Zweiręka (3.5e Class)

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Author: STDoc (talk)
Date Created: Thursday, May 20
Status: V2 Completed, July 8, 2017
Editing: Just Grammar, please.
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"Smash" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


Zweiręka[edit]

The Zweiręka is interesting in the fact that at a first glance, he seems to be a Beserker. But when battle is joined in their midst, instead of a blind rage, his eyes dart about the battlefield looking for the most advantageous positioning. Instead of a furious battlecry, a quiet mantra. But the Barbarian and the Zweiręka do share one small similarity, and that is in the weapons they use.

Making a Zweiręka[edit]

The Zweiręka is a front line combatant, capable of wielding heavy weapons and armor with ease. They can make passable archers as well, but most of the Zweiręka's abilities will only function in melee.

Abilities: Strength, Constitution, and Intelligence OR Wisdom.

Races: Of the common races, Humans and Half-Orcs are the most likely to adopt this class, for obvious reasons.

Alignment: Any.

Starting Gold: 3d4×10 gp

Starting Age: Moderate.

Table: The Zweiręka

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Battlesense, Weapon Focus, Armored Comfort
2nd +2 +3 +0 +0 Power Attack
3rd +3 +3 +1 +1 Flying Blades
4th +4 +4 +1 +1 One Blade (Magic, +1)
5th +5 +4 +1 +1 Power Attack 2.5, Improved Armored Comfort
6th +6/+1 +5 +2 +2 Power Shot, Pounce
7th +7/2 +5 +2 +2 Battlehardened, Weapon Specialization
8th +8/+3 +6 +2 +2 One Blade (Material, +2), Zweireka's Charge
9th +9/+4 +6 +3 +3 Improved Power Attack
10th +10/+5 +7 +3 +3 Power Attack 3.0
11th +11/+6/+1 +7 +3 +3 Greater Weapon Focus, Weave Leap
12th +12/+7/+2 +8 +4 +4 One Blade (Material, +3) Improved Critical
13th +13/+8/+3 +8 +4 +4 Battlehungry
14th +14/+9/+4 +9 +4 +4 Master of the Flying Blade, Greater Weapon Specialization
15th +15/+10/+5 +9 +5 +5 Power Attack 3.5
16th +16/+11/+6/+1 +10 +5 +5 One Blade (Material, +4)
17th +17/+12/+7/+2 +10 +5 +5 Overwhelming Critical
18th +18/+13/+8/+3 +11 +6 +6 Battleworn
19th +19/+14/+9/+4 +11 +6 +6 Armored Veteran
20th +20/+15/+10/+5 +12 +6 +6 Power Attack 4, One Blade (Aligned, +5), Devastating Critical

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex),

Class Features[edit]

All of the following are class features of the Zweireka.

Weapon and Armor Proficiency: The Zweiręka is proficient with all simple and martial weapons, bastard swords, and spiked chains. The Zweiręka is proficient with Light, Medium, and Heavy Armor, but no shields.

Battlesense (Ex): At 1st level, the Zweiręka chooses either Intelligence or Wisdom to determine the effectiveness of his special abilities. Once the choice is made, it cannot be changed. The Zweiręka may add either his Intelligence or Wisdom modifier to Initiative Checks.

Weapon Focus: The Zweiręka gains Weapon Focus as a Bonus Feat at 1st Level. The choice of weapon MUST be a two-handed weapon.

Armored Comfort: At level 1, any armor used by the Zweireka has it's ACP reduced by 1, and it's maximum dexterity bonus increased by 1. In addition, he does not suffer movement penalties for wearing heavy armor. A character wearing light armor, or who's move speed is unaffected by light armour, instead reduces the armour's ACP by an additional 1 and increases the maximum dexterity bonus by 1. At level 5, the Zweireka only suffers half their normal ACP (keeping the original -1 they gained at first level applied after it is halved), and their max dex bonus increases by an additional +1. Finally, at level 10, the Zweireka suffers no ACP penalty at all, and their maximum dexterity bonus in infinite.

Power Attack: The Zweiręka gains Power Attack as a Bonus Feat at 2nd Level. If the Zweireka already possesses the Power Attack feat, he may select another feat for which he meets the prerequisites.

Flying Blades: Starting at 3rd level as a swift action, the Zweireka may throw any two handed weapon he is wielding at an creature with a range increment of 30ft (He can do so without penalty, as if he had the throw anything feat. He also uses his strength modifier rather than his dexterity modifier to determine attack and damage rolls with thrown weapons if it is higher). If he fails to hit the target, or fails to do any damage, his weapon lands in a space adjacent to the target. If the attack is successful, then the weapon lodges into the creature (dealing no additional damage). If the Zweireka then moves into the melee range normally associated with the weapon (5ft for Medium Greatswords, 10ft for spiked chains, etc), then he may immediately make an attack as if he were using the weapons even though he is unarmed. Should he be successful, he deals his normal damage as if he were wielding the weapon, and the weapon becomes dislodged. This follow up attack deals an extra point of damage per level of Zweireka he possesses.

One Blade (Su): At 4th Level, any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat gains an additional bit of Power. Any weapon of the type that his Weapon Focus feat applies to is treated as a Magical Weapon for the purpose of overcoming damage reduction. In addition, it gains a +1 Enhancement Bonus to Attack and Damage Rolls (stacking with any enhancement bonus the weapon already has). At levels 8, 12, 16, and 20, the Enhancement Bonus Increases by +1. It also gains new material properties (Silver, Adamantine, or Cold Iron) at levels 8, 12, and 16. Finally, at Level 20, the Weapon is treated as being aligned. (Thus, a Lawful Good Zweireka's Weapon would be Lawful and Good Aligned for the sake of bypassing Damage Reduction).

