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The Rugi
2011-01-27, 04:55 AM
I was looking around for a D20 Kingdom of Loathing, and all I really managed to find was an incomplete Pastamancer class, and nothing else. So, I decided to try to make something of my own! Wheeeee!

I'm only really familiar with 3.5 rules, so this will be based on 3.5 D&D. Also, this is purely for fun. I don't think I'll even use this, but feel free to PEACH if you want. (Given what PEACH stands for, that sentence doesn't make any sense, but you get the idea).

I'm gonna try designing a Seal Clubber. For those who are unfamiliar with Kingdom of Loathing, here are a few things Seal Clubbers are good at:

Barbarian like abilities: rage, damage reduction, high strength and HP
Can heal themselves for a small amount and remove the Beaten Up effect (which basically halves all of your stats after losing in combat)
Some cold resistance
Can make the best weapons in the game
Can smash items into powder, which can be used to craft other things
Can summon seals, which you then fight, which will drop unique items




Seal Clubbers
Seal Clubbers hail from the frigid Northlands, because one character class always hails from the frigid Northlands. They rely on their Muscle to survive.

http://kol.coldfront.net/thekolwiki/images/2/2f/Sealclubber.gif
http://kol.coldfront.net/thekolwiki/images/8/85/Sealclubber_f.gif

Adventures: Seal Clubbers can embark on adventures for many reasons, but most will primarily do so to rid the world from the taint of the horrible infernal seals. Whether it's an armored seal, an ancient seal, or a cute baby seal, they will destroy them all.

Characteristics: The Seal Clubbers make excellent front-line warriors. They use their natural hatred for seals to work themselves into a rage, which they then use to beat the crap out of everything (and I mean everything, orcs, knolls, pirates, inanimate objects, knob goblin harem girls, etc.). They can only rage like this a few times per day, but it's usually enough.

Alignment: Seal Clubbers are never lawful. They're just like barbarians - wildness is their strength, and it could not live in a lawful soul. Also, clubbing seals kinda looks bad in the eyes of the extraordinarily lawful animal rights activists.

Religion: Seal Clubbers aren't very religious, but those who are will typically choose gods of endurance, strength, or seal hatred. In Kingdom of Loathing, though, everyone worships Jick, whether they want to or not.

Background: All Seal Clubbers come from the frigid north, like I said. It's probably Little Canadia, but most Seal Clubbers don't seem to have enough Canadianity to really be sure.

Races: Any race that originates from the Northlands easily choose to become a Seal Clubber. Others from different regions who agree that seals are evil abominations that must be destroyed might become Seal Clubbers as well.

Other Classes: Seal Clubbers generally get along well with other offense oriented warrior-like classes, including fighters, rangers, and rogues. They don't get along well with clerics of nature deities or druids, though, for obvious reasons. Paladins may get on their nerves as well.

Role: Seal Clubbers specialize in front-line combat, due to their sheer toughness and brutal strength. They're also really good at killing seals, if you haven't figured that out by now.

Now for the technical details!

Abilities: Strength is the most important ability for seal clubbers, because it allows them to prevail in combat. Constitution and Dexterity are also useful.

Alignment: Any nonlawful

Hit Die: d12

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering), Knowledge (geography) (Int), Knowledge (seals) (Int), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str)

Skill Points Per Level: 4 + Int Modifier (x 4 at 1st level)

Armor and Weapon Proficiency: All simple and martial weapons, light and medium armor, shields (but not tower shields)

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+0|
+0|Seal Clubbing Frenzy 1/day, Summon Seal, Tongue of the Otter

2nd|
+2|
+3|
+0|
+0|Thrust Smack

3rd|
+3|
+3|
+1|
+1|Two-Weapon Fighting

4th|
+4|
+4|
+1|
+1|Seal Clubbing Frenzy 2/day

5th|
+5|
+4|
+1|
+1|Claws of the Otter

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

7th|
+7/+2|
+5|
+2|
+2|Hide of the Otter

8th|
+8/+3|
+6|
+2|
+2|Seal Clubbing Frenzy 3/day

9th|
+9/+4|
+6|
+3|
+3|Improved Two-Weapon Fighting

10th|
+10/+5|
+7|
+3|
+3|Northern Exposure

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

12th|
+12/+7/+2|
+8|
+4|
+4|Seal Clubbing Frenzy 4/day

13th|
+13/+8/+3|
+8|
+4|
+4|Tongue of the Walrus

14th|
+14/+9/+4|
+9|
+4|
+4|Rage of the Reindeer

15th|
+15/+10/+5|
+9|
+5|
+5|Greater Two-Weapon Fighting

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Seal Clubbing Frenzy 5/day

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Lunging Thrust Smack

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Claws of the Walrus

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Eye of the Stoat

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Hide of the Walrus, Pulverize, Seal Clubbing Frenzy 6/day[/table]

