Darkmind Fighter (3.5e Class)

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Darkmind Fighter
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Status: Finished
Editing: Constructive edits welcome
A life of death. A mind of chaos.

Darkmind Fighter[edit]

The pen is mightier than the sword, and the mind behind it sharper.

A warrior without a cause. Darkmind Fighters are wandering sell-swords who make a living by selling their skills to the highest bidder. They suffer from a deep emotional trauma which can cause severe episodes of rage and destruction during combat. They often suffer from conditions such as memory loss, insomnia, and depression. Until they do find what they feel they are searching for, they continue to live as a swords-for-hire. Darkmind Fighters also don't generally rely on their physical powers to see them through a conflict either. They rely almost entirely on their guts, past conflicts, and selfish behavior to survive. Living by the motto: "Better lucky than good."

Making a Darkmind Fighter[edit]

Darkmind Fighters are front line soldiers. They desire to test their mettle against opponents up close and personal. They shoot first and ask questions later.

Primary Abilities: Wisdom.

Secondary Abilites: Strength, Constitution.

Races: Any.

Alignment: Any.

Starting Gold: 135 gp.

Starting Age: Complex.

Table: The Darkmind Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Guts
2nd +2 +3 +0 +0 Power Attack
3rd +3 +3 +1 +1 Technique
4th +4 +4 +1 +1 Trauma+1
5th +5 +4 +1 +1 Cyclone Seizure
6th +6/+1 +5 +2 +2 Great Fortitude
7th +7/+2 +5 +2 +2 Stonebody Mind
8th +8/+3 +6 +2 +2 Trauma+2
9th +9/+4 +7 +3 +3 Will Powered
10th +10/+5 +7 +3 +3 Cyclone Seizure
11th +11/+6/+1 +8 +3 +3 Sweep Attack
12th +12/+7/+2 +8 +4 +4 Trauma+3
13th +13/+8/+3 +9 +4 +4 Strong Will
14th +14/+9/+4 +9 +4 +4 Resist Enchantment
15th +15/+10/+5 +10 +5 +5 Cyclone Seizure
16th +16/+11/+6/+1 +10 +5 +5 Trauma+4
17th +17/+12/+7/+2 +11 +5 +5 Feeblemind
18th +18/+13/+8/+3 +11 +6 +6 Fast Recovery
19th +19/+14/+9/+4 +12 +6 +6 Freedom
20th +20/+15/+10/+5 +12 +6 +6 Trauma+5, Cyclone Seizure

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

Class Features[edit]

All of the following are class features of the Darkmind Fighter.

Weapon and Armor Proficiency: Martial Weapons. Light, Medium, and Heavy Armor.


Guts (Ex): You have flawless intuition. At 1st level you trade your Wisdom Modifier to Armor Class in place of your Dexterity Modifier. This acts like a Dexterity Bonus to Armor Class. It does not apply whenever you would lose your Dexterity Bonus to Armor Class such as when Flat Footed. This disregards any Maximum Dexterity Bonus for Armor.

Power Attack: Shifting your stance adds power at the expense of accuracy. At 2nd level you gain the Power Attack Feat.

Technique (Ex): You have uncovered many flawless weapon techniques. At 3rd level you add half your Wisdom Modifier to all your attack roles.

Trauma (Ex): Your many battles awaken a hidden power within your troubled mind. At 4th level you gain a +1 to your Wisdom Score. This bonus increases by +1 every four levels; 8th,12th,16th, and 20th.

Cyclone Seizure (Su): Your mind collapses into chaos and awakens a destructive wave of emotions. At 5th level you can cause a blast of terrible magnetic forces to surge around yourself as a full round action. This cyclone deals 2d6 + twice your Wisdom Modifier in damage to all opponents within 5ft. This ability can be used once per encounter and reduces your AC by 4 while active. This attack remains active until your next turn and any enemies who enter this area take full damage.

  • At 10th level you deal 4d6 + twice your Wisdom Modifier in damage to all opponents within 10ft.
  • At 15th level you deal 6d6 + twice your Wisdom Modifier in damage to all opponents within 20ft.
  • At 20th level you deal 8d6 + twice your Wisdom Modifier in damage to all opponents within 30ft.

Great Fortitude (Ex): Your mind overpowers pain and suffering. At 6th level you gain a +2 to your Fortitude Saves.

Stonebody Mind (Ex): Your troubled psychie directly reinforces your physical frame. At 7th level you add your Wisdom Modifier to your Fortitude Saves in place of your Constitution.

Will Powered (Ex): Your mind dramatically increases your physical performance. At 9th level you add your Wisdom Modifier to your Jump, Climb, and Swim skills.

Sweep Attack (Ex): You enjoy knocking your enemies off balance. At 11th level you can choose to have a successful Oppurtunity Attack deal half damage and knock the target prone as a immediate action. This ability can be used once an encounter.

Strong Will (Ex): Your determination is overpowering. At 13th level you gain a +2 to your Will Saves.

Resist Enchantment (Ex): Your chaotic mind ignores magical effects. At 14th level you are immune to enchantment spells and compulstion effects.

Feeblemind (Sp): You can touch your mind to others. At 17th level you gain the ability to cast the spell Feeblemind, (DC 25), once per day. Any affected target may make a saving throw every hour to nullify these effects.

Fast Recovery (Ex): Your body recovers from damage quickly. At 18th level you gain Fast Healing +1.

Freedom (Ex): You can move freely in any situation. At 19th level you can always move as if under the Freedom of Movement spell.

Ex-Darkmind Fighter[edit]

Any Darkmind Fighter who multiclasses trades the Guts ability for the Dodge Feat. They retain all other benefits of the class.

Epic Darkmind Fighter[edit]

Table: The Epic Darkmind Fighter

Hit Die: d10

Level Special
21st Epic Feeblemind
22nd Epic Sweep
23rd
24th Epic Trauma
25th Epic Cyclone
26th
27th Epic Recovery
28th Epic Trauma
29th
30th Epic Cyclone

2 + Int modifier skill points per level.

Epic Feeblemind (Sp): Your power grows. At 21st level you may cast the spell Feeblemind, (DC 25), twice per day. Any affected targets may make a saving throw every hour to nullify the effects.

Epic Sweep (Ex): Your technique improves. At 22nd level you can choose to have a successful Oppurtunity Attack deal full damage and knock the target prone as a immediate action. This ability can be used twice an encounter.

Epic Trauma (Ex): Your hidden potential surfaces. At 24th and 28th level increase your Wisdom score by +1.

Epic Cyclone (Ex): Your powers of destruction increase. At 25th level you can cause a blast of terrible magnetic forces to surge around yourself as a full round action. This cyclone deals 10d6 + twice your Wisdom Modifier in damage to all opponents within 60ft. This ability can be used once per encounter and reduces your AC by 2 while active. This attack remains active until your next turn and any enemies who enter this area take full damage.

  • At 30th level you deal 12d6 + twice your Wisdom Modifier in damage to all opponents within 60ft.

Epic Recovery (Ex): Your body recovers damage quickly. At 27th level you gain Fast Healing +2.

<-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 2 + 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.->.

Campaign Information[edit]

Playing a Darkmind Fighter[edit]

Religion: By alignment.

Other Classes: Empathy with Martial Classes. Apathy for all other classes.

Combat: Defender

Advancement: Multiclassing can add breadth.

Darkmind Fighters in the World[edit]

My shadow doesn't walk with me anymore. He died a long time ago.
—Mikel, Elven Darkmind Fighter

Daily Life: Sell-sword, Militia duties, or traveling.

Notables: There are no notable Darkmind Fighters.

Organizations: Fighters Guild, Local Militia, or Irregular Military.

NPC Reactions: Just another dirty sell-sword with anti-social habits.

Darkmind Fighter Lore[edit]

Characters with ranks in Knowledge(local) can research Darkmind Fighters 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 Traveling sell-swords.
10 They suffer from trauma effects and have trouble sleeping.
15 Their chaotic mind contains lost and terrible power waiting to be awakened.
20 (Personal information about a specific Darkmind Fighter.)

Darkmind Fighters in the Game[edit]

Due to their emotional turmoil and the devastation they cause Darkmind fighters tend to be at least nine and a half feet away from other character. However a player decides how his character acts and you could make your fighter the socially acceptable exception to this rule

Adaptation: However a player decides how his character acts and you could make your fighter the socially acceptable exception to this rule

Sample Encounter: The mist clears as the storm appears. "Ophelia!!! No I won't let them take you from me again." A warrior in the middle of a crimson field tears stream from his blood stained face. The remnants of the assassins flee leaving wounded, dead, friend, and especially foe behind. "No I will not lose her." The screams of the warrior continue as he rushes towards his remaining assailants. Their screams were soon silenced, but his had just begun.


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