Thuvaal Classes

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These are the first of a few classes for a thuvaal / humanoid gestalt character. The idea behind them is that a humanoid creature picked up a Thuvaal inhabited weapon and bonded with the creature. The new combined creature slowly gains access to the Thuvaal's almost limitless powers through these classes. They are based upon the alingment of the Thuvaal.

Fury ­

Thurgar the barbarian sees for the first time the horde he and his companions had sought for so long.  Gold, jewels, armor and weapons, it was almost more than they could believe.  Their maniacal laughter filled the vault as each of them dove into their treasure as if one could bath in it.  Thurgar walked to the far side of the room looking through the myriad of arms just waiting for him.  Greatswords, battle axes, war picks, they all had appeal, but then it caught his eye, a double headed great axe with a highly unusual design.

 

It was almost as if it was calling to him and drawing him in.  This masterwork went beyond anything his eyes had ever seen, the blades looked to be sharp and completely unblemished, and though the metal appeared to be iron, its look was darker somehow.  The entirety of the weapon was covered in runes he had never seen before.  Almost with an involuntary motion, he reached out to grab the weapon.  Grasping it for the first time brought a flood of images almost as if he was able to see several lifetimes of scenes flashing before his eyes.

 

An uncontrollable glee came over them as the axe was lifted the weapon from the rack, the two had bonded.  Though his comrades did not know it, they had witnessed the end of Thurgar’s existence and the start of the bonded being who would now be known as Tessorak The Blood Axe. 

 

Class Requirements:  Only a character bonded to a chaotic Thuvaal may take this class.

Adventurers:  By their nature, chaotic beings thrive on conflict and strife, and those of the Fury class are no different.  Seen as reckless even by barbarian standards, Fury’s yearn for battle and every sort of mayhem.

Characteristics:  A Fury is a study the joy of pure chaos, and brute force.  Like any class devoted to battle, most of their abilities relate directly to increased damage.  Strength and Constitution make a Fury what he is.

Alignment:  Chaotic.

Religion:  Though religion is not a large part of a Fury’s life, they will sometimes worship Reytu deities Strumgron (Lord of Storms) or Hargstrum (The Rock Lord).  Any deity dealing in war mixed with chaos appeals to a Fury.

Background:  The first true bondings of a chaotic Thuvaal and a symbiot were less than successful.  Early attempts often drove both Thuvaal and symbiot insane making them unable to function.  Ripple effects of this instability caused disruptions in the time space continuum ultimately leading to their utter dissolution.  Eventually, chaotic Thuvaal discovered a method to slowly introduce their power to a new symbiot allowing time for our existence and the fragile humanoid shell to acclimate.

 The passage of time and experimentations into other offshoots of Thuvaal abilities would render prestige classes for specialists, but the Fury would remain the dominant standard for the chaotically bonded.Races:  Any race capable of crafting and, or wielding a weapon.Other Classes:  A Fury will function well as a front line combatant in a group with any non-lawful characters.  Those who are lawfully aligned will inspire hatred and will often be attacked outright at the first opportunity.Role:  A Fury loves battle and wants to be on the front line.  Their very nature calls them into battle where others may seek to rest. 

Game Rule Information:

Furys have the following game statisticsAbilities:  Strength is important for fighting, and their constitution score helps them to resist damage.Alignment:  Any Chaotic

HD: 10

 Class Skills:All Furys have skill points equal to (2+Int modifier minimum 1) x (class level).  Craft, Handle Animal, Intimidate, Jump, Knowledge (The Planes), Listen, Search, Spot, Sense Motive, and Survival.  Skill Points at 1st level: (2 +Int mod min 1) x 2

  Skill Points at each additional level: (2 + Int mod)

 Class Features:As a Thuvaal advances in this class they become more and more a force for chaos.Weapon Formation Proficiency:  A Fury is familiar with all simple and martial weapons as well as light armor types, no shields.  Heavier armors restrict flexibility too much to be of use to a Fury. Thuvaal Weapon Alignment (Su):  At 1st level the Fury has bonded with and the Thuvaal acts as a chaotically aligned weapon for the purpose of bypassing damage reduction.Damage Boost (Ex):  At 2nd level, a Fury has the ability to access their natural fighting ability to increase the damage they do.  For every two levels of experience a Fury can use one point of their Con modifier to apply this extra damage.Fury Strike (Ex):  At 4th level, a Fury becomes adept enough in battle to take a -2 on their first attack roll to make an additional attack.  This may only be accomplished with the Thuvaal weapon and is not allowed with the use of any other weapon.

