Deadman (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search


Deadman[edit]

A Deadman is able to control his blood and shape it into weapons among other things. Taken from Deadman Wonderland. This class is a mixture of a Soulknife, fighter, warlock and rogue.

Apologies to the original author if I have modified the race in a way they find undesirable. I was interested in the class and did some research to complete it.

Making a Deadman[edit]

The Deadman is an excellent melee and/or ranged class depending on the strength and dexterity stat. Deadmen get the ability to freely control their blood and shape it into weapons or projectiles but must use their HP to create them. With this class the most important stat is constitution then strength or dexterity.

Abilities: Free Blood Control, Fast Healing,

Races: Any race.

Alignment: Any nonlawful. Good, Neutral and Evil change an ability.

Starting Gold: 3d4x10 gp.

Starting Age: The normal age for this class should be Moderate (such as a fighter). This is so the character has had time to learn to control their abilities to the extent that they would be proficient in their use. Alternatively, a character may be younger if they are naturally talented, and may apply the simple age modifier (such as a rogue).

Table: The Deadman

Hit Die: d12 uses Charisma modifier

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Fast Healing 1, Weapon Focus (Blood Weapon & Blood Bullet), Blood Bullet 1d6, Blood Weapon Creation 1, Control Blood 1 hp
2nd +1 +3 +3 +0 Alignment Bonus, Blood Armor
3rd +2 +3 +3 +1 Blood Impact, Blood Weapon Creation 2, Blood Bullet 2d6, Control Blood 2 hp
4th +3 +4 +4 +1 +1 Blood Weapon, Blood Shield
5th +3 +4 +4 +1 Open Wound
6th +4 +5 +5 +2 Fast Healing 2. Control Blood 3 hp. Blood Weapon Creation 3, Blood Bullet 3d6
7th +5 +5 +5 +2
8th +6/+1 +6 +6 +2 +2 Blood Weapon, Blood Shield, Control Blood 4 hp, Blood Bullet 4d6
9th +6/+1 +6 +6 +3 Greater Weapon Focus(Blood Weapon & Blood Bullet)
10th +7/+2 +7 +7 +3 Fast Healing 3, Control Blood 5 hp, Blood Bullet 5d6
11th +8/+3 +7 +7 +3 Ignite Blood
12th +9/+4 +8 +8 +4 +3 Blood Weapon, Control Blood 6 hp, Blood Bullet 6d6
13th +9/+4 +8 +8 +4 Weapon of Infection
14th +10/+5 +9 +9 +4 Blood Bullet 7d6, Control Blood 7 hp
15th +11/+6/+1 +9 +9 +5
16th +12/+7/+2 +10 +10 +5 +4 Blood Weapon, Fast Healing 4, Blood Cannon
17th +12/+7/+2 +10 +10 +5 Blood Bullet 8d6, Control Blood 8 hp
18th +13/+8/+3 +11 +11 +6 Fast Healing 4
19th +14/+9/+4 +11 +11 +6 Blood Impact + 5d8
20th +15/+10/+5 +12 +12 +6 +5 Blood Weapon, Blood Bullet 9d6, Control Blood 9 hp

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str)

Class Features[edit]

All the following are class features of the Deadman

Weapon and Armor Proficiency: Deadmen are proficient with all simple weapons, with their own blood weapon and bullet, and all types of armor (except tower shields).


Fast Healing (Ex): You heal your wounds very quickly. Fast Healing is taken upon taking the Deadman class. Fast healing Heals 1 HP per round and increases by 1 HP on levels 6/10/16/18.


Blood Control (Su):Upon taking a level in deadman, the character gains the ability to control his blood at will. He can use it to create weapons, tools and other objects, but the deadman must be conscious and can only freely control his blood with in 5 ft of himself unless it is part of a weapon.


Blood Bullet (Su): At first level the Deadman draws 1 hp of his own blood and morphs it into a projectile that is then fired at a target for 1d6 damage. This projectiles damage increases with the amount of hp that is used. The Blood Bullet is a 60ft ranged touch attack. The control blood ability will govern how much blood can be use, Ex: 1hp = 1d6, 2hp = 2d6, 3hp = 3d6 and so on.