Instead of gaining an additional +1 bonus at levels 8, 12, 16, and 20, the Zweireka may instead add special weapon abilities with equal costs. After each extended rest, the Zweireka may reassign his enhancements in any fashion he wishes, but they must remain that way until his next extended rest.

All bonuses disappears one round after it leaves the Zweiręka's possession.

Power Attack 2.5: Starting at 5th Level, when the Zweiręka utilizes his Power Attack feat with a two-handed weapon, he instead gains 2.5 points of Damage for each point of attack he gives up. This increases to 3 points per attack bonus given up at 10th Level, to 3.5 at 15th Level, and 4 at 20th Level.

Power Shot: Starting at 6th level, The Zweiręka may utilize his Power Attack when using a Composite Longbow/Shortbow with a Strength Bonus equal to his Strength Modifier. It counts as a two-handed weapon for the purposes of his Power Attack abilities gained through the Zweireka Class

Pounce: Starting at 6th level, the Zweireka gains the ability to make a full attack after a charge. If he utilizes his Flying Blades technique, then the bonus damage applies only to the first successful attack he makes against his target.

Battlehardened (Ex): At 7th Level, the Zweiręka may add either his Intelligence or his Wisdom modifier as a bonus to his saving throws.

Weapon Specialization: The Zweiręka gains Weapon Specialization as a Bonus Feat at 7th Level. It applies to any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat.

Zweireka's Charge: Starting at 8th level, a Zweireka's Flying Blade technique has a range of 60ft, and the Zweireka may charge over difficult terrain if he is moving towards a creature he has successfully struck with his Flying Blade. Once he has made his follow up attack, he may no longer charge over difficult terrain. In addition, if his target is out of reach (flying, up on a ledge, etc), then the Zweireka may make a mighty leap during his charge. He may add twice his Zweireka level to his Jump Check if he is attempting to move towards his target to make a follow up attack. Once he makes this follow up attack, he loses this bonus to jump checks. A Zweireka never takes falling damage when utilizing his Zweireka's Charge.

Improved Power Attack: At 8th Level, the Zweiręka is able to decide how much BAB to give up on each attack he makes when using Power Attack, rather than a flat deficit that is applied to all attacks.

Greater Weapon Focus: The Zweiręka gains Greater Weapon Focus as a Bonus Feat at 11th Level. It applies to any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat.

Weave Leap: Starting at 11th level, the Zweireka's Flying Blades technique's range increases to 90ft, and is usable as an Immediate Action. If he is successful in damaging his opponent, he can (as a free action on his turn), Teleport without error into a space adjacent to his opponent. Many Zweireka's are fond of using this tactic against Mages who like to teleport, as it allows them to teleport unerringly after the target creature.

Improved Critical: The Zweiręka gains Improved Critical as a Bonus Feat at 12th Level. It applies to any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat.

Battlehungry (Ex): At 13th Level, when the Zweiręka downs an opponent in combat, he gains hit points equal to his Wisdom or Intelligence score. This cannot bring him above his normal hit point maximum.

Greater Weapon Specialization: The Zweiręka gains Greater Weapon Specialization as a Bonus Feat at 14th Level. It applies to any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat.

Master of the Flying Blade: From Level 14 onward, whenever a Zweireka throws his weapon using the Flying Blade Ability, the attack is resolved as a touch attack, and can even bypass force effects and prismatic effects without penalty.

Overwhelming Critical: The Zweiręka gains Overwhelming Critical as a Bonus Feat at 17th Level. It applies to any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat.

Battleworn (Ex): At 18th Level, the Zweiręka gains a Deflection bonus equal to his Intelligence or Wisdom Modifier to his AC, and may add his Intelligence or Wisdom modifier to his Constitution modifier in order to determine his bonus hp per hit die.

Armored Veteran: At 19th Level, the Zweireka's full armour bonus applies to touch attacks and ethereal touch attacks. In addition, he gains DR 5/-

Devastating Critical: The Zweiręka gains Devastating Critical as a Bonus Feat at 20th Level. It applies to any two handed weapon (including bows and crossbows) for which he possesses the weapon focus feat.


Half-Orc Zweiręka Starting Package[edit]

Weapons: Greatsword.

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

Skill Ranks Ability Armor
Check
Penalty
Jump 4 Str
Climb 4 Str
Swim 4 Str
Heal 4 Wis

Feat: Cleave

Gear: Padded Armor, Standard Adventuring Kit

Gold: 75gp

Campaign Information[edit]

Playing a Zweiręka[edit]

Religion: Zweirękas are not strictly religious or not. Just like anyone, there are some who are fervent believers, and there are those who couldn't care less. If Zweirękas do worship, however, they usually worship gods of battle and stalwart defense.

Other Classes: Zweirękas enjoy the company of other martial classes, particularly Barbarians and Fighters. Depending upon his religious views, he may also be friendly with Paladins he comes across. He understands the need for Magic-Users and Rogues, but tends to be indifferent towards them unless otherwise provoked.

Combat: The Zweiręka likes to stay on the front line, utilizing their heavy armor and two-handed weapons with deadly efficiency. Some prefer to use bows, but most of them just want to be on the forefront of the battle.

Advancement: Some Zweiręka take levels in Barbarian or Fighter to Augment their already impressive abilities. Dwarven Zweirękas sometimes become Dwarven Defenders.




Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceModerate +
AuthorSTDoc +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByThunderGod Cid +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillBalance +, Climb +, Craft +, Heal +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Search +, Sense Motive +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryAn imposing warrior of undeniable strength, the Zweiręka wields heavy weaponry as if they were but toys. Pick this class if you like to break stuff. +
TitleZweiręka +
Will Save ProgressionPoor +