Converted Energy Healing (Su):  At 6th level A Fury learns to use the stolen energy it gains from a successful attack into available healing for the character.  The amount of hit points available per round cannot exceed the Con modifier of the character and cannot exceed the damage done by the strike after damage reduction is taken into account.  Hit points gained beyond healing will only last for a period of 1 minute per level of the Fury.

Converted Energy Translation (Su):  At 8th level A Fury learns to convert stolen energy into a way to translate the Thuvaal’s true power.  This allows the weapon to provide the character with added strength, dexterity, constitution, intelligence, wisdom or charisma for a span of 1 round per character level.  For each 4 points of damage done a Thuvaal weapon may convert 1 point of its own unnatural power into the character.

Improved Critical (Ex):  At 12th level a Fury gains access to the improved critical feat for his Thuvaal weapon.

Chaotic Fury (Su):  At 14th level, a Fury has learned to utilize the power of the Thuvaal in our reality that it deals an additional 1d6 of damage to anything lawfully aligned.  This increases by 1d6 for every 4 levels of this class beyond this point.

Dual Fury Strike (Ex):  At 16th level, a Fury becomes adept enough in battle to take a -2 on their first attack roll to make a second additional attack.  This may only be accomplished with the Thuvaal weapon and is not allowed with the use of any other weapon.

Fury Stun (Su):  At 18th level a Fury is able to strike their opponents with such ferocity that critical hits have the power to stun.  Upon a successful critical the target must make a Fort save DC 10 + the Fury’s level.  Failure to make the save will result in being stunned for 1d6 rounds.Thuvaal DR (Su):  At 20th level a Fury may shrug off damage done by non-Thuvaal weapons and powers.  This DR increases by 1 point for every 5 levels of Fury, which at 20th level is equal to DR4/Thuvaal. 

The Fury

Lvl

Base Attack BonusFort SaveRef SaveWill SaveSpecial1st+1+2+0+0Thuvaal Weapon Alignment2nd+2+3+0+0Damage Boost3rd+3+3+1+1 4th+4+4+1+1Fury Strike5th+5+4+1+1 6th+6/+1+5+2+2Convert Energy Healing7th+7/+2+5+2+2 8th+8/+3+6+2+2Convert Energy Translation9th+9/+4+6+3+3 10th+10/+5+7+3+3Bonus Feat11th+11/+6/+1+7+3+3 12th+12/+7/+2+8+4+4Improved Critical13th+13/+8/+3+8+4+4 14th+14/+9/+4+9+4+4Chaotic Fury15th+15/+10/+5+9+5+5 16th+16/+11/+6/+1+10+5+5Dual Fury Strike17th+17/+12/+7/+2+10+5+5 18th+18/+13/+8/+3+11+6+6Fury Stun19th+19/+14/+9/+4+11+6+6 20th+20/+15/+10/+5+12+6+6Thuvaal DR, Improved Con  Crusader XWhere chaos is an expression of wanton destruction, law is the building force of the universe.  Where chaos is powerful and reckless, law is skillful intellection.  Crusaders are built upon the premise of using intelligence and charisma to augment their abilities.Class Requirements:  Only a character bonded to a lawful Thuvaal may take this class.Adventurers:  By their nature, lawful beings thrive on structure, and those of the Crusader class are no different.  They will seek a group that actively battles against the forces of chaos and destruction.  Crusaders are much like paladins in the respect that they are always on some sort of quest.Characteristics:  A Crusader respects the laws of the cosmos above any set by imperfect beings.  They are often seen as inflexible and harsh in their treatment of others, but they’re consistent over the span of time.  Crusaders are tactical warriors who take the long approach to everything.Alignment:  Any Lawful.Religion:  Crusaders are deeply religious and often follow Reytu deities such as Dorchach Ridre (The Dark Master of War), Baal Mahasunya (Lord of the Void, Master of Death, Keeper of Balance, Lord of Impossibilities), Baalnam (Lord of Fire), or Regula Donar (The Law Giver, the Judge).Background:  Lawful Thuvaal have been in conflict with their chaotic brethren since before the beginning of time as we know it.  Early attempts at bonding with beings from our existence were unsuccessful as living flesh contains an element of chaos which the lawful Thuvaal were unable understand.  In time the Thuvaal learned to understand these limitations that they might bond successfully.  The crusader class was born of endless experimentation with what our existence could tolerate of Thuvaal law. Races:  Any race capable of crafting and, or wielding a weapon.Other Classes:  A Crusader will function in a group with any non-chaotic alignments.  Those with chaotic tendencies will be watched and eventually handled per their own brand of justice.  They will often apply pressure to a group through their symbiot, though sometimes they will take it upon themselves to deliver this justice directly.Role:  A Crusader is the cool headed and efficient front line combatant though not as enthused with the thought of conflict their chaotic brethren are.  Though they are often considered cautious they are implacable once engaged. 

