Living Weapon

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Living Weapon
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Status: fin.
Editing: none please

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[edit] Living Weapon

They say the most deadly army is the one that doesn't fear death... What about one that not only doesn't not fear it, but has no idea what it is, and infact knows nothing of the world but how to kill you, and you personally, from your weaknesses to what you think are your defenses, to how to dodge your strongest attacks. This is the strength of the living weapon.

[edit] Making a Living Weapon

abilities: Intelligence is the key ability for Living weapons, it adds to most combat rolls that a Living weapon makes, however good dex and con add very important HP and AC due to the weapon's lack of armor and, as with all combat classes, str is important. it is actually not possible for the necessary operation to be successful in a being of average intelligence. (must be at least 16)

Alingment: any chaotic, the prosidure used to create a living weapon destroys any hope the subject has of living a lawful life.

Starting Gold: in use by an army: 5d4 (Living weapons own next to nothing, using the militarie's weapons)

Starting Age: simple, the procedure to become a living weapon only takes a few years

Table: The Living weapon
Hit Die: d8

level BAB Saves special Flurry of Blows BAB Unarmed Damage
Fort
Ref
Will
1 +1 +0 +2 +2 ESP combat, improved unarmed strike, psionic rage, telepathy, ESP-shock 1d4
2 +2 +0 +3 +3 evasion 1d4
3 +3 +1 +3 +3 Fast movement I 1d4
4 +4 +1 +4 +4 Flurry of blows +2/+2 1d4
5 +5 +1 +4 +4 Improved ESP combat +3/+3 1d6
6 +6/+1 +2 +5 +5 Intelligence increase +4/+4/-1 1d6
7 +7/+2 +2 +5 +5 Uncanny dodge +5/+5/-0 1d6
8 +8/+3 +2 +6 +6 +7/+7/+2 1d6
9 +9/+4 +3 +6 +6 Improved evasion +8/+8/+3 1d6
10 +10/+5 +3 +7 +7 Greater ESP combat +9/+9/+4 1d6
11 +11/+6/+1 +3 +7 +7 Improved uncanny dodge +10/+10/+5 1d8
12 +12/+7/+2 +4 +8 +8 Intelligence increase +12/+12/+6/+1 1d8
13 +13/+8/+3 +4 +8 +8 Fast movement II +13/+13/+7/+3 1d8
14 +14/+9/+4 +4 +9 +9 Greater flurry +14/+14/+14/+9/+4 1d8
15 +15/+10/+5 +5 +9 +9 ESP combat mastery +15/+15/+15/+10/+5 1d8
16 +16/+11/+6/+1 +5 +10 +10 Mental Stability/Rever Spirit +16/+16/+16/+11/+6/+1 1d8
17 +17/+12/+7/+2 +5 +10 +10 Fast movement III +17/+17/+17/+12/+7/+ 21d10
18 +18/+13/+8/+3 +6 +11 +11 Intelligence increase +18/+18/+18/+13/+8/+3 1d10
19 +19/+14/+9/+4 +6 +11 +11 +19/+19/+19/+14/+9/+4 1d10
20 +20/+15/+10/+5 +6 +12 +12 True ESP +20/+20/+20/+15/+10/+5 1d10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Int), Balance (Dex), Bluff (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills taken individualy) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Psionic Device (Cha), .

[edit] class features:

weapon and armor proficiency: Living Weapons are proficient with all light and one-handded melee weapons (bastard swords and similar weapons are still treated as two-handed weapons without the feat) and one handed firearms. They are not proficient with any type of armor or shields, though using them provokes no penalty so long as they have taken the necessary feats.

ESP combat (Ps): for every 4 character levels a Living Weapon they get a +1 insight bonus to attack rolls, damage rolls and AC per 4 character levels gained since the first level of this class (minimum +1) against 1 creature per 2 class levels (minimum 1). This is a psi-like ability of the Telepathy discipline of a level equal to the highest level of power a wilder of equal level could manifest. This power is not always supresed by a Null Psionics Feild. To use this ability in a null-psionics feild the user must make a Will Save against a DC equal to the ML/CL check of the crater of the NP feild. If this will save is critically failed than the power is completely suppressed, if failed, but not critically than the character is treated as ½ their character level for determining strength of this power.

