Chef Paladin can cast a number of Clerics spells equal to his Charisma modifier;the spell he can cast are:-Create Water,Purify food and drinks,Hold animals(like Hold person but works on animals),Create Food and Water,Materialize animals(Materialize a RANDOM animal) that is NOT under the caster control,Detect Poison,Heroes’ Feast and Goodberry-.At level 18 a Chef Paladin can cast a nr. of spells equal to his CHA modifier*2.

Ex Chef Paladins:Each Chef Paladins starts with a recipe book; should he lose it he will become a barbarian untill he can find it again OR compile another one (the time to do so is equal to 3d20 of days)

Appendix:Chef Paladin's avaiable weapons:

|Cleaver|1d6|Slashing|19-20x2|20 GC|
|Pot|2d4|Bludgeoning|20x3|10 GC|
|Shoveller|Bludgeoning|1d4+1|20x2|5 GC|
|Knife|Piercing|1d4|19-20x2|10 GC|
|Skewer|Piercing|2d4|20x3|25 GC|
|Meat mallet|Bludgeoning|1d4|19-20x2|17 GC|
|Sling|Bludgeoning|1d4|20x2|0 GC|
|Broomstick|Bludgeoning|1d6|19-20x2|5 GC|

========================
1)Fartmage
========================

"And as I was saying magic is about*PROOOOOOOOOOOOOOOOTTTTTTTTTTT* oh god; this must be te beans from yesterday...
Badsmellor; Fartmage on a conference about fartmagic.

"AIGH!*coff*coff*rales**dead*
Crowd of the conference about Badsmellor last action-before dying of intoxication-

Forged by the Secret School of fartmagic (the infamous "Guild of macula Bug ™), these magicians trained by the famous Wizard of 180 level "Fagy Hol", master the forces of the intestine and disgust.
The Fartmages (and not fart-mages as tradition popular) are magicians who have changed some of the classic spells from other schools, making them more suited to the characteristics of their school. Spells of Petomànti are both the classic/traditional schools, and some created by them.
You will find a description of some top-level spells of the fartmagic school somewhere below here.
The Fartmage can't absolutely learn/use the following 3 spells: stinking cloud (2nd), Fireball (3rd) Ice Storm (4th), because he knows another version of these spells...
As all spellcaster Fartmages seek knowledge; but tey also have a nice interest in everything that is bad smelling and disgusting...much to the horror of the rest of the party.

Allignment:Any
HP Dice:1d4

Class Skills:The fartmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Farts and other deadly gasses) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level:(2 + Int modifier) ×4.

Skill Points at Each Additional Level:2 + Int modifier.

