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Thread: The Breaker (base class) (PEACH)

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    DwarfFighterGuy

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    Oct 2011

    Default The Breaker (base class) (PEACH)

    The Breaker
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    "If you don't see where it hurts, you're already dead..."- Dorkin, Dwarf Breaker

    Every fighter, scout, rogue or barbarian have a certain style when they fight, but only one have mastered all of their style in one way of fighting. Even if they are not specialized in one way or another, they usually find themselves using a bit of every style. For example, learning how to strike with a particular weapon like a fighter, running around an enemy waiting for the best opportunity to hit your enemy like a scout, look for your enemy weakness like a rogue and break trough anything with all your might like a barbarian.

    Adventures:The main reason for a Breaker to go adventuring is a test or an order from their master. Usually survive in the wild using what you learn is the best way to sharp your skills and understand what you learn. Most of the time itís to learn new tactics from a new master hidden far from your home, finding him proves that you want to master the style of the Breakers.

    Alignment:Most of the breaker will follow the alignment of their first master. Even if its next master doesn't fit their believes, most of the Breaker will be lawful since they have to do what their master told them to do until they became themself a master of the Breaker style.

    Religion: Breakers don't believes in any kind of deity, most of them will believe in what their race believe. Some of them will choose to worship Hextor (if they are Evil) thinking he will grant them an easier understanding of the fighting style, others will worship Kord hopping he will help them in long fight with endurance and strength.

    Background:Breakers start they training almost at the same time city guards start theirs. Breakers are chosen while captains judge the new recruits searching for the best candidate to protect the citizen. Sometimes a very few candidate are take separately from others to be train by a Breaker Master, he usually chose them by the style they fight. It depend on how the chosen one defeat its enemy, if he used long term tactics (like tiring his opponent or incapacitate them with a well place hit) without trying to kill its target (even if wooden sword don't usually kill).

    During their training, each of them will try to exceed the others in combat skill or in creativity with their style. Even if they usually donít work with each other, they donít try to fight between themselves outside the training ground. They also have a good respect in other official Breakers.


    Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

    Skill Points at 1st Level: (4 + Int modifier) ◊ 4

    Skill Points at Each Additional Level: 4 + Int modifier

    Alignment: Any
    Hit Die: D10
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+0|+0|Internal Damage

    2nd|+2|+3|+0|+0|Underhanded Blow

    3rd|+3|+3|+1|+1|Serenity (1/day)

    4th|+4|+4|+1|+1|Momentum +2

    5th|+5|+4|+1|+1|Hard Hit +1, Temporary recuperation

    6th|+6/+1|+5|+2|+2|Internal Damage

    7th|+7/+2|+5|+2|+2|Serenity (2/day)

    8th|+8/+3|+6|+2|+2|Momentum +4, Destroyer

    9th|+9/+4|+6|+3|+3|Powerful Momentum, Try again (1/encounter)

    10th|+10/+5|+7|+3|+3|Hard Hit +2, Total recuperation

    11th|+11/+6/+1|+7|+3|+3|Serenity (3/day), Internal Damage

    12th|+12/+7/+2|+8|+4|+4|Momentum +6, Try again (2/encounter)

    13th|+13/+8/+3|+8|+4|+4|Physical repercussion

    14th|+14/+9/+4|+9|+4|+4|Health diagnostic

    15th|+15/+10/+5|+9|+5|+5|Serenity (4/day), Hard Hit +3, Try again (3/encounter)

    16th|+16/+11/+6/+1|+10|+5|+5|Momentum +8, Internal Damage

    17th|+17/+12/+7/+2|+10|+5|+5|Devastating Charge

    18th|+18/+13/+8/+3|+11|+6|+6|Try again (4/encounter)

    19th|+19/+14/+9/+4|+11|+6|+6|Serenity (5/day)

    20th|+20/+15/+10/+5|+12|+6|+6|Being Breaker, Momentum +10, Hard Hit +4
    [/table]


    Class features:All of the following are class features of the Breaker.

    Weapon and Armour proficiency:The Breaker is proficient with all simple and martial weapons. He is also proficient with light and medium armours and can use any kind of shields (except from exotic and tower shields).

    Internal Damage(Ex):The Breaker trains most of its life to strike where you can't see it coming--from behind. If the Breaker deals bludgeoning damage, the target suffers from increasingly worse penalties that stack at the end of the target's turn, chosen from the list below:

    Arm Breaker: -1/-2/-3/-4 to Str-related modifier.
    Armor Crusher: -1/-2/-3/-4 to AC.
    Lung Puncture: 1d4/2d4/2d6/3d6 damage.
    Foot Obliterate: -5/-10/-15/-20 ft. land/swim speed.
    Head Shot: -1/-2/-3/-4 to Int-related modifier.
    Spinal Column Hit: -1/-2/-3/-4 to Dex-related modifier.

