User:Nolanf/Sandbox/Kryptonian (3.5e Class)

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Author: Nolanf (talk)
Date Created: 12-12-13
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Stronger than a locomotive, faster than a speeding bullet, able to leap tall buildings in a single bound. 20 1 Good Poor Good Poor



Kryptonian[edit]

For the purpose of this game, "Kryptonian" is not so much a race (as one might expect), but a discipline wherein people of any race may attain super-human strength, flight, and heat vision.

Making a Kryptonian[edit]

In conditions of direct sunlight, there is no one that can stand against the kryptonian in a contest of sheer strength. However, if deprived of sunlight for at least 24 hours, the kryptonian's powers begin to wane, until he is as useless as bard with laryngitis.

Abilities: Kryptonians gain an alarming amount of strength, dexterity, and constitution as temporary (although default) bonuses. Whereas it may be tempting to place more points into the mental abilities during character creation, it may be more prudent to build a physically strong character to ensure that the loss of kryptonian bonuses does not automatically make this character crippled.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any non-chaotic.

Starting Gold: 5d12×10 gp.

Starting Age: Simple.

Table: The Kryptonian

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage
Unarmored
Speed Bonus
Fort Ref Will
1st +1 +0 +2 +0 Unarmed strike, kryptonian ability bonus, sunbeam healing 1d6 +0ft.
2nd +2 +0 +3 +0 K.A.B., kryptonian natural armor 1d6 +0ft.
3rd +3 +1 +3 +1 K.A.B., darkvision 60ft. 1d6 +10ft.
4th +4 +1 +4 +1 K.A.B., K.N.A. 1d8 +10ft.
5th +5 +1 +4 +1 K.A.B. 1d8 +10ft.
6th +6 +2 +5 +2 K.A.B., K.N.A. 1d8 +20ft.
7th +7 +2 +5 +2 K.A.B., damage reduction 5/kryptonite 1d8 +20ft.
8th +8 +2 +6 +2 K.A.B., K.N.A. 1d10 +20ft.
9th +9 +3 +6 +3 K.A.B. 1d10 +30ft.
10th +10 +3 +7 +3 K.A.B., K.N.A. 1d10 +30ft.
11th +11 +3 +7 +3 K.A.B., damage reduction 10/kryptonite 1d10 +30ft.
12th +12 +4 +8 +4 K.A.B., K.N.A. 2d6 +40ft.
13th +13 +4 +8 +4 K.A.B., heat vision 2d6 +40ft.
14th +14 +4 +9 +4 K.A.B., K.N.A. 2d6 +40ft.
15th +15 +5 +9 +5 K.A.B., damage reduction 15/kryptonite 2d6 +50ft.
16th +16 +5 +10 +5 K.A.B., K.N.A. 2d8 +50ft.
17th +17 +5 +10 +5 K.A.B., flight 2d8 +50ft.
18th +18 +6 +11 +6 K.A.B., K.N.A. 2d8 +60ft.
19th +19 +6 +11 +6 K.A.B., damage reduction 20/kryptonite 2d8 +60ft.
20th +20 +16 +12 +6 K.A.B., K.N.A. 2d10 +60ft.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the kryptonian.

Weapon and Armor Proficiency: Kryptonians may not be proficient with any weapons except for unarmed strikes. They are, however, proficient in the use of all light, medium, and heavy armors, although they enjoy a speed bonus when wearing no manufactured armor.

Kryptonian Weaknesses: The biggest drawback to being a kryptonian is that their kryptonian bonuses in strength, dexterity, constitution, and natural armor (as well as their powers of heat vision and flight) begin to decrease if they haven't been in direct sunlight for over 24 hours.
- Kryptonians need at least 8 hours of sunlight (cumulatively) per day in order to sustain their bonuses for a full 24 hours. Exposure for any less than 8 hours will only sustain the bonuses for a length of time equal to that of the exposure. If a kryptonian has been in the dark for over 24 hours, he will take 1 point of ability damage to strength, dexterity, and constitution for every half hour of continuing darkness until all kryptonian ability bonuses are gone. In addition, he also takes -1 to his natural armor during the same time period until all kryptonian natural armor is gone.
- See the details in heat vision and flight for how this weakness affects those features.
- All damage to kryptonian ability bonuses and kryptonian natural armor may be gained back during exposure to sunlight. The rate of gain for all of those is 1 point per 20 minutes of exposure.
- A daylight spell may be used to sustain bonuses, or even gain back lost points.

Unarmored Speed Bonus (Ex): Kryptonians get to use the scaling unarmored speed bonus of the Monk.

Unarmed Strike (Ex): Kryptonians get to use the scaling unarmed strikes of the Monk. Follow the table above for damage dealt.

Sunbeam Healing (Ex): Although normal sunlight does not heal HP of kryptonians, the spells sunbeam and sunburst do. These spells may also be used to sustain kryptonian bonuses as the daylight spell does for a number of hours equal to the spell level (7 for sunbeam, 8 for sunburst).

Ex-Kryptonians[edit]

Kryptonians lose nothing for taking on another class.

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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