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  1. - Top - End - #1
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    Jormengand's Avatar

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    Default The Overloaded (Class in 30 minutes, PEACH)

    Next up on classes made in just 30 minutes, it's a font of just too much power to be contained: the overloaded!

    Level BAB Fort Ref Will Special
    Power Capacity
    1st +1 +2 +0 +2 Power up 1d6
    6
    2nd +2 +3 +0 +3 Power Ability, Divert Power
    7
    3rd +3 +3 +1 +3 Power up 2d6
    8
    4th +4 +4 +1 +4 Overload Ability
    11
    5th +5 +4 +1 +4 Power up 3d6
    13
    6th +6/+1 +5 +2 +5 Power Ability
    17
    7th +7/+2 +5 +2 +5 Power up 4d6
    20
    8th +8/+3 +6 +2 +6 Overload Ability, Divert Power
    24
    9th +9/+4 +6 +3 +6 Power up 5d6
    28
    10th +10/+5 +7 +3 +7 Power Ability
    33
    11th +11/+6/+1 +7 +3 +7 Power up 6d6
    38
    12th +12/+7/+2 +8 +4 +8 Overload Ability
    44
    13th +13/+8/+3 +8 +4 +8 Power up 7d6
    50
    14th +14/+9/+4 +9 +4 +9 Power Ability, Divert Power
    56
    15th +15/+10/+5 +9 +5 +9 Power up 8d6
    62
    16th +16/+11/+6/+1 +10 +5 +10 Overload Ability
    69
    17th +17/+12/+7/+2 +10 +5 +10 Power up 9d6
    76
    18th +18/+13/+8/+3 +11 +6 +11 Power Ability
    84
    19th +19/+14/+9/+4 +11 +6 +11 Power up 10d6
    91
    20th +20/+15/+10/+5 +12 +6 +12 Overload Ability, Divert Power
    100

    Alignment: Any
    Hit Die: 1d10

    Class Skills:
    The overloaded's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All skills, taken individually) (Int) and Survival (Wis)
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    Overloaded are proficient with all simple and martial weapons and all types of armour and shield (including tower shields).

    Power Up (Ex)
    Overloaded charge up power once per round, adding 1d6 power, plus 1d6 per two levels after 1st, to their power pool. This power can be channeled into the overloaded's attack to deal extra damage on a successful hit as a free action, or into the overloaded's armour to prevent damage without taking any action at all (it's simply an option that you can take when you get hit). In either case, the damage equals the amount of power spent.

    Charging up power is dangerous, though. An overloaded may choose not to charge up power, or just to charge one power per die, or any lower amount. Going over the normal power limit accidentally deals 1 point of true damage to the overloaded per additional power (so does going over the normal power limit deliberately, of course!), and the additional power is wasted. True damage can't be resisted, prevented or mitigated in any way.

    Power Ability

    At second level, and every fourth level thereafter, the overloaded gains a power ability; something to do with their power other than the usual functions. These are taken from the power ability list.

    Power abilities that are some kind of act (such as firing at someone) are a standard action, while those which simply add to something are a swift action. For example, Energy Ray is an attack, and Power Chord is used to move or attack, so they're both standard actions. Rush Recklessly and Skill Inspiration just increase something, so they're swift actions. Some power abilities will specify a different action instead.

    Any save DCs listed are DC 10, plus half the overloaded's level, plus the overloaded's charisma modifier.

    Divert Power (Ex)

    Having power just sitting around and not doing anything isn't helpful. At 2nd level, and every 6th level thereafter, the overloaded gets a new location to divert power. Simply having power in one of these locations allows the overloaded to get bonuses. The overloaded can divert power as a swift action, but must store all power in one place.

    Whenever the overloaded's power is diverted, overload damage is doubled for the overloaded only.

    Overload ability

    At fourth level, and every fourth level thereafter, the overloaded gets an overload ability. This doesn't stop them taking damage when they overload, but instead makes it almost certainly worth it. You can use multiple abilities at once.


