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

    Otaku



    "Don't underestimate the power of my love for Minori-chan!"
    -Random Idol Otaku

    You know they're there. The one kid who sneaks manga into class. The kid who pulls an all-nighter before a final exam not because of studying but because a new season of an OVA came out. The kids that are heavily into anime, manga, whatever else. Most are simply hardcore fans of things. However, some have a love so strong that it is almost like divine worship. It is this love that grants power to those things the Otaku loves, and in turn grants him/her power to use however he or she likes.

    Adventures: Adventuring is lucrative, and all that merchandise isn't cheap. Otaku mainly adventure to fund their expensive hobby, although some simply do so because they saw it in a manga.

    Characteristics: Otaku, while united in the sense that they tend to love models, anime, manga,etc., are not overall the same. With different Otaku belonging to different fandoms, and the fact that Otaku derive their powers from their obsessions, Otaku tend to vary far and wide.

    Alignment: Otaku tend to fall all over the place, alignment-wise. Lawful Otaku tend to espouse "Justice", whether their own or the commonly accepted version of it, while many chaotic Otaku simply do whatever they like. On the good vs. evil axis, many Otaku tend to be good-aligned, as they wish to be just like a hero/heroine in an anime, but fans of both heroes and villains or just villains can end up being neutral or even evil.

    Religion: Otaku tend to worship anime characters, or in some cases, idols, who are super-famous actors/actresses, who attract a large-enough following that they can grant divine power upon their otaku.

    Background: Otakus' origins vary. However, many simply saw one anime, or read one manga, then decided to watch/read another. One led to two, two led to three, and three led to more, resulting in the Otaku's current state.

    Races: Humans, like in most classes, are the most prevalent overall. However, there are many elven or half-elven shoujo/shonen ai otaku, and also many orc/half-orc military otaku. Although less prevalent, there are gnome sci-fi otaku, and also dwarven otaku into shonen manga.

    Other Classes: Attitude towards Otaku varies by more individual than class. However, many divine-powered classes despise Otaku for worshipping what they call "False Idols"(sometimes literally).

    Role:Otaku's roles can vary, but they can have a wide range of magic-like abilities. Some branch into areas involving physical prowess, and can also serve for a while in combat if needed.

    Adaptation: If your campaign does not include anime, simply change the Otaku's flavor to be based around being a fan of ancient stories with such themes.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: Varies. Really, just go for whatever you want. Since there's a slight lack of hit points and lack of physical prowess to start, Constitution and Dexterity are good abilities to invest in.
    Alignment: Any
    Hit Die: d6
    Starting Age: 10-30.
    Starting Gold: 40 gp.

    Otaku Skills
    The Otaku's class skills are Craft and any 7 that the player chooses.

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

    COtaku
    {table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Otaku's Passion, Signature Move 1d8

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Otaku Power

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Signature Move 2d8

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Otaku Power

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Signature Move 3d8

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Otaku Power

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Signature Move 3d8

    8th|
    +6
    |
    +6
    |
    +2
    |
    +2
    |Otaku Power

    9th|
    +6
    |
    +6
    |
    +3
    |
    +3
    |Signature Move 4d8

    10th|
    +7
    |
    +7
    |
    +3
    |
    +3
    |Otaku Power

    11th|
    +8
    |
    +7
    |
    +3
    |
    +3
    |Signature Move 5d8

    12th|
    +9
    |
    +8
    |
    +4
    |
    +4
    |Otaku Power

    13th|
    +9
    |
    +8
    |
    +4
    |
    +4
    |Signature Move 6d8

    14th|
    +10
    |
    +9
    |
    +4
    |
    +4
    |Otaku Power

    15th|
    +11
    |
    +9
    |
    +5
    |
    +5
    |Signature Move 7d8

    16th|
    +12
    |
    +10
    |
    +5
    |
    +5
    |Otaku Power

    17th|
    +12
    |
    +10
    |
    +5
    |
    +5
    |Signature Move 8d8

    18th|
    +13
    |
    +11
    |
    +6
    |
    +6
    |Otaku Power

    19th|
    +14
    |
    +11
    |
    +6
    |
    +6
    |Signature Move 9d8

    20th|
    +15
    |
    +12
    |
    +6
    |
    +6
    |Lord of Akihabara, Otaku Power

    [/table]

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

    Weapon and Armor Proficiencies:Otaku are proficient with 3 simple weapons and 1 martial weapon of their choice, and light armor.

