Contestant (3.5e Class)
From D&D Wiki
<-|img= |imgloc= |imgsize= |imgcaption= |rating_power= |raters_power= |rating_wording= |raters_wording= |rating_formatting= |raters_formatting= |rating_flavor= |raters_flavor= |status= In need of balance and finishing |editing= Clarity |type= "Combat-Focused" |desc= A Contestant is not one to be underestimated. They rely on their mind and body to attack }}-->
A Contestant is not one to be underestimated. They rely on their mind and body to attack. They are rarely willing to use a weapon but will do if need be. With intense training they learn to block an enemy attack before the enemy has even attacked them. They are cunning and live so. Religion, they can worship any gods and goddesses of their general alignment. They will never be loyal to one god. Usually they chose two or three. An Evil Contestant will never worship good gods and a good Contestant will never worship even gods.
 Making a Contestant
Abilities: STR, WIS, DEX are the most important of the abilities to a Contestant
Races: Medium size races work well in this class. Small classes also work well but it takes them more time. Large races takes even more time.
Alignment: Any neutral. They do not care for extremes.
Starting Gold: 2d6 times 2
Starting Age: "Moderate"
|1st||+1||+0||+2||+1||Improved unarmed strike 1d4,|
|2nd||+2||+0||+3||+2||Technique, Bonus Feat, Disarm|
|3rd||+ 3||+1||+4||+2||Extra Sense, Favored Class 1|
|4th||+ 4||+1||+5||+3||Combo +1, Higher Focus|
|5th||+ 5||+2||+6||+3||Improved unarmed Strike 1d6|
|7th||+7||+3||+8||+4||Battle insight, Will power|
|8th||+8||+3||+9||+5||Bonus Feat, Combo +2,|
|9th||+ 9||+4||+ 10||+5||Fast feet, Favored Class 2|
|10th||+10||+4||+11||+6||Improved Unarmed Strike 1d8|
|11th||+ 11||+5||+12||+6||Stop attack, Disabled|
|15th||+15||+7||+16||+8||Improved unarmed strike 1d10|
|20th||+20||+9||+21||+10||Improved Unarmed Strike 1d12, Combo +5|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Contestant.
Weapon and Armor Proficiency: Contestants will not normally wear armor because Dex is one of the most important abilities a Contestant needs. As far as weapons they will chose one weapon of their choice as the receive Exotic and Marital weapon proficiency for light weapons only. That because said, they receive a -2 on attack rolls and a -2 to damage on any other weapons they obtain. Only on their first weapon do they not take a penalty
Improved Unarmed strike: You are considered armed with you are not unarmed. The damage die increases every 5 levels. For damage roll the damage die plus STR.
Bonus feat: at levels 2, 8, 13, and 18 a Contestant may choose a monk bonus feat
Disarm: A contestant may remove a shield or weapon from an enemy. STR vs. STR
Extra sense: When being sneak attacked or being attacked with a ranged weapon The Contestant my avoid the attack. Dex + WIS vs. Attack roll (+1 for each range weapon being fired/thrown at the Contestant, for ranged attacks only)
Favored Class: At level 3 and level 9 a Contestant can chose a favored class. When chosen Class is in the Contestant(s)’s party they receive a +3 to attack rolls. However if they are attacking the favored class they receive a +2 against the class.
Combo: Every 4 levels the number on combo goes up by one. When attacking unarmed and attacker rolls a natural 20 Combo automatically activates. This gives them an attack of opportunity of how many they have. At level 4 the Contestant receives one extra attack and at level 8 they receive two extra attacks and so on and so forth. Higher Focus: +2 to will saves against being controlled mentally by magic and/or physic classes
Battle insight: In combat, if the fight lasts more than six rounds the Contestant may roll a WIS vs. Con check against one target. If the Contestant is successful they must roll a d100. Depending on what they roll effects what the outcome gives them as far as different bonuses. This is a free action.
