squeekenator
2011-06-17, 08:36 PM
Inspired by the hero Huskar from the excellent game DotA, this class is based around powering its abilities with HP.
Huskar
Alignment
Any.
Hit Die
d12
Class Skills
The huskar’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Str), Sense Motive (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Level | BAB | Fort | Reflex | Will | Special
1 | +1 | +2 | +0 | +0 | Burning spear (+1d6, cost 3), sacred vitality 1/day
2 | +2 | +3 | +0 | +0 | Diehard
3 | +3 | +3 | +1 | +1 | Berserker’s blood (damage)
4 | +4 | +4 | +1 | +1 | Burning spear (+2d6, cost 5)
5 | +5 | +4 | +1 | +1 | Shield other
6 | +6/+1 | +5 | +2 | +2 | Life break
7 | +7/+2 | +5 | +2 | +2 | Sacred vitality 2/day
8 | +8/+3 | +6 | +2 | +2 | Burning spear (3d6, cost 7)
9 | +9/+4 | +6 | +3 | +3 | Berserker’s blood (attack rolls)
10 | +10/+5 | +7 | +3 | +3 | Sacred vitality (swift action)
11 | +11/+6/+1 | +7 | +3 | +3 | Life break (exhausted)
12 | +12/+7/+2 | +8 | +4 | +4 | Burning spear (4d6, cost 9)
13 | +13/+8/+3 | +8 | +4 | +4 | Sacred vitality 3/day
14 | +14/+9/+4 | +9 | +4 | +4 | Indomitable will
15 | +15/+10/+5 | +9 | +5 | +5 | Berserker’s blood (haste)
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Burning spear (5d6, cost 11), life break (lowered cost)
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Spirit of the martyr
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Tenacious essence
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Sacred vitality 4/day
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Burning spear (6d6, cost 13), life break 1/minute
Class Features
All of the following are class features of the huskar.
Weapon and Armour Proficiency
Huskars are proficient with all simple and martial weapons, light armour, medium armour and shields (except tower shields).
Burning Spear (Su)
A huskar can sacrifice some of his life force in order to wreathe his weapon in divine flame. Whenever a huskar makes an attack with any manufactured weapon, he may voluntarily take 3 points of damage. If he does, the attack deals 1d6 bonus damage. While it appears to be fire, this damage comes from the huskar’s raw life energy, and as such the damage is not subject to resistance or immunity. Despite the name, burning spear can be used with any manufactured weapon, including ranged weapons.
Burning spear deals an extra 1d6 damage and costs an extra 2 hit points at fourth level, and every four levels thereafter.
Sacred Vitality (Su)
A huskar can bestow upon fast healing himself or any of his allies within 30 feet as a standard action once per day. The subject receives fast healing equal to the huskar’s class level plus the subject’s Constitution modifier for 10 rounds. If the subject is below half its maximum health, it instead heals twice this amount. At 10th level a huskar can use sacred vitality as a swift action.
This ability can be used twice per day at 7th level and an extra time per day every six levels thereafter.
Diehard
At 2nd level a huskar gains Diehard as a bonus feat.
Berserker’s Blood (Ex)
A huskar of 3rd level or higher goes into a righteous fury when injured, greatly increasing his offensive capabilities. He adds his class level to all weapon damage rolls made when on 75% or less of his maximum health, twice his class level to all weapon damage rolls made when on 50% or less of his maximum health and three times his class level to all weapon damage rolls made when on 25% or less of his maximum health.
A 9th level huskar also gains a +2 bonus on all weapon attack rolls made when on 75% or less of his maximum health, a +4 bonus all weapon attack rolls made when on 50% or less of his maximum health and a +6 bonus on all weapon attack rolls made when on 25% or less of his maximum health.
At 15th level a huskar gains the benefits of a haste spell when on less than 75% of his maximum health.
Shield Other (Sp)
At 5th level a huskar can use shield other, as the spell, at will. However, he may only have one shield other in effect at any given time.
Life Break (Su)
A huskar who has attained 6th level may reach into their own life force to heavily damage an enemy within 5 feet once per day as a standard action. Both the huskar and the target suffer damage equal to 50% of their current hit points. The target may make a Fortitude save (DC 10 + ½ the huskar’s class level + the huskar’s Con modifier) for half damage. On a failed save, the target also becomes fatigued for 1d4 rounds.
At 11th level the target becomes exhausted on a failed save instead, and becomes fatigued even if they pass their save.
At 16th level the huskar only suffers damage equal to 25% of his current hit points.
At 20th level this ability can be used once per minute.
Indomitable Will (Ex)
A huskar of 14th level is immune to all mind-affecting effects. Once per day he may re-roll any failed saving throw.
Spirit of the Martyr (Su)
When a huskar of 17th level or higher dies, he instantly returns to life, as the spell revenance, for the remainder of the encounter. This ability functions once per day.