    Otaku's Passion: Every Otaku is passionate about something. At 1st level, the Otaku selects something they are passionate about(Manga, Anime, etc.). Whenever someone speaks badly of the Otaku's passion, or otherwise performs a blasphemous act concerning it, the Otaku flies into a Fanboy's Rage. This acts as a Barbarian's Rage of the same level, except that instead of a Constitution bonus, the Otaku receives temporary hitpoints equal to their level x 2 x their Constitution bonus(minimum 1), and lasts for a number of rounds equal to 3 + the Otaku's highest mental ability score. This may not be activated by allies, unless they expend a swift action on their turn to do so.

    Signature Move:
    Everyone in anime, manga, etc. has a signature move. So, as a fan of such things, Otakus decide to develop their own signature moves. This move deals damage as described on the table above. Upon gaining this class feature, the Otaku decides whether or not this attack will be a touch attack, and ranged or melee. Ranged attacks have a range of 30 ft + 5ft per two levels. If the attack is not a touch attack, the Otaku may add their Signature Move damage to an attack of the type selected(ranged or melee) as a swift action. The Otaku also selects one damage type(energy or otherwise) that the attack deals.(ex. A 1st level Otaku's Signature Move could be a ranged touch attack that deals bludgeoning damage.)

    Otaku Power: At 2nd level, and every two levels after, an Otaku may select an ability from the menu below:
    Spoiler
    Show

    Hot-Blooded: Sheer determination works wonders in manga, right? So it should work in real life. For a number of times per day equal to 1 + 1/2 their class level, Otaku may add their class level to any one roll. This ability may be selected again in order to either gain an additional use of the ability or to add +1 to the class level bonus granted by this ability.

    Hammerspace: You gain an extradimensional space to store stuff. This space is roughly equal to twice your class level in cubic feet. You may store things in it or withdraw them as a swift action.

    Martial Arts/Military Otaku I: You gain any fighter bonus feat of your choice as a bonus feat, so long as you meet the prerequisites for taking it. You may select this ability again in order to gain another fighter bonus feat as a bonus feat.

    Martial Arts/Military Otaku II:
    Prerequisites: Martial Arts/Military Otaku I. For a number of rounds per encounter equal to 1/2 your class level, your BAB equals your HD, and you deal extra damage with melee or ranged attacks equal to 1/2 your Otaku level. These rounds need not be spent consecutively.

    Magical Girl/Magic-Type:
    For some reason, watching all that magical anime has given you magical abilities. You gain 2 spell levels per Otaku level, and gain 2 spell levels every level after. You also know all cantrips and two 1st level spells, and know an additional spell for every two class levels you have. You select spells from one spell list of your choice from the following: Wizard/Sorcerer, Cleric, Druid. You can never know spells of higher level than a sorcerer of your class level could. You may cast spells using spell levels by expending one spell level per level of the spell being cast(ex. A 3rd level spell, fireball, costs 3 spell levels to cast).

    Magic Combatant: Prerequisites: Magic-Type, 6th level. You know how those characters in manga power up using magic. You may expend up to 1/2 your level in spell levels to add a number of temporary hit points equal to 2 x spell levels expent and +1 to your BAB and damage dealt for every two spell levels expent. You may select this ability again to either gain another spell or an additional two spell levels.

    Model-Creator: You know how to craft models and other types of things well. You gain a bonus to Craft checks equal to your Otaku level.

