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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-16-2012, 09:18 AM   Top  -  End  -  #1
gooddragon1
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Join Date: 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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
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
-

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
__________________
We are Here. We are One. We are the Playground.
Nemesor Zandrek: Character Sheet Link
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.

Last edited by gooddragon1 : 10-17-2012 at 11:10 AM.
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