God Eater (3.5e Class)
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God Eaters are these who are determined to survive this much, that they will devour even Gods.
There are Old Type and New Type God Eaters (roll d4, to determine which one are you. If you roll 4 you are an New Type if less than 4 you are an Old Type). Old Types use only Melee or Ranged God Arc when a New Type uses both with the ability to change Melee Stance to Ranged at will.
Making a God Eater
Abilities: If you choose a Melee Weapon the most important are Strength for more Damage and Accuracy, Constitution for more hit points and Dexterity for AC. If you choose a Ranged Weapon the following: Dexterity for AC and Accuracy, Wisdom for Damage, Charisma for more Reloads and Special Skills DC's and Intelligence for Support Special Skills
Races: Basically Humans races.
Starting Gold: 4d4x10 gp.
Starting Age: Simple.
|Saving Throws||Special||Oracle Points|
|1st||+1||+2||+1||+0||God Arc, Oracle Ammo, Devour||10|
|3rd||+2||+3||+2||+1||God Eater Archetype||20|
|4th||+3||+4||+2||+1||Ability Score Improvement, Extreme Training||25|
|7th||+5||+5||+4||+3||God Eater Archetype||40|
|8th||+6/1||+6||+4||+3||Ability Score Improvement||45|
|11th||+8/3||+8||+6||+4||Heart of The Warrior||60|
|12th||+8/3||+8||+6||+5||Ability Score Improvement, Cell Compatibility||65|
|15th||+10/5||+10||+8||+6||God Eater Archetype||80|
|16th||+11/6/1||+10||+8||+6||Ability Score Improvement||85|
|20th||+14/9/4||+12||+10||+8||Ability Score Improvement, Divine Barrage||110|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the God Eater.
Weapon and Armor Proficiency: A God Eater is proficient with its God Arc, all simple and martial weapons and with all armor and shields
God Eater: You transcend beyond human possibilities with your physical performance. You are stronger, tougher and faster. You can run at x6 insted of x4. You can jump at high equel to your base movement speed and fall from that high without taking damage
God Arc: It's a combined with the God Eater by the Bracelet on its wrist living Weapon, made from technology and Oracle Cells of Aragami. Every God Arc is made for one specific God Eater and every other God Eater risks his live trying to wield a God Arc thats not his. This is the only weapon that can hurt and kill an Aragami and this is the main core of your strength.
God Arcs have besides of its Weapon Form a True Form. In its True Form, it looks like a jaw of a shadowy beast with milky white eyes and razor sharp teeth thats grew from the weapon.
Thanks to the Brancelet on the God Eater's wrist, he is able to take fight with Aragami. This Brancelet fills his body with Oracle Cells and at the same time allows him to control them so he wont turn into an Aragami himself. Thanks to the Cells the God Eater grow in power the more he devours Oracle Cores from Aragami and fight with its God Arc strengthening the Compatibility between him and the Arc.
There is possible only one way to remove the Brancelet from the God Eater after it's attached, by cutting it off. Loosing the Brancelet end up with the God Eater turning slowly into an Aragami because of loss of the control over Oracle Cells in his body.
New Type: In contrast to the Old Type, New Types are rare. Their God Arcs switch between Melee and Range at their will as Swift Action. They got higher compatibility with Oracle Cells and some differences:
- They can't use Reload.
- They can use Ranged Skills, Support Skills and Melee Skills.
- They have access to Three Archetypes Skill Trees and get +2 Abilities at 3th lvl, +2 at 7th, +2 at 11th lvl and +1 at 15th lvl.
- Additional possibility with Burst.
- They have 33% to mutate after Divine Barrage.
Oracle Points: You have as many Oracle Points as shown in the table. You use these Points while using Special Skills or as ammunition. You can recover them by Reloading, Devouring or taking a rest.
Oracle Ammo (Only Range): You use your Oracle Points to generate bullets. You add your Wisdom mod to damage rolls. It is found that the more powerful a weapon is the more oracle ammo it seems to take.
- Light and Normal weapons cost 2 Oracle Points per standard ammunition
- Heavy weapons cost 3 Oracle Points per standard ammunition
- Weapons that normally couldn't be carried cost 5 Oracle Points per standard ammunition
Reloading: You can use your move action to charge your Arc with Oracle Cells from your body. Doing so will recover 5+1½lvl+Cha Oracle Cells ("10+" at 10lvl, "15+" at 15lvl, "20+" at 20lvl). You can use this action only equal to 4+Cha mod per rest.
