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{{3.5e Class Semantic
 
{{3.5e Class Semantic

Revision as of 09:14, 10 October 2009

Created By
Jay Freedman (talk)
Date Created: September 5th 2009
Status: Community development
Editing: Open to anyone.
Balance: Rogue
 
250

{{#set:Summary=Warriors infused with green arcane magics. Paragons of strength and aerial combat. }}


Hybrid Elite Warrior

Balance Point: Rogue Tier, 3 of 4

Hybrid Elites are half mortal, half green magic. At some point early in their life a Hybrid Elite is infused with strong amounts of arcane energy. This painful infusion of potent magic can show physically in many ways such as scars or strange green eyes. The powerful energies that now course through their body grant them unnatural feats of strength. Hybrids can move quickly in the heaviest armor and preform long acrobatic leaps. They favor using large two-handed weapons to maximize their crushing power. Their physical frames also hide a great deal of their prowess and they often look no different from any other athletic member of their native race.

No two Hybrids are alike and each possesses a different set of talents and skills. Even so, they can almost always be found serving in military duties around the world. They enjoy serving, protecting, and they always give merit to becoming a hero. Of course, there are always a few black sheep. They are the exception, not the rule. Good or bad, law or chaos, they fight for their dreams and their honor.

Making a Hybrid Elite Warrior

Developed to make potent use of all things Strength a Hybrid becomes exponentially more powerful as they progress in levels. When working with a party it is important to remember that Hybrids do not possess the many feats and options of a fighter. They don't shield others well, command ground, use trip attacks, or do karate. They kill monsters. However, this simplified approach can make them a good option for first time players. Hybrid Elites always use common sense, leverage, and a collected mind to solve conflicts.

Hybrids have only one primary ability and can select six of their class skills. This being the case, it is always recommended to have a higher Constitution score than your subsequent Intelligence score. Hybrids are warriors first and craftsman last, so keep those hit points high.

The following is designed to help you build a Hybrid Elite Warrior.

Abilities: Strength.

Races: Any.

Alignment: Any.

Starting Gold: 135gp.

Starting Age: Moderate

Table: The Hybrid Elite Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 might, wingless
2nd +2 +3 +0 +0 grip
3rd +3 +3 +1 +1 power attack
4th +4 +4 +1 +1 growth, lightweight
5th +5 +4 +1 +1 power critical 19-20/x3
6th +6/+1 +5 +2 +2 fusion
7th +7/+2 +5 +2 +2 ariel blitz
8th +8/+3 +6 +2 +2 growth, sprint
9th +9/+4 +6 +3 +3 haste
10th +10/+5 +7 +3 +3 power critical 18-20/x3
11th +11/+6/+1 +7 +3 +3 weapon option
12th +12/+7/+2 +8 +4 +4 growth, athlete
13th +13/+8/+3 +8 +4 +4 soldiers charge
14th +14/+9/+4 +9 +4 +4 improved ariel blitz
15th +15/+10/+5 +9 +5 +5 power critical 17-20/x3
16th +16/+11/+6/+1 +10 +5 +5 growth, resist
17th +17/+12/+7/+2 +10 +5 +5 shock wave
18th +18/+13/+8/+3 +11 +6 +6 freedom
19th +19/+14/+9/+4 +11 +6 +6 endure
20th +20/+15/+10/+5 +12 +6 +6 growth, greater ariel blitz

Class Skills (skillpoints::2 + Int modifier per level, ×4 at 1st level)
Choose 6 skills plus Craft as class skills.

Class Features

All of the following are class features of the Hybrid Elite Warrior.

Weapon and Armor Proficiency: Simple, Marital Weapons. Light, Medium, Heavy Armor.

Abilities: Levels 1-5

might (Ex): You can move your body mass in a split second. You trade your Dexterity modifier to armor class for your Strength modifier.

wingless (Ex): Gravity is your pillow and you always land on your feet. You can make a Jump check, DC10, to negate any and all Falling damage as an immediate action.

grip (Ex): Your a master of leverage in combat You gain twice your Strength modifier to damage when using a two-handed weapon.

power attack (Ex): Shifting your stance gives you a stronger hit with less accuracy. You gain the Power Attack feat.

growth (Ex): Your arcane power manifests within you. Every time you gain this ability you gain a +1 to your Strength score.

lightweight (Ex): Your body is easily able to move the greatest of weights. You can move at base speed in heavy armor.

power critical (Ex): This critical blow makes anything a weak spot. You gain automatically confirmed critical hits for the following attack roles. 5th level: 19-20. 10th level: 18-20. 15th level. 17-20. This attack is always taken at a 3x multiplier regardless of the weapon used.

Abilities: Levels 6-10

fusion (Ex): You are a perfect fusion of mortal and magic. You gain your Strength modifier to all saves. This replaces all other ability bonuses.

aerial blitz (Ex): You are a dangerous threat to land and sky. You gain a Jump Speed of 30 feet. You may leap in a straight line, in any direction, as a move action. All your attacks, after or during movement, are treated as a charge; you gain a +2 to hit and a -2 to armor class for one round. You can finish this move action while in the air and still attack or attack mid-way through your movement. However, after you leap, you must move at least 10 feet before attacking.

This movement ignores difficult terrain and does not provoke attacks of opportunity. Finishing your movement while in the air means you begin falling and suffer any falling damage during your turn.

sprint (Ex): You tend to run everywhere you go. You can run at five times your base land speed and gain a +2 against opportunity attacks.

haste (Ex): Three times a day, as a swift action, you can summon the effects of the Haste spell upon yourself. This lasts for a number of rounds equal to your Strength modifier.

