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    Apr 2011

    Default Re: Base Class Challenge IX - Better Than it Sounds


    We who are about to die, salute you!

    Redshirts are people who are doomed by the color of their livery. Some scholars believe that a Redshirt is the embodiment of a strange nexus of ill luck, somehow connected to the red cloth on their upper bodies. Redshirts sometimes are foolhardy and tempt fate, but many come to suspect that they are doomed and may become rather maudlin individuals.

    Adventures: Redshirts are born for adventure, just not equipped.

    Characteristics: Dying like a champ.

    Alignment: Any. Redshirts rarely have time to make ethical decisions.

    Religion: Redshirts' prayers go unanswered.

    Background: Putting a piece of red clothing on one's upper body. Redshirts are superstitious about telling people their backgrounds, as many have died in the middle of sharing it.

    Races: Humans are most often Redshirts, but all races have need of faceless lemmings ready to die in droves.

    Other Classes: Most other classes see Redshirts as someone to set off traps, hide behind, or a waste of healing. Redshirts often see other classes as more important than themselves and may sacrifice themselves to save others.

    Role: Redshirts give the party a reason to avenge their death. Their luck slowly improves over time, and eventually they can function as short-term meat-shields and even respectable damage-dealers.

    Adaptation: Change the color of their shirts. Could also be called Imperial Storm Troopers with a few alternate class features (description below).

    Redshirts have the following game statistics.
    Abilities: Charisma plays the biggest part in a Redshirt's abilities. Strength also helps them be more effective in combat.
    Alignment: Any. Redshirts' morals rarely have time to come into play.
    Hit Die: d4
    Starting Age: As Barbarian.
    Starting Gold: As Monk.

    Class Skills
    The Redshirt’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    {table]level|BAB|Ref Save|Fort Save|Will Save|Special|Chance of Death|Crit
    1st|+1|+0|+0|+0|Dying Like a Champ, Just a Flesh Wound, Frail, Doomed, Unlucky|50%|+0
    3rd|+3|+1|+1|+1| Power Attack|48%|+0
    4th|+4|+1|+1|+1|With My Dying Breath I Curse Thee|47%|+0
    5th|+5|+1|+1|+1|Dirt Nap|46%|+0
    6th|+6|+2|+2|+2|Heedless Charge|45%|+1
    7th|+7|+2|+2|+2|Human Shield|44%|+1
    8th|+8|+2|+2|+2|Fortune's Apology 1/day|43%|+1
    9th|+9|+3|+3|+3|Better Off Dead|42%|+1
    10th|+10|+3|+3|+3|Boldly Going|41%|+1
    12th|+12|+4|+4|+4|He's Dead Jim| 39%|+2
    14th|+14|+4|+4|+4|If You Strike Me Down...|37%|+2
    16th|+16|+5|+5|+5|Fortune's Apology 2/day|35%|+3
    18th|+18|+6|+6|+6|Rabid Lemming Charge|33%|+4
    20th|+20|+6|+6|+6|Take it Like a Champ, Fortune's Retribution, Fortune's Smile|30%|+5[/table]

    Class Features
    All of the following are class features of the Redshirt.

    Weapon and Armor Proficiencies: Redshirts do not have time to learn any weapon or armor proficiencies. They are proficient with a red shirt.

    All Redshirt Extraordinary abilities only function while they are wearing a red shirt. This shirt does not interfere with wearing armor.

    Dying Like a Champ(Ex): Any time a 1st level Redshirt takes damage, there is a 50% chance that they will die outright. Any allies who witness their death receive a morale bonus equal to the Redshirt's Cha modifier to attack and damage rolls as long as the Redshirt is dead or until there are no enemies in sight. At 10th level, the bonus to attack and damage rolls increases to 2x their Cha modifier and 3x at 15th level, and 4x at 20th level. Their chance of dying slowly decreases as they gain levels. This is a death effect.

    Just a Flesh Wound(Ex): Unless an opponent casts Wish and wishes for the Redshirt's permanent death, a dead Redshirt stands back up at full hitpoints in 1d4 rounds. This ability causes 1 point of Cha damage. All Cha damage caused by this ability is healed by 8 hours of sleep. If a Redshirt dies with 0 Cha, he dies permanently. All other status ailments, ability damage or other effects disappear as soon as the Redshirt resurrects.

    Frail(Ex): A Redshirt dies when brought to 0 Hp or less, not -10. If someone is using the Deathwatch spell to monitor a Redshirt, they always appear to be fragile (alive and wounded with three or fewer hitpoints).

    Doomed: A Redshirt's fate is difficult to evade. A multiclassed Redshirt loses his Just a Flesh Wound ability if the total of his levels in other classes is equal or greater than his Redshirt levels.

