User:Lucii

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The Host

Classes from a broken Site

Walking Fortress'

Requirements

Abilities: 25 Constitution Score

Feats: Shield Proficiency(Tower), Armor Proficiency(Heavy)

Special: Must Have a Base Attack Bonus of at least +10

Table: The Walking Fotress

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Bonus Feat, First Tower, Bulwark, Golem Body
2nd +2 +3 +3 +3 Epic Toughness, Fast Healing, Strength of Shield
3rd +3 +3 +3 +3 Bonus Feat
4th +4 +4 +4 +4 Epic Toughness, Fast Healing
5th +5 +4 +4 +4 Bonus Feat, Second Tower, Improved Bulwark
6th +6/+1 +5 +5 +5 Epic Toughness, Fast Healing
7th +7/+2 +5 +5 +5 Bonus Feat, Shield of Soul
8th +8/+3 +6 +6 +6 Epic Toughness, Fast Healing
9th +9/+4 +6 +6 +6 Bonus Feat, Greater Bulwark
10th +10/+5 +7 +7 +7 Epic Toughness, Fast Healing, Third Tower
11th +11/+6/+1 +7 +7 +7 Bonus Feat, Anchored
12th +12/+7/+2 +8 +8 +8 Epic Toughness, Fast Healing
13th +13/+8/+3 +8 +8 +8 Bonus Feat, Master Bulwark
14th +14/+9/+4 +9 +9 +9 Epic Toughness, Fast Healing
15th +15/+10/+5 +9 +9 +9 Bonus Feat, Fourth Tower
16th +16/+11/+6/+1 +10 +10 +10 Epic Toughness, Fast Healing
17th +17/+12/+7/+2 +10 +10 +10 Bonus Feat, Armored Deflection
18th +18/+13/+8/+3 +11 +11 +11 Epic Toughness, Fast Healing
19th +19/+14/+9/+4 +11 +11 +11 Bonus Feat, Armored Saves
20th +20/+15/+10/+5 +12 +12 +12 Epic Toughness, Fast Healing, Unmovable

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Gather Information (Cha), Listen (Wis), Search (Int), Spot (Wis).

Class Features

All of the following are class features of the Tank.

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields.

Bonus Feat" Starting at level 1 the Walking Fortress gains a bonus feat every other level. Example level 1, 3, 5,....etc

First Tower: A Tower Shield Permanently circles the Walking Fortress granting him an armor bonus of a +3 Steel Tower Shield. The Walking Fortress can control these to defend a specific target, in doing so he needs to make a concentration check of DC 15 every round. These shields are treated as equipped shields for the purpose of gaining mods and buffs and like wise debuffs. These cannot be destroyed or disintegrated.

Golem Body: Gain Construct Type

Bulwark: Gain +3 to his AC

Epic Toughness: Starting at Level 2 and every other level Gain +30 Hit Points

Fast Healing: Starting at Level 2 and every other level Gain Fast Healing (5)

Strength of Shield: Gain 1/2 of his total AC to attack and damage rolls.

Second Tower: The Walking Fortress gains his second tower shield. The shields are now +4 Steel Tower Shields

Improved Bulwark: Natural AC bonus increases to +6

Shield of Soul: The Walking Fortress gains spell resistance and damage reduction equal to 1/4 of his total AC. This stacks with any spell resistance he has. Also the Walking Fortress is immune to all supernatural effects

Greater Bulwark: Natural AC bonus increases to +9

Third Tower: The Walking Fortress gains his third tower shield. The shields are now considered +4 Mithral Tower Shields.

Anchored: The Walking Fortress is so grounded that throwing him is very difficult. When attempting to grapple and throw the Walking Fortress the opponent must make a strength DC equal to 10 + Walking Fortress level + 1/2 of Walking Fortress AC or fail the grapple and/or throw.

Master Bulwark: Natural AC bonus increases to +12

Fourth Tower: The Walking Fortress gains his fourth and final tower shield. The shields are considered to be +5 adamantite tower shields

Armored Deflection: Acts as a Greater Deflection, however this also grants the ability to deflect supernatural and spell-like abilities. The Walking Fortress reflects a total of 1/3 of his total AC spell levels back at the caster, if it is a supernatural or spell-like ability and does not have a caster level then deflect a percentage of the damage back at the caster equal to the Walking Fortress' spell resistance, this cannot exceed 80% total damage deflected.

Armored Saves: The Walking Fortress is used to being bombarded by all sorts of attacks and thus gains 1/10 of his total AC to all saving throws.