This is ability can stack with one other haste effect. A stacking haste effect grants only one additional attack at your highest base attack bonus. It does not grant any additional bonuses to your speed or defense.

Abilities: Levels 11-15

weapon option (Ex): Your hand/eye coordination is flawless. Your deflect/projectile coordination is even better. You gain a +2 bonus to armor class against ranged attacks. At the beginning of your turn you may trade this bonus for 2d6 sneak attack damage as a swift action.

athlete (Ex): You workout, a lot. You gain a +4 bonus to all Strength checks.

soldiers charge (Ex): You can attack with faster-than-light speed. Whenever you charge you can make a full attack. This can also be used with any aerial abilities.

improved aerial blitz (Ex): Your skills improve by leaps and bounds. You gain a Jump Speed of 60 feet. This ability functions just like aerial blitz. Except:

You may change direction once, while in flight, when you come into contact with a solid surface from which you can pivot yourself. This surface can include the ground. Changing direction with this ability is a double move action. You cannot exceed your Jump Speed with this ability. This movement ignores difficult terrain and does not provoke attacks of opportunity. Finishing your movement while in the air means you begin falling and suffer any falling damage during your turn.

Abilities: Levels 16-20

resist (Ex): You can endure any climate. You can always move and attack as if under the influence of the Endure Elements spell.

shockwave (Ex): Your critical attacks create a wave of destruction. Whenever you gain an automatic critical hit all opponents within 15 feet of your target take half damage from that attack. You can gain this bonus multiple times a round.

freedom (Ex): Your unstoppable. You can always move and attack as if under the influence of the Freedom of Movement spell.

endure (Ex): Your body can endure tremendous punishment. You gain damage reduction 5.

greater aerial blitz (Ex): Your battles can reach impossible heights. You gain a Jump Speed of 90 feet. This ability functions just like aerial blitz. Except:

You may now change direction twice, while in flight, when you come into contact with a solid surface from which you can pivot yourself. This surface can include the ground. Changing direction with this ability is a double move action. You cannot exceed your Jump Speed with this ability. This movement ignores difficult terrain and does not provoke attacks of opportunity. Finishing your movement while in the air means you begin falling and suffer any falling damage during your turn.

Ex-Hybrid Elite Warrior

Any Hybrid Elite who multi-classes trades the Might ability for the Dodge feat. They retain all other benefits of the class.

Epic Hybrid Elite Warrior

Table: The Epic Hybrid Elite Warrior

Hit Die: d10

Level Special
21st epic endure 7/-
22nd epic weapon option
23rd
24th epic brute strength
25th epic endure 9/-
26th
27th
28th epic brute strength
29th epic endure 11/-
30th epic aerial blitz

2 + Int modifier skill points per level.

epic endure (Ex): Your tolerance increases. You gain an additional +2 damage reduction.

epic weapon option (Ex): Your a master with a weapon. You gain an additional +2 to armor class against ranged attacks. At the beginning of your turn you may trade this bonus for 4d6 sneak attack damage as a swift action.

epic brute strength (Ex): Your arcane powers manifest with vigor. You gain a +1 to your Strength score. You also gain an additional +2 to Strength checks.

epic aerial blitz: You are at home just flying through the air. You gain a Jump Speed of 120 feet. You may leap in a straight line, in any direction while ignoring any difficult terrain, as a move action. All your following attacks, if any, are treated as a charge; you gain a +2 to hit and a -2 to armor class for one round. You can finish this move action while in the air and still attack or attack mid-way through your movement. However, after you leap, you must move at least 10 feet before attacking.

You may change direction twice, while in flight, when you come into contact with a solid surface from which you can pivot yourself. This surface can include the ground. Changing direction with this ability is a double move action. You cannot exceed your Jump Speed with this ability. This movement ignores difficult terrain and does not provoke attacks of opportunity. Finishing your movement while in the air means you begin falling and suffer any falling damage during your turn.

Human Hybrid Elite Warrior Starting Package

Armor: Scalemail (speed 20ft.)

Weapons: Greatsword (2d6. 19-20/x2)

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str 4
Jump 4 Str 4

Feat: Weapon Focus.

Bonus Feats: Endurance.

Gear: Backpack w waterskin, bedroll, flint and steel, 3 torches, and 3 days trail rations.

Gold: 10g.

Campaign Information

Playing a Hybrid Elite Warrior

Religion: By alignment.

Other Classes: Empathy with Martial Classes.

Combat: Melee Combatant. Damage output is your specialty. To maximize your crushing power it is recommended you gain an exotic weapon proficiency, such as the Full-blade weapon.

Advancement: Multi-classing can add breadth to your vertical progression.

Hybrid Elite's in the World

I am not a monster! I will defend my dreams and honor!

The H/E are not born fighters. However, when they attain their unnatural strength and speed they make excellent swordsmen. Nearly every known Hybrid got their start through the military lifestyle.

Daily Life: Soldiering.

Notables: There are very few known hybrid elites among all the races.

Organizations: Fighters Guild, Local Army or Militia member.

NPC Reactions: regarded as a gifted fighter or an elite soldier.

Hybrid Elite Lore

Characters with ranks in Knowledge (local) can research the H/E to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 They are very gifted fighters and very rare to any region.
10 They can perform feats of great strength beyond any known swordsman.
15 They have infused strong amounts of green magic into their bodies, giving them unique traits.
20 Many male Hybrids have a fetish for spiky hair and oversized swords.

Hybrid Elite Warrior's in the Game

Soldiers and Mercenarcies of diverse race and background. They can be found all over the world in very small numbers. Always noticeable with a large weapon hung from their back and strange green glowing eyes. Able to crush the strongest foe with their godly strength. Players of this class will have an great time smashing heads.



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