1-70: Contestant knows what target will do next. No bonus, cannot use perfect dodge
71-80: Contestant knows what target will do next +1 on attack rolls against target. Cannot use perfect dodge
81-90: Contestant knows what the target will do next, +2 on attack rolls against target, and Prefect dodge before target attacks
91-99: Contestant knows what target will do next +3 on attack rolls against target, Perfect Dodge before target attacks
100: Contestant knows what target will do for next two turns target, +4 on attack rolls against target, Perfect Dodge before target attacks + 2 on Perfect dodge
Will power: at level 7 a Contestant gain will power. If a Contestant reaches 0hp they can continue fighting for their Will mod rounds with only a -1 on damage rolls
Fast feet: at level Contestant gains Fast feet. +2 to Flat Footed AC when being attacked
Stop attack: When being attack instead of dodging a Contestant may use Stop attack. STR and Reflex vs. STR and Reflex. If Successful the attack is stopped and they gain an attack of opportunity against the flat Foot AC with half damage. If it fails contestant receives 1d6 extra damage from attacker.
Disabled: When an enemy is Flat footed they may use disabled. STR +WIS vs. Flat Foot AC + STR. If successful the target is Flatfoot for 1d4 rounds.
Heighten Sense: When using extra sense and roll is successful Contestant may use a DEX check vs. STR or DEX (Whatever was used to attack) to grab it and throw it back. The damage is the Contestants STR mod
Technique: These are special attacks. Some of them can be used with Combo while others cannot, and some can only be the end of Combo. Contestants who gets a natural 20 on a technique cannot use combo until the next turn if they are using technique as the attack. Each one has a different damage die plus the STR for damage. To use roll 1d20 plus base attack bonus +the save vs. 1d20 plus the ac plus the save. If the Contestant gets the greater number the attack hits. As for how many the Contestant gets is 1 for every 5 in the DEX score. Also they can only use a Technique of all lesser levels. However, if the Contestant has no more for the day and Combo is activated they may use a level 1 or level 0. Also When using combo, unlike Improved Unarmed Strike and using Combo, When using Technique in combo, for each two the contestant uses only one for the day is used up.
When using this in combo Contestant must Roll a technique as if they were using this normally expected the target is flatfooted. This allows extra damage but only if the combo ends in a Technique does the effect take places
Once they reach the level of the Technique that is required they automatically learn those techniques
Each must be done at a certain distance (meaning how much space there must be for kontestant to use the technique), although some can be done a different distances. Close distance(C) is 1-5 feet within range, Short distance (S) 6-15 feet, Medium distance (M) is 16 to 20 feet, and Long Distance(L) is 21-max character speed feet. Example: Name of attack-Distance(s) – what to roll and description and damage. Description of special effect(s) Special effect will be shorten by SE. If it can be used with Combo
DDT-C-DEX vs. DEX. Contestant kicks target in the Stomach making them bend over., then puts them in a head lock, then taking them down making target him their head and becoming dazed for 1 round. Damage is 2. End combo Technique.
Jab-C-STR vs DEX. Contestant punches target in the face with the fist closes to the target. Target lose 2 hp. Can be used with combo.
Straight punch-C-DEX vs DEX. Contestant punches target with fist that is furthest away from target. Target is dazed for half a round. Damage is 3
Suplex-C-Grapple vs. Reflex. Contestant grabs they target by the head and lifts target over their shoulders in the air Target takes -1 to all Dex checks for 2 rounds . The damage is 1d4. . End Combo Technique
Upper cut-C- Dex vs. Dex. Contestant punches target in the chin Target becomes unable to use any CHA checks for equal number rounds of damage. The Damage is 1d4. Can be used with combo
Hook punch- C-Dex vs. Dex- Contestant throws a punch to the side of the head from either the left or right fist or target take a -2 to attack rolls for 1d3 rounds. The damage is 1d4. Can be used with Combo.
Round House Kick low- C- REF vs. REF. Contestant uses a Round House Kick between the knee and waist for 1d6 rounds Target takes -3 to all Dex checks and reflex checks. The damage is 1d4. Can be used with Combo
Fake out spin-C- Ref vs. Ref. Contestant Throws a straight punch missing the target’s head and spins hitting them in the face with a spinning back fist and is dazed for 1 round. The Damage is 1d4. Can be used with combo.
Bicycle Kicks-C,S- Jump vs. REF and . Contestant jumps and kicks target 5 times in the chest while pushing the target back 1d6 feet. The damage is the number of feet target was pushed back times +2. End combo technique.
Hook kick mid- C- Dex vs. Dex. Contestant kicks using a round house form but kicks with the back of the foot to the ribs and the target receives -3 damage rolls for 1d8 rounds . The damage is 1d6. Can be used with combo.
Russian leg sweep-C- Grapple vs. Ref. Contestant Grabs target while standing by target’s side, puts his/her arm around the target’s neck and sweeps them from their feet bringing the target to the ground for 2 rounds .Damage die is 1d4. End combo Technique.
Snap kick-C- Dex vs. Reflex Contestant lifts his/her leg in a bend and extends it quickly hitting the target in the stomach. Target is unable to attack for one round. The damage is 1d4. Can be used with combo
Round House Kick Mid-C- REF vs. REF. Contestant uses a Round House kick between the Torso and Rib area and loses 1d4 to attack rolls for 1d6 rounds. The damage is 1d6. Can be used with Combo
Palm strike-C- Dex vs. Reflex. Contestant hits target in the chest with a palm strike making the target short winded and target’s speed is reduced by 1d10 for 1d6 rounds. The damage die is 1d8. Cannot be used with Combo
German Suplex-C- Reflex and STR vs. Reflex and STR. Contestant goes behind one target in a belly to back form and throws them backwards leaving the target dazed and flatfooted for one round. The damage die is 1d6. End combo technique.
Back Kick-C-STR vs. DEX. Contestant turns 180 degrees and kicks the target in the stomach. Target in unable to attack for one round but is still allowed to defend self. Damage die is 1d6. End Combo Technique
Pop up kick-C- Str vs. DEX. Kontestant kicks straight up in the targets head lifting the target 1d4 plus ½ Contestant STR mod feet in the air. Target is dazed and takes a -3 to attack rolls and can only move 10 feet for Contestants Str mod. Damage is equal to how many feet target was kicked into the air. Cannot be used with Combo.
Double Axe Handle- C- STR vs. Dex. Contestant takes folds both hands into a fist and hits the target over the head. Is dizzy and takes -3 to attack rolls. Damage is 1d6. Cannot be used with combo
Back Elbow-C- STR vs. DEX. Contestant spin s in a 180 degree angle and pushes target with great force with the elbows knocking the target back 1d8 feet back. Damage die is 1d6. End combo technique
Lunge Punch-S- DEX vs. DEX. Contestant lunges at target and punches target in the face. Target becomes Dizzy and loses 1d4 to attack rolls on ranged attacks and -2 melee attacks. Damage is 1d6. Cannot be used with combo
Hook kick high-C- Dex vs. Dex. Contestant kicks using a round house form but with the back of the foot to the head and target receives -4 to INT checks for 3 rounds. The damage is 1d8. End Combo technique.
Clothes line- S- STR vs. DEX. Contestant runs at target with arm extended hitting the target in the neck with Kontestant’s forearm. Target is Either on the ground for 1d4 rounds or takes -3 to dex checks (player’s choice) Damage is 1d6. Cannot be used with combo
Round house kick High- C- REF vs. DEX. Contestant uses a Round House kick to the head and target is dazed and loses ½ Kontestant’s STR mod to attack rolls. The damage is 1d8. Can be used with Combo
Clothes line from hell-C, S- Dex vs. Reflex. Contestant runs to target and hit target with an extended arm bringing target to the ground For 1d6 rounds. The damage is 1d10. End combo Technique
Tornado Round House kick-C,S- Dex vs. DEX. Contestant spins and hits target with a spinning jumping Round house kick to the head. Target is dazed and takes -6 to attack rolls, -6 to damage, or is flatfoot for the Contestant STR mod. Player’s choice. Damage is 1d10. End combo Technique
Flying side kick-M, L- Dex vs. Reflex. Contestant runs towards enemy and 5 feet before hitting enemy jumps and kicks the target in the face. Target becomes dazed and takes -2 to attack rolls for melee and -4 for ranged attack rolls for 2 rounds. Damage die is 1d10. Cannot be used with combo.
One inch Punch-C - STR vs CON. Contestant used strength to punch target in the chest. Target in unable to attack for 1d10 rounds. Damage is 1d12 +1d4
They cannot level up but keep their abilities
 Epic Contestant
|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->
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->.
 Huamn Contestant Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable 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.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.