    List of Power Abilities

    Ability Surge (Ex): When you pick this, choose strength, dexterity, constitution, intelligence, wisdom or charisma. You gain a bonus on that ability score equal to 1/5 of the power spent for 1 round/level.
    Energy Ray (Su): When you pick this, choose acid, cold, electricity, fire, or sonic. The ray deals fire damage equal to 6/5 of the power spent, sonic damage equal to 4/5 of the power spent, or acid, cold or electricity damage equal to the power spent based on your choice. The ray has Long range.
    Energy Blast (Su): As energy ray, but over a 20 foot radius area at medium range, reflex half (you don't need to roll to hit, though) and the damage is only 3/4 of the normal (9/10 of base fire, 3/5 of base sonic).
    Power Chord (Su): A power chord sails out five feet per power point spent, and latches onto something you can hit with a ranged touch attack. If you hit, you can pull yourself onto the target if it is a big object like a building, grab it into your hand if it is a smaller object, or grapple it if it is a creature. The power chord counts as two-handed for disarming.
    Rush Recklessly (Ex): Your base land speed increases by the power points spent (round down to a multiple of 5) for this round.
    Shrug Off (Ex): You get the Shrug Off ability, only you use power points instead of hit points. You still use it as no action.
    Skill Inspiration (Ex): You get a bonus on a skill roll equal to half the power spent.
    Sudden Action (Ex): You can take an action of a type you don't have. This costs 10 power for a swift, 20 for a move, 30 for a standard and 50 for a full-round. You can only do this once per turn.
    Take Wings (Su): Your base fly speed increases by half the power points spent, or you gain that fly speed with clumsy maneuverability if you didn't have one, for this round.

    List of Divert locations

    Divert Power to Armour (Su): The overloaded gets +1 enhancement bonus to armour class per 10 power stored.
    Divert Power to Locomotion (Ex): The overloaded gets a +5 bonus to base land speed per 20 power stored.
    Divert Power to Processing (Ex): The overloaded gets a +1 bonus on will saves per 15 power stored.
    Divert Power to Storage (Ex): The overloaded can store twice as much power, but instantly overloads if power is stored elsewhere over the normal maximum.
    Divert Power to Weapons (Ex): The overloaded gets +1 bonus on attack and damage rolls per 10 power stored.

    List of Overload Abilities

    Blast Ablaze (Su): You Catch On Fire as though you had the Controlled Immolation feat for one round per power.
    Blinding Light (Su): A blast of light surges from your body. Enemies must take a fortitude save or be dazzled for 1 round/level, except that the penalties are equal to the excess power.
    Channel (Ex/Su): You channel excess power to use a power ability.
    Feel My Pain (Su): Enemies within 60 feet take the damage too.
    Gravity Hammer (Sp): A Reverse Gravity effect appears centred on you for 1 round/power but you're immune.
    Iron Defence (Ex): You gain DR/- and resistance to everything equal to the excess power.
    Raging Pain (Ex): Rage as a barbarian of your level for 1 round/power.
    Sudden Strength (Ex): Bonus on any one D20 roll in the round equal to the power.
    Tremors (Su): Enemies within 60 feet take a fortitude save or are knocked down and take bludgeoning damage equal to the excess power.
    Winds of Change (Su): Winds within 60 feet increase by 1 mph/power for 1 round/level but you're immune.




    Kinda burned out for ideas that aren't just rehashes of the energist, but oh well. Here we go.
    Last edited by Jormengand; 2016-02-17 at 08:51 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: The Overloaded (Class in 30 minutes, PEACH)

    Oh... I like this one. You don't list activation times though. I'd assume it's a free action when you get hit for armor, standard for the ray/blast/chord, and free action for the rest. Might want to add those in though.

    Another thing:
    "Going over the normal power limit accidentally deals 1 point of true damage to the overloaded per additional power"
    Very annoying people might argue about the meaning of this, and you can just drop the bolded word altogether without any ill effects. I'd suggest that.

    Power Ability ideas:
    - Increased ability scores
    - Negating harmful effects (similar to the Hypermundane's shrug off, but using power)
    - Extra actions
    - Charge additional power, but take double the damage if it overloads.

    Overload Ability ideas:
    - Blinding light shining outward
    - Nearby wind speed increasing
    - Localized Tremors
    - Theme music playing
    - Delaying incoming damage (other then overload damage)
    Last edited by ImperatorV; 2016-02-16 at 10:15 PM.
    I'm a Prestige Class! Thanks Zaydos!

  3. - Top - End - #3
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    Jormengand's Avatar

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    Default Re: The Overloaded (Class in 30 minutes, PEACH)

    See what you think of it now.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: The Overloaded (Class in 30 minutes, PEACH)

    Pure awesome. The class has enough options to create multiple distinct builds, it's useful and versatile, and the drawback mechanic is fun rather then annoying. You have successfully captured the essence of the character that can be near invincible but might blow himself up before he wins with it.
    I'm a Prestige Class! Thanks Zaydos!

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