Mythic Charge (3.5e Class)

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Author: Leziad (talk)
Contributors: Eiji-kun
Date Created: 26th December 2018
Status: Usable, need more abilities.
Editing: Clarity edits only please
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A a variant of the Fighter class, which has a magical powers and a legendary weapon... but are also somewhat helpless most of the time.

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1



Spontaneous Arcane Spellcasting Other

Mythic Charge[edit]

The power of artifacts is poorly understood, even those who have a hint of their greatness still cannot fully grasp their true scope. Certain artifacts bestow their powers on otherwise puny mortals, who would be nothing without them. The Mythic Charge is one of such puny mortal! Through the power of their Mythical Weapon they can transform into an idealized empowered version of themselves and strike down their foes, however they are limited to the rules and/or whims of their weapon.

However the energy inside the Mythical Weapon is limited, and thus the charge may only stay transformed for limited periods of time. It is the price to pay for having access to such greatness.

Making a Mythic Charge[edit]

The Mythic Charge is essentially a very powerful fighter, with a powerful magic weapon and quite a few magical abilities. However if they do not transform first they are a NPC class with a powerful magic weapon. They need to pace themselves well, including potentially de-transforming when full power isn't necessary.

Abilities: A Mythic Charge require usually good combat abilities as well as a excellent Charisma for it class abilities.

Races: While artifacts tend to favor humans as their charge, any race could become a Mythic Charge.

Alignment: Any.

Starting Gold: As Monk + Masterwork Weapon.

Starting Age: Simple.

Table: The Mythic Charge

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Minor
Abilities
Major
Ability
Fort Ref Will
1st +0 +2 +2 +2 Legendary Warrior, Mythical Weapon +1, Transformation 2 0
2nd +1 +3 +3 +3 Magical Power (1st) 3 1
3rd +1 +3 +3 +3 Transformation Feat 3 1
4th +2 +4 +4 +4 Magical Power (2nd), Mythical Weapon +2 4 1
5th +2 +4 +4 +4 Quick Transformation (Move) 4 1
6th +3 +5 +5 +5 Magical Power (3rd) 5 2
7th +3 +5 +5 +5 Transformation Feat, Mythical Weapon +3 5 2
8th +4 +6 +6 +6 Magical Power (4th) 6 2
9th +4 +6 +6 +6 Quick Transformation (Swift) 6 2
10th +5 +7 +7 +7 Magical Power (5th), Mythical Weapon +4 7 3
11th +5 +7 +7 +7 Transformation Feat 7 3
12th +6/+1 +8 +8 +8 Magical Power (6th) 8 3
13th +6/+1 +8 +8 +8 Mythical Weapon +5 8 3
14th +7/+2 +9 +9 +9 Magical Power (7th) 9 4
15th +7/+2 +9 +9 +9 Transformation Feat 9 4
16th +8/+3 +10 +10 +10 Magical Power (8th), Mythical Weapon +6 10 4
17th +8/+3 +10 +10 +10 Quick Transformation (Free) 10 4
18th +9/+4 +11 +11 +11 Magical Power (9th) 11 5
19th +9/+4 +11 +11 +11 Transformation Feat, Mythical Weapon +7 11 5
20th +10/+5 +12 +12 +12 Perpetual Transformation 12 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mythic Charge.

Weapon and Armor Proficiency: A Mythic Charge is proficient with all simple weapon, a single martial weapon of her choice, light armor and light shield.

Legendary Warrior: A Mythic Charge may use her class level instead of her BAB for the purpose of qualifying for feats, she also gain Weapon Focus in her Mythical Weapon. A Mythic Charge count her class level as her Fighter level for the purpose of prerequisites and benefits.

Mythical Weapon: At 1st level a Mythic Charge start the game with a very powerful weapon, an artifact as a matter of fact. She gain a single masterwork weapon of her choice and 'true ownership' of it. The mythical weapon cannot be enhanced normally, instead it is enhanced as it wielder's grow in strength. The mythical weapon may be disguised as normal weapon while not transformed and only function in the hands of the Mythic Charge. If the Mythical Weapon is a projectile weapon, it can be used to fire magical ammunition as normal.

The Mythical Weapon can be any weapon the Mythic Charge is proficient in while transformed, chosen at 1st level. At first the mythical weapon start as a +1 weapon. Once they reach 4th level it become a +2 weapons,and may apply special enhancements, changing them if they wish each level. The enhancement bonus increases at 7th and every three levels beyond. Finally the Mythical Weapon is an artifact and thus is power is not reduced in an antimagic field or a dead magic zone, it cannot be dispelled and if disjointed it only stay so for 1 round per caster level.

