PDA

View Full Version : Destroyer (3.5 Base Class) PEACH



Frog Dragon
2010-06-11, 01:32 PM
Destroyer

Destroyers are the bringers of doom on the battlefield. Their view is that they have been supernaturally empowered for one purpose only; to fight and win. While mostly they rely on their supreme skill at arms and general fighting capability, they are at least partly right, manifesting blatantly supernatural powers.
They are warriors, often working as mercenaries, but more for the thrill of battle than the actual pay for the work. They are common as adventurers, due to the fact that the typical adventurer's career involves lots and lots of fighting.
Good destroyers are rather rare, as the philosophy of fighting for fighting's sake often clashes with altruistic outlooks on live. Still, there are those who take their "divine empowerment" as a call for a crusade against evil. Chaotic and Evil are rather common, but lawful evil destroyers are quite common as well, for the typical lawful evil outlooks mesh quite well with the destroyer's
Destroyer's are often found in more savage races like half-orcs. However, among the typical civilized races, human destroyers are common, followed by dwarves.

Alignment: Any

HD: d12

DESTROYER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Supernatural Empowerment, Might Power

2nd|
+2|
+3|
+0|
+0|Melee Threat +1, Battledriven I

3rd|
+3|
+3|
+1|
+1|Might Power

4th|
+4|
+4|
+1|
+1|Bonus Feat

5th|
+5|
+4|
+1|
+1|Might Power

6th|
+6/+1|
+5|
+2|
+2|Melee Threat +2

7th|
+7/+2|
+5|
+2|
+2|Might Power

8th|
+8/+3|
+6|
+2|
+2|Bonus Feat, Battledriven II

9th|
+9/+4|
+6|
+3|
+3|Might Power

10th|
+10/+5|
+7|
+3|
+3|Melee Threat +3

11th|
+11/+6/+1|
+7|
+3|
+3|Might Power

12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat

13th|
+13/+8/+3|
+8|
+4|
+4|Might Power

14th|
+14/+9/+4|
+9|
+4|
+4|Melee Threat +4, Battledriven III

15th|
+15/+10/+5|
+9|
+5|
+5|Might Power

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Might Power

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Melee Threat +5

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Might Power

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Feat, Battledriven IV[/table]

Skill Points Per level: The destroyer gains 4 skill points+int modifier per level (4x at first level).
Class Skills: The class skills for a destroyer are as follows: Balance, Climb, Craft, Intimidate, Jump, Listen, Profession, Ride, Spot, Swim, Tumble.

Weapon and Armor Proficiency: A destroyer has proficiency with all armor and shields and all simple and martial weapons.

Supernatural Empowerment
A destroyer has a per encounter store of Empowerment points equal to 3+Class Level+Cha Modifier. These points may be used to fuel the active abilities of the destroyer's might powers.

Bonus Feat
At levels 4, 8, 12, 16 and 20, the destroyer gains one fighter bonus feat.

Melee Threat
The destroyers is a finely tuned fighting menace, and he certainly isn't going to allow his opponents to simply run past him. The destroyer gains the indicated bonus to all attack and damage rolls made with attacks of opportunity.

Battledriven
Fighting is a reward in itself for a destroyer. It manifests itself in all sorts of ways.
I
Each time the destroyer activates an active might power, he regains hit points equal to his class level/2.
II
Each time the destroyer hits someone with an attack of opportunity, he gains a +2 morale bonus to attack rolls for one round.
III
Each time the destroyer succeeds on a saving throw, he gains a +2 bonus to that saving throw for an amount of rounds equal to his charisma modifier.
IV
Once per round when the destroyer brings a foe to 0hp, he can immediately make a charge attack at another creature.

Might Power
Every odd level, the destroyer may choose a might power from the list below. The passive abilities are extraordinary while the active abilities (requiring empowerment points to activate) are supernatural, unless otherwise specified. Activating an active might power is a swift action, unless otherwise specified. Passive might powers are always active.
A might power may have prerequisites, which need to be fulfilled before the might power may be taken. All durations are always at least one round.

List of Might Powers
Strength
The destroyer has his physical strenght boosted, aiding him in many tasks.
Prerequisites
Has no prerequisites
Passive Power
This might power gives a +2 bonus to all strength checks and all skill checks involving strength.
Active Power
By using 2 empowerment points, the destroyer may make an attack more mighty than normal. The attack this is used in conjunction with deals extra damage equal to the destroyer's class level+cha modifier. This power may be activated in conjunction with any attack without the need for a seperate action. If the attack this is used with misses, the empowerment points are wasted.

