Yeturs
2011-03-24, 11:39 PM
I made this Advanced class for a post zombie apocalypse game. This is my first Homebrew that has made it anywhere near complete, and i would like some of the playgrounds wise help in making it better.
I would like to know if this advanced class is any good. Im worried about Undead Cultavatist being at the right power level.
If you were playing in a zombie apocalypse, would you take this?
Full Class:
http://www.deviantart.com/download/95200458/Zombie_Protection_by_freakoftheeast.jpg
“Don't worry, Lynda don't bite... often”.
~~Darwyn Guy, a Zombie Trainer
The Zombie Trainer is skilled in the art of those who have died. Some who train the dead do it for personal reasons, to keep those they love close. Some who train the dead are just looking for lackies to procure supplies. But most who train the dead are just
Requirements:
Knowledge Arcane lore:3 ranks
Knowledge Earth and Life sciences: 3 ranks
Treat Injury: 3 ranks
Handle Animal: 6 ranks
Hit Die: d8. The Zombie Trainer gains 1d8 Hit points per level. Constitution applies.
Action Points: The Zombie Trainer gains 6+1/2 their level action points each time she levels up.
Skill points: 5+int mod
Class skills: Bluff (cha), Concentration (Con), Craft (Pharmaceutical) (Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Intimidate (Cha) , Knowledge (Arcane Lore, Behavioral Sciences, Earth and Life science) (int), Listen (Wis), Sense Motive (wis), Survival (wis), and Treat Injury (wis)
Zombie Trainer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+1|
+0|
+1|If I Can Catch It
2nd|
+1|
+2|
+0|
+2|Look! Brains!
3rd|
+1|
+2|
+1|
+2|Tricks of the Trade, Bonus feat
4th|
+2|
+2|
+1|
+2|Undead Cultavatist
5th|
+2|
+3|
+2|
+3|Warning! Dead Ahead!
6th|
+3|
+3|
+2|
+3|The Dead Wake!, Bonus feat
7th|
+3|
+4|
+2|
+4|The Dead Sleep!
8th|
+4|
+4|
+3|
+4|Tricks of the Trade
9th|
+4|
+4|
+3|
+4|Alive Again!, Bonus feat
10th|
+5|
+5|
+3|
+5|Being Human[/table]
If I Can Catch It...
At first level, The Zombie Trainer may use handle animal checks on zombies, applying a -4 in an attempt to train the zombie. One cannot take 20 to train a zombie.
Even though Zombies have no intelligence, you may teach a Zombie 3 tricks as if it had an intelligence of 1.
Look! Brains!
At second level, The Zombie Trainer has learned some of the native growls and gurgles of the Undead. As a Move action, she may point and speak to distract a number of zombies (Who may be no more then 10 feet from each other) equal to his Zombie trainer level.
The zombies make a will saving throw against a DC equal to 10 + 1/2 the Zombie trainers level + her charisma modifier. The distracted zombies take no actions for a full round. A zombie distracted in this way may not be distracted in this way again for 1 hour.
Tricks of the Trade
At third level, the Zombie Hunter takes -2 to train zombies. Also, you may train zombies as if they had 2 intelligence, for a total of six tricks. This improves to a -0 at eighth level.
Undead Cultivatist
At fourth level, The Zombie Trainer may train a single Zombie as his alpha zombie.
The Alpha zombie gains bonuses as follows. An Alpha zombies HD may never exceed its Trainers
The number is Zombie Trainer level+charisma modifier.
4 to 6: +2 Str, +2 Dex,+10 speed, 4HD total
7 to 9:+2 Str, +1 Trick, Scent, 5HD total
10 to 12 Extraordinary Trick, Bonus Feat 7HD total
13 to 15 +2 Dex, +1 Trick, +10 Speed 8HD total
16 +2 Str, Extraordinary Trick, Bonus Feat 10HD total
Bonus feat: The zombie gains a bonus feat.
Extraordinary trick: The alpha zombie learns a trick no normal zombie should be able to learn, from the following list.
Extraordinary manual dexterity: The zombie may gain proficiency in and wield weapons with no penalties above the normal for a given weapon.
Extraordinary motor skills: The zombie may take a move action and a standard action, just as a normal creature.
Extraordinary intellect: The zombie gains 2 skill points per HD. He may only put these skill points into Zombie Trainer class skills.
