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somebody27else
2014-01-24, 03:40 PM
The Udyr

The Udyr channels the spirits of the wild to give himself extra power. Without any form of weapon, the Udyr fights people with his bare hands.

Game Information:

Alignment: Chaotic Good
Starting Gold: 4d6 x 10gp (140gp)
Starting Age: Adult (As barbarian)
Hit die: d12
Skill points: 2 + Int
Skill points first level: 4 x (2 + Int)

Class Skills: Animal Empathy(Cha), Handle Animal(Cha), Intimidate(Cha), Know-Nature(Int), Listen(Wis), Ride(Dex), Survival(Wis), Wilderness Lore(Wis)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Mana


1
+1
+2
+2
+0
Stance, Mana Regeneration
200



2
+2
+3
+3
+0
Stance
300



3
+3
+3
+3
+1
Stance
400



4
+4
+4
+4
+1
Stance
500



5
+5
+4
+4
+1
Stance
600



6
+6/+1
+5
+5
+2
Stance
700



7
+7/+2
+5
+5
+2
Stance
800



8
+8/+3
+6
+6
+2
Stance
900



9
+9/+4
+6
+6
+3
Stance
1,000



10
+10/+1
+7
+7
+3
Stance
1,100



11
+11/+6/+1
+7
+7
+3
Stance
1,200



12
+12/+7/+2
+8
+8
+4
Stance
1,300



13
+13/+8/+3
+8
+8
+4
Stance
1,400



14
+14/+9/+4
+9
+9
+4
Stance
1,500



15
+15/+10/+5
+9
+9
+5
Stance
1,600



16
+16/+11/+6/+1
+10
+10
+5
Stance
1,700



17
+17/+12/+7/+2
+10
+10
+5
Stance
1,800



18
+18/+13/+8/+3
+11
+11
+6
Stance
1,900



19
+19/+14/+9/+4
+11
+11
+6
Stance
2,0



20
+20/+15/+10/+5
+12
+12
+6
Stance
2,100





Class Features:
All of the following are class features of the Udyr.

Weapon and Armor Proficiency: An Udyr is proficient with unarmed strikes and light armor.

Stances (Ex): An Udyr has 4 stances that he may choose to enter as a free action at the beginning of each round. They each have an Immediate Effect and a Lasting Effect that change when he changes stances. Each Immediate Effect only applies on the round Udyr enters the stance. Unless otherwise noted, Udyr cannot re-activate a stance the round after he firsts enters it.

Each time he levels up, he may put a point in any of the four stances. Each stance can have up to 5 points put in them, and cannot be activated unless they have at least 1 point in them. To put a point into a stance, an Udyr must be at level 2x-1, where x is the level the stance will be at after the point is put in.

Activating a new stance takes 40 mana, and can only be done once/round. If he is wearing armor or holding a weapon, he cannot activate a stance.

Mana Regeneration (Ex): Udyr uses up mana when he goes into his stances. He naturally regenerates mana equal to his Udyr level every round.

Shield (used in Turtle Stance): Udyr gains up to a certain amount of temporary hitpoints.

Ring of Fire (used in Phoenix Stance): Once a round, Udyr emits a ring of fire around himself, dealing fire damage to all enemies within 5 feet of himself. Lasts for 2 rounds.

Cone of Flame (used in Phoenix Stance): Udyr spews a 20-foot cone of fire, dealing fire damage. Cone of Flame can only be used 1/round

Tiger Stance


Points
Immediate Effect
Lasting Effect


1

Udyr gets a +1 on damage rolls



2
Udyr gains Two-Weapon Fighting
Udyr gets a +2 on damage rolls



3
Udyr gains Improved Two-Weapon Fighting
Udyr gets a +3 on damage rolls



4
Udyr gains Greater Two-Weapon Fighting
Udyr gets a +5 on damage rolls



5
Udyr gains Perfect Two-Weapon Fighting
Udyr gets a +8 on damage rolls



Turtle Stance


Points
Immediate Effect
Lasting Effect


1
Shield 20
Every 10 damage done in a single attack heals Udyr 1 hitpoints



2
Shield 40
Every 10 damage done in a single attack heals Udyr 2 hitpoints



3
Shield 60
Every 10 damage done in a single attack heals Udyr 2 hitpoints



4
Shield 80
Every 10 damage done in a single attack heals Udyr 3 hitpoints



5
Shield 100
Every 10 damage done in a single attack heals Udyr 3 hitpoints



Bear Stance


Points
Immediate Effect
Lasting Effect


1
Udyr gains +20 movement speed
Udyrís attacks daze enemies for 1 rounds, up to once every 3 rounds



2
Udyr gains +40 movement speed
Udyrís attacks daze enemies for 1 rounds, up to once every 3 rounds



3
Udyr gains +60 movement speed
Udyrís attacks daze enemies for 1 rounds, up to once every 3 rounds



4
Udyr gains +80 movement speed
Udyrís attacks daze enemies for 1 rounds, up to once every 3 rounds



5
Udyr gains +100 movement speed
Udyrís attacks daze enemies for 1 rounds, up to once every 3 rounds



Phoenix Stance


Points
Immediate Effect
Lasting Effect


1
Ring of Fire 1d4, Cone of Flame 1d4
1d4 Cone of Flame every fourth attack



2
Ring of Fire 2d6, Cone of Flame 2d6
2d6 Cone of Flame every fourth attack



3
Ring of Fire 3d8, Cone of Flame 3d8
2d8 Cone of Flame every fourth attack



4
Ring of Fire 4d10, Cone of Flame 4d10
4d10 Cone of Flame every fourth attack



5
Ring of Fire 5d12, Cone of Flame 5d12
5d12 Cone of Flame every fourth attack

toapat
2014-01-24, 04:01 PM
1: League of legends characters are typically considered only broad enough to be worthy of a 5 level PRC, not a full 20 level class.

2: as is, a Wildshape monk is a better pick then this because of what you gain from it and the similarities of flavor to the Spirit Guardian.

Jormengand
2014-01-24, 04:15 PM
You should change the stance points to have a similar limitation to in LoL - ie, to put X points in something you must be level 2X-1. Otherwise, switching to Phoenix can do 10d12 damage (as a free action!) in one round at level 5.

How much Mana does each stance use?

Due to lack of cooldown and potentially massive amounts of mana, the player can pull off absolutely crazy things just by switching between Phoenix and Turtle repeatedly - at tenth level, every other round he can't die, and every other round he does stoopid-huge amounts of damage to anyone near him. The wording is also a bit odd, possibly allowing you to spam phoenix/bear/phoenix/bear etc. at the beginning of a single round, allowing him to deal a horrible amount of damage to anyone nearby, scoot off several miles, deal another horrible amount of damage to anyone nearby, and wait absolutely ages (longer at low levels - you underestimate how long 200 rounds is) for all that mana to come back.

I assume you're supposed to have 800 mana at level 7 and 900 at level 8, instead of 8000 and 1900.

Why don't you get extra mana at 20th level?

Make his stuff only work with UAS and give him IUAS as a bonus feat, or even actually give him claws (Udyr has claws, right?) and make it only work with them.

Overall, this class... is good at fighting, yeah, really good, but doesn't do anything else. It has no class skills, no utility feature apart from moving really fast, and is generally useless except for the broken things that make it insanely good at fighting, so long as nothing's immune to fire.

Needs work. Sorry. :smallfrown:

somebody27else
2014-01-24, 08:39 PM
Edited!

Edits made:

Put in Mana cost of stance switching
You can only switch stances once per round
Fixed stance-maxing at level 5.
Changed the 8000 and 1900 to 800 and 900

Jormengand
2014-01-25, 07:58 AM
Okay, this is how level 10 Udyr kills a barbarian in single combat. Ready?