    Unlucky(Ex): Redshirt's always fail a save against death effects, the save versus death from massive damage, and the save versus death provoked by a coup de grace.

    Emboldened(Ex): If a 2nd level Redshirt is damaged and does not die, they go into an ecstatic, berserk rage, fully aware that they should have been doomed. They gain an extra attack at their highest base attack bonus when making a full attack and automatically critical any successful attack until they die. At higher levels, they gain additional critical multipliers. The extra attack gained stacks; each time they are hit without dying, they gain an extra attack. The column on the table marked "crit" shows how many extra multipliers they add to the ones their weapon already has when Emboldened.

    Power Attack: At 3rd level, the Redshirt gains the Power Attack feat, unless they already have it, in which case they may choose any feat they meet the prerequisites for.

    With My Dying Breath I Curse Thee(Ex): An opponent who kills a Redshirt of 4th level or higher takes a penalty to their attack and damage rolls equal to the Redshirt's Cha modifier. This penalty increases to 2x the Redshirt's Cha modifier at 10th level, 3x at 15th level, and 4x at 20th level. There is no save versus this effect. It lasts as long as the Redshirt is dead.

    Dirt Nap(Ex): At 5th level the Redshirt may control his Just a Flesh Wound ability; if he wishes to remain dead, he may, for as long as a week, or indefinitely if gentle repose is cast on him.

    Heedless Charge(Ex): At 6th level, the Redshirt may choose to make a Power Attack at the end of a charge. The penalty to attack must be -5 or worse. In addition to the normal effects of a charge (-2 to AC and +2 bonus on the attack roll) the Redshirt may assign any portion of the penalty to his attack roll to his AC instead, up to his base attack bonus.

    Human Shield(Ex): At 7th level, if the Redshirt is in front of an ally of their same size, they provide 100% cover, rather than the usual 50% cover provided by a creature of equal size. They provide 50% cover to an ally one size category larger than themselves. Additionally, if an adjacent ally takes damage, the Redshirt may use an immediate action to redirect the attack or effect to themselves.

    Fortune's Apology(Ex): At 8th level, the universe realizes that something is very wrong with the Redshirts luck; in apology, he gains the ability to reroll a single dice once a day. He gains another reroll per day at 16th level. Each time, he must take the rerolled result, even if it is worse than the original roll.

    Better Off Dead(Ex): At 9th level a Redshirt may voluntarily die at any time. This is an immediate action.

    Boldly Going(Ex): At 10th level, the Redshirt becomes immune to fear and fear inducing effects.

    He's Dead Jim(Ex): Ag 12th level, by laying his hands on a dying creature (one who is at -1 to -9 hitpoints) the Redshirt can automatically stabilize them and make it appear, to all observers, that the creature is dead. They appear dead and stay unconscious until magically healed.

    If You Strike Me Down...(Ex): At 14th level, a Redshirt gains a +2 morale bonus to attack rolls for every time he has used Just a Flesh Wound. These bonuses go away at the end of the day.

    Rabid Lemming Charge(Ex): At 18th level, when using Heedless Charge, the Redshirt gains the Pounce ability. If they already have the Pounce ability from some other source, they may choose a feat.

    Take it Like a Champ(Ex): Once per day as a full-round action, the Redshirt may use Take it Like a Champ. He loses his chance of dying from Dying Like a Champ and all enemies who can see him must attack him if they can, charging or using ranged weapons if they are not adjacent to him. This effect lasts until the Redshirt's next turn

    Fortune's Retribution(Ex): Once per day, the Redshirt may infuse an opponent with his negative luck and force an enemy to reroll a dice as an immediate action. The enemy must take the result of the rerolled dice, even if it is worse than the original roll.

    Fortune's Smile(Ex): Once per day, on a single roll of a d20 (likely a save, skill check, or attack) the Redshirt may roll two d20's and take whichever result he wants.


    To convert the Redshirt into an Imperial Stormtrooper, apply the following changes:
    Imperial Stormtroopers gain proficiency in all armor and are proficient with all simple and martial melee weapons. An Imperial Stormtrooper's extraordinary abilities only function while he is wearing white armor.

    Only Imperial Stormtroopers Are So Precise(Ex): When using a ranged weapon, Imperial Stormtroopers take a penalty to their attack roll equal to half their Imperial Stormtrooper levels, rounded up.

    These Are Not The Droids You're Looking For(Ex): Imperial Stormtroopers take a -4 penalty to Sense Motive checks and Will saves to resist charms and compulsions.
    Last edited by sengmeng; 2012-01-01 at 01:33 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.