Kagune, Koukaku (TG) (3.5e Class)

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Kagune, Koukaku[edit]

With powerful defenses and strength, the Kagune, Koukaku easily defends the worst of attacks.

Making a Kagune, Koukaku[edit]

With a wall-like defense and strong strikes, a Kagune, Koukaku can easily stand up to tough fighters, but their slow speed prevent them from engaging in long ranged fights.

Abilities: Constitution is a must for more HP. Dexterity is a close second to assure their defenses. Strength is third to keep their damage high.

Races: Ghoul (TG) Only.

Alignment: Any is allowed.

Starting Gold: 4d6×10 gp.

Starting Age: Any, though Moderate is usually seen..

Table: The Kagune, Koukaku

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +4 -2 +0 Kagune
2nd +2 +5 -2 +0
3rd +3 +5 -1 +1 Diehard
4th +4 +6 -1 +1 Kagune Growth
5th +5 +6 -1 +1 Kagune Solidify
6th +6/+1 +7 +0 +2 Kagune Power
7th +7/+2 +7 +0 +2
8th +8/+3 +8 +0 +2 Kagune Growth
9th +9/+4 +8 +1 +3 Deadly Kagune
10th +10/+5 +9 +1 +3 Kagune Solidify
11th +11/+6/+1 +9 +1 +3 Kagune Bellow
12th +12/+7/+2 +10 +2 +4 Kagune Power, Kagune Growth
13th +13/+8/+3 +10 +2 +4 Intimidating Kagune
14th +14/+9/+4 +11 +2 +4 Vicious Kagune
15th +15/+10/+5 +11 +3 +5 Kagune Solidify
16th +16/+11/+6/+1 +12 +3 +5 Kagune Growth
17th +17/+12/+7/+2 +12 +3 +5
18th +18/+13/+8/+3 +13 +4 +6 Kagune Power
19th +19/+14/+9/+4 +13 +4 +6
20th +20/+15/+10/+5 +14 +4 +6 Kagune Growth, Kagune Solidify

Class Skills (4 + Int modifier per level)
Acrobatics (Dex), Bluff (Cha) Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Stealth (Dex), Perception (Wis), Sense Motive (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Kagune, Koukaku.

'Weapon and Armor Proficiency: A Kagune, Koukaku is proficient in Simple weapons only. They cannot wield armor, as it prevents their Kagune from properly spawning, but are proficient with all shields except Tower.

Kagune: The lifeblood of the Kagune, Koukaku. When active, it takes the form of a series of thick tendrils that wrap around the arms of the Kagune, Koukaku. When in combat, the Kagune is hard enough to be used as a Slam Attack or a Gore attack, both of which deal damage one size category larger than the Kagune, Koukaku. The Slam deals 1d8, 20, x3, while the Gore deals 1d8, 19-20, x2. A Kagune, Koukaku has 3 Kagune Tendrils.

A Kagune, Koukaku can activate their Kagune as a free action on their turn, and as a free action to retract it as well. The Tendrils have a reach of 20ft. A Kagune, Koukaku may attack with their Kagune in conjunction with manufactured weapons as secondary attacks at a -5 to hit and half the Kagune, Koukaku's strength mod. A Kagune may only attack one creature, no matter the size of the Kagune, as it is the end of the Kagune that is attacking. Feats may be taken to improve the Kagune, and the Kagune in any and all cases is a Natural Weapon.

The Kagune of a Kagune, Koukaku is extremely durable. It has an AC equal to the Kagune, Koukaku's Base and Natural + 20, a Hardness of the Kagune, Koukaku's Base and Natural + 20, and 50 HP. When attacked and depleted of HP, the Kagune is cut off, and the Kagune, Koukaku takes any access damage the Kagune would have taken. It takes one hour to regrow a Kagune.

Diehard: At 3rd level, a Kagune, Koukaku gains Diehard as a bonus feat, even if he does not meet the prerequisites.

Kagune Growth: At 4th level, the Kagune of a Kagune, Koukaku grows. At 4th level, their Kagune gains 5ft to their reach. At the second increase, the Kagune, Koukaku may make a Bull Rush attempt with his Kagune, and if he succeeds, he pulls the target closer to him. From there at every Kagune Growth, the range of his Kagune grows by 5ft.