ADVANCEMENT TABLE


|Level=1|Bonus to hit=0|Fortitude savethrows=0|Reflex savethrows=0|Will savethrows=+2|Special=Summon Familiar,Scribe scrolls,Born of the Three Farts|Spells x day =|Lvl0=3|Lvl1=1|
|Level=2|Bonus to hit=0|Fortitude savethrows=0|Reflex savethrows=0|Will savethrows=+2|Special=Bonus Language|Spells x day =|Lvl0=3|Lvl1=1|
|Level=3|Bonus to hit=+1|Fortitude savethrows=+1|Reflex savethrows=+1|Will savethrows=+3|Special=None|Spells x day =|Lvl0=4|Lvl1=3|Lv2=1|
|Level=4|Bonus to hit=+2|Fortitude savethrows=+1|Reflex savethrows=+4|Will savethrows=+3|Special=None|Spells x day =|Lvl0=4|Lvl1=3|Lv2=2|
|Level=5|Bonus to hit=+2|Fortitude savethrows=+1|Reflex savethrows=+1|Will savethrows=+4|Special=Bonus Feat|Spells x day =|Lvl0=4|Lvl1=3|Lv2=2|Lvl3=1|
|Level=6|Bonus to hit=+3|Fortitude savethrows=+2|Reflex savethrows=+2|Will savethrows=+5|Special=None|Spells x day =|Lvl0=4|Lvl1=3|Lv2=3|Lvl3=2|
|Level=7|Bonus to hit=+3|Fortitude savethrows=+2|Reflex savethrows=+2|Will savethrows=+5|Special=None|Spells x day =|Lvl0=4|Lvl1=3|Lv2=3|Lvl3=2|
|Level=7|Bonus to hit=+3|Fortitude savethrows=+2|Reflex savethrows=+2|Will savethrows=+5|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=3|Lvl3=2|Lvl4=1|
|Level=8|Bonus to hit=+4|Fortitude savethrows=+2|Reflex savethrows=+2|Will savethrows=+6|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=3|Lvl3=2|Lvl4=1|
|Level=9|Bonus to hit=+4|Fortitude savethrows=+3|Reflex savethrows=+3|Will savethrows=+6|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=3|Lvl4=2|Lvl5=1|
|Level=10|Bonus to hit=+5|Fortitude savethrows=+3|Reflex savethrows=+3|Will savethrows=+7|Special=Bonus Feat|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=3|Lvl4=3|Lvl5=2|
|Level=11|Bonus to hit=+5|Fortitude savethrows=+3|Reflex savethrows=+3|Will savethrows=+7|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=3|Lvl5=2|Lvl6=1|
|Level=12|Bonus to hit=+6/+1|Fortitude savethrows=+4|Reflex savethrows=+4|Will savethrows=+8|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=3|Lvl5=3|Lvl6=2|
|Level=13|Bonus to hit=+6/+1|Fortitude savethrows=+4|Reflex savethrows=+4|Will savethrows=+8|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=3|Lvl6=2|Lvl7=1|
|Level=14|Bonus to hit=+7/+2|Fortitude savethrows=+4|Reflex savethrows=+4|Will savethrows=+9|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=3|Lvl6=3|Lvl7=2|
|Level=15|Bonus to hit=+7/+2|Fortitude savethrows=+5|Reflex savethrows=+5|Will savethrows=+9|Special=Bonus Feat|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=4|Lvl6=3|Lvl7=2|Lvl8=1|
|Level=16|Bonus to hit=+8/+3|Fortitude savethrows=+5|Reflex savethrows=+5|Will savethrows=+10|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=4|Lvl6=3|Lvl7=3|Lvl8=2|
|Level=17|Bonus to hit=+8/+3|Fortitude savethrows=+5|Reflex savethrows=+5|Will savethrows=+11|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=4|Lvl6=4|Lvl7=3|Lvl8=2|Lvl9=1|
|Level=18|Bonus to hit=+9/+4|Fortitude savethrows=+6|Reflex savethrows=+6|Will savethrows=+11|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=4|Lvl6=4|Lvl7=3|Lvl8=3|Lvl9=2|
|Level=19|Bonus to hit=+9/+4|Fortitude savethrows=+6|Reflex savethrows=+6|Will savethrows=+11|Special=None|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=4|Lvl6=4|Lvl7=4|Lvl8=3|Lvl9=3|
|Level=20|Bonus to hit=+10/+5|Fortitude savethrows=+6|Reflex savethrows=+6|Will savethrows=+12|Special=Bonus Feat|Spells x day =|Lvl0=4|Lvl1=4|Lv2=4|Lvl3=4|Lvl4=4|Lvl5=4|Lvl6=4|Lvl7=4|Lvl8=4|Lvl9=4|

Class Features
All of the following are class features of a Fartmage.(For the rest of the Class features treat him as a Wizard Sorcerer: http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard).

Born of the Three Farts:Each time a Fartmage is born a city is hitted by a powerfull wind, causing aerofagy and diarrea in the population.Fartmages can use any of the special feats described here but ONLY for a total number of times equal to their CHA modifier.
Ex if my CHA modifier is 4 and i cast 3 Empower fires and 1 Erasing i'm done for that day(3+1=4).

Empower Fires:Thanks to a powerful fart the Fartmage can double the performance(and dmg) of any fire; may it be magical OR not.

