User:Freeman210/Deadman (3.5e Class)

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Author: Tristan Drew (talk)
Date Created: 1/19/2015
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Deadman

Deadmen are deadly after being injured only because they use their blood as their weapon slowly hurting themselves.

Becoming a Deadman

The Deadman curse will kill all but mortal humans, and as such only mortal humans can actually be able to use the Deadman curse to their advantage.

Most Deadmen are not born with the ability to use there blood, most are created. Some people wander how these people got out of their prison and have become free in the world.

When making a Deadman Con is the most important stat as Deadman use their own lives to fuel there combat. Some even start to go mad because of the constant need to hurt them selves to fight. Str and Dex are also good depend on if your a ranged or melee Deadman. Deadmen can't be both ranged combat(Ganta Gun) and close range combat(Crow Claw). Int will help with Skill point so they keep their balance and Autohypnosis if they over strain their selves.

Table: Deadman

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +1 +0 Using your own life, Easier and easier, Deaths Drain, Branch of Sin
2nd +2 +3 +1 +0 Bonus Feat
3rd +3 +4 +2 +0 Weapon Focus(Blood)
4th +4 +5 +2 +0 Branch of Sin
5th +5 +6 +3 +0 Bonus Feat, Thick Blooded
6th +6/+1 +7 +3 +1 Weapon Specialization(Blood)
7th +7/+2 +8 +4 +1 Branch of Sin
8th +8/+3 +9 +4 +2 Bonuse Feat
9th +9/+4 +10 +5 +2
10th +10/+5 +10 +5 +3 Branch of Sin, Branch of Sin Adv.
11th +11/+6/+1 +11 +5 +3 Bonus Feat
12th +12/+7/+2 +11 +6 +4 Branch of Sin Adv.
13th +13/+8/+3 +12 +6 +4
14th +14/+9/+4 +12 +6 +5 Branch of Sin Adv.
15th +15/+10/+5 +13 +7 +5 Bonus Feat
16th +16/+11/+6/+1 +13 +7 +6
17th +17/+12/+7/+2 +14 +7 +6 Branch of Sin Adv.
18th +18/+13/+8/+3 +14 +8 +7
19th +19/+14/+9/+4 +15 +8 +7 Bonus Feat
20th +20/+15/+10/+5 +15 +8 +8 Final Branch of Sin Technique

Class Skills (6 + Int modifier per level.
Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Tumble (Dex).

Class Features

All of the following are class features of the Deadman.

Using your own life: The deadman must cut himself to use his abilities, with some the location has to more precise then just anywhere. You deal one point of damage for each cut you make. When you go to use more then one ability at a time in and out of combat you must make a Fort save, starting at a dc of 20 or go unconscious do to Anemia. At 12th Level they will only lose half their current HP. At 20th Level you will lose a quarter of their current HP.

Easier and easier: The more you practice, the better you get at sustaining yourself when using a lot of your blood. Every time you roll a 19 or 20 on the d20 lower the dc of the Fort save by 1. If you lower the dc to 0 you no longer have to make any Fort save while using a lot of your own blood.

Deaths Drain: After defeating a enemy you can drain the blood of your enemy to heal yourself. See the chart below for sizes on how much they will heal you.

Deaths Drains Heal
size  % of total HP
Fine 20%
Diminutive 30%
Tiny 40%
Small 50%
Medium 60%
Large 70%
Huge 80%
Gargantuan 90%
Colossal 100%

Branch of Sin: You may chose on Branch of Sin at 1st, 4th, 7th, and 10th level.

Crow Claw: The Deadman cuts himself to draw his blood into the shape of blades typically from the forearm. The Crow Claw is an ever evolving set of blades that packs more of punch the stronger the user gets. Taking the Crow Claw locks the Ganta Gun option. Every third level the damage level goes up. Look at the chart below for damage on the Crow Claw.

Crow Claw Damage
Level of Crow Claw Damage
1st 1d6
2nd 1d8
3rd 2d6
4th 1d12
5th 2d8
6th 2d12

Ganta Gun: After being cut the deadman can draw out some of his blood and shoot a projectile at his enemy. Though he can shoot almost as many as you want it will come at a cost of your own life. The more you shoot the more damage you take. Every third level the damage level goes up. This locks Fists of Blood, Crow Claw. Refer to the table for the Ganta Gun Damage and Health Cost.

Ganta Gun Damage
Ganta Damage
1st 1d6
2nd 1d8
3rd 2d6
4th 1d12
5th 2d8
6th 2d12

Fists of Blood: The Deadman must have a cut on each limb or the deadman can make the armor out of one cut but must make a Fort save or go unconscious. At 1st character level you add half your con modifier(rounded down) to your AC. At 10th character level you add your con modifier to your AC. This locks the Ganta Gun, Blood Shield.

Blood Shield: It creates a shield that will block projectiles. There's a 20% chance that it will block magic missile. Add your con modifier for ranged attacks only. The shield has 15 HP. This locks Crow Claw, Fists of Blood.

Blood Fire: Choosing this Branch of Sin will set your blood on fire no matter which Branch of Sin you are using.

Bonus Feat: At 2nd and every 4 levels after the Deadman gets a bonus feat from fighter bonus feats.

Thick Blood A 5th level Deadman thickens his blood to give him a little natural armor. At 5th he gains a +2 to natural armor. Every 4th level after it goes up by another 2.

Blood Well The dead man finds out how to store extra blood to restore his HP at 5th level. The blood well has a max of 20, inceasing every 3 levels of his max HP stored by 5. At the start of his turn roll a d10 to see how much he heals for the Blood Well.


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