Blood Weapon (Su): The Deadman draws 1 hp of blood to create an unarmed or light melee weapon as a move action. These weapons can be simple, martial or exotic as long as they use the appropriate amount of blood. The blood weapon ability cannot create any type of bow, sling, or crossbow. On levels 3 and 5 the deadman gains the ability to control more of his own blood, thus giving him the capability of creating any one-handed weapon on level 3 for 2 hp and any two-handed weapon on level 5 for 3 hp.

Though the deadman can draw his weapon as a move action and later a free action due to open wound, it requires a full-round action to change the shape his blood weapon. There is no penalty for switching from blood weapon to blood bullet as it uses the blood from the weapon, but when switching back to blood weapon before open wound is gained it cost a move action because you must draw more blood and reform the weapon. ` If a medium deadman uses his blood to replicate a medium longsword, his weapon would have the properties of a medium longsword and would deal 1d8 when wielded as a one-handed weapon. If it is used to take the form of a two-handed greatsword then the deadman would add on 1-1/2 times his strength bonus to his damage rolls, just like any other two-handed weapon. Alternatively a deadman can split his blood weapon into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both blood weapons have a enhancement bonus 1 lower then the deadman would otherwise create with a single blood weapon. For example a 12th-level deadman would normally create a single +3 blood weapon, but he could use this ability to instead materialize two +2 mind blades.


Blood Shield (Su): Starting at 4th level, the Deadman gains the ability to create a shield made of his own blood. This can be shaped around him as a bubble, or into any suitable shape for a shield. The shield lasts for 1d4+Deadman class level or until damage equal to twice the hp in blood used is taken by the shield.


Weapon Focus(Blood Weapon and Blood Bullet): The Deadman gains weapon focus with both his melee and ranged attack.


Good Alignment Bonus: Blood Transfusion (Su): Depending on whether a character is Good, Neutral, or Evil, changes an ability that the character gets. If the Character is Good he/she can act as a blood transfusion bag to stabilize and help heal other party members. As a full-round action the Deadman push up to twice his Blood Control limit per round into a fellow character to stabilize and heal them up to the twice the Blood Control limit. At first level the Deadman can transfer 2 hp of his own to another character as a transfusion.


Evil Alignment Bonus: Blood Leech (Su): Depending on whether a character is Good, Neutral, or Evil, changes an ability that the character gets. If the character is Evil then he/she can act at a Blood Leech. If the enemy is below half health the Deadman can make a full-round action touch attack to drain their health and restore his own. The deadman deals and heals twice his blood control amount. On an unconscious, restrained, or consenting person there is no health limit or touch check.


Neutral Alignment Bonus: Transfer (Su): A neutral alignment character can transfer blood from an enemy to an ally. This is equal to twice his blood control limit and can only be done 2/day per level.


Blood Armor (Ex):The deadman has grown so tough from using his blood that he now adds twice his Cha modifier as natural armor to their AC. This bonus is lost if the deadman is unconscious.


Blood Impact (Su): As a move-action the Deadman channels extra blood into his weapon pressurizing it until deciding to release it on an attack(Must be stated before rolling). When used on a blunt weapon Blood Impact works like an impact hammer and confers excessive force into your strike. When used on a slashing or piercing weapon, blood impact creates barbs that shoot into the wound. This attack deals 1d8/1hp damage. This ability starts at level 3 and increases its hp capacity by 1 at levels 7/11/15/19.

+1 Blood Weapon (etc.): You have figured out how to harness the metals in your blood better increasing your weapons by +1. However if the deadman is dual-wielding his weapon his bonus is 1 lower then his current +# Blood Weapon. For example, if a 12th level deadman has a +3 blood weapon and decides to dual-wield he would create two +2 Blood Weapons.


Ignite Blood (Ex): At level 11, a Deadman gains the ability to ignite his own blood, dealing d6 fire damage equal to the hp ignited per round for 1round/level and acting as a light source similar to a torch for 1round/level.


Open Wound (Ex): Your body and blood has developed to the point where your main blood drawing point does not heal unless you desire it to, giving you the ability to free draw your blood weapon


Weapon of Infection (Ex): Upon gaining the 13th level, when the Deadman executes blood impact he can chose to substitute a dice role to deal 1 point of damage to strength, dexterity, or constitution. For each die of extra damage he gives, up he deals one point of damage to the ability score. A deadman can do this in any combination of his choice; for example a 19 level deadman can do 2d8 and 3 points of constitution damage.

The deadman decides which ability score his infected blood will damage and the division of ability damage and extra dice damage when he imbues his blood weapon with blood impact blood. Weapon of Infection does not work on constructs and ethereal beings.


Greater Weapon Focus (Blood Weapon and Blood Bullet: A deadman gains Greater Weapon Focus(blood weapon and blood bullet) at 9th level.


Blood Cannon (Su): The Deadman is able to use up to all of its own blood to create a projectile. The projectile does 1d6 damage per each point of health used. To avoid the projectile, a reflex save must be performed, DC equal to (10+Deadman level+1/4hp used)

Feats & Other Notes[edit]

For a deadman to gain enchantments on his weapons he must equip either a gauntlet, ring, or necklace with a weapon enchantment on it.

Epic Deadman[edit]

Table: The Epic Deadman

Hit Die: d12

Level Special
21st +6 blood weapon, Blood Bullet 10d6, Control Blood 10 hp
22nd Bonus Feat
23rd Fast Healing 5
24th +7 blood weapon, Blood Bullet 11d6, Control Blood 11 hp
25th Bonus Feat
26th Fast Healing 6
27th +8 blood weapon, Blood Bullet 12d6, Control Blood 12 hp
28th Bonus Feat
29th Fast Healing 7
30th +9 blood weapon, Blood Bullet 13d6, Control Blood 13 hp

6 + Int modifier skill points per level.

Blood Control: The Deadman is able to control 1 more hp worth of blood, starting at level 21, going on to 24/27/30

Fast Healing: The Deadman gains one more point of fast healing at levels 23/26/29

Blood Bullet: The Deadman is able to fire 1 more hp worth of blood with blood bullet, increasing its maximum hit die to the number of blood points controlled.

Blood Weapon: The Deadman masters control of her blood more and more, allowing her to control the metals within and the hardness of the blood to increase the damage of the weapon.

Bonus Feats: The epic Deadman gains a bonus feat (selected from the list of epic Deadman bonus feats) every 3 levels after 20th.

Epic Deadman Bonus Feat List:

Human Deadman Starting Package[edit]

Weapons: Dagger, Light Crossbow w/ 15x Bolts.

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

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con __
Hide 4 Dex -2
Listen 4 Wis __
Move Silently 4 Dex -2
Spot 4 Wis __
Climb 4 Str -2
Jump 4 Str -2
Tumble 4 Dex -2
Ride (cc) 2 Dex __
Swim (cc) 2 Str -4
Intimidate (cc) 2 Cha __
Search (cc) 2 Int __

Feat: SRD:Combat Reflexes. SRD:Power Attack.

Gear: Studded leather, adventurers pack.

Gold: 80gp.

Campaign Information[edit]

Playing a Deadman[edit]

Religion: Deadmen do not generally worship a deity, but if they do, they will worship a god of blood.

Other Classes: Clerics of good gods tend to see a Deadman as evil, due to his powers, whether or not they are good or evil.

Combat: This class can act as a powerful melee attacker or a powerful ranged attacker, depending on stats.

Advancement: This class would multiclass well with other classes that involve the use of blood, such as a hemomancer, or with classes that have healing abilities for the Deadman to heal herself with.

Deadmen in the World[edit]

Making me bleed only makes me stronger.
—Marko Deadringer, Human Deadman

Deadmen usually prefer mercenary work over guard work, and tend to use only their blood weapons for combat. This may get some reactions from those who see it.

Daily Life: Due to their abilities, in more conservative areas, they are shunned for their abilities.

Notables: Marko Deadringer

Organizations: Deadmen may band together due to the potential synergy of having multiple Deadmen, but not in any formal organization.

NPC Reactions: Depending on their acclimation to the bizarre, most NPCs would react adversely to the use of blood for various things if they are unfamiliar with strange occurrences. However, for a more diverse setting of many various races and classes, a Deadman would not seem out of place.

Deadman Lore[edit]

Characters with ranks in Knowledge Arcana can research Deadmen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Deadmen are able to control their own blood.
10 Deadmen can create things out of their own blood.
15 Deadmen are able to create tools, weapons, and armor out of their own blood, as well as either heal others and steal the life of others.
20 The Deadmens ability to control their blood is called the "Branch of Sin".

Deadmen in the Game[edit]

Deadmen can act as either melee fighters or ranged attackers with their various defensive and offensive abilities, and can perform minor healing and tanking functions.

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes