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View Full Version : D&D 3.x Class The Raid Leader [3.5, silly]



Jormengand
2015-05-25, 04:20 PM
http://media-hearth.cursecdn.com/attachments/0/700/raid-leader.png
"That's a 50 DKP minus!"
- Dives, Raid Leader

If you haven't watched the Onyxia Wipe, this isn't going to make sense. If you haven't, be warned that it's profane before you go and search for it or whatever.

I hope this is funny.


The Raid Leader
LevelBABFortRefWillSpecial
DPS very very slowly
1st+1+2+0+2Odd groups go to left, even groups go to right!
-
2nd+2+3+0+3Whelp Groups
-
3rd+3+3+1+3Okay, Listen up!, DPS very very slowly
1d2
4th+4+4+1+4Get Aggro
1d2
5th+5+4+1+4DKP loss 50
1d2
6th+6/+1+5+2+5Watch the Tail!
1d4
7th+7/+2+5+2+5Kick into the Whelps
1d4
8th+8/+3+6+2+6Not being where you were supposed to be
1d4
9th+9/+4+6+3+6No Aggro Reset
1d6
10th+10/+5+7+3+7Thunder 2/day, Start Doing Damage
1d6
11th+11/+6/+1+7+3+7DKP loss 100
1d6
12th+12/+7/+2+8+4+8Know how aggro works and don't over-aggro.
1d8
13th+13/+8/+3+8+4+8Nuke it, DoT it
1d8
14th+14/+9/+4+9+4+9Help the Whelp groups
1d8
15th+15/+10/+5+9+5+9Nuke it as hard as possible
1d10
16th+16/+11/+6/+1+10+5+10DoTs up on every time
1d10
17th+17/+12/+7/+2+10+5+10More DoTs now!, DKP loss 150
1d10
18th+18/+13/+8/+3+11+6+11Aggro-reducing abilities, Bang-dead!
1d12
19th+19/+14/+9/+4+11+6+11Stop DoTs, Hit it very hard, and very fast!
1d12
20th+20/+15/+10/+5+12+6+12Run to the Centre!, Many Whelps! Now, Handle It!
1d12

Alignment: Any
Hit Die: 1d10

Class Skills:
The class skills of the Raid Leader (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (All skills, taken individually) (Int) and survival (Wis)
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the raid leader.

Odd Groups Go to Left, Even Groups Go to Right! (Ex)
All raid leaders know the simple ability to outflank their opponents. A raid leader grants all his allies a +1 bonus per level on attack and damage rolls when flanking. Further, he himself doesn't provoke attacks of opportunity for moving, which he can use to give allies flanking opportunities.

Whelp Groups (Su)
From second level, a raid leader can summon a number of brass dragon wyrmlings with no breath weapons equal to his level each day. Unlike normal brass dragon wyrmlings, these whelps only have 1 hit die, plus 1 per 5 levels of the raid leader. Whelps serve willingly and well until they are defeated or the raid leader refreshes uses of the ability.

Okay, Listen Up! (Ex)
From third level, the raid leader can get his team to Listen Up at the beginning of every combat, which requires no action and is done automatically. Every ally whose initiative was lower than the raid leader's acts immediately after the raid leader instead. They can delay from this new initiative.

DPS very very slowly (Ex)
Raid leaders can DPS, but only very very slowly. They and their allies add an extra die of damage - whose size is specified on Table: The Raid Leader - to all of their attacks.

Get Aggro (Ex)
Raid Leaders are so obnoxious that from 4th level they can acquire a mysterious resource of pure loathing known only as "Aggro". Whenever a raid leader does any damage to any enemy, he gets a point of Aggro from that enemy. Aggro from different enemies must be tracked separately. Anyone who wishes to take any aggressive or hindering action against the raid leader's allies but has given him Aggro must take a will save (DC 10+Aggro) or attack the raid leader instead. If the raid leader is not a viable target, their attack is wasted. A creature who fails this save has their aggro reset to zero.

DKP loss (Ex)
Raid leaders of at least 5th level can cause their allies to lose DKP, which causes them to redouble their efforts until they have regained all of their DKP. The raid leader can cause the loss of 50 DKP, plus 50 more for every 6th level after 5th, as a full-round action.

Whenever a creature has negative DKP, it deals double damage with all of its abilities. It regains 1 DKP for every extra point of damage it deals in this way. All DKP are regained at the end of the combat.