Psionic rage (Ps): when threatened, a living weapon has a 10% chance of flying into a calm but uncontrollably violent state. Outside of this state a Living weapon has not combat potential. While in this state they get a +2 enhancement bonus to strength and dexterity and and a +4 enhancement bonus to intelligence, as well as adding their Int. mod to reflex saves as an insight bonus. This state last until everything within sight is still for 1 min. Every round after being threatened the chance of flying into the rage increases by 5% even if the combat has ended or no combat ensued. If injured the Living Weapon enters a Psionic Rage in their turn in the next round. While in this state a living weapon will use the most lethal means available to incapacitate anything that moves starting with the being that caused the rage and then the moves on to the next closest moving thing; if the next closest being is an ally the weapon must make a DC 20 will save to keep from attacking them. When this rage ends the living weapon has a 87% of falling uncontentious for 1d8+2 hours (magical or psionic healing can reverse this side effect). If two Living Weapons consider each other allies before entering the rage they coordinate their tactics telepathically (this counts against the max for each living weapons ESP combat targets). As a Living Weapon enters a Psionic Rage they can make a special intimidate check all creatures (allies included) must make a Will save with a DC of the Intimidate check or be stunned for one round. (this is a non-magical, non-psionic, awe-inspired condition, not a fear effect) While in a Psionic Rage a Living Weapon's telepathy ability changes form a radius to specific targets. For determining effect of ESP-shock and ESN. When outside a Psionic Rage a Living Weapon of 15th level or less is treated as having none of the BAB granted form this class. If there is an enemy Living Weapon present they will attack each other first. Optional rule: Every Living Weapon is “encoded” with a number of command words. When the Living Weapon hears a command word keyed to them they must make a DC 50 Will or perform a certain action. There are many different types but the two that all Living Weapons are encoded with are an “activation” and a “safe” word, which send the Living Weapon into a Psionic rage, and knock it uncontentious respectively.

Telepathy (Ps): a Living Weapon automatic reads the thoughts of all not warded intelligent creatures within 40 ft. Any spell, power or special ability that protects from any form of divination or clairsentience protects from this ability. Treat this ability as detect thoughts all creatures in range, except that all the thoughts are jumbled together into a nonsensical blur. This ability cannot be suppressed and can be a large inconvenience when not in a Psionic Rage. The range of this ability increases by 20 ft. for every 3 class levels beyond 1st (max of 200 ft. at 25 level).

ESP-shock (Ex): the more intelligence in the telepathy range of a living weapon the more unstable their state use the following tables to determine the mental stability of a living weapon. A Living Weapon's Mental Stability Score (MSS) by finding the product of their class level and the sum of their mental ability modifiers. The ESN (Extra Sensory Noise) can interfere with even simple coherent thought of a Living Weapon. In an area with a large amount of ESN a Living Weapon will become unstable and unpredictable. When in an “mentally quiet” area there is no chance of unexpected rage, however once there is ESN of at least 75% of a Living Weapon's MSS there is a chance of spontaneous mental instability. In the effect section is the chance for the Living Weapon to be unstable (add this chance to the roll to determine if a psionic rage occurs too), then roll on section “psionic weapon instability.” Once this state is induced it lasts until the level of ESN goes down one level and for 1d30+30 minutes afterward. To end the effects of ESP-shock quickly a Weapon must be brought out of the area of high ESN, once the strength of the ESN is lowered by one level a DC 25 Diplomacy check can be attempted once every minutes (every third consecutive check reduces the DC by 1 to a minimum of 15) to calm the living weapon to a “normal” state. This diplomacy check cannot be attempted to calm a psionic rage.

