Powerslave (3.5e Class)

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Powerslave
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Powerslave[edit]

A wondering soldier that heeds no lord and crosses the land helping innocent people he meets, but the entire time he knows exactly how his inescapable death will occur and that he can only keep it like it is or make it happen sooner.

Making a Powerslave[edit]

A Powerslave is an effective and mobile melee combatant that is especially good at drawing his enemies attacks away from his allies, but he lacks good AC or saves, he is most effective when teamed up in a party with a character with a high Hit Dice and another one with a strong ranged attack.

Abilities: Dexterity is the most important ability score for a Powerslave, followed by a good Constitution that both keep him alive, and lastly a good Charisma score improves some of his abilities. A decent Strength score wouldn’t hurt either.

Races: Humans are the most likely race to become a Powerslave although any member of any race can become one.

Alignment: Any non-lawful, Powerslaves don't take orders from anyone and decide for themselves what to do.

Starting Gold: starting gold; 2d8×10 gp (70 gp).

Starting Age: Usually Simple or Moderate.

Table: The Powerslave

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Constant Sprint speed bonus
Fort Ref Will
1st +1 +0 +1 +0 Flash of the Blade +1d8,Two-Weapon Fighting, Constant Sprint, Attract Attacks +10 ft., Unstoppable Doom +10 ft.
2nd +2 +0 +1 +0 Attract Attacks +20 ft., Dual Sword Specialist +1 +10 ft.
3rd +3 +1 +2 +0 Weapon finesse +10 ft.
4th +4 +1 +2 +0 Flash of the Blade +2d8, Two-Weapon Defense, Blade Symbols +20 ft.
5th +5 +2 +2 +1 Evasion +20 ft.
6th +6/+1 +2 +2 +1 Dual Sword Specialist +2, Improved Two-Weapon Fighting +20 ft.
7th +7/+2 +2 +3 +2 Whirlwind Slash 1/day, Attract Attacks +30 ft. +30 ft.
8th +8/+3 +2 +3 +2 Flash of the Blade +3d8, Uncanny Dodge, Blade Symbols +30 ft.
9th +9/+4 +3 +3 +3 Blade's Force +30 ft.
10th +10/+5 +3 +3 +3 Dual Sword Specialist +3, Whirlwind Slash 2/day +40 ft.
11th +11/+6/+1 +3 +4 +3 Improved Uncanny Dodge, Exotic Weapon Proficiency, Greater Two-Weapon Fighting +40 ft.
12th +12/+7/+2 +3 +4 +3 Flash of the Blade +4d8, Blade Symbols, Attract Attacks +40 ft. +40 ft.
13th +13/+8/+3 +4 +5 +3 Whirlwind Slash 3/day +50 ft.
14th +14/+9/+4 +4 +5 +3 Dual Sword Specialist +4, Exotic Weapon Proficiency +50 ft.
15th +15/+10/+5 +4 +6 +4 +50 ft.
16th +16/+11/+6/+1 +4 +6 +4 Flash of the Blade +5d8, Whirlwind Slash 4/day, Blade Symbols +60 ft.
17th +17/+12/+7/+2 +5 +6 +5 Exotic Weapon Proficiency, Dual Sword Mastery, Attract Attacks +50 ft. +60 ft.
18th +18/+13/+8/+3 +5 +6 +5 Dual Sword Specialist +5 +60 ft.
19th +19/+14/+9/+4 +6 +6 +6 Whirlwind Slash 5/day +70 ft.
20th +20/+15/+10/+5 +6 +6 +6 Flash of the Blade +6d8, Blade Symbols, Exotic Weapon Proficiency, Devastation 1/day +70 ft.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Jump (Str), Tumble (Dex), Listen (Wis), Spot (Wis), Search (Int).

Class Features[edit]

All of the following are class features of the Powerslave.

Weapon and Armor Proficiency: The Powerslave is proficient with all simple and martial swords and leather armor but not shields.

Unstoppable Doom: Upon becoming a Powerslave the character gets detailed information about exactly how he will die, meaning he cannot gain immortality or expand his lifespan in any way, however if he is killed and raised from the dead he is free from this restriction and can gain immortality or a lengthened lifespan any possible way.

Flash of the Blade: At 1st level and every 4th level after that(i.e. 1st,4th,8th,12th,16th,20th), a Powerslave gains the ability to use a little more effort than anyone else with a sword, when he declares his first attack in a round he can expend swift action(a free action you can only use once per turn) as well to move his sword so fast that anyone observing only sees the swords slash as a flash(or a blurred movement), he gains bonus damage depicted with the class feature on the table above to all his melee attacks with a sword this turn.

