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gooddragon1
2015-10-24, 09:45 PM
The Cool Kid
Not forceful, nor lame, the cool kid is totally chill on the otherwise lame battlefield.

Alignment: Any
Starting Age: As Rogue
Starting Gold: As Fighter
Hit Die: d8



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Aviator shades, totally chill 1, two-handing is cool


2nd
+2
+3
+3
+0
Totally chill 2


3rd
+3
+3
+3
+1
Timelessly cool


4th
+4
+4
+4
+1
Smooth moves +1


5th
+5
+4
+4
+1
Totally chill 5


6th
+6/+1
+5
+5
+2
Personal space (small)


7th
+7/+2
+5
+5
+2
Aviator shades (immune to blindness)


8th
+8/+3
+6
+6
+2
Smooth moves +2, smooth moves (full speed tumbling)


9th
+9/+4
+6
+6
+3
Personal space (tiny)


10th
+10/+5
+7
+7
+3
Totally chill 10


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



12th
+12/+7/+2
+8
+8
+4
Personal space (diminuitive), smooth moves +3, smooth moves (unimpeded tumbling)


13th
+13/+8/+3
+8
+8
+4
Smooth moves (10%)


14th
+14/+9/+4
+9
+9
+4
Anti-laming technique (pretty cool), aviator shades (immune to gaze attacks)


15th
+15/+10/+5
+9
+9
+5
Personal space (incorporeal), totally chill 15


16th
+16/+11/+6/+1
+10
+10
+5
Smooth moves +4, smooth moves (guarded tumbling)


17th
+17/+12/+7/+2
+10
+10
+5
Smooth moves (20%)


18th
+18/+13/+8/+3
+11
+11
+6



19th
+19/+14/+9/+4
+11
+11
+6
Anti-laming technique (totally cool)


20th
+20/+15/+10/+5
+12
+12
+6
Smooth moves +5, totally chill 20



Class Skills
(4+INT modifier per level [x4 at 1st level]): Balance, Climb, Diplomacy, Escape Artist, Jump, Listen, Spot, Swim, Tumble.

Weapon & Armor Proficiency

All the cool kids are proficient with all simple and martial weapons, light armor, and medium armor, but not with shields (because not two-handing is kinda lame).

Bonus Language

All the cool kids know the secret handshake, a secret sign language known only to the cool kids, which they learn upon becoming a 1st-level cool kid. This is a free language for all cool kids which they know in addition to their regular allotment of languages and it doesn’t take up a language slot. Cool kids are forbidden to teach this language to anyone who isn't one of the cool kids.

If a cool kid voluntarily teaches the secret handshake to someone who isn't a cool kid it is so lame that they lose all cool kid abilities (except weapon and armor proficiencies). They are then called a lamer (until they atone) and cannot gain levels as a cool kid until they atone for their lameness (see the atonement spell description).

Aviator Shades (Su)

All the cool kids wear aviator shades. The aviator shades produced by this ability are a figment (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#figment) that the cool kids are not affected by. At level 7, all the cool kids have immunity to blindness of all kinds. At level 14, all the cool kids are immune to gaze attacks of all kinds.

Totally Chill (Ex)

All the cool kids are totally chill. They have resistance to cold and fire 1 at 1st level. This amount increases to 2 at second level, 5 at 5th level, and by +5 every 5 levels thereafter. Cool kids cannot rage (voluntarily or involuntarily) because of how chill they are.

Two-Handing Is Cool (Su)

All the cool kids use melee weapons with both hands. Whenever a cool kid attacks with a melee weapon wielded in both hands, they add their class level to their damage (this damage is not multiplied on a critical hit). Half of this damage is cold damage (rounded up) and the other half is untyped (rounded down). Cool kids don't use more than two hands to wield weapons (so cool kids with more than two hands cannot benefit from this ability if using those other hands to wield weapons). Because grappling is so lame, enemies grappling one of the cool kids take this damage each round they are grappling one of the cool kids. Cool kids know that sometimes they are too cool for others and can "turn off" either the cold damage or untyped damage part of this ability at will (they may turn it back on at will as well, and turning on or off may be done at any time without an action requirement [even when it isn't their turn]). If one of the cool kids is unconscious, they lose the benefit of this ability.

Timelessly Cool (Ex)

All the cool kids enjoy the perks of being too cool for the lame part of time. At 3rd level, all the cool kids reverse in aging to adulthood (this happens over the course of 1 round) and cannot be magically aged thereafter. All changes to ability scores that occurred due to aging (both physical and mental) are removed.