The Fortress: Once activated the Walking Fortress gains concealment of +50%. All attempts to throw or shove the Walking Fortress fails. The Walking Fortress gains 100% of his total AC added to his AC. This lasts for 10 + Character level + Con Mod rounds and cannot be activated again for another 5 + 1d10 rounds.


Classes I Built

Chaos Warrior

A True Whorshiper of the Chaos Gods Willing to Do whatever it takes to Bring Chaos Forth 20

Good Good Poor Good Other Full

Table: The Walking Fotress

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Mutation, Dark Speak
2nd +2 +3 +0 +3 Gift of Chaos, God of Chaos
3rd +3 +3 +1 +3 Mutation, Chaos Plate
4th +4 +4 +1 +4 Gift of Chaos
5th +5 +4 +1 +4 Mutation, Chaos Knight
6th +6/+1 +5 +2 +5 Gift of Chaos
7th +7/+2 +5 +2 +5 Mutation, Aspiring Champion of Chaos
8th +8/+3 +6 +2 +6 Gift of Chaos
9th +9/+4 +6 +3 +6 Mutation
10th +10/+5 +7 +3 +7 Gift of Chaos, Champion of Chaos
11th +11/+6/+1 +7 +3 +7 Mutation
12th +12/+7/+2 +8 +4 +8 Gift of Chaos
13th +13/+8/+3 +8 +4 +8 Mutation
14th +14/+9/+4 +9 +4 +9 Gift of Chaos
15th +15/+10/+5 +9 +5 +9 Mutation, Exalted Champion of Chaos
16th +16/+11/+6/+1 +10 +5 +10 Gift of Chaos
17th +17/+12/+7/+2 +10 +5 +10 Mutation
18th +18/+13/+8/+3 +11 +6 +11 Gift of Chaos
19th +19/+14/+9/+4 +11 +6 +11 Mutation
20th +20/+15/+10/+5 +12 +6 +12 Gift of Chaos

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Intimidate (Cha), Handle Animal (Cha), Jump (Str), Knowledge (Religion) Ride (Int), Survival (Wis), Swim (Str).

Class Features

Dark Speak: The Chaos Warrior starts knowing the language of Chaos, Dark Speak

Chaos God: Chose your lord of Chaos Khorne: God of War, Tzeentch: God of Magic, Nurgle: God of Diesease, Slaanesh: God of Pleasure

Mutation (Su): Your body mutates in some way Weather or not it's helpful is a different Story Roll 1d100 All of these force you to become what it is permanently 1-5: Natral attack (roll a d8 and gain the appropriate Natural attack https://dnd-wiki.org/wiki/SRD:Natural_Weapons 6-10: Apperance 1d9 (Fur, Horns, Fangs, Scales, Eye color, Spiked Spine, Skin color, Rotting, Flaming Skull) 11-15: Frightful apperence 1d2 (skeleton"All organs are still there", Transparent Skin) 16-20: Elemental Affinity 1d4 (Cold, Fire, Electricity, Acid) Resistance 2*level 21-25: 26-30: 31-35: 36-40: 41-45: 46-50: 51-55: 56-60: 61-65: 66-70: 71-75: 76-80: 81-85: 86-90: 91-95: 96-100: re-roll twice and take both if re-rolled again keep going and gain additional ones each time Gift of The Gods (Su): The Gods of chaos Grants Boons As your Devotion Comes to Frutition

Chaos Plate (Su): As The Chaos Warrior Spreads power for his gods A Rift opens before him and he is pulled into it by Tendrils of his god and they pervert and distort him and allow him to leave with Full plate armor melded with his body making it part of him and he has full maneuverability in it meaning no max dex, 0 Armor check penalty, and no spell chance failure and he counts as not wearing armor, It also increases to +1 at level 4 and every 4 levels after.

Chaos Knight (Su): A Chaos Warrior obtains a new Title Granting a +2 Intimidate and a Trusty Steed that follows him "Ex: Heavy war horse"

Aspiring Champion of Chaos (Su): The Chaos knight Ascends Further down the Line of Chaos with a new title of terror Increasing his Intimadate to a +4, Gain Leadership feat

Champion of Chaos (Su): As he Becomes a Champion he Gains a new Title to spread his Dark Deeds, +8 intimidate And he Obtains a new Deamonic Steed to replace his old, So apply the Feindish template

Exalted Champion of Chaos (Su): He ascends to a beckon of chaos and Receives a +16 intimidate as He has the presence of his god to back him and he bypasses immunity to fear within 30ft Creatures that are immune to fear Gain a +4 against saves to deal with fear in his presence His steed is replaced by a draconic Steed that he rides, Give a horse Feindish, and make it a true dragon And give it wings with it's speed scaling with dragon size and increase it's HD to 10 but it's size stays large