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    Admiral Squish's Avatar

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    Default Child of Heracles [Percy Jackson class]

    Child of Heracles

    HD: d12
    Skill points: 2+int
    Class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Spot, Survival, Swim
    {table=head]Level|BAB|Fort|Ref|Will|Special|Unarmed Damage|AC Bonus

    1st|+1|+2|+2|+0|Unarmed Strike, Bronze Skin, Aspect|1d6|+0

    2nd|+2|+3|+3|+0|Divine Strength, Uncanny Dodge|1d6|+0

    3rd|+3|+3|+3|+1|Mettle, Damage Reduction 1/-|1d6|+0

    4th|+4|+4|+4|+1|Divine Strength +4|1d8|+1

    5th|+5|+4|+4|+1|Aspect, Improved Uncanny Dodge|1d8|+1

    6th|+6|+5|+5|+2|Divine Strength +6|1d8|+1

    7th|+7|+5|+5|+2|Damage Reduction 2/-|1d8|+1

    8th|+8|+6|+6|+2|Divine Strength +8, One-Two Punch|1d10|+2

    9th|+9|+6|+6|+3|Aspect|1d10|+2

    10th|+10|+7|+7|+3|Divine Strength +10|1d10|+2

    11th|+11|+7|+7|+3|Damage Reduction 3/-|1d10|+2

    12th|+12|+8|+8|+4|Divine Strength +12|2d6|+3

    13th|+13|+8|+8|+4|Aspect|2d6|+3

    14th|+14|+9|+9|+4|Divine Strength +14|2d6|+3

    15th|+15|+9|+9|+5|Damage Reduction 4/-|2d6|+3

    16th|+16|+10|+10|+5|Divine Strength +16, Flurry of Fists|2d8|+4

    17th|+17|+10|+10|+5|Aspect|2d8|+4

    18th|+18|+11|+11|+6|Divine Strength +18|2d8|+4

    19th|+19|+11|+11|+6|Damage Reduction 5/-|2d8|+4

    20th|+20|+12|+12|+6|Divine Strength +20|2d10|+5
    [/table]

    Weapon and armor proficiencies: A Child of Hercles is proficient with simple and martial weapons, light armor, and no shields.

    Unarmed Strike: At 1st level, a child of Heracles gains Improved Unarmed Strike as a bonus feat. A child of Heracles' attacks may be with fist, elbows, knees, and feet. This means that a child of Heracles may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a child of Heracles striking unarmed. A child of Heracles may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

    Usually a child of Heracles' unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

    A child of Heracles' unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    A child of Heracles also deals more damage with his unarmed strikes than a normal person would, as shown above on the table. The unarmed damage values listed on the table is for a medium child of Heracles.

    Bronze Skin (Ex): A Child of Heracles adds their constitution modifier to AC as a natural armor bonus. The Child of Heracles gains a +1 bonus to natural armor at 4th level. Every 4 levels thereafter, this bonus increases by 1. (see table)

    Aspect: A Child of Heracles gains an aspect at 1st level. Aspects are selected from the list of aspect below. You cannot select the same aspect more than once and once selected, an aspect cannot be changed. A Child of Heracles gains another aspect at 5th level and every 4 levels thereafter.

    Divine Strength (Su): At 2nd level, a Child of Heracles gains a +2 enhancement bonus to strength. Every even-numbered level beyond 2nd, this bonus increases by +2. (+4 at 4th, +6 at 6th)

    Uncanny Dodge: At 2nd level, a child of Heracles retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Child of Heracles already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Mettle: At 3rd level and above, a Child of Heracles can resist spells and effects with great willpower or fortitude. If he makes a successful fortitude or will save against an effect that normally has a lesser effect on a successful save, (Any spell with a save entry of fortitude or will partial) he instead completely resists the effect. An unconscious or sleeping Child of Heracles does not gain the benefits of mettle.

    Damage Reduction: At 3rd level, a Child of Heracles gains Damage Reduction. Subtract 1 from the damage the Child of Heracles takes each time he is dealt damage from a weapon or a natural attack. At 7th level and every four levels thereafter (11th, 15th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

    Improved Uncanny Dodge: At 5th level and higher, a Child of Heracles can no longer be flanked. This defense denies a rogue the ability to sneak attack the Child of Heracles by flanking him, unless the attacker has at least four more rogue levels than the target has Child of Heracles levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    One-Two Punch (Ex): At 8th level, when making any unarmed attack, the Child of Heracles can make one extra attack at his highest base attack bonus, but all attacks made in the round (the extra one and the normal ones) take a -2 penalty.