Smooth Moves (Su)

All the cool kids are so fly that even the elves are jealous. At 4th level, all the cool kids get a +1 bonus on tumble checks which improves by +1 every 4 levels thereafter. At 8th level, all the cool kids can tumble at full speed rather than half speed. At 12th level, all the cool kids can ignore environmental restrictions and penalties when tumbling. At 13th level, all the cool kids moves are so smooth that attacks against them, even ones that don't use an attack roll, have a 10% failure chance if said cool kid has at least 10 ranks in tumble. This failure chance increases by 10% at 17th level and the required ranks in tumble for the cool kids increases by 10 ranks to 20 ranks. At 16th level, if one of the cool kids would be subject to an attack of opportunity even though they passed the required tumble check, they add half the result of their tumble check (rounded down) to their armor class against that attack.

Personal Space (Su)

Having to squeeze in tight spaces is lame, and all the cool kids know the importance of personal space. At 6th level, all the cool kids can become partially incorporeal in a way that causes them to be treated as though they met the minimum dimension requirements for being small size whenever it would be beneficial. At 9th level, and each 3 levels thereafter all the cool kids are able to act as another size category smaller until 15th level where they can become completely incorporeal at will (switching between incorporeal and not incorporeal does not involve an action requirement and can be done even when it isn't the turn of one of the cool kids). At 15th level, all the cool kids also gain a flight speed of 60 feet with perfect maneuverability whether or not they are incorporeal.

Anti-Laming Technique (Ex)

Antimagic can often be lame, but for the cool kids it can't be totally lame. At 14th level, all the cool kids untyped damage from the two-handing is cool ability ignores antimagic and other effects that would suppress or dispel it. At 19th level, all the cool kids cold damage from the two-handing is cool ability also ignores antimagic and other effects that would suppress or dispel it.

Being A Cool Kid

Cool kids must avoid being lame. Ranged attacks are lame. Not totally lame, but lame enough that cool kids have poor base attack bonus for the purpose of ranged combat. Tripping, disarming, sundering, and especially grappling are too lame for the cool kids. They cannot voluntarily stoop to such levels of lameness in combat. Power attacking is too uncool for the cool kids (as is using any feat that requires power attack). Mounted combat is also very lame. Like ranged combat it's not totally lame, but it's lame enough that cool kids never gain any bonuses to damage (rolls or static bonuses) or attack rolls from mounted combat.

If one of the cool kids willingly stoops to the level of being totally lame or really uncool (performing any of the actions mentioned above other than ranged combat or mounted combat), they are unable to use any of their supernatural class abilities while doing so and for 24 hours thereafter.

===

Pretty much done now. Doesn't have abilities at 11th and 18th level. Doesn't have a capstone.

If you needed to make it more serious... (and lamer)

Cryophantom

Alignment: Any
Starting Age: As Rogue
Starting Gold: As Fighter
Hit Die: d8



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Balanced temperature 1, cold stare, frostedge


2nd
+2
+3
+3
+0
Balanced temperature 2


3rd
+3
+3
+3
+1
Phantom body


4th
+4
+4
+4
+1
Phantom movement +1


5th
+5
+4
+4
+1
Balanced temperature 5


6th
+6/+1
+5
+5
+2
Phantom form (small)


7th
+7/+2
+5
+5
+2
Cold stare (immune to blindness)


8th
+8/+3
+6
+6
+2
Phantom movement +2, phantom movement (full speed tumbling)


9th
+9/+4
+6
+6
+3
Phantom form (tiny)


10th
+10/+5
+7
+7
+3
Balanced temperature 10


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



12th
+12/+7/+2
+8
+8
+4
Phantom form (diminuitive), phantom movement +3, phantom movement (unimpeded tumbling)


13th
+13/+8/+3
+8
+8
+4
Phantom movement (10%)


14th
+14/+9/+4
+9
+9
+4
Steadfast chill (partial), cold stare (immune to gaze attacks)


15th
+15/+10/+5
+9
+9
+5
Phantom form (incorporeal), balanced temperature 15


16th
+16/+11/+6/+1
+10
+10
+5
Phantom movement +4, phantom movement (guarded tumbling)


17th
+17/+12/+7/+2
+10
+10
+5
Phantom movement (20%)


18th
+18/+13/+8/+3
+11
+11
+6



19th
+19/+14/+9/+4
+11
+11
+6
Steadfast chill (total)


20th
+20/+15/+10/+5
+12
+12
+6
Phantom movement +5, balanced temperature 20



Class Skills
(4+INT modifier per level [x4 at 1st level]): Balance, Climb, Diplomacy, Escape Artist, Jump, Listen, Spot, Swim, Tumble.