    A single creature may only be affected by two effects at the same time. The internal damage stops after five rounds at first level. At 6th level, and at every fifth level after (11th, 16th), the duration increases by five rounds. An affected creature is allowed a Fortitude save of DC 10 + 1/2 class levels + Wis modifier to resist the internal damage, stopping the effect from continuing, also a Heal check of the same DC heal you of the same amount each turn. At the same levels, the internal damage increases, as shown in the list above (the first number shows the penalty at 1st level, the second at 6th level, and so on). The creature must have a bones or any kind of articulation (so ooze, elemental and creatures like them) are immune to this ability.

    Underhanded Blow (Ex): At 2nd level, the breaker is able to catch an opponent off guard and force them to pay. If the breaker attacks an enemy who has been denied their Dexterity modifier to AC, the penalty and DC for internal damage increase by 1.

    Serenity (Ex): At 3rd level, a breaker is capable of entering a state of peace as a free action. During this time, the breaker gains a +4 bonus to Wisdom and Will saving throws. In addition, internal damage's save DC is increased by 2 for the duration. This state lasts for a number of rounds equal to 3 + the breaker's (newly improved) Wis modifier. Upon leaving this state, the breaker's introduction to the harsh world leaves him sickened for 3 rounds or until the end of the encounter, whichever ends first.

    A breaker can enter this state of peace only once per encounter. At 3rd level, he can use his serenity ability once per day. At 7th level, and at every fourth level after (11th, 15th, 19th), he can use it one additional time per day.

    Momentum (Ex): At 4th level, the breaker can move and attack in one fluid motion, leaving destruction in his wake. If the breaker moves 10 feet or more in one round and then attacks, he get a +2 bonus to hit and damage.

    At 8th level, and at every fourth level after (12th, 16th, 20th), the bonus increases by +2.

    Hard Hit: You know where it hurts most and how to strike there. Starting at level 5 and every fifth level after, as part of an attack, you add the amount indicated in the table above to the DC of your Internal Damage ability.

    Temporary recuperation: During your training you learned how to heal broken bones and joint dislocation. Each 10 minutes you attend to a perso who have ability damage, you heal 1 point of temporary physical ability damage per 5 rank in heal. Only one ability damage at a time (STR, DEX and CON are one type each).

    Destroyer(Ex): If you make an attack and it hits the target, you are able to know and overcome any kind of damage reduction or hardness it has for the rest of your turn. This is usable once per encounter per enemy.

    Try Again(Ex):If you miss two or more attacks in a single round, you can make an extra attack at your highest base attack bonus a number of times indicated in the table above.

    Powerful Momentum (Ex): At 9th level, the breaker's ability to attack while on the move improves. If the breaker moves 20 feet or more in one round and then attacks, he not only deals bonus damage, but also may attempt to bull rush or trip the enemy at a +4 bonus. If the breaker fails to trip, the target does not get a trip attempt in return.

    Total recuperation: Same as temporary recuperation, but you can now heal permanent ability damage you want.

    Physical Repercussion(Ex):At 13th level, your attacks are devastating and your enemy's body wants to stop the pain at any cost. As part of an attack, you can exploit this weakness to cause a status condition. Each successful attack made in this way worsens the condition, as shown below:

    Fatigued/Exhausted/Unconscious
    Sickened/Stunned/Helpless

    To prevent any of these effects, the target must make a Fortitude save of DC 10 + 1/2 class levels + Wis modifier. This ability counts as precision damage for the purposes of immunity.

    Health diagnostic(Ex): You know, with only one look at the ennemy, if he/she got any kind of health anormality. If the creature would normally let you make a heal check, you can use it so the duration of internal damage goes up after you hit the target. Heal check DC = 10+HD of the ennemy, every 5 point of difference give a bonus round to internal damage, listed below.

    {table=head]DC difference|Bonus round
    5|1
    10|2
    15|3
    20+|4
    [/table]

    Devastating Charge(EX): When you make a charge at the ennemy, you can use your devastating charge ability. If you sucessfully hit the target and this one is affected by one or more penalities from internal damage you make him lose his next fortiude roll conserning Internal damage.

    Being Breaker(Ex): You have finally mastered every thing the Breaker style has to offer, you achieved so few succed. Has a proof to your accomplishement, you know how to defeate your opponent in the blink of an eye. Once per encounter, you can use "Being Breaker" that last for 3 rounds. This abilty let you make a full attack has a standard action and every succesfull hit force your ennemy to roll every fortitude saves he most normally do in the end of your turn (even if its due to the poison from someone else). Every time he succed his save, the same save gain a DC bonus of +2 (stack with itself and other bonus) until he fail that save (wich put the bonus to +0 from this ability).
    Last edited by Funinyourgame; 2012-07-06 at 12:35 PM.

    Quickly! Give me some knee armor!!!

    BTW here's my homebrews :
    The Void Champion
    The Breaker