New Base Class: Vindicator

IMG

Mechiora Midas Rallaster, the iconic vindicator.

Vindicator

Vindicators are feared across the land, and rightfully so, none know the origin of the vindicators. Some say it was an ancient order of knights who made pacts with powerful outsiders, others believe that vindicators are created when great warriors are left at death’s door and by sheer force of will survive. All vindicator’s share similar abilities, they can enter a state of pure emotion called vindicate, that boosts they combat capabilities, and they can sacrifice their own health to deal devastating wounds upon other creatures. Some vindicators can even mutate their arms, granting them even greater power. Most vindicators are known to mutate their arms into horrendous claws, however some of them have been known to mutate them into tentacles or maws too.

Even when they cannot use their vindication anymore, vindicators are known for being tenacious warriors, standing strong when most warriors would be unconscious or dead.

Role: Vindicators are front line attackers; they wade into combat usually wielding the biggest weapon they can find. Vindicators excel fighting multitudes of enemies thanks to their sacrifice ability. Depending on the ardors they pick, they can control the battlefield in different ways. However, vindicators must be careful, since many of their abilities reduce their hit points they might find themselves dead at their own hands.

Hit Die: d12

Alignment: Any non-neutral.

Starting Wealth: 5d6 x 10 gp (175 gp)

Class Skills: The vindicator’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level Base Attack bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Diehard, Sacrifice (1d4), Vindication 1/day
2nd +2 +3 +0 +0 Ardor, Titan’s Grip
3rd +3 +3 +1 +1 Sacrifice (2d4), Undying Zeal
4th +4 +4 +1 +1 Ardor, Vindication 2/day
5th +5 +4 +1 +1 Weapon Shield, Sacrifice (3d4)
6th +6/+1 +5 +2 +2 Ardor, Undying Champion
7th +7/+2 +5 +2 +2 Sacrifice (4d4), Vindication 3/day
8th +8/+3 +6 +2 +2 Bleed Resistance, Ardor
9th +9/+4 +6 +3 +3 Sacrifice (5d4), Greater Undying Zeal
10th +10/+5 +7 +3 +3 Ardor, Vindication 4/day
11th +11/+6/+1 +7 +3 +3 Greater Vindication, Sacrifice (6d4)
12th +12/+7/+2 +8 +4 +4 Ardor, Greater Undying Champion
13th +13/+8/+3 +8 +4 +4 Sacrifice (7d4), Vindication 5/day
14th +14/+9/+4 +9 +4 +4 Ardor, Titan’s Grasp
15th +15/+10/+5 +9 +5 +5 Sacrifice (8d4), Greater Weapon Shield
16th +16/+11/+6/+1 +10 +5 +5 Ardor, Vindication 6/day
17th +17/+12/+7/+2 +10 +5 +5 Sacrifice (9d4), Vindictive Zeal
18th +18/+13/+8/+3 +11 +6 +6 Ardor, True Sacrifice
19th +19/+14/+9/+4 +11 +6 +6 Vindication 7/day, Sacrifice (10d4)
20th +20/+15/+10/+5 +12 +6 +6 Ardor, Pure Vindication, True Sacrifice 2/day

Weapon and armor proficiencies:  Vindicators are proficient with all simple and martial weapons, they are also proficient with all armors, but not with shields.

Diehard: At 1st level, the vindicator gains diehard as a bonus feat, even if he does not meet the prerequisites.

Vindication (Su): All vindicators are fueled by powerful emotions to defend those dear to him or to destroy those that oppose him. Thus, vindicators can enter a sort of mystical trance known as vindication. During vindication the vindicator gains a +2 morale bonus to all attack and damage rolls with natural and manufactured weapons.

While vindication is active, the vindicator’s maximum hit points is reduced by an amount equal to twice his level. This reduction in hit points cannot be reversed until the vindication ends. Vindication lasts a number of rounds equal to the vindicator’s Con modifier + his level. Vindication may be started and ended at any time as a swift action. This ability can be used once per day at 1st level, and an additional time every three levels thereafter.

Sacrifice (Su): The vindicator can sacrifice his own life to create a cone of pure dark energy to ravage his enemies. As a standard action, whenever the vindicator is in vindication, he may deal 1d4 points of damage to himself (this damage cannot be reduced or prevented in any way), to deal twice that damage to all creatures in a 15ft. cone in front of him. Creatures caught in this cone may attempt a Reflex save for half damage. The DC for this ability equals 10 + ½ the vindicator’s level + his Constitution modifier.

To use this ability, the vindicator must have one hand free, that he outstretches to shoot the cone of energy. The damage this ability deals to the vindicator increases by +1d4 for every two levels above 1st. This ability can only be used a number of times per day equal to ½ the vindicator’s level + his Con modifier.

Ardor: Being infused with these conflicting energies, the vindicator gains additional abilities whenever he enters vindication. These special abilities called ardor, only function while the vindicator is in vindication. Any save DC of any ardor that allows one, is always 10 + ½ the vindicator’s level + his Con modifier. The vindicator gains ardor at 2nd level and every two levels thereafter. The vindicator must meet any level prerequisite the ardor might have.