Kagune Solidify: At 5th level and every 5 levels after, the Kagune of a Kagune, Koukaku hardens more. He gains +2 Natural Armor class as long as his Kagune is active. He gains another +2 every 5 levels. At 10th level, the Kagune no longer imposes a speed penalty on the Kagune, Koukaku. At 15th level and every 5 levels after, the Kagune, Koukaku gains a DR 2/- along side with the +2 Natural Armor class. At 20th level, gains a +10 on bull rush attempts.

Kagune Power: At 6th, 12th, and 18th level, the Kagune of a Kagune, Koukaku grows deadlier. The damage of his Slam and Gore increase to 2d6 each. At 12th level, they increase to 3d6, and at 18th, it increases to 4d6 damage.

Deadly Kagune: At 9th level, the Kagune grows sharper. The Crit Range of the Slam is now 19-20, and the Crit range of the Gore is 18-20.

Kagune Bellow: At 11th level, a Kagune, Koukaku may unleash a powerful warcry as a move action. Any enemy within a hearing range of the Kagune, Koukaku must make a Will Save DC 10 + The Kagune, Koukaku's Intimidate Skill or be Shaken for a number of rounds equal to the Kagune, Koukaku's Strength Modifier. Anyone who succeeds the save must make another Will save DC 10 + 1/2 the Kagune, Koukaku's level + his Charisma Mod or be forced to attack the Kagune, Koukaku on their next turn.

Intimidating Kagune: At 13th level, a Kagune, Koukaku may attack a up to three empty spaces next to an enemy within his reach as a standard action. They must make a Will Save DC 10 + The Kagune, Koukaku's Intimidate Skill or be Shaken and forced to attack the Kagune, Koukaku on their next turn. The targets are Shaken for a number of rounds equal to his Strength Modifier.

Vicious Kagune: At 14th level, the Kagune continues to grow deadlier. The Slam attack's Crit is now x4, and the Gore attack's Crit is now x3.

Ex-Kagune, Koukaku[edit]

If a Kagune, Koukaku, for some reason, is no longer a Ghoul, then they lose all class levels and are replaced with another class.

Epic Kagune, Koukaku[edit]

Table: The Epic Kagune, Koukaku

Hit Die: d12

Level Special
21st
22nd
23rd
24th Kagune Growth
25th Kagune Solidify
26th
27th
28th Kagune Growth
29th
30th Kagune Solidify

4 + Int modifier skill points per level.

Kagune Growth: The Kagune continues to grow, adding 5ft to the Kagune's reach.

Kagune Solidify: The Kagune continues to harden, adding +2 to the Kagune, Koukaku's Natural Armor while the Kagune is active.


Ghoul Kagune, Koukaku Starting Package[edit]

Weapons: Daggerx2 (1d4, 19-20,x2).

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

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Balance 4 Dex
Diplomacy 4 Cha
Intimidate 4 Cha

Feat: Power Attack.

Gear: Backpack, bedroll, waterskin, flint&tinder.

Gold: 4d6x10.

Campaign Information[edit]

Playing a Kagune, Koukaku[edit]

Religion: Kagune, Koukaku tend not to worship, only doing so to blend in with their society.

Other Classes: Other Kagune classes tend to function very well with a Kagune, Koukaku. Also, other heavy melee fighters and defenders tend to enjoy the extra defense from a Kagune, Koukaku.

Combat: Kagune, Koukaku wade into combat with the other melee units, taking the brunt of the damage if possible and keeping the back line of units safe.

Advancement: A Kagune, Rinkaku cannot multiclass into any class that is another Kagune class.

Kagune, Koukaku in the World[edit]

Daily Life: Feeding when not seen, and attacking Humans, Kagune, Koukaku are almost always shunned and attacked on sight.

Organizations: Kagune users tend not to assemble, but those that do usually live in small groups for protection sake.

NPC Reactions: Most, if not all, NPCs in towns attack Kagune, Koukaku on sight due to their feeding needs.

Kagune, Koukaku Lore[edit]

Characters with ranks in Knowledge (Local) can research Kagune, Koukaku 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 Kagune, Koukaku are extremely durable front line fighters.
10 They lack speed, though through their time, the weight of the Kagune vanish.
15 Kagune, Koukaku have powerful attacks to match their extremely tough shells.
20 -Information on a specific Kagune, Koukaku-



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