Weapon & Armor Proficiency

The cryophantom is proficient with all simple and martial weapons, light armor, and medium armor, but not with shields (because not two-handing is lame).

Bonus Language

A cryophantom knows crystalic, a secret sign language known only to them, which they learn upon becoming a 1st-level cryophantom. This is a free language for the cryophantom which they know in addition to their regular allotment of languages and it doesn’t take up a language slot. A cryophantom is forbidden to teach this language to anyone who isn't a cryophantom.

If a cryophantom voluntarily teaches crystalic to someone who isn't a cryophantom they lose all class abilities (except weapon and armor proficiencies). They cannot thereafter gain levels as a cryophantom until they atone (see the atonement spell description).

Cold Stare (Su)

The eyes of a cryophantom always appear to be a shade of blue. This appearance is a figment (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#figment). At level 7, a cryophantom has immunity to blindness of all kinds. At level 14, a cryophantom is immune to gaze attacks of all kinds.

Balanced Temperature (Ex)

The cryophantom has resistance to cold and fire 1 at 1st level. This amount increases to 2 at second level, 5 at 5th level, and by +5 every 5 levels thereafter. A cryophantom cannot rage (voluntarily or involuntarily) due to the nature of this balance.

Frostedge (Su)

Whenever a cryophantom attacks with a melee weapon wielded in both hands, they add their class level to their damage (this damage is not multiplied on a critical hit). Half of this damage is cold damage (rounded up) and the other half is untyped (rounded down). A cryophantom doesn't use more than two hands to wield weapons (so a cryophantom with more than two hands cannot benefit from this ability if using those other hands to wield weapons). Enemies grappling a cryophantom take this damage each round they are grappling the cryophantom. The cryophantom can "turn off" either the cold damage or untyped damage part of this ability at will (they may turn it back on at will as well, and turning on or off may be done at any time without an action requirement [even when it isn't their turn]). If a cryophantom is unconscious, they lose the benefit of this ability.

Phantom Body (Ex)

At 3rd level, a cryophantom reverses in aging (this happens over the course of 1 round) to adulthood and cannot be magically aged thereafter. All changes to ability scores that occurred due to aging (both physical and mental) are removed.

Phantom Movement (Su)

At 4th level, the cryophantom gets a +1 bonus on tumble checks which improves by +1 every 4 levels thereafter. At 8th level, the cryophantom can tumble at full speed rather than half speed. At 12th level, the cryophantom can ignore environmental restrictions and penalties when tumbling. At 13th level, a cryophantom with at least 10 ranks in tumble causes attacks against them, even ones that don't use an attack roll, have a 10% failure chance. This failure chance increases by 10% at 17th level and the required ranks in tumble increases by 10 ranks to 20 ranks. At 16th level, if a cryophantom would be subject to an attack of opportunity even though they passed the required tumble check, they add half the result of their tumble check (rounded down) to their armor class against that attack.

Phantom Form (Su)

At 6th level, the cryophantom can become partially incorporeal in a way that causes them to be treated as though they met the minimum dimension requirements for being small size whenever it would be beneficial. At 9th level, and each 3 levels thereafter a cryophantom can act as another size category smaller until 15th level where they can become completely incorporeal at will (switching between incorporeal and not incorporeal does not involve an action requirement and can be done even when it isn't their turn). At 15th level, a cryophantom also gains a flight speed of 60 feet with perfect maneuverability whether or not they are incorporeal.

Steadfast Chill (Ex)

At 14th level, the untyped damage from the frostedge ability ignores antimagic and other effects that would suppress or dispel it. At 19th level, the cold damage from the frostedge ability also ignores antimagic and other effects that would suppress or dispel it.

Code of Conduct

Cryophantoms disdain certain forms of combat and others even more so. They have half base attack bonus for the purpose of ranged combat and gain no benefit to attack rolls or damage from mounted combat.

If a cryophantom attempts to trip, disarm, sunder, grapple, or use any feat that requires the power attack feat (including the power attack feat itself), they are unable to use any of their supernatural class abilities while doing so and for 24 hours thereafter.