Devouring: Due to the nature of your weapon you Devour Arragami with the God Arc. As a standard action you can bite an enemy with your Arc True Form as an attack that does 2d6+str mod damage. Doing so you gain Oracle Point equal to the damage dealt. You can also devour recently defeated opponents to gain Oracle Points equal to 12+str mod.
Charged Strike: Patience is a God Eater's best weapon even in the most pressing situations. A God Eater can spend their turn gaining +3 to AC while charging their God Arc to do double damage on their next attack and half damage if they miss.
God Eater Archetype: At the third level(7th and 15th) you can choose to take abilities from two skill trees. Each of these archetypes focuses on one key element of being a God Eater. (3th lvl 1 ability, 7th lvl 2 abilities, 15th lvl 1 abilities)
| Arial Combatant |
You have decided that the most effective way to fight is to take the fight into the air. This has granted you some special affects to assist in the quick takedown of nearly any foe.
When you take any jump action you may also attack as a bonus action. It do an additional 1d8+height from which you fly onto the enemy.
You can make jumps that are twice as long as a normal jump, and no longer need a running start. You are now immune to fall damage so long as you spend 10 oracle points for the fall.
-To The Sky
If you have an opponent grappled with your Arc(or holding an object that can be destroyed) you can throw your opponent(or object) as high(or far) as you can jump as a move action.
| Ranged Specialist | (Only Range)
Through your experience you have noticed that space almost always benefits you.
You gain a +2 to all attack rolls made with ranged weapons.
You only need to spend one Oracle Point per standard ammunition for any ranged weapon that is the same weight as heavy or lighter. Any ranged weapon that is larger only costs two Oracle Points.
You can no longer have any disadvantages on attacks with a ranged weapon. You can also pay 5 Oracle Points to add a +3 to all damage rolls you make with ranged weapons until the end of the round.
| Melee Master | (Only Melee)
During your battles you have discovered that you prefer an up close and personal approach when confronting your problems.
Your God Arc has obtained the ability to Devour in Weapon Form. When you make an attack with your God Arc you gain Oracle Points equal to 1/4 the damage it deals.
- Warrior's Retribution
Whenever a creature deals damage to you, you can spend Oracle Points equal to the damage you took, on the next attack you make against that creature, you gain a bonus on that attack roll equal to half the Oracle Points you spent (rounded down).
Whenever you roll a 20 on an melee attack roll, you can spend any interval of 5 Oracle Points to add an additional 1d6 to the damage roll per 5 Points paid.
Ability Score Improvement: When you reach 4th lvl, and again at 8th, 12th, 16th and 20th lvl, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extreme training: Over the course of a God Eater's lifetime they have done numerous amounts of missions and much more training. Some training of which happens in extreme circumstances. As a God Eater you gain one of the following:
1)Shadow Presence: gain +2 to Hide and the ability to hide anywhere so long as there is something to hide in or around.
2)Fleet of Foot: gain 10 ft of movement speed. Making a Charge you gain +3 on Attack Roll and Damage Roll instead of +2.
3)Sentinel Stance: For the next three turns in exchange +3 bonus from Damage rolls for +3 to Attack Rolls or vice versa.
Extra Attack: Your training as a God Eater has shown you how to maximise your combat potential. Gain one extra attack at your highest base attack bonus.
Cell Compatibility: Starting at 6th lvl and every next six lvl gain +2 Enchantment Bonus on your God Arc(12th +4, 18th +6)
Maim: Your training and practice in the field has shown you that crippling your enemies makes work much easier to perform. For 10 Oracle Points you can attempt to remove a limb from an opponent. This counts as an attack with your Arc True Form and will do 2d8+str mod damage and force your opponent to make a Fortitude saving throw with a DC of 10+½lvl+str. If he fails you rip off one his limb and Devour it at the same time recovering 50% of your max Oracle Points. If he succeeds he takes half damage and you will not rip his limb off.
You can now Grapple enemies up to two size categories bigger with your Arc True Form. You gain +4 to Grapple Check when doing so.
Heart of The Warrior: Many days out in the field as a God Eater has made once terrifying tasks seem like the daily grind. You gain +4 on saving throws involving fear or terror. Should you fail the saving throw you gain -4 disadvantage on any attempt to break free of your terror/fear. One time per rest as an standard action you can free an ally from their terror/fear using a shout full of courage.
Burst: By Devouring enemies during battle you gain buffs. You gain +1 to Attack Rolls, Damage Rolls, Saving Throws and +5 Hit Points for every successful Devour attempt. It stacks up to max +5 and lasts for 4 rounds for every successful Devour. To use this ability again you have to wait 50% of rounds you were in Burst.
