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View Full Version : Vote-up a Base Class (3.X) Voting Closed, Class Complete!



Llama231
2009-02-10, 10:24 AM
Yeppers.

Itís another one of those threads.

Previous and current vote-ups that I know of:

Contests that have gone before (or are currently running):
Vote Up a Monster (3.X) #1 by Zeta Kai
Result: the Gatekeeper

Vote Up a Monster (3.X) #2 by Zeta Kai
Result: the Deus ex Machina

Vote Up a Monster (3.X) #3 by Zeta Kai
Result: the Ectoplasmic Swarm

Vote Up a Monster (3.X) #4 by Zeta Kai
Result: the Polymental

Vote Up a Monster (4E) #1 by Shadow_Elf
Result: the Songbird Spirit

Vote Up a Monster (4E) #2 by Shadow_Elf
Result: the Pandora's Paradox

Vote Up a Villain (3.X) #1 by afroakuma
Result: the Maidenís Weeping/Swain of Varrone

Vote Up a Villain (3.X) #2 by afroakuma
Result: the Caillteanas

Vote Up a Villain (3.X) #3 by afroakuma
Result: Dandag the Quiet

Vote Up a Villain (3.X) #4 by afroakuma
Result: the Augmoha

Vote Up a Villain (3.X) #5 by afroakuma
Result: the Silver Hellstar

Vote Up a Villain (3.X) #6 by afroakuma
Result: Prince Meridius

Vote Up a Villain (3.X) #7 by afroakuma
Result: the Thief King's Palace

Vote Up A Campaign Setting by Zeta Kai, Shadow_Elf and afroakuma (http://www.giantitp.com/forums/showthread.php?t=96183)
Result: Pending



Now, to begin with a disclaimer: I am horrible at fluff, so I will not be able to make any for the class. Feel free to do as you please with the completed product.

Type/Role: Martial/Stealth+
For role, you need to place nominations.
Good Example: Trap creation/focus.
Bad Example (already done): Spell Stealer

Martial: 4
Divine: 1
Arcane:
Martial/Arcane: 1
Incarnum:2
Invocation:1


Nominated Roles:
Single spell element: 1
Trap creating/disabling, etc: 2
Stealth: 3
(Ritual) Invocations: 2
Psionic: 2
Nature: 2




Abilities: 3; Cha, Dex, Con

# of primary abilities:
1:
2: 2
3: 3
4:
5:
6:

Primary Abilities:
Strength: 3
Dexterity: 6
Constitution: 5
Intelligence:
Wisdom:
Charisma: 16



Hit Points/Skills: d10 and 6

HP
d4: 1
d6:
d8: 2
d10: 6
d12:

Skills(+Int)
0:
2:
4: 1
6: 6
8: 1
10: 1



B.A.B./Saves: 3/4;9;12;9

BAB
1: 2
3/4: 4
1/2:

(Total (L.V.20) Bonus to Saves)
Fortitude
3:
6: 2
9: 3
12: 1
15:

Reflex
3:
6: 1
9: 1
12: 4
15:

Will
3:
6: 1
9: 3
12: 2
15:

MageSparrowhawk
2009-02-10, 10:37 AM
Martial/Arcane, but oh say.....exclusively based around one element for spells.

Juhn
2009-02-10, 10:48 AM
I actually like that trap idea. Trap creation/disabling? A Saboteur maybe? Or would that work better as a PrC?

Siegel
2009-02-10, 11:10 AM
Incarnum + Stealth

Draz74
2009-02-10, 12:35 PM
Invocations + Nature.

Athaniar
2009-02-10, 01:24 PM
I actually like the idea of a trap-focused class. As would most kobolds.

MageSparrowhawk
2009-02-10, 01:55 PM
hmmm...I humbly offer my services as a fluff-maker, when the time comes...

also, I had a fun idea, if it's even possible...a Psionic/martial class, Bo9S style...=D

Ichneumon
2009-02-10, 02:15 PM
Will this be for 4e or for 3.5?

Either way, I would like to see a real class focussing on using divine stealth. If we would use 4e, I would like to see a defender based on stealth as we haven't seen that yet.

thegurullamen
2009-02-10, 02:22 PM
Ugh, people always forget the VUAVUAC thread.

Martial with Ritual Invocations

Take that however you want.

pyrefiend
2009-02-10, 03:09 PM
also, I had a fun idea, if it's even possible...a Psionic/martial class, Bo9S style...=D

Seconded. Demented One made a really cool psionic discipline here (http://www.giantitp.com/forums/showthread.php?p=5408276), and from what I can tell B09S plus Psionics seem to form pure condensed awesome.

Llama231
2009-02-10, 06:24 PM
The first page will be updaated shortly after this post.


Martial/Arcane, but oh say.....exclusively based around one element for spells.
O.K., combination.


I actually like that trap idea. Trap creation/disabling? A Saboteur maybe? Or would that work better as a PrC?

I actually like the idea of a trap-focused class. As would most kobolds.
No type vote?


hmmm...I humbly offer my services as a fluff-maker, when the time comes...
That would be great!:smallbiggrin:


also, I had a fun idea, if it's even possible...a Psionic/martial class, Bo9S style...=D
Any combination is possible.:smallamused: (I just do not have the Bo9S...)
So, I will assume that this is martial for type, and psionic for role?:smallconfused:


Will this be for 4e or for 3.5?
Oops.:smallredface: 3.X


Either way, I would like to see a real class focussing on using divine stealth. If we would use 4e, I would like to see a defender based on stealth as we haven't seen that yet.
Coolio.


Ugh, people always forget the VUAVUAC thread.
???


Martial with Ritual Invocations
Yes.


Take that however you want.
I will.:belkar:


Seconded. Demented One made a really cool psionic discipline here, and from what I can tell B09S plus Psionics seem to form pure condensed awesome.
This could be tough, as I do not have any psionics books, or the Bo9S. Yay for the internet!

Llama231
2009-02-10, 06:25 PM
Invocations + Nature.

Incarnum + Stealth
Would you please clarify these votes?
Which is the type, and which the role?

LordZarth
2009-02-10, 10:46 PM
Martial/Nature. To clarify, this would be a class using the power of nature (like a druid) to fuel its strikes. I would imagine harnessing the power of the wood to gain extra speed, call animals to temporarily fight, and to augment its blows (signature ability). Not a caster, but with 'magical' abilities.

Probably a role of Fighter, but more versatile. Like a Druidic Avenger (fluffwise) but not at all crunchwise and less fail.

MageSparrowhawk
2009-02-10, 11:26 PM
heh, some of these are looking really cool...(btw, for my idea...yay Ike! >.>) That second idea I had was just to throw it out there, I'd still like to stick with my first vote.

Juhn
2009-02-10, 11:33 PM
Guru, I once made a list cataloguing every single one of these threads. It was a couple pages long. Yours was in there, though. I sent it to afroakuma, you can see if he's still got it if you like.

thegurullamen
2009-02-10, 11:47 PM
Guru, I once made a list cataloguing every single one of these threads. It was a couple pages long. Yours was in there, though. I sent it to afroakuma, you can see if he's still got it if you like.

Thanks. And I'm okay. The sentence was half-tongue-in-cheek. The VUA... I ran wasn't all that successful. I think I got maybe 20 participants. And I still need to revise that bulky monster of a class I made.

Draz74
2009-02-11, 01:50 AM
Would you please clarify these votes?
Which is the type, and which the role?

Invocation - Nature

We only have 2 Invocation classes so far (officially), the Warlock and the Dragonfire Adept.

Both of these have rather specific flavor, and neither of the flavors includes anything nature-friendly. I want something that does.

Essentially this would be a Druid or shaman-type class, but built on the Invocations mechanic of the Warlock and DFA. (And obviously without the can-do-everything broken-ness of the Druid. Which probably means leaving out the crazy shapeshifting stuff.)

Role would probably mostly be the wizard-like role, though if you can make a healer-role class with the Invocations mechanic that would be even cooler.

Athaniar
2009-02-11, 10:17 AM
No type vote?

Hey, it was your suggestion, but I guess Martial would be the appropriate vote.

Llama231
2009-02-11, 10:20 AM
Updated.
Voting ends on the 12th.

Siegel
2009-02-11, 03:51 PM
Incarnum + Stealth

We have a Incarnum Cleric (incarnate), Paladin(soulborn) and Barbarian(Totemist)

I want something like an Incarnum Roughe. The Lurker is a Psionic/Stealth class. I want a Incarnum Stealth Class. Maybe taking some bits of the Soulknife with it...

Would be an interesting idea

EdroGrimshell
2009-02-11, 09:40 PM
Incarnum Invoker.

Llama231
2009-02-12, 10:17 AM
Due to a close tie, voting will be postponed until the 13th.

togapika
2009-02-13, 01:35 AM
Stealth+Martial
Focused on Luck Alteration (Good&Bad)

Llama231
2009-02-13, 02:00 PM
Stealth+Martial
Focused on Luck Alteration (Good&Bad)

Yay! A tiebreaker!