Warning! Dead Ahead!:
At fifth level, The Zombie trainer gains the improved initiative feat. If you already have it, you gain a + 3 bonus to Initiative, but only against an encounter including at least one undead.
The Dead Wake:
The Zombie Trainers Alpha zombie may now draw action points from the Zombie trainers action point pool. The Zombie Trainer may still only spend one point per turn. For Example, The Zombie Trainer may not spend an action point and command his Alpha to also spend an action point.
(Originally, this ability reduced the amount of sleep the Trainer needed by half)
The Dead Sleep:
At seventh level, The Zombie Trainer may now critically hit Zombies. By spending an action point, the Zombie Trainer may automatically confirm Crits on any undead target.
Being Human:
At ninth level, you have mastered the art of the undead. If a human dies and contracts the plague, they die as normal. However, if they are tended to by you until the time of their resurrection, they maintain their mind.
They become undead. All of their hit dice become D12's, they take a -2 penalty to their dexterity, charisma,and intelligence scores, and gain a +2 bonus to their strength score. They are no longer subject to precision damage, nor critical hits. They retain their memories, skills, and feats (Though their physical abilities may change. Such as, a Zombie can live while missing its jaw. It can no longer speak.)
Using this ability can be quite expensive. The pharmaceuticals needed to preserve the mind of the zombie take at least XX Trade units of chemical supplies to create, and require a DC 20 craft:Pharmaceuticals check and take 3 hours to prepare, but can last indefinitely in their prepared state.
Alive again:
At tenth level, the Zombie Trainer gains the ability to resurrect the damned. After 30 days of treatment by you, a Zombie becomes human again, provided a human could live in the zombies current state.
This takes XX Trade units of chemical supplies to accomplish. The human raised in this way has total amnesia (Unless it is a zombie raised with "Being Human") and is very weak, resulting in a -4 penalty to her Strength, Dexterity, and Constitution scores. Her physical attributes return at a rate of one point per week so long as they receive medical attention (DC 15 heal check over the course of the week). The amnesia may never fully recover.
This ability costs an action point, and the target looses a permanent 2 constitution and 2 strength undergoing this process. This is because of the extreme stress zombifacation does to the body.
And one major thanks to Fax Celestis for his homebrew guide. Saved me the trouble of figuring out how to work a table :smallwink:
I would like to know if this advanced class is any good. Im worried about Undead Cultavatist being at the right power level.
If you were playing in a zombie apocalypse, would you take this?
Full Class:
http://www.deviantart.com/download/95200458/Zombie_Protection_by_freakoftheeast.jpg
“Don't worry, Lynda don't bite... often”.
~~Darwyn Guy, a Zombie Trainer
The Zombie Trainer is skilled in the art of those who have died. Some who train the dead do it for personal reasons, to keep those they love close. Some who train the dead are just looking for lackies to procure supplies. But most who train the dead are just
Requirements:
Knowledge Arcane lore:3 ranks
Knowledge Earth and Life sciences: 3 ranks
Treat Injury: 3 ranks
Handle Animal: 6 ranks
Hit Die: d8. The Zombie Trainer gains 1d8 Hit points per level. Constitution applies.
Action Points: The Zombie Trainer gains 6+1/2 their level action points each time she levels up.
Skill points: 5+int mod
Class skills: Bluff (cha), Concentration (Con), Craft (Pharmaceutical) (Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Intimidate (Cha) , Knowledge (Arcane Lore, Behavioral Sciences, Earth and Life science) (int), Listen (Wis), Sense Motive (wis), Survival (wis), and Treat Injury (wis)
Zombie Trainer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+1|
+0|
+1|If I Can Catch It
2nd|
+1|
+2|
+0|
+2|Look! Brains!
3rd|
+1|
+2|
+1|
+2|Tricks of the Trade, Bonus feat
4th|
+2|
+2|
+1|
+2|Undead Cultavatist
5th|
+2|
+3|
+2|
+3|Warning! Dead Ahead!
6th|
+3|
+3|
+2|
+3|The Dead Wake!, Bonus feat
7th|
+3|
+4|
+2|
+4|The Dead Sleep!
8th|
+4|
+4|
+3|
+4|Tricks of the Trade
9th|
+4|
+4|
+3|
+4|Alive Again!, Bonus feat
10th|
+5|
+5|
+3|
+5|Being Human[/table]
If I Can Catch It...