Fartarmor:By becoming one wit his (bad smelling) gasses a Fartmage gains a +4 bonus to his AC for a number of rounds equals to his CHA. modifier; and any time a weapon tries to hit him the owner of it MUST pass a Fortitude save(DC 15) or his weapon WILL melt away...

Farty Fog:A fartmage fills 18 mt. with a UNKNOWN gas that lasts for 4 rounds; each creature entering the fog MUST pass a Will save(15 DC) or be paralyzed by fear for the next 3 rounds (A little firey and...BOOM. Wink ).Even if they pass the save the creatures will be considered blind for the time that remain in the fog.
 
Erase:The Fartmage;thanks to a stream of fart energy projected from his hands;cancel a writing from a object(ANY kind even magical writing or runes)

Fart Detect Undead:The Fartmage will use suc a terrific fart that all living being in a area of 18 mt. will scream for mercy...if someone doesn't; he's a undead.

Fartjump:The Fartmage does a powerfull fart jumping up to 10 mt.

Fartmages EXCLUSIVES spells.
Note:All these spells are useless against creature who doesn't have a sense of smell(undeads,golems etc.etc.); and do DOUBLE dmg against creatures with a strong sense of smell...

SHITBALL: 1d4+1 damage per level, 21-mt. radius -3rd level spell-
The fartmage creates a giant ball of ****; and send it to his foes-possibly using a bat to strike a HOMERUN-;
in addition to the dmg,small and medium creatures MUST pass a Swim check(DC = 10+The Fartmage level) or DROWN in the sea of **** that will be 0formed in the area hitted by the SHITBALL.

Scurfstorm:Special,1 target, -4th level spell-
The Fartmage turns his head to his foe and unleash a "white" storm; a foe hitted by this spell must pass a Will save(DC15+The Fartmage level) or commit harakiri(aka KILL himself) beccause of the EXTREME disgust.

Radioactive Fart Cloud:3d6,21-mt radius -5th level spell-
When this extreme fart is released EVERYONE in the fart area must pass a Fortitude save(DC22) or die asphyxiated; even passing the save they will suffer 3d6 dmg and be paralyzed for 3 rounds(Too busy keeping all holes plugged....)

Sealing Fart:7d4,15-mt radius -6th level-
Wen a Fartmage use this spell; the area is filled with such toxic gasses that the invested creatures suffers 7d4 of dmg(No saving throws BIATCH!) and seal himself in te closest;sealable place for 3 rounds; all this while cursing in various languages.
 
Energetic Fart:8d6+10d4,1 target -7th level of spell-
The Energetic Fart or *****-HA-ME-HA!* is one of the 2 ultimate fart spells; the artmage reaces such a padronance of his farts that can project tem like a huge;smelly beam toward 1 enemy;said enemy/target must:
1-Pass a Fortitude Save(DC25) to avoid shitting bricks while the awesome fart approaches-
2-Pass another Fortitude Save(DC30) - to avoid his hair becoming -blonde AND pointy-
3-Pass a Reflex Save(DC25) to halve the dmg he will soon suffer-
Then the Fart will hit dealing 8d6(Beam)+10d4(Toxic) dmg. The round after being hitted the creature MUST pass a Will Savethrow(DC 17+Fartmage level) OR commit suicide.
Using this powerfull tecnique destroys the fartmage underwear; underwear that ARE needed to perform this spectacular move
-keep a spare pair...-

-PROT!-onic Beam:Special,1 target -9th level of spell-
This is the final tecnique; when using this a fartmage project a beam of PURE ****;shitting his foe face...said foe will react to this depending on his allignment(Again; NO savethrow BIATCH! lol).
GOOD:They will immediately commit suicide(or do Hara-Kiri if you prefer-)
NEUTRAL:Leave the Battlefield muttering things like:"This IS disgusting! I'm going back home!"
EVIL:Leave the battlefield;wash themselves and comeback to anally impale the Fartmage -Fartmage; that IF it is smart should be gone already...-

