Overdrive Warrior (3.5e Class)
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|“||Some can't wait to die!||”|
Making an Overdrive Warrior
Races: Humans are the most common, however any race can learn.
Starting Gold: 180gp
Starting Age: Simple
|1st||+1||+1||+2||+0||Shield Specialization (Buckler), Weapon Focus (Longsword), Special Ability (Cheer), Overdrive Modes (Warrior, Stoic), Overdrive (Energy Strike)|
|3rd||+3||+1||+3||+1||Attack Ability (Blinding Strike)|
|5th||+5||+2||+4||+1||Overdrive (Energy Spike), Attack Ability (Break)|
|6th||+6/+1||+3||+5||+2||Attack Ability (Silencing Strike)|
|9th||+9/+4||+4||+6||+3||Attack Ability (Tiring Strike)|
|10th||+10/+5||+5||+7||+3||Attack Ability (Break)|
|12th||+12/+7/+2||+6||+8||+4||Attack Ability (Dark Strike)|
|15th||+15/+10/+5||+7||+9||+5||Overdrive (Banishing Break), Attack Ability (Break), Attack Ability (Void Strike)|
|18th||+18/+13/+8/+3||+9||+11||+6||Attack Ability (Relentless Strike)|
|20th||+20/+15/+10/+5||+9||+12||+6||Overdrive (Raining Energy Spike), Attack Ability (Break)|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Overdrive Warrior.
Weapon and Armor Proficiency: Overdrive Warriors are proficient with all martial weapons, light armor, and shields.
Shield Specialization (Buckler) (Ex): An Overdrive Warrior gains a +1 bonus when using a buckler shield.
Weapon Focus (Longsword) (Ex): An Overdrive Warrior gains a +1 bonus to attack rolls when using a longsword.
Special Ability (Cheer) (Ex): An Overdrive Warrior grants a temporary bonus to the damage rolls and the AC of the party equal to +(1/2 Lvl) damage and +(Lvl) AC, usable twice per encounter.
Overdrive Modes (Warrior, Stoic) (Ex): An Overdrive Warrior is able to set his Overdrive Mode, determining how his Overdrive is filled. If damage is below 10 it is automatically rounded to 10 for Overdrive bonuses.
Warrior Mode grants +(Damage dealt rounded to the nearest tenth).
Stoic Mode grants +(Damage received rounded to the nearest tenth).
Overdrive (Ex): An Overdrive Warrior is able to perform incredible attacks known as Overdrives. Overdrive is full at 25 for Lvl 1-4, 50 for Lvl 5-9, 75 for Lvl 10-14, and 100 for Lvl 15-20. Depending on the Overdrive used, a cool-down may be initiated. Energy Strike has no recharge, Energy Spike is unusable for 1 Overdrive after it is used, Banishing Break is unusable for 3 Overdrives after it is used, and Raining Energy Spike is unusable for 4 Overdrives after it is used.
Lvl 1 - Energy Strike: Strike the enemy with weapon enveloped in energy, dealing +(Lvl x2)d6 Force damage; Maxes out at +20d6.
Lvl 5 - Energy Spike: Send forth eruptions of energy underneath all enemies, dealing +(Lvl)d8 Force damage to all enemies within 50 ft.
Lvl 15 - Banishing Break: Strike the enemy with every break at once, inflicting -(1/2 Lvl) melee and magic damage, +(1/2 Lvl) to hit broken enemy, and -(1/2 Lvl) on Fort and Will saves.
Lvl 20 - Raining Energy Spike: Jump into the air, releasing force damage upon all foes; followed by falling into Energy Spike, sending forth eruptions of energy at all enemies, dealing +(Lvl)d8 Force damage for the Raining Energy and +(Lvl)d12 Force damage for the Energy Spike for all enemies within 50 ft.
Attack Abilities (Ex): An Overdrive Warrior is skilled in inflicting status ailments on his foes, though each ability may be used only once per encounter.
Lvl 3 - Blinding Strike: Inflict blinded for 1d4 rounds, Will save negates.
Lvl 6 - Silencing Strike: Inflict silenced for 1d4 rounds, Will save negates.
Lvl 9 - Tiring Strike: Inflict helpless for 1d4 rounds, Will save negates.
Lvl 12 - Dark Strike: Inflict blinded for 1d6 rounds, never fails to hit unless target is immune; replaces Blinding Strike.
Lvl 15 - Void Strike: Inflict silenced for 1d6 rounds, never fails to hit unless target is immune; replaces Silencing Strike.
Lvl 18 - Relentless Strike: Inflicts helpless for 1d6 rounds, never fails to hit unless target is immune; replaces Tiring Strike.
Lvl 5, 10, 15, and 20 - Choose one of the following breaks.
Power Break - Lower the enemy's melee and ranged attack by (1/2 Lvl).
Magic Break - Lower the enemy's magic attack by (1/2 Lvl).
Armor Break - Grant +(1/2 Lvl) to melee and ranged attack rolls against enemy and the enemy takes -(1/2 Lvl) to all Fort saves; must have Power Break.
Mental Break - Grant + (1/2 Lvl) to magic attack rolls against enemy and the enemy takes -(1/2 Lvl) to all Will saves; must have Magic Break.