    Flurry of Fists (Ex): At 16th level, when making an unarmed strike, the Child of Heracles can make two extra attacks at his highest base attack bonus, instead of the one extra attack granted by one-two punch. The Child of Heracles still takes a -2 penalty to all attacks made during that round.

    Aspects
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    {table=head]Name|Prerequisites|Benefit
    Atlas’ Might|Lv. 9|Gain a +10 bonus to all strength checks
    Boar’s Resilience||Act normally while dying, die at -HP equal to con.
    Bull’s Endurance|Lv. 9|Gain +4 bonus to Con
    Geryon’s Vigilance|Lv. 5|You cannot be flanked, and gain blindsense 30
    Heracles’ Grasp||Gain Improved Grapple as a bonus feat
    Hind’s Speed||Increase base land speed by 10 feet
    Hippolyta’s Command|Lv. 5|Cha times/day, Charm Person
    Hydra’s Vitality|Lv. 5|1/day/4 levels, Heal 1d8+level HP
    Lion’s Hide|Lv. 13|Double your class-based DR
    Reshape the Land|Lv. 9|Attack the ground to create difficult terrain
    Stymphalian Armor|Lv. 9|Increase Bronze Skin AC bonus by +4
    Wild Mare’s Will|Lv. 5|Gain +2 to saves against mind-affecting abilities[/table]

    Atlas’ Might: The Child of Heracles gains the strength to hold up the world, as their father did. They gain a +10 bonus to all strength-based ability checks.

    Boar’s Resilience: The Child of Heracles takes on the resilience of the erymanthian boar. The Child of Heracles can act normally while at 0 or lower HP, though they still lose one HP/round normally. The Child of Heracles dies when they reach -HP equal to their con score.

    Bull’s Endurance: You take on the endurance of the cretan bull. You gain a +4 enhancement bonus to con.

    Geryon’s Vigilance: You become as vigilant as Geryon was. You cannot be flanked, and you gain blindsense out to 30 feet. You still have a 50% miss chance against targets you cannot actually see.

    Heracles’ Grasp: You inherit the grip of Heracles, the grasp that subdued Cerberus and slew Antaeus. You gain improved grapple as a bonus feat, even if you do not meet the prerequisites.

    Hind’s Speed: You take on the speed that allowed Heracles to chase down the golden hind. Your base land speed increases by 10 feet.

    Hippolyta’s Command: You become as commanding as Hippolyta. A number of times per day equal to your charisma modifier, you can use Charm Person as a spell-like ability. The target views you as an authority figure, instead of a friend.

    Hydra’s Vitality: You take on a bit of the Hydra’s vitality. Once per day per four levels, you can use a standard action to regenerate from your wounds, healing 1d8+level HP. For every four levels above 4th, the amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th.

    Lion’s Hide: You take on the unbreakable skin of the nemean lion. The DR granded by your class is doubled.

    Reshape the Land: You can use your strength to change the landscape as Heracles did in the agean stables. As a standard action, you strike the ground with tremendous force. Roll the damage for an unarmed strike. If you deal damage greater than the ground’s hardness, the square you are in and all squares within 10 feet become difficult terrain. Any creature other than the Child of Heracles must make a reflex save, (DC 10+½ HD+Str mod) or fall prone.

    Stymphalian Armor: Your Bronze Skin becomes hard as the iron feathers of the stymphalian birds. The AC bonus of your bronze skin increases by +4.

    Wild Mare’s Will: You become as impossible to tame as the mares of Diomedes. You gain a +2 bonus to saves against all mind-affecting spells and abilities. This bonus increases by +1 for every 4 levels you have.
    Last edited by Admiral Squish; 2013-08-23 at 06:00 PM.
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    Troll in the Playground
     
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    Default Re: Child of Heracles [Percy Jackson class]

    Unarmed strike is missing text.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Firbolg in the Playground
     
    Admiral Squish's Avatar

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    Default Re: Child of Heracles [Percy Jackson class]

    Quote Originally Posted by Debihuman View Post
    Unarmed strike is missing text.
    Derp. I fixed. Originally, it was just 'as monk', which seemed like it needed fixing, but then I forgot to do it.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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