Additional Sacrifices: The vindicator may sacrifice a single use of vindication to regain 3 uses of his sacrifice ability. The vindicator must be at least 4th level to pick this ardor.

Bleeding Weapon: Whenever the vindicator is wielding his blood weapon, he may make a single attack at his highest base attack bonus using his blood weapon, success means the victim of the attack suffers bleed damage equal to the vindicator’s Con modifier (this is in addition to the damage of the attack). This bleed damage can be stopped with a DC 15 heal check, or any sort of curative magic. The vindicator must possess the blood weapon ardor before picking this ardor.

Blood Weapon: The vindicator may sacrifice part of his life force to create a weapon doing so reduced the vindicator’s maximum hit points by an amount equal to half his level. The weapon created must be one the vindicator is proficient with. The weapon created is master worked in quality. In addition, the blood weapon gains a +1 enhancement bonus to attack and damage rolls at 3rd level. This enhancement bonus increases by +1 at levels 5th, 9th, 13th and 17th.

Bloody Strike: The vindicator may as a standard action attack a single creature, and as part of the attack activate his sacrifice ability. The sacrifice ability used in this manner only affects the creature struck with the attack. The creature may attempt a Reflex save as normal to reduce the additional damage of the sacrifice, but not the weapon damage.

Enlarge Sacrifice: Increase the area of effect of the sacrifice cone, from 15ft. to 30 ft. The vindicator must be at least 8th level to pick this ardor.

Fast Attack: Whenever the vindicator is using a standard action to attack, he may attack with his monstrous hand as well. The vindicator must be at least in 6th level and possess the monstrous hand ardor to pick this ardor.

Fast Sacrifice: The vindicator may use his sacrifice ability as a swift action instead of a standard action. Fast sacrifice may be used 3 times per day.

Fearless: The vindicator becomes immune to fear (magical or otherwise) when in vindication.

Festering Wound: Whenever the vindicator uses his bleeding weapon ardor, the bleeding damage equals twice the vindicator’s Constitution modifier. In addition to remove the bleed effect requires a DC 25 heal check, a lesser restoration spell (or a greater version of this spell). The vindicator must be at least 12th level and possess the bleeding weapon ardor to pick this ardor.

Fortification: Whenever the vindicator is in vindication, he gains lesser fortification, as the armor special ability. The vindicator may pick this ardor again at 10th level to gain fortification, as the armor special ability, and once again at 16th level to gain greater fortification, as the armor special ability.

Grabbing Hand: The vindicator’s monstrous hand gains the grab universal monster ability.

Lingering Sacrifice: Any creature that fails his save against the vindicator’s sacrifice ability takes half as much damage as he did the previous turn. The creature may attempt a Fortitude save to negate the damage. The vindicator must be at least 10th level to pick this ardor.

Longevity: While the vindicator is in vindication, he treats adds half his level to his Constitution score for the purposes of determining his negative hit points. The vindicator may pick this ardor again at 12th level, doing so the vindicator adds his level to his Constitution score for the purposes of determining his negative hit points.

Magical Arm: The vindicator’s monstrous arm gains a +1 enhancement bonus to attack and damage rolls. This bonus increases by +1 at levels 6th, 11th, and 17th.

Malleable Weapon: The vindicator can change the shape of his blood weapon to another weapon he is proficient with as a move action. The vindicator must first possess the blood weapon ardor to pick this ardor.

Monstrous Arm: When the vindicator enters vindication, one his arms mutates, granting it a primary natural attack that deals 1d4 points of damage plus the half the vindicator’s Str modifier. The type of damage the natural attack deals (bludgeoning, piercing or slashing) must be chosen at the time the vindicator gains this ardor and cannot be changed. The vindicator may pick this ardor once again at 6th level, doing so increases the damage of the natural attack to 1d6 plus the vindicator’s Str modifier.

Powerful Charge: Whenever the vindicator uses his monstrous hand at the end of a charge, he deals additional damage equal to 1d10 + half his level.

Reaching Arms: The vindicator’s monstrous arm increases its reach by 5 ft. The vindicator must be at least 8th level to pick this ardor.

Renewed vigor: When he first enters vindication the vindicator gains a number of temporary hit points equal to 1d10 + ½ his level. The vindicator may pick this ardor a second time at 12th level, doing do increases the number of temporary hit points gained to 2d10 + the vindicator’s level.

Scarification: While in vindication, the vindicator gains Damage Reduction 1 against all attacks made against him with a natural or manufactured weapon. This Damage Reduction increases by 1 point at 11th level and every three levels thereafter (to a maximum of DR 5/- at 20th level). The vindicator must be level 8th to learn this ardor.

Soul Sacrifice: The vindicator can willingly take one negative level to grant a negative level to all creatures in the area of his sacrifice ability. Creatures that fail their Reflex save, must attempt a Fortitude save or gain 1 negative level. These negative levels never run the risk of becoming permanent and fade away after 24 hours (even the negative level the vindicator granted himself). The vindicator must be at least level 14th to pick this ardor.