[edit] ESP-Shock tables

strength

faint Moderate Strong overwhelming
<75% of MSS 75-100% of MSS 101-200% of MSS >200% of MSS
effect none +5% chance of shock +20% chance of shock +50% chance of shock

Intelligence mod. to ESN ratios by creature type

creature type ratio creature type ratio
Non-psionic beings 1:1 Enemy Living Weapon 1:4
Other psions 1:2 Allied Living Weapon 2:1 (unless linked)
Lawful outsiders 1:3 Chaotic outsiders 2:3
Neutral outsiders 1:2 Aberrations 1:3
Lawful dragons 1:3 Chaotic dragons 1:2
Gem dragons 1:4 neutral dragons 2:5

Intelligence mod. to ESN ratios by creature type

d12 result Mental State d12 result Mental State
1 Paranoia of allies 2 Mental breakdown
3 Mental breakdown 4 Mental breakdown
5 Random act of violence 6 Destructive
7 Psionic rage 8 Psionic rage
9 Hallucinations, visual 10 Hallucinations, sent
11 Hallucinations, auditory 12 Hallucinations, all three


Flurry of Blows (ex): a characters monk and Living Weapon levels stack for determining penalties and benefits of a flurry of blows. A Living Weapon can only use flurry of blows with unarmed strikes or finesse melee weapons with the ki-focus special property.

Improved ESP combat (Ps): as ESP combat, except that the bonus is +1 per 3 character levels

intelligence increase (ex): your get at +2 bonus to your intelligence score

Greater ESP combat (Ps): as Improved ESP combat except that the user can target 1 creature per class level

ESP combat Mastery (Ps): as Greater ESP Combat except that the bonus is +1 per 2 character levels

Lv 16 benefits: you gain the Augmented subtype, `depend on alignment G=Mental stability; E= Reever Spirit; N=35% chance of either, 25% chance neither. The effects of this benefit come as an epiphany, any alignment changes or regaining of lost class abilities is instantaneous upon gaining this level with little to no explanation as to why.

mental stability (ex): +6 racial bonus to wis. Subject becomes capable of normal human interaction and can become neutral or lawful. A Monk or Paladin who has gained levels in this class regains all lost abilities when this benefit is obtained, so long as they return to their privios alignment and most monks are able to continue on that course. A Living Weapon with this benefit can enter and exit a Psionic Rage at will and no longer has a chance of attacking allies while in that state. They also become aware of their “control words”

Reaver Spirit (ex): +6 racial bonus to Cha. The only time subject is not in psionic rage is when they are eating, sewing the skins of their victim into their clothing or “sleeping.” The subject gains the sadomasochism trait (book of vial darkness), changes to chaotic evil alignment. A Living Weapon who gets the Reever spirit trait no longer sleeps as normal for their race. They can go for twice as long without sleep and when they do sleep they only need half the amount normal for their race (i.e. a human with this ability needs only 4 hours of sleep, and a Drow would only need 2 hours of meditation to be awake for 2 days.) however they fall asleep spontaneously and often continue what they where doing for 1d10+5 minutes after beginning to sleep, after that they tend to sleep walk and attack invisible foes in their sleep. Their metabolism speeds up to the point that they need three times the amount of food they previously required and natural healing occurs at twice the normal rate for their race [i.e. a normal human who sleeps for 8 hours recovers their con score worth of HP, while a reaver spirit human recovers their con mod. every hour of sleep (2 days worth of healing at 2x speed)].

if an undesired benefit is gained a wish or miracle spell can swap it out or remove it. Often times living weapons created for an army are killed before this level is attained or the effects are wished away.

True ESP Combat (Ps): as Greater ESP Combat except that the bonus it +1 per character level (max=int mod)

Multi-class Living Weapons: A Living Weapon can be a multi-class character like any other character, however a Living Weapon faces special restrictions. A Living Weapon cannot change their alignment until attaining 16th level and therefor cannot take levels in Monk, Paladin, Cleric of a lawful deity or any other class that requires a non chaotic alignment. Also a Living Weapon's mental instability makes it impossible for them to be capable of “book magic” that is, they cannot cast spells gained form classes that prepare spells form a spellbook like a Wizard or an Assassin. All spontaneous arcane spells have a 55% chance of being lost and divine spells have a 45% chance of being lost during casting. A DC 25+spell level concentration check can counter this failure chance. No spellcasting is capable during a Psionic Rage. Treat psionic powers as divine spells for determining failure chance (weapon-like powers can be manifested while raging).

[edit] Ex-Living Weapons:

the only way to become an ex-Living Weapon is through a wish or miracle spell. Ex-Living Weapons keep all weapon proficiencies, BAB and saves as well as all ex abilities, but lose all psion-like abilities.