New Types in addition can shoot boosting bullets in allies granting them half of their bonus -1(min. +1) for 4 rounds for every +1.
Divine Barrage: Now you are truly determined to Devour even the God. Once per 3 days as a God Eater you can enter a Furious Divine Frenzy Mode that gives you +7 to all rolls, DR 15/-, Fast Healing 20, DR Penetration, Unlimited Oracle Points and allows you to make a devastating combo of bonus 2 Full Round Actions or 4 Standard Actions with possibility to combine attacks and other actions per turn for 2+Con mod turns. At the end of this Mode roll a Will Save. If you succeed you become Exhausted for 4 hours. If you fail you fall Unconscious for 4d4 hours and have a chance of 25% that you start to mutate and become an Aragami even if you succeed on the Will Save.
-Healing Bullets Unlocked at 1st lvl
Cost: Normal Ammo cost x2
As an attack action shoot a healing bullet in an ally (AC:10), healing him for the Damage dealt plus additional d8 per 2 class levels + half Ranks in Heal Skill (rounded down). Uses per rest 1+(1/2lvl+Int mod). An successful Devour attempt can recover half of max uses times equal to your Int mod per rest.
-Adrenalin Shot Unlocked at 4th lvl
Cost: Normal Ammo cost per every 4 Lvls
As an standard action, shot a bullet in an ally (AC:10) that grants him +1 to Attack and Damage Rolls per 4 class lvls(max to up +4) for 1 round + Cha mod(Multiple shoots on one ally dont stack). Uses per rest equel to Int mod. An successful Devour attempt can recover half of max uses times equal to your Int mod per rest.
-Protective Ray Unlocked at 7h lvl
Cost: 3 Oracle Points per 2 rounds at 7th lvl, 6 per 2 rounds at 14th lvl
You have to be atleast 30ft away from your target and have a clear vision. You shoot a white ray that grants your target DR 5+Cha/- (DR 10/- at 14th lvl). You need to make your every turn a Concetration check with the DC: 15 + 1/2 of the targets lvl-Cha in order to continue granting the effect.
Dodge Stance Passive
When an Aragami two size categories larger than you makes an charge on you, you can roll a dextarity check and make roll on the ground 20fts away from the Aragami. And based on the result the DM decide if you completely dodged the attack, took half damage or just run over by a train.
-Elemental Ammunition Unlocked at 1st lvl
Cost: Normal Ammo cost + 1 Oracle Point
Your bullets deal one elemental type of damage from the following: Blaze, Freeze, Spark, Acid, Dark and Divine. You can change the type you use during battle as a Move Action. Before heading out on a mission you can choose to prepare only 2 elements, and can change them when preparing for another quest.
-Explosive Bullet Unlocked at 4th lvl
Cost: 6 Oracle Points
Shoot an explosive bullet of an element you actually use, dealing to the target twice the normal elemental damage and half the damage in a radius of 20ft. Targets in 10ft radius lie prone on the ground if they fail a Balance check equal to the Reflex save. Reflex save DC: 10+1/2lvl+Cha.
-Oracle Pulse Unlocked at 7th lvl
Cost: 20 Oracle Points
You use a Full Round Action to fire a massive Pulse in a 70ft long and 5ft wide line of the element you actually use, dealing 2+1/2lvl d12+Wis elemental dmg to the first hit enemy and 50% less damage for every next. Can use this ability again after a rest or by Devouring an Aragami Oracle Cell
Defence Stance Passive
When an Aragami two size categories larger than you attacks you, you can roll an opposite attack roll with your God Arc. Then DM says if you completely blocked the incoming attack or took half damage, or just took a bitch slap.
-Bow Before Me Unlocked at 3th lvl
Cost: 5 Oracle Points
You attempt to trip an Aragami and lie it prone if it one size category larger than you. If its two size categories larger you still attempt to trip, but just one of its legs. Doing so, only the one size larger Aragami get the attack of opportunity and can be lie prone. The two size larger dont get the attack and cant be lie prone, instead your allies which are in close combat with the Aragami can make an attack of opportunity on it or try to trip its leg as well. If one of them succeed on the trip attempt the Aragami lie prone.
-Bluff Unlocked at 6th lvl
Cost: 20 Oracle Points
You make a guillotine-like swing from above that deals additional half of the damage dealt(rounded down) and has a 10% chance to instakill enemies with HP below 20%.