Tenacious Essence (Ex)
A huskar of 18th level is immune to all death effects, energy drain and negative energy effects.
Huskar
Alignment
Any.
Hit Die
d12
Class Skills
The huskar’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Str), Sense Motive (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Level | BAB | Fort | Reflex | Will | Special
1 | +1 | +2 | +0 | +0 | Burning spear (+1d6, cost 3), sacred vitality 1/day
2 | +2 | +3 | +0 | +0 | Diehard
3 | +3 | +3 | +1 | +1 | Berserker’s blood (damage)
4 | +4 | +4 | +1 | +1 | Burning spear (+2d6, cost 5)
5 | +5 | +4 | +1 | +1 | Shield other
6 | +6/+1 | +5 | +2 | +2 | Life break
7 | +7/+2 | +5 | +2 | +2 | Sacred vitality 2/day
8 | +8/+3 | +6 | +2 | +2 | Burning spear (3d6, cost 7)
9 | +9/+4 | +6 | +3 | +3 | Berserker’s blood (attack rolls)
10 | +10/+5 | +7 | +3 | +3 | Sacred vitality (swift action)
11 | +11/+6/+1 | +7 | +3 | +3 | Life break (exhausted)
12 | +12/+7/+2 | +8 | +4 | +4 | Burning spear (4d6, cost 9)
13 | +13/+8/+3 | +8 | +4 | +4 | Sacred vitality 3/day
14 | +14/+9/+4 | +9 | +4 | +4 | Indomitable will
15 | +15/+10/+5 | +9 | +5 | +5 | Berserker’s blood (haste)
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Burning spear (5d6, cost 11), life break (lowered cost)
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Spirit of the martyr
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Tenacious essence
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Sacred vitality 4/day
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Burning spear (6d6, cost 13), life break 1/minute
Class Features
All of the following are class features of the huskar.
Weapon and Armour Proficiency
Huskars are proficient with all simple and martial weapons, light armour, medium armour and shields (except tower shields).
Burning Spear (Su)
A huskar can sacrifice some of his life force in order to wreathe his weapon in divine flame. Whenever a huskar makes an attack with any manufactured weapon, he may voluntarily take 3 points of damage. If he does, the attack deals 1d6 bonus damage. While it appears to be fire, this damage comes from the huskar’s raw life energy, and as such the damage is not subject to resistance or immunity. Despite the name, burning spear can be used with any manufactured weapon, including ranged weapons.
Burning spear deals an extra 1d6 damage and costs an extra 2 hit points at fourth level, and every four levels thereafter.
Sacred Vitality (Su)
A huskar can bestow upon fast healing himself or any of his allies within 30 feet as a standard action once per day. The subject receives fast healing equal to the huskar’s class level plus the subject’s Constitution modifier for 10 rounds. If the subject is below half its maximum health, it instead heals twice this amount. At 10th level a huskar can use sacred vitality as a swift action.
This ability can be used twice per day at 7th level and an extra time per day every six levels thereafter.
Diehard
At 2nd level a huskar gains Diehard as a bonus feat.
Berserker’s Blood (Ex)
A huskar of 3rd level or higher goes into a righteous fury when injured, greatly increasing his offensive capabilities. He adds his class level to all weapon damage rolls made when on 75% or less of his maximum health, twice his class level to all weapon damage rolls made when on 50% or less of his maximum health and three times his class level to all weapon damage rolls made when on 25% or less of his maximum health.
A 9th level huskar also gains a +2 bonus on all weapon attack rolls made when on 75% or less of his maximum health, a +4 bonus all weapon attack rolls made when on 50% or less of his maximum health and a +6 bonus on all weapon attack rolls made when on 25% or less of his maximum health.
At 15th level a huskar gains the benefits of a haste spell when on less than 75% of his maximum health.
Shield Other (Sp)
At 5th level a huskar can use shield other, as the spell, at will. However, he may only have one shield other in effect at any given time.
Life Break (Su)
A huskar who has attained 6th level may reach into their own life force to heavily damage an enemy within 5 feet once per day as a standard action. Both the huskar and the target suffer damage equal to 50% of their current hit points. The target may make a Fortitude save (DC 10 + ½ the huskar’s class level + the huskar’s Con modifier) for half damage. On a failed save, the target also becomes fatigued for 1d4 rounds.
At 11th level the target becomes exhausted on a failed save instead, and becomes fatigued even if they pass their save.
At 16th level the huskar only suffers damage equal to 25% of his current hit points.
At 20th level this ability can be used once per minute.
Indomitable Will (Ex)
A huskar of 14th level is immune to all mind-affecting effects. Once per day he may re-roll any failed saving throw.
Spirit of the Martyr (Su)
When a huskar of 17th level or higher dies, he instantly returns to life, as the spell revenance, for the remainder of the encounter. This ability functions once per day.
Tenacious Essence (Ex)
A huskar of 18th level is immune to all death effects, energy drain and negative energy effects.