Two-Weapon Fighting: A Powerslave gains Two-Weapon Fighting as a bonus feat but its bonus only applies when wielding two swords.

Constant Sprint: A Powerslave can move faster than most people. he gains a speed bonus by expending a Swift action to start the constant sprint, he needs to use a swift action to stop it. however if he uses the speed bonus for 10 or more consecutive turns he will be fatigued when he deactivates it. it cannot be active for more than 10 + your Powerslave levels consecutive rounds.

Attract Attacks: The Powerslave can as a swift action attract the attention of his enemies away from his allies by cursing at them, with provocative glances or stances, or by openly challenging them. any enemy in this ability's range must succeed on a will saving throw (DC= 10 + half your Powerslave levels + your Charisma modifier). a successful saving throws means that the enemy is unaffected by this ability, while a failed saving throw means the target is offended and wants to attack no one other than the Powerslave.

Dual Sword Specialist: Starting at 2nd level the Powerslave's skill in using swords grants him a bonus to attack rolls with swords, if he is suffering any penalties to his attacks the bonus is used to drain off any penalties.(the bonus can be fully drained away if the penalty is higher. if the bonus is higher than all active penalties combined, he is added as a bonus to the attack roll as well, but only as the drained number.)

Weapon Finesse: At 3rd level the Powerslave gains Weapon Finesse as a bonus feat and it applies to any sword you can hold with one arm.

Two-Weapon Defence: At 4th level the Powerslave gains Two-Weapon Defence as a bonus feat, but its bonus is only granted when wielding two swords.

Blade Symbols: At 4th level and every four levels after that(i.e. 4th, 8th, 12th, 16th and 20th level) the Powerslave gains one Blade Symbol. Blade Symbols are fighting stances that can change the Powerslave's strengths and weaknesses in the middle of an encounter. You can enter or exit a Blade Symbol stance as a free action during your turn only if you are wielding two swords. The symbols are:

Crossed blades: you wield the swords in an X-shape, granting you a +2 bonus to your Armor Class(AC) against melee attacks but you take a -2 penalty to attack rolls.(this penalty is not reduced by the bonus from "Dual Sword Specialist" but it is removed by "Dual Sword Mastery") At 20th level all bonuses granted by this class feature are increased to +4, but no penalty is increased.

Lone Blade: you hold the swords so that they look like one sword with two blades pointing upwards side-by-side, so that when you attack, you attack with both swords at the same time but you take a -2 penalty to your Armor Class(AC) and a -2 penalty to your attack rolls.(this penalty is neither reduced by "Dual Blade Specialist" or removed by "Dual Blade Mastery" because you are effectively wielding one sword with two blades)

Double Sword: you wield the swords so that the bottoms of their hilts touch, giving you a +2 bonus to damage rolls and a +2 bonus to your Armor Class(AC) against ranged attacks, but you take a -2 penalty to your Armor Class(AC) against melee and a -2 penalty to attack rolls.(this penalty is either reduced by "Dual Blade Specialist" or removed by "Dual Blade Mastery") At 20th level all bonuses granted by this class feature are increased to +4, but no penalty is increased.

Cross Swings: you constantly swing your swords in an inverted cross-motion(X-motion) giving you extra opportunity attacks, you can now take two attacks of opportunity with each blade per round, however if you hold this stance for more than (10 + your Powerslave levels + your Constitution modifier) rounds you will be completely exhausted and will have to take a Fortitude save (DC= the amount of rounds you were in this stance), if you successfully make the saving throw you will be fatigued(see Players Handbook), if you however fail you will fall unconscious because of the exhaustion. At 20th level this changes so that if you fail the saving throw you are fatigued, but if you successfully make the saving throw you are merely immobilised for 1d8-your Constitution modifier rounds(minimum 2).

Dragged Blade: you wield the swords so that their ends touch the ground, giving you a +2 bonus to attack and damage rolls but you take a -2 penalty to your Armor Class(AC) and because you are dragging the ends of your swords on the ground you take a -10 ft. penalty to your movement. At 20th level all bonuses granted by this class feature are increased to +4, but no penalty is increased.

