User:Nolanf/Sandbox/Kryptonian (3.5e Class)

Summary::Stronger than a locomotive, faster than a speeding bullet, able to leap tall buildings in a single bound. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Poor Reflex Save Progression::Good Will Save Progression::Poor Class Ability::Martial Maneuvers [[Class Ability Progression::Full

Kryptonian
For the purpose of this game, "Kryptonian" is not so much a race (as one might expect), but a discipline wherein people of any race may attain super-human strength, flight, and heat vision.

Making a Kryptonian
In conditions of direct sunlight, there is no one that can stand against the kryptonian in a contest of sheer strength. However, if deprived of sunlight for at least 24 hours, the kryptonian's powers begin to wane, until he is as useless as bard with laryngitis.

Abilities: Kryptonians gain an alarming amount of strength, dexterity, and constitution as temporary (although default) bonuses. Whereas it may be tempting to place more points into the mental abilities during character creation, it may be more prudent to build a physically strong character to ensure that the loss of kryptonian bonuses does not automatically make this character crippled.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any non-chaotic.

Starting Gold: 5d12&times;10 gp.

Starting Age: Simple.

Class Features
All of the following are class features of the kryptonian.

Weapon and Armor Proficiency: Kryptonians may not be proficient with any weapons except for unarmed strikes. They are, however, proficient in the use of all light, medium, and heavy armors, although they enjoy a speed bonus when wearing no manufactured armor.

- Kryptonians need at least 8 hours of sunlight (cumulatively) per day in order to sustain their bonuses for a full 24 hours. Exposure for any less than 8 hours will only sustain the bonuses for a length of time equal to that of the exposure. If a kryptonian has been in the dark for over 24 hours, he will take 1 point of ability damage to strength, dexterity, and constitution for every half hour of continuing darkness until all kryptonian ability bonuses are gone. In addition, he also takes -1 to his natural armor during the same time period until all kryptonian natural armor is gone. - See the details in heat vision and flight for how this weakness affects those features. - All damage to kryptonian ability bonuses and kryptonian natural armor may be gained back during exposure to sunlight. The rate of gain for all of those is 1 point per 20 minutes of exposure. - A daylight spell may be used to sustain bonuses, or even gain back lost points.

 : Kryptonians get to use the scaling unarmored speed bonus of the Monk.

 : Kryptonians get to use the scaling unarmed strikes of the Monk. Follow the table above for damage dealt.

 : Although normal sunlight does not heal HP of kryptonians, the spells sunbeam and sunburst do. These spells may also be used to sustain kryptonian bonuses as the daylight spell does for a number of hours equal to the spell level (7 for sunbeam, 8 for sunburst).

Ex-Kryptonians
Kryptonians lose nothing for taking on another class.

Epic <-class name->
<-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.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

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.->.