Game Rule Information:

Crusaders have the following game statisticsAbilities:  Intelligence is key to many of their special abilities, charisma is important for their effect on others.Alignment:  Lawful

HD: 8

 Class Skills:All Crusaders have skill points equal to (2+Int modifier minimum 1) x (class level).  Bluff, Craft, Handle Animal, Intimidate, Knowledge (The Planes), Sense Motive and Survival.  Skill Points at 1st level: (2 +Int mod min 1) x 4

  Skill Points at each additional level: (2 + Int mod)

 Class Features:As a crusader advances in this class they become more and more a force for law.  They are often seen as single minded though their motivations are rarely questioned.  Crusaders find compromise difficult, but will on occasion of their quest requires it.Weapon Formation Proficiency:  Crusaders are familiar with all simple, and martial weapons and they are also familiar with light, medium and heavy armor, including shields.

Thuvaal Weapon Alignment (Su):  At 1st level the Crusader has bonded with and the Thuvaal acts as a lawfully aligned weapon for the purpose of bypassing damage reduction.

Intellectual Attack (Su):  At 1st level the Crusader is able to use their intelligence modifier to figure in their attack and damage bonus.

Weapon Focus (Ex):  At 2nd level a Crusader gains access to the weapon focus feat for his Thuvaal weapon.

Combat Expertise (Ex):  At 4th level a Crusader gains access to the combat expertise feat.

Converted Energy Healing (Su):  At 6th level A Crusader learns to use the stolen energy it gains from a successful attack into available healing for the character.  The amount of hit points available per round cannot exceed the Cha modifier of the character and cannot exceed the damage done by the strike after damage reduction is taken into account.  Hit points gained beyond healing will only last for a period of 1 minute per level of the Crusader.

Converted Energy Translation (Su):  At 8th level A Crusader learns to convert stolen energy into a way to translate the Thuvaal’s true power.  This allows the weapon to provide the character with added strength, dexterity, constitution, intelligence, wisdom or charisma for a span of 1 round per character level.  For each 4 points of damage done a Thuvaal weapon may convert 1 point of its own unnatural power into the character.

Improved Intelligence (Su):  At 10th level the Thuvaal has learned how to bring about a more permanent change in their symbiot.  This provides the bonded host with a +2 to their intelligence.

Offensive Bluff (Sp):  At 12th level a Crusader is able to use a successful bluff check to fake the direction his next attack is coming from.  The Crusader may use 1 point of his Cha modifier for each 5 points of a successful bluff to augment his attack roll.  A successful bluff roll of 15 vs. the defender’s 11 will allow for 1 point of attack bonus.  The total bonus cannot exceed the Cha modifier.

Greater Weapon Focus (Ex):  At 14th level a Crusader gains access to the greater weapon focus feat.

Improved Disarm (Ex):  At 16th level a Crusader gains access to the improved disarm feat.

Defensive Bluff (Sp):  At 18th level a Crusader is able to use a successful bluff check to fake the direction of his defense, or letting down his guard.  A successful bluff allows the use of 1 point of their Cha modifier to augment their AC.  Any opponent a crusader beats in a bluff check of more than 20 points is subject to an attack of opportunity.  Only one is allowed unless the crusader takes the combat reflexes feat.

Thuvaal DR (Su):  At 20th level a Fury may shrug off damage done by non-Thuvaal weapons and powers.  This DR increases by 1 point for every 5 levels of Fury, which at 20th level is equal to DR4/Thuvaal. 

The Crusader

Lvl

Base Attack BonusFort SaveRef SaveWill SaveSpecial1st+1+2+0+0Thuvaal Weapon Alignment, Intellectual Attack2nd+2+3+0+0Weapon Focus3rd+3+3+1+1 4th+4+4+1+1Combat Expertise5th+5+4+1+1 6th+6/+1+5+2+2Convert Energy Healing7th+7/+2+5+2+2 8th+8/+3+6+2+2Convert Energy Translation9th+9/+4+6+3+3 10th+10/+5+7+3+3Bonus Feat11th+11/+6/+1+7+3+3 12th+12/+7/+2+8+4+4Offensive Bluff13th+13/+8/+3+8+4+4 14th+14/+9/+4+9+4+4Greater Weapon Focus15th+15/+10/+5+9+5+5 16th+16/+11/+6/+1+10+5+5Improved Disarm17th+17/+12/+7/+2+10+5+5 18th+18/+13/+8/+3+11+6+6Defensive Bluff19th+19/+14/+9/+4+11+6+6 20th+20/+15/+10/+5+12+6+6Thuvaal DR