At first level, The Zombie Trainer may use handle animal checks on zombies, applying a -4 in an attempt to train the zombie. One cannot take 20 to train a zombie.
Even though Zombies have no intelligence, you may teach a Zombie 3 tricks as if it had an intelligence of 1.
Look! Brains!
At second level, The Zombie Trainer has learned some of the native growls and gurgles of the Undead. As a Move action, she may point and speak to distract a number of zombies (Who may be no more then 10 feet from each other) equal to his Zombie trainer level.
The zombies make a will saving throw against a DC equal to 10 + 1/2 the Zombie trainers level + her charisma modifier. The distracted zombies take no actions for a full round. A zombie distracted in this way may not be distracted in this way again for 1 hour.
Tricks of the Trade
At third level, the Zombie Hunter takes -2 to train zombies. Also, you may train zombies as if they had 2 intelligence, for a total of six tricks. This improves to a -0 at eighth level.
Undead Cultivatist
At fourth level, The Zombie Trainer may train a single Zombie as his alpha zombie.
The Alpha zombie gains bonuses as follows. An Alpha zombies HD may never exceed its Trainers
The number is Zombie Trainer level+charisma modifier.
4 to 6: +2 Str, +2 Dex,+10 speed, 4HD total
7 to 9:+2 Str, +1 Trick, Scent, 5HD total
10 to 12 Extraordinary Trick, Bonus Feat 7HD total
13 to 15 +2 Dex, +1 Trick, +10 Speed 8HD total
16 +2 Str, Extraordinary Trick, Bonus Feat 10HD total
Bonus feat: The zombie gains a bonus feat.
Extraordinary trick: The alpha zombie learns a trick no normal zombie should be able to learn, from the following list.
Extraordinary manual dexterity: The zombie may gain proficiency in and wield weapons with no penalties above the normal for a given weapon.
Extraordinary motor skills: The zombie may take a move action and a standard action, just as a normal creature.
Extraordinary intellect: The zombie gains 2 skill points per HD. He may only put these skill points into Zombie Trainer class skills.
Warning! Dead Ahead!:
At fifth level, The Zombie trainer gains the improved initiative feat. If you already have it, you gain a + 3 bonus to Initiative, but only against an encounter including at least one undead.
The Dead Wake:
The Zombie Trainers Alpha zombie may now draw action points from the Zombie trainers action point pool. The Zombie Trainer may still only spend one point per turn. For Example, The Zombie Trainer may not spend an action point and command his Alpha to also spend an action point.
(Originally, this ability reduced the amount of sleep the Trainer needed by half)
The Dead Sleep:
At seventh level, The Zombie Trainer may now critically hit Zombies. By spending an action point, the Zombie Trainer may automatically confirm Crits on any undead target.
Being Human:
At ninth level, you have mastered the art of the undead. If a human dies and contracts the plague, they die as normal. However, if they are tended to by you until the time of their resurrection, they maintain their mind.
They become undead. All of their hit dice become D12's, they take a -2 penalty to their dexterity, charisma,and intelligence scores, and gain a +2 bonus to their strength score. They are no longer subject to precision damage, nor critical hits. They retain their memories, skills, and feats (Though their physical abilities may change. Such as, a Zombie can live while missing its jaw. It can no longer speak.)
Using this ability can be quite expensive. The pharmaceuticals needed to preserve the mind of the zombie take at least XX Trade units of chemical supplies to create, and require a DC 20 craft:Pharmaceuticals check and take 3 hours to prepare, but can last indefinitely in their prepared state.
Alive again:
At tenth level, the Zombie Trainer gains the ability to resurrect the damned. After 30 days of treatment by you, a Zombie becomes human again, provided a human could live in the zombies current state.
This takes XX Trade units of chemical supplies to accomplish. The human raised in this way has total amnesia (Unless it is a zombie raised with "Being Human") and is very weak, resulting in a -4 penalty to her Strength, Dexterity, and Constitution scores. Her physical attributes return at a rate of one point per week so long as they receive medical attention (DC 15 heal check over the course of the week). The amnesia may never fully recover.
This ability costs an action point, and the target looses a permanent 2 constitution and 2 strength undergoing this process. This is because of the extreme stress zombifacation does to the body.
And one major thanks to Fax Celestis for his homebrew guide. Saved me the trouble of figuring out how to work a table :smallwink: