Party Animal (3.5e Class)

From D&D Wiki
Revision as of 04:24, 11 April 2020 by PJammaz (talk | contribs) (unattributed)
Jump to navigation Jump to search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate.

"Google" isn't a source; it shows web search results. "Pinterest" isn't a source; it's an aggregate of images copied or linked to from other websites.

If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.
A real animal knows the party doesn't stop til' the sun comes up.

Party Animal

A natural brawler who deals out status conditions with every attack. They are also dedicated party animals and love a good bar-fight. They master the art of the charge and can smack you silly. Of course, most of the victims just say that because they happened to be drunk at the time. This class is pursued strongly by college-age, female babes.

Making a Party Animal

Primary Abilities: Dexterity and Strength.

Races: Any.

Alignment: Any Non-lawful.

Starting Gold: 100g

Starting Age: Simple.

Table: The Party Animal

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Personality, Knuckles, Condition Daze
2nd +2 +3 +3 +0 Uncanny Dodge
3rd +3 +3 +3 +1 Condition Blind
4th +4 +4 +4 +1 Difficult Charge
5th +5 +4 +4 +1 Condition Silence
6th +6 +5 +5 +2 Improved Uncanny Dodge
7th +7 +5 +5 +2 Fascinate
8th +8 +6 +6 +2 Condition Trip
9th +9 +6 +6 +3 Freedom of Movement
10th +10 +7 +7 +3 Evasion
11th +11 +7 +7 +3
12th +12 +8 +8 +4 Drunken Charge
13th +13 +8 +8 +4
14th +14 +9 +9 +4 Condition Paralyze
15th +15 +9 +9 +5
16th +16 +10 +10 +5 Pounce
17th +17 +10 +10 +5
18th +18 +11 +11 +6 Condition Petrify
19th +19 +11 +11 +6
20th +20 +12 +12 +6 Condition Disable

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Party Animal.

Weapon and Armor Proficiency: Proficient with the Simple weapons and Light armor.

Personality: Level 1. You gain a +2 bonus to Charisma based checks against members of your own race.

Knuckles: Level 1. You gain the Improved Unarmed Strike feat. In addition, all unarmed attacks now deal 1d8 damage.

Condition: Anytime a party animal makes a successful melee attack against an opponent she can attempt to apply one condition to her target. She can only apply a maximum of two conditions a round.

A party animal cannot apply a condition which is already affecting the target and cannot lengthen the duration of her effects. The Difficulty Class for a saving throw against a party animal’s attack is 10 + 1/2 class level + the party animals Strength modifier.

  • Daze: Level 1. Your target must make a Fortitude save or become Dazed for one round. You must hit with a melee attack to use this ability. Daze can only be applied once every 1d4 rounds.
  • Blind: Level 3. Your target must make a Fortitude save or become Blinded for two rounds. You must hit with a melee attack to use this ability.
  • Silence: Level 5. Your target must make a Fortitude save or become Silenced, unable to speak or cast spells with a verbal component for two rounds. You must hit with a melee attack to use this ability.
  • Trip: Level 8. Your target must make a Reflex save or become knocked Prone. You must hit with a melee attack to use this ability.
  • Paralyze: Level 14. Your target must succeed a Reflex save or become Paralyzed for two rounds. You must hit with a melee attack to use this ability.
  • Petrify: Level 18. Your target must succeed a Fortitude save or become Petrified. You must hit with a melee attack to use this ability.
  • Disable: Level 20. Your target must succeed a Fortitude save or become reduced to 1 hit point. This does not affect creatures with two or more Hit Dice than yourself and can only be used once a day. You must hit with a melee attack to use this ability.

Uncanny Dodge: Level 2. A party animal retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a party animal already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Difficult Charge: Level 4. Whenever you Charge you can ignore any difficult terrain.

Improved Uncanny Dodge: Level 6. A party animal can no longer be flanked. This defense denies a rogue the ability to sneak attack the party animal by flanking her, unless the attacker has at least four more rogue levels than the target has party levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Fascinate: Level 7. You begin to dance, sing, recite, or tell jokes. All desired creatures within 60 feet must succeed a Will save, DC 15+level, or become Fascinated for as long as you continue your action. This ability cannot be used during stressful situations such as combat.

Freedom: Level 9. You can always move and act as if under the Freedom of Movement spell. This effect is always active.

Evasion: Level 10. A party animal can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the party animal is wearing light armor or no armor. A helpless party animal does not gain the benefit of evasion.

Drunken Charge: Level 12. You gain a +4 to confirm critical hits whenever you Charge. In addition, you no longer need to Charge in a straight line.

Pounce: Level 16. You can make a full attack on a Charge.

Ex-Party Animals

The Personality ability can only be gained at 1st level.


Campaign Information

Playing a Party Animal

Fist Fighter: If you want to be a fist fighter then your going to need a pair of leather gloves, spiked gauntlets, or metal knuckles. Something you can enchant just like a magic weapon. This will enable you to deal more damage, be more accurate, overcome magic damage reduction, and strike ghastly opponents.

Religion: By alignment

Other Classes: Empathy with all classes.

Combat: Support striker. Similar to a Rogue.

Advancement: Multi-classing can add breadth.

Party Animal's in the World

Yeah, she was hot. Then she kicked me in the face with her high heels. Now I can't see straight.
—Biff, Drunk Toga-Party Frat-Boy

Daily Life: Bartender, Street Fighter, and Party-goer.

Organizations: Sororities and Modeling Agencies.

NPC Reactions: Just another smokin' hot babe(/stud) who kicks some serious ass.

Party Animal Lore

Characters with ranks in Knowledge(local) can research Party Animal's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(local)
DC Result
5 They like to party.
10 They like to party alot.
15 I'm freaking serious bro. They like to party way too much.
20 Any specific information about a single Junketer.



Back to Main Page3.5e HomebrewClassesBase Classes