========================
3)Psycopath
========================

"Psycopath!? I'm just lonely AND greedy and...and...WRYYYYYYYYYYYyyyyyyyyyyyyyyyyyyyyyy!!!!!"
Dio Brando on Psycopaths

The psychopath is an individual whose intelligence has reached such a limit as to place him on the brink of madness. Indeed it is said that genius and insanity are separated by a thin wire...
Well, the psychopath is exactly on that line, in the balance. The psychopath sould never decide on something that could have an impact on the group, as always risks with the "Psycoimpulse" -explained later-, to use the most drastic choice among those available.
Ex1: The psychopath must open a closed door, the thief arrives to open it;and the psycopath use HIM as a battering ram, only to apologize later...
Ex2:To extinguish a campfire (to avoid being localized by his foes) he will not hesitate about doing it by casting a Cone of Cold...
(The psychopath has the unhealthy tendency to cause UBER troubles to himself-and the rest of the group as well-; shouldn't he be sure about wat to do the DM will order im a Will savethrow (without any kind of bonus if it fails !!!) should this safe phail the Psycoimpulse WILL take over.
Te Psycoimpulse utility is to put the psycopath(and his group) in a world of ****; with the player having to RP a unbelievably scene:
Ex1: If the group is undecided whether or not the attack the ferocious & famous Red dragon "Sittepijotesdrumox", dozing in the shade of a ridge, AND the psychopath fails against his will savethrow, the tasty Psycoimpulse could be the psychopath who leaves the shelter of the rocks, fast approaching the dragon, wakes him with a kick, following with the question:
- Sorry, do you have a light? -
Ex2:PC's are short on cash, and the King has just asked them to undertake a difficult & perilous mission.
PC's are undecided what to do, AND the psychopath fails the Savethrow...
He takes the King's head under his arm and raves something like:
- OK, we accept, but know that if you do not pay me decently i'll use the halberd of your guard to SODOMIZE you! -
...
..
.
GOT IT? Smiley


Allignment:Chaotic Neutral ONLY
HP Dice:1d10

Class Skills=The Psycopath’s class skills (and the key ability for each skill) are Climb (Str), Craft DRUGS (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex),Knowledge (DRUGS) (Int), and Swim (Str).

Skill Points at 1st Level=(2 + Int modifier) ×4.

Skill Points at Each Additional Level=2 + Int modifier.

ADVANCEMENT TABLE

|Level=1|Bonus to hit=+1|Fortitude savethrows=+2|Reflex savethrows=0|Will savethrows=0|Special=Psycoimpulse1,Improvvised Weapon +1,Psycorage1,Psycocasting|.
|Level=2|Bonus to hit=+2|Fortitude savethrows=+3|Reflex savethrows=0|Will savethrows=0|Special=Bonus Feat|.
|Level=3|Bonus to hit=+3|Fortitude savethrows=+3|Reflex savethrows=+1|Will savethrows=+1|Special=None|.
|Level=4|Bonus to hit=+4|Fortitude savethrows=+4|Reflex savethrows=+1|Will savethrows=+1|Special=Bonus Feat,Improvvised Weapon +2|.   
|Level=5|Bonus to hit=+5|Fortitude savethrows=+4|Reflex savethrows=+1|Will savethrows=+1|Special=Psycorage2|.   
|Level=6|Bonus to hit=+6/+1|Fortitude savethrows=+5|Reflex savethrows=+2|Will savethrows=+2|Special=Bonus Feat|.   
|Level=7|Bonus to hit=+7/+2|Fortitude savethrows=+5|Reflex savethrows=+2|Will savethrows=+2|Special=None|.
|Level=8|Bonus to hit=+8/+3|Fortitude savethrows=+6|Reflex savethrows=+2|Will savethrows=+2|Special=Bonus Feat,Improvvised Weapon +3|. 
|Level=9|Bonus to hit=+9/+4|Fortitude savethrows=+6|Reflex savethrows=+3|Will savethrows=+3|Special=None|.
|Level=10|Bonus to hit=+10/+5|Fortitude savethrows=+7|Reflex savethrows=+3|Will savethrows=+3|Special=Psycorage3|.
|Level=11|Bonus to hit=+11/+6/+1|Fortitude savethrows=+7|Reflex savethrows=+3|Will savethrows=+3|Special=None|. 
|Level=12|Bonus to hit=+12/+7/+2|Fortitude savethrows=+8|Reflex savethrows=+4|Will savethrows=+4|Special=Bonus Feat,Improvvised Weapon +4|. 
|Level=13|Bonus to hit=+13/+8/+3|Fortitude savethrows=+8|Reflex savethrows=+4|Will savethrows=+4|Special=None|.
|Level=14|Bonus to hit=+14/+9/+4|Fortitude savethrows=+9|Reflex savethrows=+4|Will savethrows=+4|Special=Bonus Feat|.
|Level=15|Bonus to hit=+15/+10/+5|Fortitude savethrows=+9|Reflex savethrows=+5|Will savethrows=+5|Special=Psycorage4|.
|Level=16|Bonus to hit=+16/+11/+6/+1|Fortitude savethrows=+10|Reflex savethrows=+5|Will savethrows=+5|Special=Bonus Feat,Improvvised Weapon +5|.
|Level=17|Bonus to hit=+17/+12/+7/+2|Fortitude savethrows=+10|Reflex savethrows=+5|Will savethrows=+5|Special=None|.     
|Level=18|Bonus to hit=+18/+13/+8/+3|Fortitude savethrows=+11|Reflex savethrows=+6|Will savethrows=+6|Special=Bonus Feat|.
|Level=19|Bonus to hit=+19/+14/+9/+4|Fortitude savethrows=+11|Reflex savethrows=+6|Will savethrows=+6|Special=None|.
|Level=20|Bonus to hit=+20/+15/+10/+5|Fortitude savethrows=+12|Reflex savethrows=+6|Will savethrows=+6|Special=Psycorage5,Improvvised Weapon +6|.

Class Features
All of the following are class features of the Psycopath.

Weapon and Armor Proficiency:Psycopaths are proficient with all "improvised weapons"(rocks,Chairs,PEOPLE and so on-feel free to ask the DM-);and all "brutal weapons"(Greatsword,Battleaxe,club and so on-again; feel free to ask the DM-) with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Bonus Feat=At 1st level, a fighter gets a bonus Feat in addition to the Feat's that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feat are in addition to the feat that a character of any class gets from advancing levels

Psycoimpulse:When a Psycopath cannot decide about something the DM WILL ask him to do a Will savethrow(DC=10+level+his HIGHER Stat modifier); should he fail it he will approach the situation in te most RECKLESS and EXTREME way the DM and PC's can think off.  Grin

Psycorage: When the Psycopath is stuck by a riddle,drops under half of his HP OR he's just pissed off at someone;he'll enter a Rage that increases his strenght and constitution by 2 points(4 at level 5,6 at level 10,8 at level 15,10 at level 20).While in his state he'll randomly attack anyone(friends AND foes alike), break stuff,shout blasphemy, eat his nails in frustration and so on...(RP it Tongue)

Improvvised Weapon:Thanks to his psycopathy; and brawl knowledge a Psycopath have a bonus of +1 on it/dmg checks when using a "Improvvised" weapon(+2 at level 4,+3 at level 8,+4 at level 12,+5 at level 16,+6 at level 20).

Psycocasting:Thanks to his incredible mind a Psycopath can cast like if he was a Sorcerer of his same level.

========================
4)Annoying Professor
========================

"Now;open the textbook at pg. 125...you-you-YOU EATED the textbook!? ARGHHHHHHhhhhhh*violence ensues*"
Alfred,Annoying Professor of 15 level about unprepared goblin squad.