Will
The destroyer has been blessed with the ability to fight more efficiently against assault on his mind.
Prerequisites
Class level 5
Passive Power
The destroyer gains the slippery mind ability (as the rogue ability).
Active Power
By using three empowerment points, the destroyer may gain a +5 bonus to his will save. This lasts for an amount of rounds equal to the destroyer's Cha modifier (minimum 1). The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Death
The destroyer deals death in its purest form, and has been blessed with the ability to shrug of death effects.
Prerequisites
Destroyer level 9
Passive Power
The destroyer is treated as being under effects identical to the death ward spell at all times. This is a supernatural ability
Active Power
The destroyer may use 5 empowerment points to deal 1d4 negative levels to the target. This is used in conjunction with an attack and does not require a seperate action. If the attack this is used with misses, the empowerment points are wasted. These negative levels last for an amount of hours equal to the destroyer's class level (maximum 15).

Step
The destroyer is able to cover ground more quickly, the better to enter the fray faster.
Prerequisites
Has no prerequisites
Passive Power
The destroyer gains a +10ft increase to his land speed that stacks with all other increases.
Active Power
The destroyer may use 1 empowerment point to move up to his land speed as a swift action. This is an extraordinary ability.

Fortitude
The destroyer gains the ability to fight against effects on his body more effectively.
Prerequisites
Destroyer level 3
Passive Power
The destroyer gains Mettle, as per the hexblade ability but only for fortitude saves. In addition. Even if he fails the save, the effect is halved.
Active Power
By using three empowerment points, the destroyer may gain a +5 bonus to his fortitude save. This lasts for an amount of rounds equal to the destroyer's Cha modifier (minimum 1). The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Ferocity
The destroyer is a killing machine in battle, and he has gained abilities to reflect this
Prerequisites
Destroyer level 5.
Passive Power
The destroyer gains Pounce.
Active Power
The destroyer may use one empowerment point to deal +3 damage on all attacks on a charge. This requires no action, apart from the charge.

Presence
The destroyer's supernatural power manifests as innate charisma and an ability to seem like a leader. In addition, it allows him to create fear in his opponents
Prerequisites
Destroyer level 3.
Passive Power
This might power gives a +2 bonus to all charisma checks and all skill checks involving charisma.
Active Power
The destroyer may use two empowerment points to force all opponents within 30ft to make a will save (DC 10+1/2 class level+cha modifier) or become shaken for an amount of rounds equal to the destroyer's cha modifier. The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Evasion
The destroyer cannot fight well without developing the skill to avoid enemies spells. Their extraordinary powers however, may be geared for that purpose as well.
Prerequisites
Destroyer level 3
Passive Power
The destroyer gains the evasion ability as per the rogue ability. However, the destroyer's version may be used in any armor.
Active Power
By using tw0 empowerment points, the destroyer may gain a +5 bonus to his reflex save. This lasts for an amount of rounds equal to the destroyer's Cha modifier (minimum 1). The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Vitality
The destroyer's lifeforce is not easily quenched. Infact, it keeps coming back.
Prerequisites
Destroyer level 7
Passive Ability
The destroyer gains fast healing equal to class level/3 round down.
Active Ability
The destroyer may use one empowerment point to convert all of his fast healing into regeneration for rounds equal to the destroyer's cha bonus. The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Toughness
The destroyer has the ability to take hits very well, shrugging off weaker hits and surviving powerful strikes
Prerequisites
Destroyer level 7
Passive Power
The destroyer gains DR/- equal to class level/2 round down.
Active Power
The destroyer may use one empowerment point to quadruple all of the DR gained from the passive power of the Toughness might power. This lasts for rounds equal to the destroyer's cha bonus. The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Agility
The destroyer has enhanced agility, both in and out of combat, beyond what the destroyer could do without the blessings he has gained
Prerequisites
Has no prerequisites
Passive Power
This might power gives a +2 bonus to all dexterity checks and all skill checks involving dexterity.
Active Power
The destroyer may use one empowerment point to gain a +4 bonus to AC. This lasts for an amount of rounds equal to the destroyer's charisma bonus. The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Sight
An opponent needs to be detected to be fought. The destroyer's divine set of abilities has found a way.
Prerequisites
Destroyer level 11
Passive Power
The destroyer gains blindsense up to 30ft
Active Power
By spending two empowerment points, the destroyer may activate a true seeing effect for a number of rounds equal to his charisma modifier. The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Stun
The power to debilitate an opponent is very useful. Destroyers know this well and their supernatural blessings may again be directed toward this purpose.
Prerequisites
Destroyer level 9
Passive Power
The destroyer is immune to dazing and stunning
Active Power
By spending one empowerment point as a part of a standard action attack, the destroyer may stun the opponent for one round unless he makes a fortitude save (DC 10+1/2 class level+cha modifier). If the attack misses, the empowerment point is wasted.

Resistance
Destroyers have no time to be prevented from fighting. Their given power ensures that they shall not be deterred.
Prerequisites
Destroyer level 11
Passive Power
The destroyer gains his charisma modifier as a bonus to all saves (minimum 1).
Active Power
The destroyer may spend three empowerment points to completely and utterly disregard one effect that is affecting them as this effect has a duration. The effect must give the destroyer a condition or penalty.

