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    Dec 2005
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    Default The MADman [A semi-lethal joke class][3.5]

    MADman
    ‘Who cares that my combat style seems random as long as it works.’
    Inspiration: I was reading about lethal joke characters on tvtropes. I will not link to that site in the hopes that 3+ hours of your day may be spared.

    Alignment: Any
    Hit Die: d8
    Starting Gold: As Fighter
    Starting Age: As Fighter
    Class Skills-The MADman’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Insight (Wis), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
    Skill Points at 1st level: (4+ Int Modifier) x4
    Skill Points per Level: 4+ Int Modifier

    MADman
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Ability Aptitude
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |-
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Ability Aptitude
    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |-
    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |-
    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Ability Aptitude, Improved Ability Aptitude
    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |-
    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |-
    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Ability Aptitude
    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |-
    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |-
    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Ability Aptitude, Improved Ability Aptitude
    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |-
    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |-
    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Ability Aptitude
    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |-
    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |-
    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Improved Ability Aptitude
    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |-
    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |-[/table]

    Weapon and Armour Proficiency: A MADman is proficient with all simple and martial weapons, light and medium Armor, and shields.

    Ability Aptitude (Ex and Su)

    Each of the MADman's ability scores eventually serves a function beyond its normal capabilities as detailed below. At 1st level you pick 1 of these abilities and again at 3rd, 6th, 9th, 12th, and 15th level. You may not pick an ability aptitude subcategory more than once.

    Strength (Ex)

    You add your strength modifier to damage against hardness and damage reduction with melee weapon attacks (up to the amount of the hardness or damage reduction and then half of the remaining extra damage goes through as normal (or half strength if no hardness or damage reduction would apply)).

    Dexterity (Ex)

    As an immediate action, you may make a tumble check in place of your armor class to dodge an attack requiring an attack roll once per turn (you must do this before seeing the result of the roll).

    Constitution (Su)

    A number of times per day equal to your constitution modifier you may reduce the amount of damage you would take from any source by an amount equal to your constitution modifier. You may use this ability only once in any given round.

    Intelligence (Ex)

    You add your intelligence modifier to your attempts to resist a bull rush, grapple, overrun, and trip attempts. You also add your intelligence modifier to escape artist checks.

    Wisdom (Su)

    As an immediate action, you may make an Insight check in place of a saving throw once per round.

    Charisma (Su)

    Targets you hit with an attack that uses an attack roll take a penalty to AC equal to your charisma modifier for a number of rounds equal to your charisma modifier (multiple instances do not stack, instead they refresh the duration).

    Improved Ability Aptitude (Ex)

    At 6th level, your ability modifiers are treated as 1 higher for the purpose of each of your ability aptitude subcategories. This bonus increases by 1 every 6 levels thereafter.

    Insight (Wis; Trained Only)
    Spoiler
    Show


    Check

    You gain +1 insight bonus to a roll of your choice after making a DC 10 Insight check. If you wish to gain a higher bonus you may increase the DC by 10 per +1 increase of the bonus. Failure to meet a check results in a penalty to the roll equal to the bonus you might have otherwise achieved.

    Action

    Full-round action concurrent with the activity requiring the roll (thus you perform the activity as a full-round action with the bonus). If the activity would take longer than 1 round you gain a flash of insight towards that activity if you succeed. Using this ability provokes attacks of opportunity and unlike most full-round actions it allows no other actions to be taken in the turn nor can it be used in a situation where you have done anything in your turn previous to making the Insight check.

    Try Again

    No, an Insight check may be made only once for any given roll.

    Special

    A MADman uses this skill to activate his Ability Aptitude (Wisdom) class feature and does so as an immediate action without provoking attacks of opportunity or limiting other actions he might take.
    Last edited by gooddragon1; 2012-10-17 at 11:10 AM.
    Quote Originally Posted by Woland View Post
    Honestly, some lawyer somewhere is probably having an orgasm and he doesn't know why."
    No μ!

    Hi my name is ... and I'm an attention addict.

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