- He puts a point in bear, 4 points in turtle and 5 points in phoenix
- He takes TWF, ITWF, MAP, HAP and MWP short sword. Or he takes a fighter dip and drops a point of turtle and gets four of those feats free. Whatever works.
- He grabs two short swords and a set of full plate
- He has high STR and decent CON

- Barbarian and Udyr draw their weapons. Udyr starts in, say, Phoenix stance. Or not even in a stance at all, he doesn't have to.
- Udyr goes into Turtle stance the round before the barbarian charges.
- Barbarian charges. Unless barbarian can do 120+Udyr's hitpoints in damage, Udyr tanks it.
- Udyr Bear Stances. He ignores the movement speed, and Full-round attacks the barbarian.
- The barbarian is dazed.
- Udyr Phoenix Stances. He does 10d12 damage, then makes a full round attack action which does another 5d12 as well as the damage it would actually do.
- The barbarian is probably dead, but if not, he is dazed.
- Udyr stays in Phoenix Stance, dealing another 5d12 damage, and then makes another full-round attack action which does another 5d12, plus his full-round attack action damage.


This isn't difficult. And this isn't Udyr either. He's using short swords and full plate armour, for heaven's sake. He's also going to take TWF, because it's far more useful with Phoenix's lasting effect than with Tiger's - notice also that I only put one point in bear because you don't need any more, literally only put points in turtle for the shield, and then proceeded to max out phoenix immediately due to the ridiculous amount of damage it can do (I think there's a way of doing 8 attacks in one round at high levels, meaning that you're doing 20d12 damage without much effort.)

Also, Bear is ridiculous. This needs saying twice: Bear is ridiculous. At first level, you're basically getting in three attacks before your opponent has a chance to do anything - even if you miss. Grab a greatsword and floor someone.

Also, Phoenix is ridiculous. This needs saying twice: Phoenix is ridiculous. At first level, just switching to phoenix can murderkill wizards, and that's before you attack them. By 9th level, phoenix is destroying this wizard on switch, and even if you don't, two short swords will have him taking another 5d12 damage - even if you miss. 15d12 is an average of 97.5, which results in a dead wizard. It probably results in a dead rogue or even psychic warrior too.

Also, Turtle is ridiculous. This can probably do with just being said once. It essentially encourages bag of rats/beating the dead troll to heal yourself, and the shield is enough to block an ubercharger. The healing should probably reduce the damage you need to do rather than the healing you get for doing it (So, at level 2 you could drop it from 1 per 10 to 1 per 6, then go down by another one each level? Or just start it at 1 per 8, then at fifth it goes down to 1 per 4, which seems reasonable).

Also, Tiger is pointless. This needs saying three times. Tiger is pointless. Tiger is pointless. *Ahem.* Anyway, the point is that the extra damage isn't as good as phoenix (because you don't do it even if you miss, and beyond level 2 it's actually slightly less damage anyway) and you took the TWF line anyway, right? I mean sure, if you're tigering away at ninth level it does mean that you're making the somewhat incomprehensible number that is five attacks in one round, but the fact that the one from GTWF is at -10, which is more than your BaB, you're not hitting with all of them. So, what I'm basically saying is that Tiger is almost balanced, it just pales in comparison to the others.


The trouble with Udyr is that he's basically only capable of fighting things, but when he is fighting things, he does utterly crazy amounts of damage.

Also, there are ways of acquiring, and carrying around with you, an Antimagic Field. All his stuff is (Ex). Yeeeah.

toapat
2014-01-25, 12:08 PM
*snip*

actually, because of how its worded you can activate pheonix stance every single round followed immediately by turtle, which combined is fully invulnerable to non-dragons in this game. He doesnt say anywhere that you can only enter one stance per round, and it is a free action

this of course also ignores the fact that he didnt even justify this being a 20 level class instead of a 5 level PRC for monk.

Jormengand
2014-01-25, 12:24 PM
He doesnt say anywhere that you can only enter one stance per round,


Activating a new stance takes 40 mana, and can only be done once/round.

He does now. Thank the gods.

somebody27else
2014-01-26, 03:04 PM
Edited!

Edits Made:

Can only use stances when lacking armor and weapons
Can only use Cone of Flame 1/round
Turtle Shield is 2/3 as effective
Bear dazes 1/3 instead of 2/4