Hidden Blade: you take a stance where you threaten your foe with either one of your weapons while hiding the other one behind your body, you take a -2 penalty to attack rolls with the weapon you choose to threaten with, but your opponent loses his Dexterity bonus to his Armor Class(AC) for your next five attacks with the hidden weapon, you can alter the stance as a swift action to hide the blade you were threatening your opponent with and start threatening him with your other weapon.

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Evasion: At 5th level the Powerslave gains the Rouge's Evasion class feature.

Improved Two-Weapon Fighting: At 6th level the Powerslave gains the "Improved Two-Weapon Fighting" feat, regardless of whether he fulfills the requirements or not, but its bonus only applies to wielding two swords.

Whirlwind Slash: Starting at 7th level the Powerslave can make an attack that targets all creatures and objects in a 10 ft. radius, that distance increases to 20 ft. at 14th level and to 30 ft. at 20th level. The Powerslave must use a full-round action to attack all creatures and objects in the radius with his highest attack bonus and if he hits a creature it takes 2d10 + your Strength modifier damage, this damage increases to 3d10 + your Strength modifier at 15th level and to 3d12 + twice your Strength modifier at 20th level. If this attack hits an object it takes 2d12 + your strength modifier damage, this damage increases to 3d12 + double your Strength modifier damage at 15th level and to 4d12 + triple your strength modifier at 20th level.

Uncanny Dodge: Starting at 8th level the Powerslave can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to his Armor Class(AC)even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to his Armor Class(AC) if immobilized. if the Powerslave already has dodge from another class, he automatically gains Improved Uncanny Dodge.

Blade's Force: After reaching 9th level when the Powerslave uses Flash of the Blade he can add either his Charisma modifier or his Strength modifier(the higher of the two) to every bonus damage roll. example: Kalel, a 9th level Human Powerslave with a Charisma modifier of 3 and a Strength modifier of 2 wielding a longsword uses Flash of the Blade, it deals 1d8 + 3d8 + 9 because of his Charisma modifier, this could be explained as him making a feint move if his Charisma modifier is higher or just brute strength if his Strength modifier is higher. At 15th level the powerslave can ignore all objects hardness when he uses Flash of the Blade.

Improved Uncanny Dodge: Starting at 11th level a Powerslave cannot be flanked, he can react to enemies on opposite sides of him as easily as he can react to a single attacker. This defense denies a Rouge the ability to sneak attack the character by flanking him, unless the attacker is four or more levels higher in a class that has this class feature. Levels in different classes with Improved Uncanny Dodge stack to determine the minimum level required to flank the character.

Exotic Weapon Proficiency: At 11th level and every 3rd level after that(i.e. 11th, 14th, 17th and 20th level) the Powerslave gains proficiency with one type of exotic swords he is not proficient with.

Greater Two-Weapon Fighting: At 11th level the Powerslave gains the "Greater Two-Weapon Fighting" feat,regardless of whether he fulfills the requirements or not.

Dual Sword Mastery: After reaching 17th level the Powerslave loses all penalties given for wielding one or more swords(even if the sword itself grants the penalty).

Devastation: After reaching 20th level the Powerslave can use an attack that destroys most targets, the player must first declare that he is going to use this attack. roll a d100 and refer to this chart:

Devastation roll
Roll Effect
01-05 you miss the target completely but shatter the ground around you two to everyone's astonishment, your squares are now difficult terrain.
06-25 the target blocks the attack with an item(sword, shield, armor. etc.), the item used to block is completely shattered with no chance of being repaired.(if a limb is used to block(arm, leg. etc.) that limb is torn off the target and destroyed. The DM will determine which body part was used, but if the opponent's head was used then the opponent is instantly killed.(monsters immune to critical hits are only immune to this result))
26-60 you hit the target with a critical hit and triple(x3) all damage dealt to it with this attack.
61-80 you hit the target with a critical hit and quintuple(x5) all damage dealt to it with this attack.
81-94 you hit the target with a critical hit multiply all damage dealt with this attack by 10.
95-100 the target is instantly killed/destroyed and bursts into small pieces from the attack.

Ex-Powerslaves[edit]

when a Powerslave turns lawful he loses the power to use any of his abilities and cant advance his levels in this class until he commits an act against the laws active at his location, allowing the Player to turn him Neutral- or Chaotic- aligned which effectively grants him his abilities back.