Stalwart: While the vindicator is in vindication, any time he succeeds at a Fortitude or Will save against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. The vindicator must be at least 12th level to pick this ardor.

Targeted Sacrifice: When using sacrifice, the vindicator may choose a number of creatures equal to his Con modifier that are not affected by his sacrifice ability.

Terrifying Sacrifice: Enemies that fail their Reflex save against the vindicator’s sacrifice must succeed at a Will save or become shaken, this ability does nothing against creatures that were already shaken. This ability may be used a number of times per day equal to 3 + the vindicator’s Con modifier.

Touch of Corruption: As a standard action the vindicator may attack with his monstrous hand, a successful attack grants the victim a negative level (in addition to the damage of a successful attack). This ability may be used 3 times per day. The vindicator must possess the monstrous hand and be at least 14th level to gain this ardor.

Velocity: All your speeds gain a +30 ft. morale bonus while in vindication.

Vicious Weapon: Whenever the vindicator is in vindication, he may grant any weapon he’s carrying the vicious weapon special quality. The weapon does not need to be master worked to use this ability. However, if the weapon is not at least master worked in quality it disintegrates after the vindication ends or when the vindicator drops the weapon. The vindicator must be at least 6th level to pick this ardor.

Titan’s Grip (Ex): Having stared directly at death’s door, a vindicator learns to make use of his full strength. Starting at 2nd level, he may wield a two-handed weapon with one hand at no penalty. He threats the two-handed weapon as a one handed weapon for all purposes regarding feats or other abilities.

Undying Zeal (Ex): Knowing the taste of death, the vindicator punishes all those that wish to bring him to that fate once more. Starting at 3rd level, whenever the vindicator is at negative hit points, he gains a +2 competence bonus to all attack and damage rolls.

Weapon Shield (Ex): Having specialized fighting without a shield, the vindicator has learned how to defend himself using only his weapon. Starting at 5th level, whenever the vindicator holds a one-handed weapon he gains a +1 shield bonus to AC, if the vindicator hold a two-handed weapon he gains a +2 shield bonus to AC (even if he holds it with just one hand).

Undying Champion (Ex): The vindicator has learned to stand fast even during a perilous situation. Starting at 6th level, the vindicator is not staggered when using the Diehard feat, but if he takes a move and a standard action, or a full-round action when at 0 or fewer hit points he takes 1 point of damage (this damage cannot be reduced or prevented in any way).

Bleed Resistance (Ex): The vindicator can shrug off any bleeding wound, almost by sheer force of will. Starting at 8th level, whenever the vindicator is suffering from any type of bleed damage, he reduces that damage by an amount equal to half his vindicator level.

Greater Undying Zeal (Ex): At 9th level, the bonuses granted by undying zeal increase to +3.

Greater Vindication: At 11th level, when a vindicator enters vindication, the morale bonus to attack and damage rolls increase to +3.

Greater Undying Champion (Ex): At 12th level, the vindicator no longer losses 1 hit point when taking an action, when at 0 or fewer hit points.

Titan’s Grasp (Ex): A vindicator of 14th level or higher that holds a two-handed weapon in one hand treats the weapon as if he were holding it with two hands, for all purposes regarding feats, or other abilities (including adding x1.5 the vindicator’s Str modifier to damage rolls with the weapon).

Greater Weapon Shield (Ex): At 15th level, increase the shield bonus the vindicator gains when holding a one-handed melee weapon by +1, and the shield bonus when holding a two-handed melee weapon by +2.

Vindictive Zeal (Ex): With tenacity only matched by his power, the vindicator marches onward, nearly unstoppable. Starting at 17th level, the vindicator’s maximum hit point reduction when in vindication only equals his level, instead of twice his level.

True Sacrifice (Su): At 18th level, while in vindication the vindicator can take 10d6 points of damage (this damage cannot be reduced or prevented in any way) as a standard action, to deal double the damage he took to all creatures within 30 feet of him. Creatures caught in this ability may attempt a Reflex save for half damage. The save DC for this ability equals 10 + ½ the vindicator’s level + his Con modifier. The vindicator may use this ability once per day, and an additional time per day at 20th level.

Pure Vindication: At 20th level, when a vindicator enters vindication, the morale bonus to attack and damage rolls increase to +4.

Ex-Vindicators

A vindicator who becomes neutral loses the ability to vindicate and cannot gain more levels as a vindicator. He retains all other benefits of the class.

New Feats

Extra Vindication

Prerequisite: Vindication class feature.

Benefit: Gain an additional use of vindication.

Extra Ardor

Prerequisite: Ardor class feature.

Benefit: Gain an additional ardor. You must meet all prerequisites for the ardor you gain.

Favored Class Options

Dhampir: Gain 1/6 of a new ardor.

Tiefling: Add ½ to the damage done to you by sacrifice.


Art by: Shalia-Windterra


Hello fellow players, if you like my material and would like to donate any amount, I have a Patreon page. Any amount will help out and there are many different rewards for my patrons!


Remember to check out my Youtube Channel where I review Table Top RPGs, showcase my designs and do a couple of other stuff.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s