The annoying professor is a character that loves arts and culture; but beside that he IS a teacing monster!
He's hiding a toucy AND demanding personality; this brings him to analyze every person he spokes to, and give him/her a vote in his notebook.
Annoying Professors are easily pissed off by ignorance and stupidity; and they're often regarded as madman...
they also have the habit of buying the most expensive item of a kind...no matter for the extra price; as long as they look perfect with it.

Allignment:Any Chaotic.
HP Dice:1d8(+3 upon reaching level 9)

Class Skills:The annoying professor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (EVERYTHING) (Int), Profession (Wis), and Forgery (Int).

Skill Points at 1st Level:(4 + Int modifier) ×4.

Skill Points at Each Additional Level:4 + Int modifier

ADVANCEMENT TABLE

|Level=1|Bonus to hit=+1|Fortitude savethrows=+2|Reflex savethrows=0|Will savethrows=0|Special=Language Comprehension,Bonus Feat|.
|Level=2|Bonus to hit=+2|Fortitude savethrows=+3|Reflex savethrows=0|Will savethrows=0|Special=None|.
|Level=3|Bonus to hit=+3|Fortitude savethrows=+3|Reflex savethrows=+1|Will savethrows=+1|Special=Teacher Fury|.
|Level=4|Bonus to hit=+4|Fortitude savethrows=+4|Reflex savethrows=+1|Will savethrows=+1|Special=Rebuke stupids|.   
|Level=5|Bonus to hit=+5|Fortitude savethrows=+4|Reflex savethrows=+1|Will savethrows=+1|Special=Teacher casting|.   
|Level=6|Bonus to hit=+6/+1|Fortitude savethrows=+5|Reflex savethrows=+2|Will savethrows=+2|Special=None|.   
|Level=7|Bonus to hit=+7/+2|Fortitude savethrows=+5|Reflex savethrows=+2|Will savethrows=+2|Special=Piercing Glare|.
|Level=8|Bonus to hit=+8/+3|Fortitude savethrows=+6|Reflex savethrows=+2|Will savethrows=+2|Special=None|. 
|Level=9|Bonus to hit=+9/+4|Fortitude savethrows=+6|Reflex savethrows=+3|Will savethrows=+3|Special=Teacher Constitution|.
|Level=10|Bonus to hit=+10/+5|Fortitude savethrows=+7|Reflex savethrows=+3|Will savethrows=+3|Special=None|.
|Level=11|Bonus to hit=+11/+6/+1|Fortitude savethrows=+7|Reflex savethrows=+3|Will savethrows=+3|Special=None|. 
|Level=12|Bonus to hit=+12/+7/+2|Fortitude savethrows=+8|Reflex savethrows=+4|Will savethrows=+4|Special=Bonus FEat|. 
|Level=13|Bonus to hit=+13/+8/+3|Fortitude savethrows=+8|Reflex savethrows=+4|Will savethrows=+4|Special=None|.
|Level=14|Bonus to hit=+14/+9/+4|Fortitude savethrows=+9|Reflex savethrows=+4|Will savethrows=+4|Special=Bonus Feat,Algebric Storm|.
|Level=15|Bonus to hit=+15/+10/+5|Fortitude savethrows=+9|Reflex savethrows=+5|Will savethrows=+5|Special=None|.
|Level=16|Bonus to hit=+16/+11/+6/+1|Fortitude savethrows=+10|Reflex savethrows=+5|Will savethrows=+5|Special=Bonus Feat,Improvvised Weapon +5|.
|Level=17|Bonus to hit=+17/+12/+7/+2|Fortitude savethrows=+10|Reflex savethrows=+5|Will savethrows=+5|Special=None|.     
|Level=18|Bonus to hit=+18/+13/+8/+3|Fortitude savethrows=+11|Reflex savethrows=+6|Will savethrows=+6|Special=Bonus Feat|.
|Level=19|Bonus to hit=+19/+14/+9/+4|Fortitude savethrows=+11|Reflex savethrows=+6|Will savethrows=+6|Special=None|.
|Level=20|Bonus to hit=+20/+15/+10/+5|Fortitude savethrows=+12|Reflex savethrows=+6|Will savethrows=+6|Special=None|

Class Features
All of the following are class features of the Annoying Professor.

