Sacrificial Lion
Aug 14, 2018 1:47:57 GMT -6
Post by GuardianTempest on Aug 14, 2018 1:47:57 GMT -6
Homebrew Class: Sacrificial Lion
Characteristics: Willpower, Dexterity, Constitution
Skills: Athletics, Ballistics, Brawl, Intimidation, Perception, Weaponry
Sword Schools: Scarlet Bravura, Shattered Sword, Tiger Claw
Gun Kata: Close Range
Bonus for Completion: +1 Hit Points
Penitent
Level: 1
Prerequisites: Athletics 2, Weaponry OR Brawl 1
Feats:
Frenzy
Hardy
Roll With It
Sound Constitution
*Sound Constitution
*Sound Constitution OR Two Weapon Fighting
*Sound Constitution OR Unarmed Warrior
Weapon Proficiency (Basic)
Flagellant
Level: 2
Prerequisites: Athletics 2, Weaponry OR Brawl 2, Frenzy, Roll With It
Feats:
Blind Fighting
Danger Sense
Sheathing the Blade
Strong Minded
Sound Constitution
*Sound Constitution
*Sound Constitution OR Furious Assault
*Sound Constitution OR Power Attack
Martyr
Level: 3
Prerequisites: Athletics 3, Weaponry OR Brawl 3, Sheathing the Blade
Feats:
Headstrong
Keep Running
Salt the Wound
True Grit
Sound Constitution
*Sound Constitution
*Sound Constitution OR Powerful Charge
*Sound Constitution OR Worf Effect
Kamikaze
Level: 4
Prerequisites: Athletics 4, Weaponry OR Brawl 4, Keep Running, Salt the Wound
Feats:
Fearless
Feel No Pain
Iron Jaw
Retaliating Blow
Sound Constitution
*Sound Constitution
*Sound Constitution OR Short Fuse
*Sound Constitution OR Unarmed Master
Sacrificial Lion
Level: 5
Prerequisites: Athletics 5, Weaponry OR Brawl 5, Feel No Pain, Retaliating Blow
Feats:
Determinator
Die Hard
Finish the Fight
Guts
Sound Constitution
*Sound Constitution
*Sound Constitution OR Hemophilia
*Sound Constitution OR Numbed Nerves
UNIQUE FEATS
Determinator
It ain't about how hard you hit, rather it's about how hard you can get hit and keep moving forward. While using Frenzy, you heal 2 Hit Points at the start of your turn (up to half of your maximum HP).
Die Hard
Dying is easy, but having someone join the ride is hard. You may immediately take your turn upon being killed, passing out due to Fatigue, or otherwise becoming unconscious; before those conditions are applied. If you do, forfeit your next turn in the current encounter. This effect can only apply in combat.
Feel No Pain
Whether through force of will, bionic augmentation, or foul sorcery; you do not feel pain as much as others do and can fight through fearsome wounds. Whenever you are dealt wounds, roll a d10 for each one. On an 8 or less, take the wound as normal. On a 9 or 10, the wound is negated.
Guts
When affected by a status condition (critical damage, blood loss, fire, dazzled, etc.), you gain +1k0 to all tests and damage rolls for each one.
Retaliating Blow
It's simple, he hits you and you hit back. Your attacks deal +2k0 damage to the most recent target who dealt wounds to you since your last turn.
Sheathing the Blade
Jamming that sword into your ribs only makes it harder to pull it out. Whenever you are dealt wounds from a melee attack, you may choose to perform a Disarm test against the attacker afterwards. If you do, roll Level+Constitution against the attacker's Weaponry+Strength, and you only need to win the opposed check to disarm the weapon. Upon a successful test, the weapon is stuck in your flesh and can be removed with the Ready action. The maximum amount of weapons you can embed with this feat before needing to remove them is equal to your Size.
OTHER HOMEBREW FEATS
Hemophilia (Flagellant)
Care not from whence the blood flows, only that it flows. While you suffer Blood Loss, gain +1 Resilience.
Keep Running (Adventurer)
If you are in immediate danger and would take enough Fatigue to be knocked unconscious, you can make a TN 15 Constitution test to retain consciousness until the end of the scene.
Finish the Fight (Loose Cannon)
It ain't over 'til you say it's over. While using Frenzy, any critical damage that does not cost you a body part or kill you outright does not affect you until the end of the battle or the scene, whichever comes first.
Numbed Nerves (Psycho)
While you are on fire, you gain +1 Resilience.
Roll With It (Boxer)
It's as simple as ducking and weaving at the right moment. You can use your Athletics in place of your Acrobatics when using the Dodge action.
Salt the Wound (Psycho)
Whenever you take damage, your attacks deal extra damage equal to your level until the end of your next turn. This does not stack.
Short Fuse (Sohei)
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.