Watch the Tail! (Ex)
From sixth level, raid leaders can watch out for abilities that would harm their allies. As an immediate action, they can intercept any attack against an ally within 10 feet and take the effects of it instead. They can't intercept an attack that's hitting them as well already.

Kick into the Whelps (Ex)
From seventh level, raid leaders are good at kicking people about - especially into whelps. The raid leader can kick someone within reach 10 feet away as a standard action. The target stops if they hit a solid barrier or a creature, and any whelps who can reach them get a single free attack at the end of the kick, though the movement itself doesn't actually provoke attacks of opportunity.

Not being where you're supposed to be (Ex)
Raid leaders of at least eighth level find that their allies are never where they're supposed to be. As a standard action, the raid leader can grant himself and all his allies a free move action to use immediately.

No Aggro Reset (Ex)
From ninth level, raid leaders don't lose Aggro when enemies are forced to attack them.

Thunder (Sp)
From tenth level, raid leaders can use call lightning storm as a spell-like ability twice per day.

Start doing damage to it (Ex)
From tenth level, the raid leader can start doing damage to things. His strength bonus is doubled for purposes of damage rolls.

Know how Aggro works and don't over-aggro (Ex)
From twelfth level, the raid leader can choose not to gain Aggro, and instead allow someone else to get Aggro for him. This works just as Aggro normally does, only for the other creature, not the raid leader. The other creature to get Aggro must be willing.

Nuke it (Ex)
From thirteenth level, the raid leader's strength bonus is tripled instead of doubled for damage rolls.

DoT it (Ex)
From thirteenth level, the raid leader's DPS very very slowly ability also applies 1 point of damage per round for a number of rounds equal to half the die size. This effect stacks.

Help the Whelp groups (Ex)
From fourteenth level, the raid leader helps his whelp groups to be more effective. They get the benefits of his DPS very very slowly ability, but not his DoT it ability.

Nuke it as hard as possible (Ex)
From fifteenth level, the raid leader's strength bonus is quadrupled instead of tripled for damage rolls.

DoTs up on every time!
From sixteenth level, the raid leader's DoT it ability lasts twice as long.

Aggro-reducing abilities (Ex)
From eighteenth level, the raid leader can, as a swift action, reduce his own Aggro and put it on another willing creature within 30 feet, much like Know how aggro works and don't over-aggro.

Bang-dead! (Ex)
From eighteenth level, the raid leader can coup de grace a creature who isn't helpless, and doesn't provoke attacks of opportunity for doing this. If he does so, he needs to roll to hit normally and it's not an automatic critical hit.

Stop DoTs (Ex)
From nineteenth level, the raid leader can end all his DoTs prematurely, dealing their full damage immediately, as a full-round action.

Hit it very hard, and very fast! (Ex)
From nineteenth level, the raid leader's strength bonus is multiplied by 5 for damage rolls, and he benefits from a permanent haste effect, which stacks with haste itself or similar effects.

Run to the Centre! (Ex)
At twentieth level, the raid leader can use his Not being where you were supposed to be ability as a free action once per round.

Many Whelps! Now, Handle it! (Ex)
At twentieth level, the raid leader can call upon forty whelps instead of twenty.

danzibr
2015-05-26, 07:06 AM
Ahh this made me laugh. Good memories.

The DKP loss in particular I got a kick out of. I didn't look at the abilities from a balance point of view, though.

Jormengand
2015-05-26, 06:23 PM
Thank'ee. Glad it's good for at least one laugh.

Lanth Sor
2015-05-27, 09:22 AM
Shared it with my friends got plenty of laughs. We will likely throw these shenanigans in one of our games i know i really want to play it.

nikkoli
2015-05-27, 10:14 AM
You've made a great class here.
Only question is that on nuke it and its matching features, is it 2/3/4/5 what the str bonus should be, I.e. 3/4.5/6/7.5 x str for using a two hand weapon? Or is it that your strength bonus is 2/3/4/5 times larger before being applier to two handed?

Jormengand
2015-05-27, 04:12 PM
Nuke it changes the actual strength bonus as far as the damage rolls are concerned, so a raid leader with Hit it Very Hard, and Very Fast gets 7.5* his original strength bonus. Say he has a strength of 18, he'd normally get +4 with longsword, +6 greatsword. He actually gets +20 longsword, +30 greatsword.

Wardog
2015-05-28, 06:18 PM
Needs moar dots.

Jormengand
2015-05-28, 06:48 PM
Needs moar dots.

"C'mon, I don't see enough dots!"