Ruin
Destroyers bring ruin to everything. There is nothing that is invulnerable to the destroyers power.
Prerequisites
Destroyer level 13
Passive Power
The destroyer ignores an amount of DR or hardness equal to 1/2 his class level on all his attacks.
Active Power
The destroyer may use two empowerment points as a part of any attack action to have that attack ignore all DR, Hardness and immunities to types of damage. In addition, the destroyer may shatter a [Force] effect by dealing 40 points of damage to it.

Dispelling
An enemy's magic is a great hindrance to the destroyer's attempts to bring said enemy down. However, magic may be dispelled.
Prerequisites
Destroyer level 13
Passive Power
If a creature attacked by the destroyer has a spell active that is providing them an armor class bonus, it is negated for the purpose of the destroyer's attack. If the creature has multiple spells like that active, the highest level of them is deactivated. This is a supernatural ability.
Active Power
By spending three empowerment points in conjunction with an attack action, the destroyer's attack's target is hit with a targeted greater dispel magic. The duration (rounds) of this effect is the destroyer charisma modifier (max 4). The caster level of the destroyer for this purpose is equal to his class level.

Reaving
The destroyer elevates destruction and slaughter to an art form. He has far greater at taking his enemies finally down.
Prerequisites
Destroyer level 15
Passive Power
The destroyer gains his charisma modifier as a bonus on all weapon and unarmed damage. In addition, any creature brought to negative hit points by the destroyer automatically dies, unless the destroyer wishes otherwise.
Active Power
By using three empowerment points with a standard attack action, the destroyer may deal an extra 100 points of damage. If the attack misses, the points are wasted.

Move
The destroyer needs a way to reach his opponents, even when they are beyond where normally could go.
Prerequisites
Destroyer Level 15
Passive Power
The Destroyer may move over difficult terrain with no penalties.
Active Power
The destroyer may spend three empowerment points to gain the ability to move anywhere. On the walls, on water and in the air at his normal landspeed. (See the Air Walk spell.) This lasts for an amount of rounds equal to the destroyer's charisma bonus. The destroyer may spend extra empowerment points to increase the duration by 2 rounds for every point used. The maximum amount the duration may be increased is 10 rounds.

Endurance
The destroyer can shrug off normally fatal hits.
Prerequisites
Destroyer level 17
Passive Power
The destroyer gains moderate fortification.
Active Power
The destroyer may spend 4 empowerment points as an immediate action in reaction to a successful, damaging hit against him. He then negates all this damage.

Striking
A destroyer's blade always finds it's mark.
Prerequisites
Destroyer level 17
Passive Power
All attacks by a destroyer are considered ghost touch.
Active Power
By spending 2 empowerment points in conjunction with an attack action, the destroyer may make have one attack be a touch attack with a +10 bonus to the attack roll. If the attack misses, the empowerment points are lost.

Fight
The destroyer's fighting capability is brought to an extreme level by his blessings.
Prerequisites
Destroyer Level 19
Passive Power
The destroyer may make one immediate action attack per round.
Active Power
By spending 4 empowerment points in conjunction with a full attack action, the destroyer gains a second attack for every attack in the full attack that hits at a -2 penalty.

Defense
The destroyer is a mighty bulwark against any attack. Taking attacks head on and nullifying them.
Prerequisites
Destroyer Level 19
Passive Power
The destroyer takes no speed reductions from armor.
Active Power
By spending 5 empowerment points as an immediate action in reaction to being hit by anything that deals physical damage, like an area effect. The destroyer may make a fortitude save against this effect in addition to any other to hit rolls or saves. If this fortitude save is successful, the attack is negated in full. Including for an area attack. The destroyer nullifies the entire attack.

I had this idea for a fighting base class, so I made it. I'm gunning for about warblade power level. The Destroyer has less options, he can use them more often and they're generally a bit more powerful. He'll probably have less skills than the warblade, since Int isn't a priority for him.
The might powers are probably the highest potential sources of imbalance here.
Anyway, PEACH please. :smallsmile:

Saveducks
2010-06-11, 02:03 PM
It looks pretty interesting havn't checked it for balance yet but the idea is interesting.

Milskidasith
2010-06-11, 02:25 PM
How do they regain empowerment points?

Lix Lorn
2010-06-11, 02:25 PM
I'm not completely sure on balance, but it certainly looks cool!

Frog Dragon
2010-06-11, 02:35 PM
How do they regain empowerment points?
It's a per encounter store. They don't regain their empowerment points. They basically get that storage for every encounter.

Frog Dragon
2010-06-12, 09:44 AM
BUMPS FOR THE BUMP GOD!

Doesn't anyone have anything to say about this? :smallfrown:

Frog Dragon
2010-06-13, 06:40 AM
POSTS FOR THE POST THRONE!!
This is my last bump. Doesn't anyone have a comment?