    Figurine-Love Animation: Prerequisites: Model-Creator. Otakus sometimes wish their figurines could move. And now you know how to make that happen! You may cast Animate Objects 1/day per two Otaku levels, except that it may only affect Figurines. Your effective caster level is equal to your Otaku level. You may select this ability again in order to gain another use of this ability.

    Figuirine Fighter:
    Prerequisites: Model-Creator, Figuirine-Love Animation. You may sacrfice one use of your Figurine-Love Animation ability in order to create a figurine made for fighting. This takes one figurine and transforms it into a Living Servant of HD equal to your Otaku level for the duration of this effect. This effect lasts for a number of rounds equal to your Otaku level.

    Cosplayer I: You know how to disguise yourself due to extensive Cosplaying. You gain a bonus to Disguise checks equal to your Otaku level.

    Cosplayer II: Prerequisites: Cosplayer I. You know how to Cosplay on the spot, using magic. This allows you to automatically alter clothing through sheer Cosplayer determination, and may affect a person as though the Alter Self spell had been cast upon them, although this may affect anyone, not just the Otaku. The clothes-altering may be done at-will, and the Alter Self ability may be done once per day per Otaku level.

    Crossdresser: Prerequisites: Cosplayer I. You may qualify for feats, PrCs, and other things that depend upon gender as though you were of the opposite gender. Also, you may take 10 on Disguise checks to disguise yourself as a member of the opposite gender.

    Fujoshi: Prerequisites: Female. You love boy's love. And now, perhaps horribly, you have the ability to create it, if only for a time. By targeting two males within 30 ft, you can cause them to fall in love. This acts as though each target had cast the Charm Person spell upon each other, except that they are in love instead of just being friendly. This causes them to be so distracted that they are considered blinded and cannot go more than 10 ft from each other. This effect lasts for as long as the Charm Person effect would be in place. This ability may be used a number of times per day equal to 1 + 1/2 your class level.

    Member of Uri House: You like love between girls. So much, in fact, you have been granted the power to do so artificially. This effect mimics the effects of the Fujoshi ability, except that it can only affect women instead of men.

    Hikikomori: Prerequisites: Maximum ranks in Hide. Somehow in the past, or even in the present, you've developed a preference to be isolated a bit. Now, through your Otaku powers, you may isolate yourself whilst in combat by erecting an instant Hikikomori Fortress. When taking the Total Defense action, you may sacrifice the benefits of that action to instead grant yourself complete concealment and restore a number of points equal to 1/2 your Otaku level for every two rounds spent this way. You are also treated as being blinded in this state. You lose this ability should you fail to keep maximum ranks in Hide.

    Drawn to Life: Prerequisites: Maximum Ranks in Craft(Art). Your art and your Otaku love for it are so strong that you can bring it to life. This mimics the Astral Construct power, with the resulting Astral Construct being of level equal to 1/2 the Otaku's class level. This ability may be used a number of times equal to 1/2 your class level per day, and may be selected again in order to gain another use. You lose the benefits of this ability should you not retain maximum ranks in Craft(art).

    ESPer: You know how to use ESP, a.k.a. psychic abilities. You gain a power point pool that is always equal to your level x your highest mental ability modifier. You know a number of powers equal to your Otaku level, selected from the Psion/Wilder power list.



    Abilities that mimic spells or power treat the Otaku's caster/manifester level as his or her class level and abilities that require actions to activate are activated as a standard action, unless stated otherwise.


    Lord of Akihabara: At 20th level, you become the equivalent of a noble, a greater being if you will, amongst Otaku. Firstly, your type changes to Outsider with the Native subtype. After all, the greatest amongst the Otaku need not eat or breathe or sleep so long as they are pursuing their passion. Secondly,you may enter the Greatest Otaku stance. This doubles their effective Otaku level for Otaku Power abilities. This may be done for a number of rounds per day equal to 1/2 your class level.
    Last edited by Pyromancer999; 2011-12-21 at 05:46 PM.
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