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Martyr Class?

   
Martyr Class?

As suggested in the title, this is merely a test of a class creation. I would rather you didn't rip my forum body apart if you don't like it. If that is the case, merely say, "No, I don't like it." Anyway!

This character concept is based off of the weakness of most players that want to get as much as they can out of their HP. This class is the Martyr, a powerful force to be reckoned with, a fighter and healer at the cost of his own health.

Hit Dice: d8
Skills: 4 + Int Modifier
Armor and Weapon Prof's: All simple and martial weapons and medium armor.
Base Attack Progression: As Cleric
Base Save Progression: As Fighter

Class Abilities:
Level
1. Bloodletting, Martyr's Gift (Light) DR 1/- Blessings
2. --
3. Martyr's Strength
4. Martyr's Gift (Moderate)
5. DR 2/-
6. Greater Bloodletting
7. Life Siphon
8. Martyr's Stance
9. --
10. DR 3/-
11. Martyr's Gift (Serious)
12. Martyr's Power
13. Supreme Bloodletting
14. --
15. Martyr's Focus DR 4/-
16. Martyr's Gift (Critical)
17. Aura of Sacrifice
18. Martyr's Sanctuary
19. Martyr's Gift (Heal)
20. Divine Providence, Ultimate Sacrifice DR 5/-


Abilities:

Blessings: A number of times per day equal to his Wisdom modifier plus his Constitution modifier, the Martyr may boost an ally for ten minutes at the cost of his own strengths. He may give an ally a +4 boost to the following stats, Strength, Dexterity, or Constitution, at the cost of him losing 2 points of those for the duration. At level nine, these bonuses increase to +6 and the penalties to -4.

Bloodletting: Starting at first level, when an ally within twenty feet attempts a Fortitude save against a disease, the Martyr may take damage equal to the save DC to automatically succeed on the save.

Martyr's Gift: Starting at first level, the martyr may evoke the properties of a Cure Light Wounds spell on an ally. In return, the martyr takes the effect of an Inflict Minor Wounds spell.
At level 4, the Martyr may instead invoke a Cure Moderate Wounds spell at the price of receiving an Inflict Light Wounds spell.
At level 11, the Martyr may supply a Cure Serious Wounds spell, while recieving an Inflict Moderate Wounds spell.
At level 16, the Martyr may replace this with a Cure Critical Wounds spell, and suffer the effects of an Inflict Serious Wounds spell.
At level 19, the Martry may invoke a Heal spell on an ally, at the cost of receiving a Harm spell of the same level.
These abilities may not be used on the Martyr himself, and are useable a number of time equal to the character's Martyr level plus any Constitution Modifier.

Martyr's Strength: Starting at 3rd level, the Martyr may declare this ability before an attack. The Martyr sacrifices any number of hitpoints to add half of that number on to his next attack. If the declared attack misses, then the hitpoints are still lost.

Greater Bloodletting: Starting at 6th level, the Martyr may use his Bloodletting ability to counteract the effects of Poisons as well as diseases.

Life Siphon: At level 7, the Martyr may take any amount of damage in order to heal an ally that amount. This ability may be used twice per day.

Martyr's Stance: At level 8, the Martyr may choose to enter this stance. For the next ten rounds, the Martyr becomes flatfooted, and takes a -2 penalty to AC in addition to the Dexterity loss, if any. All allies in a twenty foot radius gain Fast Healing 3.

Martyr's Power: At level 11, the Martyr may subtract up to five hitpoints and attack bonus on the next attack to add that number in damage to any ally within twenty feet's next attack.

Supreme Bloodletting: At level 13, the Martyr may take damage equal to the DC of any Fortitude save to automatically succeed on that save.

Martyr's Focus: At level 15, when the Martyr uses this ability, every enemy within 30 feet must select the Martyr as their next attack target if they fail a Will save DC 10 + the Martyr's level + the Martyr's Constitution Modifier. This ability may be used once per day.

Aura of Sacrifice: When the Martyr activates this ability, all damage dealt to the allies of the Martyr within 30 feet is instead dealt to the Martyr. This ability may be used twice per day and lasts for eight rounds.

Divine Providence: Upon reaching level twenty, the Martyr, if alive, has become recognized in the eyes of his patron deity. The Martyr gains the specialized weapon of his deity, with the following abilities: +4 Holy/Unholy/Lawful/Chaotic & Defending. The Martyr automatically gains the Weapon Proficiency, Focus, and Specialization with the weapon, if it is not already possessed.

Ultimate Sacrifice: Starting at level 20, the Martyr may invoke this ability. The Martyr is subject to an attack of opportunity every round from all enemies with a line of sight to the Martyr. In return, all allies gain Fast Healing 12, and a +3 to all rolls. This ability may be used once per day and lasts for a duration of five plus any Constituion Modifier rounds per day.

Lack of saves for some of the abilities that hurt others (like the Martyr's Focus). Can they not resist this at all?

Good point, being changed, Will Save = 10 + Martyr Level + Con Modifier. Cannot affect things not affected by mind....affecting abilities.

Everything is immune to mind affecting by level 10 anyways. Let him have his toy. :P

I think DC might be a bit low for such a high ability. perhaps 15+ modifiers? I'm not sure. 10+mod means at level 20 you're looking at what...DC 25ish? If you can't beat a DC 25 Will save at level 20....

Not to mention, it's not like he's killing all the monsters. Best case scenario, the Martyr becomes a gooey stain on the floor for his teammates. Again.

Also though, overall, no one has said anything that could be interpreted as an opinion of the class.

It's a neat idea, but I think it's to weak to really be on par with others.

I'm not sure what to do to change him....more hp might help...and perhaps give him a rage ability that lasts however long and rather than fatigued, you're wounded or some such?

I think this would go up with the VoPov, VoPeace and several other similar concepts (Martyred Champion of Ilmatar PrC comes to mind) that can only be effectively roleplayed in the hands of someone who's focussing on the fluff first and the mechanics second.

Otherwise, a cleric would take this person as a Cohort and have them just stand there and have the stuffing beaten out of them. Intersperse with a Cure or Heal as necessary to make sure he doesn't keel over.




 

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