Epic Powerslave[edit]

Table: The Epic Powerslave

Hit Die: d10

Level Special Constant Sprint speed bonus
21st True Sword Wielder +70 ft.
22nd Attract Attacks +60 ft., Dual Sword Specialist +6, Whirlwind Slash 6/day +80 ft.
23rd +80 ft.
24th Flash of the Blade +7d8, Blade Symbols, Exotic Weapon Proficiency +80 ft.
25th Devastation 2/day, Whirlwind Slash 7/day +90 ft.
26th Dual Sword Specialist +7 +80 ft.
27th Attract Attacks +70 ft. +90 ft.
28th Flash of the Blade +8d8, Blade Symbols, Whirlwind Slash 8/day, Exotic Weapon Proficiency +90 ft.
29th +100 ft.
30th Devastation 3/day, Dual Sword Specialist +8 +100 ft.

2 + Int modifier skill points per level.

True Sword Wielder: Upon reaching the 21st level, the Epic Powerslave can wield any sword he is proficient with in one hand.(including Two-Handed swords up to one size category larger than the Powerslave and one-handed swords up to two size categories larger than the Powerslave)

Innocent's Sorrow: The only change in this class feature is that the Epic Powerslave can use it more often and it's range increases to 50 ft.

Attract Attacks: This ability's range increases, nothing else about it changes.

Dual Sword Specialist: This class feature is active on any swords the Epic Powerslave can fit in one hand.

Whirlwind Slash: This abilities range and damage increase: at 25th level the range is 40 ft. and at 30th level it is 50 ft. and so on. The damage to creatures increases to 4d12 + twice your Strength modifier at 25th level and to 5d12 + twice your Strength modifier at 30th level and so on. The damage to objects increases to 5d12 + triple your Strength modifier at 25th level and to 6d12 + triple your Strength modifier at 30th level and so on. This attack/ability takes always a Full-Round Action.

Blade Symbols: The Epic Powerslave keeps learning Blade Symbol stances every 4th level until he has learned them all.

Exotic Weapon Proficiency: The Epic Powerslave gains proficiency with an exotic type of swords every 4th level until he is proficient with all types of swords.

Devastation: Every 5th level the Epic Powerslave can use Devastation one more time per day.

Constant Sprint: you can now use the Combat Sprint for 20 + your Powerslave levels + your Epic Powerslave levels + your Constitution modifier consecutive rounds without being fatigued but if you exceed this number of consecutive rounds you will fall unconscious from exhaustion when you deactivate the speed bonus.

Human Powerslave Starting Package[edit]

Weapons: Two Longswords

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-> <-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: Power Attack

Bonus Feats: Two-Weapon Fighting, Cleave.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Powerslave[edit]

Religion: Powerslaves don't usually worship any gods because they know exactly how they will die and that the only change they can make to it is to die sooner.

Other Classes: Powerslaves usually welcome the aid of another melee fighter like the barbarian or the paladin and they especially like to have someone like that with them and someone who can support them from afar that the Powerslave can protect like the wizard or the sorcerer at the same time.

Combat: A Powerslave is effectively only a fighter with abilities that allow him to distract his enemies from his allies and destroy said enemies faster, but he lacks the fighter's endurance and defenses, and is rather fragile when facing the heavy hitting, high Hit Point(HP) enemies.

Advancement: A Powerslave might want to multiclass into a class that either gives him the option to heal himself or a class that gives him the means to escape unscratched when things turn ugly. - like a demon lord or two -

Powerslaves in the World[edit]

You monster, how could you make those innocent people go through all that! I'll make you feel what they felt, A TOUSANDFOLD!!!
—Zachariaz, Half-Elf Powerslave

<-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->.

Powerslave Lore[edit]

Characters with ranks in <-the appropriate skills-> can research Powerslaves to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Powerslaves are in most ways similar to soldiers but their difference lies in Powerslaves not obeying lords and their laws and the fact that Powerslaves seem to have some supernatural abilities.
10 Powerslaves are constantly avenging the innocent, it doesn't matter to them wether the act being avenged for happened recently or decades ago, they remain steadfast in their mysterious way of making people feel the same pain they have dealt to others.
15 There are rumors about Powerslaves that say they are reckless and dissobidiant because they know, in details, how they are going to die and they are trying to do the best they can with their short lifetimes for others.
20 Some Powerslaves are rumored to be capable of performing an earth-shattering attack that can devastate anyone that the Powerslave has deemed an enemy. 25 No scholar can agree on how exactly Powerslaves have attained their powers, but most of them do agree that it is in some way connected to the death of an ancient deity of justice that was slain by its consort.

Powerslaves in the Game[edit]

<-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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