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
| 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 | - |
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)