Weapon and Armor Proficiency:Annoying professors can ONLY use teir own class weapons and armors.

Bonus Feat=At 1st level, a fighter gets a bonus Feat in addition to the Feat's that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feat are in addition to the feat that a character of any class gets from advancing levels.

Language Comprehension:An Annoying Professor thanks to his work DO understand any language.

Teacher Fury:The professor target a creature and if it fail a INT. save(DC=10+Annoying Professor level/2+INT.mod)
He'll cause the prof. going berserker.the prof. gains +10 to his STR and will target the (IGNORANT) creature untill he kills it(or it escapes).If the creature succeeds in the save it becomes immune to that professor for the next 24 hours.

Rebuke Stupids:An Annoying professor can Rebuke creature with low inteligence(- of 10) like a Cleric of his same level.

Teacher Casting:An Annoying professor can cast Paladin's spells; like a Paladin of his same level.

Piercing Glare:This terrible attack immediately kills ALL the creature/s the Annoying Professor is glaring at; unless it pass a Fortitude Savethrow(DC=10+Annoying Professor level/2+WIS.mod),or is immune to Death/Blind.This attack can be used ONLY once in a day.

Teacher Constitution:After Enduring the danger of is profession an Annoying Professor becomes sturdier gaining +3 Extra HP for any new level he obtain(starting from the 9th one);the nightmare won' end so easily students...
Note:Obviously this ability DOES stack with the TOUGHNESS Feat.

Algebric Storm:After targeting a 15 mt. area the professor shouts something(RP that); and from the sky Giant(45 cm. tall) letter and numbers rains in the targetted area dealing 1d4/level Bludgeoning dmg to anyone in the area(Half dmg if they pass a DC30 Reflex save).

Appendix:Annoying Professor's avaiable weapons and armors:

|Folder|1d8|Bludgeoning|20x3|50 GC|
|Ruler|1d6+1|Slashing|19-20x2|5 GC|
|Eraser|Bludgeoning|1d4+1|20x2|1 GC|
|Pen|Piercing|1d4|18-20x2|1 GC|
|Chalk*|Bludgeoning||1d4|19-20x2|1 GC|
|Dictionary|Bludgeoning|2d6|20x3|30 GC|2-hands|

*=A target hitted by the chalk MUST pass a Fortituide savethrow(DC= 15) or be intoxicated by it(-2 to hit/dmg/AC)

||ARMOR/PROTECTIVE ITEM|:|Armored Jacket with Tie|TYPE|:|Light|AC BONUS|:|+4|MAX DEX|:|+6|
||CHECK PENALTY|:|-4|SPELL FAILURE|:|5%|SPEED|:|9mt.|WEIGHT|:|12 Kg|SPECIAL PROPERTY|:|None|

|SHIELD/PROTECTIVE ITEM|:|Riot Shield|AC BONUS|:|+3|WEIGHT|:|6 Kg|CHECK PENALTY|:|-2|
||SPELL FAILURE|:|5%|SPECIAL PROPERTY|:|None|

||PROTECTIVE ITEM|:|Old Fashioned Hat(Or Bowler)|AC BONUS|:|+1|WEIGHT|:|2 Kg|SPECIAL PROPERTY|:|None|

Ex Annoying Professors:Each Annoying Professors starts with a notebook where they keep info,grades and use it as a journal as well; should he lose it he will become a barbarian untill he can find it again OR buy another one.)

« Last Edit: October 01, 2009, 06:18:03 am by Altes Eisen » Report Spam   Logged

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Flandre Scarlet
A new hero, a new legend
*
Posts: 7


One slash for life, one slash for death. X.


« Reply #1 on: September 29, 2009, 09:34:56 am »

This is awesome and hilarious!
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Ah...so red, so sweet....
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