Darkmind Fighter (3.5e Class)
From D&D Wiki
|“||The pen is mightier than the sword, and the mind behind it sharper.||”|
A warrior without a cause. Darkmind Fighters are wandering sell-swords who make a living by selling their skills to the highest bidder. They suffer from a deep emotional trauma which can cause severe episodes of rage and destruction during combat. They often suffer from conditions such as memory loss, insomnia, and depression. Until they do find what they feel they are searching for, they continue to live as a swords-for-hire. Darkmind Fighters also don't generally rely on their physical powers to see them through a conflict either. They rely almost entirely on their guts, past conflicts, and selfish behavior to survive. Living by the motto: "Better lucky than good."
Making a Darkmind Fighter
Darkmind Fighters are front line soldiers. They desire to test their mettle against opponents up close and personal. They shoot first and ask questions later.
Primary Abilities: Wisdom.
Starting Gold: 135 gp.
Starting Age: Complex.
|20th||+20/+15/+10/+5||+12||+6||+6||Trauma+5, Cyclone Seizure|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Darkmind Fighter.
Weapon and Armor Proficiency: Martial Weapons. Light, Medium, and Heavy Armor.
Guts (Ex): You have flawless intuition. At 1st level you can add your Wisdom Modifier to Armor Class. This acts like a Dexterity Bonus to Armor Class. It does not apply whenever you would lose your Dexterity Bonus to Armor Class such as when Flat Footed. This disregards any Maximum Dexterity Bonus for Armor.
Power Attack: Shifting your stance adds power at the expense of accuracy. At 2nd level you gain the Power Attack Feat.
Cyclone Seizure (Su): Your mind collapses into chaos and awakens a destructive wave of emotions. At 5th level you can cause a blast of terrible magnetic forces to surge around yourself as a full round action. This cyclone deals 2d6 + twice your Wisdom Modifier in damage to all opponents within 5ft. This ability can be used once per encounter and reduces your AC by 4 while active. This attack remains active until your next turn and any enemies who enter this area take full damage.
- At 10th level you deal 4d6 + twice your Wisdom Modifier in damage to all opponents within 10ft.
- At 15th level you deal 6d6 + twice your Wisdom Modifier in damage to all opponents within 20ft.
- At 20th level you deal 8d6 + twice your Wisdom Modifier in damage to all opponents within 30ft.
Great Fortitude (Ex): Your mind overpowers pain and suffering. At 6th level you gain a +2 to your Fortitude Saves.
Sweep Attack (Ex): You enjoy knocking your enemies off balance. At 11th level you can choose to have a successful Oppurtunity Attack deal half damage and knock the target prone as a immediate action. This ability can be used once an encounter.
Strong Will (Ex): Your determination is overpowering. At 13th level you gain a +2 to your Will Saves.
Resist Enchantment (Ex): Your chaotic mind ignores magical effects. At 14th level you are immune to enchantment spells and compulstion effects.
Feeblemind (Sp): You can touch your mind to others. At 17th level you gain the ability to cast the spell Feeblemind, (DC 25), once per day. Any affected target may make a saving throw every hour to nullify these effects.
Fast Recovery (Ex): Your body recovers from damage quickly. At 18th level you gain Fast Healing +1.
Freedom (Ex): You can move freely in any situation. At 19th level you can always move as if under the Freedom of Movement spell.
Epic Darkmind Fighter
2 + Int modifier skill points per level.
Epic Feeblemind (Sp): Your power grows. At 21st level you may cast the spell Feeblemind, (DC 25), twice per day. Any affected targets may make a saving throw every hour to nullify the effects.
Epic Sweep (Ex): Your technique improves. At 22nd level you can choose to have a successful Oppurtunity Attack deal full damage and knock the target prone as a immediate action. This ability can be used twice an encounter.
Epic Cyclone (Ex): Your powers of destruction increase. At 25th level you can cause a blast of terrible magnetic forces to surge around yourself as a full round action. This cyclone deals 10d6 + twice your Wisdom Modifier in damage to all opponents within 60ft. This ability can be used once per encounter and reduces your AC by 2 while active. This attack remains active until your next turn and any enemies who enter this area take full damage.
- At 30th level you deal 12d6 + twice your Wisdom Modifier in damage to all opponents within 60ft.
Epic Recovery (Ex): Your body recovers damage quickly. At 27th level you gain Fast Healing +2.
<-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 2 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
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.->.
Playing a Darkmind Fighter
Religion: By alignment.
Other Classes: Empathy with Martial Classes. Apathy for all other classes.
Advancement: Multiclassing can add breadth.
Darkmind Fighters in the World
|“||My shadow doesn't walk with me anymore. He died a long time ago.||”|
|—Mikel, Elven Darkmind Fighter|
Daily Life: Sell-sword, Militia duties, or traveling.
Notables: There are no notable Darkmind Fighters.
Organizations: Fighters Guild, Local Militia, or Irregular Military.
NPC Reactions: Just another dirty sell-sword with anti-social habits.
Darkmind Fighter Lore
Characters with ranks in Knowledge(local) can research Darkmind Fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||They suffer from trauma effects and have trouble sleeping.|
|15||Their chaotic mind contains lost and terrible power waiting to be awakened.|
|20||(Personal information about a specific Darkmind Fighter.)|
Darkmind Fighters in the Game
Due to their emotional turmoil and the devastation they cause Darkmind fighters tend to be at least nine and a half feet away from other character. However a player decides how his character acts and you could make your fighter the socially acceptable exception to this rule
Adaptation: However a player decides how his character acts and you could make your fighter the socially acceptable exception to this rule
Sample Encounter: The mist clears as the storm appears. "Ophelia!!! No I won't let them take you from me again." A warrior in the middle of a crimson field tears stream from his blood stained face. The remnants of the assassins flee leaving wounded, dead, friend, and especially foe behind. "No I will not lose her." The screams of the warrior continue as he rushes towards his remaining assailants. Their screams were soon silenced, but his had just begun.