The Mythical Weapon has rules associated with it and may have an alignment restriction. If the rules are grossly violated or ignored, the mythical charge lose the ability to transform (and revert to their normal selves) and must perform a 8 hours to regain the ability to do so. If the weapon has an alignment it cannot be used while the character is of an opposed alignment, however the mythical weapon always count as it alignment for the purpose of bypassing DR/Alignment and Regeneration/Alignment.

The mythical weapon radiate no aura and cannot be destroyed by any mortal mere. If the Mythical Charge is killed, the weapon vanish, only re-appearing when the Mythical Charge is revived or when another worthy candidates is ready to take upon the weapon. In the former case the weapon will appear in front of the revived warrior in no more than 15 minutes, usually in a grand fashion. In the later case, another character is made one level lower (minimum of 1st level) and ready to take on the weapon.

The weapon should be considered under the player's control, not the character, although the GM should enforce it rules. If the weapon is lost it is found again the next day, inexplicably.

Transformation (Su): A 1st level Mythic Charge gain the ability to transform into a legendary alter-ego as a standard action by raising their Mythical Weapon in the air, or similar gesture which contain both somatic and vocal component. While transformed the Mythic Charge receive several benefits, her clothes and outfits also change (see below) and her actual physical appearance may also change within the limit of alter self, the exact details of the transformation are decided when the class is taken and may be changed within reason each time she gain a level. The Mythic Charge may return to her normal form as a free action.

While in her empowered state, the Mythic Charge her BAB become equal to her class level unless it would be higher. She also gain 6 temporary hit points per class level, which heal at the rate of 1 per minute (even when she isn't transformed). She gain proficiency with all martial weapons, medium and heavy armor as well as all shields while transformed. She also gain a number of Minor and Major abilities based on her class level (see the Mythic Charge table above) which are selected from this list: Mythic Charge (3.5e Class)/Abilities

The Mythic charge may 'store' an entire set of equipment, which she only wear while transformed, when in her normal form it is not accessible. If the equipment is removed while she is transformed without her will, it vanish once she return to her normal form from her transformation and is re-equipped when she re-transform. Any equipment she wear in her normal form are similarly stored when she is transformed, but it is not subject to any protection like her empowered form equipment.

If the Mythic charge is disarmed, she has 1 round to grasp her mythical artifact again, if she fail she return to her normal form at the end of her turn. She also suffer transformation sickness if she is transformed for more than 2 + twice her class level in rounds without resting, any round she is transformed beyond that has a 50% chance of having her return to normal at the end of it. If she is 1 hour without transforming the duration is reset and any previous transformation sickness is removed. She may stay transformed in non-threatening situation much longer, up to 10 minutes for the equivalent of 1 round.

The Mythic Charge can initiate or stay transformed in area without magic such as an antimagic field or a dead magic zone by making a DC 15 Concentration eaach round at the start of her turn, if she fail she return to her normal form. She may attempt to transform again, making the check as part of transform it.

Magical Powers (Sp): At 2nd level the magical ability within the mythical weapon grants the Mythic charge some arcane spell-like abilities. She may select three cantrips from the Sorcerer/Wizard spell list, she gain the ability to use these cantrips at-will.

Furthermore she may select a single 1st level spell from the sorcerer/wizard spell list. She may cast this as a spell-like ability 1/day plus an additional times based on her Charisma modifier (see Ability Scores) as if she was a spellcaster. If the spell involves an expensive material component, focus, or xp cost, he must pay this cost as normal. At level 4 and every 2 levels beyond you gain another spell-like ability, up to a new maximum spell level or less, until a 9th level spell at 18th level. The spell-like abilities are Charisma based.

These spell-like abilities require the Mythic charge to be transformed, the mythical weapon in hand, as well as somatic and verbal components.

Transformation Feat: At 3rd level and each 4 levels thereafter, the Mythic Charge gain a single bonus [Fighter] feat she meet the prerequisites for. She only has access to that feat while transformed and cannot use it as prerequisite for non-transformation feats. If she select one of her transformation feat as a regular feat she may select a new transformation feat she meet the prerequisites of.

Quick Transformation (Ex): At 5th level the Mythic Charge may transform as a move action, at 9th level she may do so as a swift action instead. Finally at 17th level she only need a free action to do so, although only once per round.

Perpetual Transformation (Ex): A 20th level Mythic Charge has fully unlocked her capacities, she no longer suffer from Transformation Sickness and may stay transformed for as long as she desire. She is still turned back into her regular form if her Mythical Weapon is removed from her.



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Leziad's Homebrew (4432 Articles)
Leziadv
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionPoor +
Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryA a variant of the Fighter class, which has a magical powers and a legendary weapon... but are also somewhat helpless most of the time. +
TitleMythic Charge +
Will Save ProgressionGood +