Table: The Living weapon
Hit Die: d8

level BAB Saves special Flurry of Blows BAB Unarmed Damage
Fort
Ref
Will
21 +21/+16/+11/+6 +6 +12 +12 +21/+21/+21/+16/+11/+6 1d10
22 +21/+16/+11/+6 +7 +13 +13 +21/+21/+21/+16/+11/+6 1d10
23 +22/+17/+12/+7 +7 +13 +13 +22/+22/+22/+17/+12/+7 1d12
24 +22/+17/+12/+7 +8 +14 +14 Intelligence increase +22/+22/+22/+17/+12/+7 1d12
25 +23/+18/+13/+8 +8 +14 +14 +23/+23/+23/+18/+13/+8 1d12
26 +23/+18/13/+8 +9 +15 +15 +23/+23/+23/+18/+13/+8 1d12
27 +24/+19/+14/+9 +9 +15 +15 +24/+24/+24/+19/+14/+9 1d12
28 +24/+19/+14/+9 +10 +16 +16 +24/+24/+24/+19/+14/+9 1d12
29 +25/+20/+15/+10 +10 +16 +16 +25/+25/+25/+20/+15/+10 1d12
30 +25/+20/+15/+10 +11 +17 +17 +25/+25/+25/+20/+15/+10 1d12

<-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->

<-Lather, rinse...->

<-... repeat.->

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->.

[edit] Human Living Weapon Starting Package

Weapons: short sword (1d6~18-20/x2) slashing or pircing, and hand axe (1d6~20/x3) slashing

Skill Selection: Pick a number of skills equal to 4 + 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.->.

[edit] Campaign Information

[edit] Playing a Living Weapon

Background: Living weapons where first created by evil scientists working for a totalitarian government in the dawn of the Utopian Age. They are the result of toucharus mental experimentation which involves stripping the contiusness of the “patient” and programing combat skills and psionic abilities. As a result they are unstable and dangerous, and while the making of them has been forbidden by inter-planetary treaty, the practice lives on in the lower planes.

Adventures: adventuring is not a lifestyle that lends itself to the Living Weapon. First off, the only reason that one is not under strict supervision by the beings of their creation is due to their being sprung from the facility of their “rebirth." Next, social ineptitude has gotten sane adventurers killed.

characteristics: the process of their creation leaves them highly unstable and almost certifiably insane. At most times they seem as helpless as a young child, but when their psionic-rage kicks in they prove that they deserve their title. One that has been taken from the place of their creation is rarely without the one who “liberated” them.

Alignment: The mental stripping performed in their creation leaves a Living Weapon with little to no ability of self restraint. They are very attuned to nature and their instincts as such they must have a chaotic alignment, they lack the ability to lose this part of their alignment short of divine intervention or very powerful magic or psionic healing.


Races: Most are human due to their adaptability, however any of the Psionic races lend themselves to the process better than the non, any race with a martial favored class is likely viewed as a good candidate for “processing”

Other Classes: Living Weapons have the social skills of mentally deficient badger, and combat ability to be the envy of most martial artists. The only they are slow to warm up to anybody they where not extremely close to before the operation, and once come out of their shell of blankness they act young for their age and tend to psionicly bring out childlike behavior in those they have opened up to.

Roll: The only roll a Living Weapon can fill is a combatant

[edit] Living Weaspons in the World

No power int the 'verse can stop me. [oblivious smile]


Daily Life: Living weapons are just that, created to serve as elite warriors and assassin for their creators.

Notables: they don't officially exist.

Organizations: <it is rare to see more than one of these together outside an all out war, where you still mite only see one before they kill you.

NPC Reactions: considering that most ppl don't believe that they exist, they are treated as any normal person with a mental deficency, untill a psionic-rage is witnessed.

[edit] Living Weapon 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.

knowledge (history)
DC Result
5 nothing.
10 long ago some dictators altered the brains of test subjects to be expert warriors.
15 Living weapons use some form of psionics.
20 What makes a living weapon so deadly is that they sub-contiusly read your mind as you fight them.

[edit] Living Weapons 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.->.



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