Seal Clubbing Frenzy (Ex): Seal Clubbers will work themselves into a rage, which works similarly to Barbarian Rage. They receive +4 Strength and +4 Constitution while raging, and suffers the same skill, feat, and spell restrictions as Barbarian Rage. At the end of Seal Clubbing Frenzy, the Seal Clubber becomes fatigued for the duration of the current encounter. If the Seal Clubber is wielding a melee bludgeoning weapon while frenzying, their weapon will be able to bypass any damage reduction on seals.

Summon Seal (Sp): The Seal Clubber can summon a seal by lighting seal-blubber candles around an infernal seal figurine and performing a ritual. The ritual takes 10 rounds and requires a Concentration check (DC 10 + HD of seal being summoned). Once summoned, the infernal seal immediately attacks the summoner. Upon defeating the seal, the Seal Clubber can frenzy for 1 extra round per HD of the defeated seal. The extra rounds of frenzy can be used at any time, spread over several uses, and does not cause fatigue. Extra rounds of frenzy expire after 1 day. This feat can be used once per day.

Tongue of the Otter (Ex): A Seal Clubber can lick his wounds and heal 1 HP per class level. He can spread this healing effect into several uses, instead of using it all at once. He can also forego healing, and instead recover from fatigue, or improve exhaustion to fatigue. If the Seal Clubber uses this feat to recover from fatigue after frenzy, he will able to frenzy again for that encounter. This feat is a standard action and does not provoke an attack of opportunity.

Thrust Smack (Ex): When charging with a bludgeoning weapon, the Seal Clubber deals double damage. If the bludgeoning weapon already deals double damage from charge, he deals triple damage instead.

Two-Weapon Fighting (Ex): The Seal Clubber gains the Two-Weapon Fighting feat, even if he would normally not qualify for it.

Claws of the Otter (Ex): No, the Seal Clubber doesn't gain claws. Instead, the Seal Clubber deals 3 bonus damage with a melee bludgeoning weapon. If the Seal Clubber isn't wielding a bludgeoning weapon, he will only receive the 3 bonus damage while frenzying.

Hide of the Otter (Ex): While frenzying, the Seal Clubber gains Damage Reduction 3/seal, that is, he reduces damage by 3 unless the attack is coming from a seal.

Improved Two-Weapon Fighting (Ex): The Seal Clubber gains the Improved Two-Weapon Fighting feat, even if he would normally not qualify for it.

Northern Exposure (Ex): The Seal Clubber gains cold resistance 5.

Tongue of the Walrus (Ex): Works like Tongue of the Otter, except the Seal Clubber can heal 2 HP per class level. He can also trade 4 HP to restore 1 temporary Strength damage or 1 temporary Constitution damage. This ability cannot restore permanent ability drain.

Rage of the Reindeer (Ex): Seal Clubbing Frenzy now adds +6 Strength and +6 Constitution, as well as +2 morale bonus to reflex saves. If the Seal Clubber is wielding a melee bludgeoning weapon, he also gains an extra attack per round. This doesn't stack with haste.

Greater Two-Weapon Fighting (Ex): The Seal Clubber gains the Greater Two-Weapon Fighting feat, even if he would normally not qualify for it.

Lunging Thrust Smack (Ex): If the Seal Clubber is wielding a melee bludgeoning weapon, he can charge over difficult terrain that would normally slow movement and impede a charge. Depending on circumstance, the Seal Clubber may still need to make checks while charging over this terrain.

Claws of the Walrus (Ex): Works like Claws of the Otter, except the damage bonus is 5 instead of 3.

Eye of the Stoat (Ex): If the Seal Clubber is wielding a melee bludgeoning weapon, he receives a +4 bonus to attack rolls instead of +2 when charging.

Hide of the Walrus (Ex): Like Hide of the Otter, but Damage Reduction 6/seal instead.

Pulverize (Ex): When frenzying and wielding a melee bludgeoning weapon, the Seal Clubber can make sunder attempts as if he had the Improved Sunder feat. He also deals double damage when attempting to sunder the object. When the object is successfully broken, it is shattered into a fine dust.