Voting is now closed with Martial as the type, and Stealth as the role.

Due to the close vote, the class will also focus slightly on
Trap creating/disabling, Invocations, Psionic, and Nature.

And a little bit of luck and single-element focus.

Voting for abilities is now up, and wil close on the 19th, as I will not be available until shortly before then.

To vote in this category, choose a number of primary abilities, and set points for each ability with a total of 6.

Example:
3
4 Str
2 Cha

Please do not be afraid to choose abnormal abilities for the class, it is O.K. to have a stealth-focusing class with Dex as a dump stat, for example.:smallbiggrin:

LordZarth
2009-02-13, 02:06 PM
3.
Cha 4, Con 2.

pyrefiend
2009-02-13, 03:05 PM
3
Strength 1
Dexterity 1
Charisma 4

MageSparrowhawk
2009-02-13, 03:29 PM
Str 2
Dex 2
Cha 2

Llama231
2009-02-13, 03:35 PM
Str 2
Dex 2
Cha 2

# for primary abilities?

Llama231
2009-02-17, 10:08 AM
O.K., I am back early now.
I will still continue to leave this poll open until the 19th.

LucyHarris
2009-02-17, 11:08 AM
2 Primary

Charisma 4
Constitution 3

Llama231
2009-02-19, 10:22 AM
Voting is extended to the 20th because of the board being down.

MageSparrowhawk
2009-02-19, 12:46 PM
3 primary (sorry about that)

Llama231
2009-02-19, 08:15 PM
The poll seems heavily focused on charisma.

This should be interesting.

Llama231
2009-02-20, 07:02 PM
Voting is still open, we need a tiebreaker!

Feel free to change your vote to break the tie.

Zeta Kai
2009-02-20, 07:22 PM
2 primary

Dex 3
Cha 3

Llama231
2009-02-21, 01:00 PM
Yay, tiebreaker!

The outcome is:
3 Primary Abilities
Charisma, Dexterity, Constitution
In that order.

The next voting is for Hit Points and Skills.
Please see the first post for more information.

Limos
2009-02-21, 01:07 PM
d10

10 Go go gadget Skill monkey

pyrefiend
2009-02-21, 01:12 PM
Hit Die: d4, Skill Points: 6

Zeta Kai
2009-02-21, 01:26 PM
From what has been voted upon before, I'd say HD = d10 & Skill Points = 6 + Int would be nice & sensible.

LordZarth
2009-02-21, 01:28 PM
d8 HD, 8+INT Skills.

Llama231
2009-02-21, 01:41 PM
Wow.:smalleek:
That was fasts
*goes to update*

LucyHarris
2009-02-21, 02:34 PM
Hmm, it sounds like a good idea, so I'd say d10HD & 6 + Int Skill points.

MageSparrowhawk
2009-02-21, 03:40 PM
d8 HD, with 6+int Skill points

Llama231
2009-02-22, 12:03 PM
Should I shorten the voting time?

Frog Dragon
2009-02-22, 12:34 PM
d10 Hd & 6+Int skill points per level

SlyGuyMcFly
2009-02-22, 02:40 PM
D10 HD and 6+Int Seems reasonable to me. Not that I know anything about what is reasonable. :smalltongue:

Owrtho
2009-02-22, 04:39 PM
D10 and 4 skill points I think.

Owrtho

Llama231
2009-02-22, 06:17 PM
Full Edit:

Hit Points: d10
Skills: 6

Next up for voting is B.A.B and Saves.
See the first post for futher information.

Llama231
2009-02-23, 10:15 AM
Excessively mild bump as the previous post was an edit.

MageSparrowhawk
2009-02-23, 04:23 PM
I'll go 3/4 BAB, and Fort +6, Ref +12, Will +12.

pyrefiend
2009-02-23, 05:04 PM
Base attack bonus 3/4, Fort +9, Ref +6, Will +12.

Llama231
2009-02-23, 08:07 PM
Updated.
No one seems to interested in extreme stats...

LordZarth
2009-02-23, 08:37 PM
BAB
1--It's a martial class!

Fortitude
6

Reflex
12

Will
9

Genios
2009-02-23, 09:18 PM
BAB 3/4
Ref. 12
Fort. 9
Will 9

Llama231
2009-02-25, 09:48 AM
Voting extended until ties are broken.

SlyGuyMcFly
2009-02-26, 12:46 AM
BAB: 3/4
Fort:9
Ref:12
Will:9

Frog Dragon
2009-02-26, 12:50 AM
BaB 1:
Fort +9
Ref +12
Will +6

I thought I had voted. Forum must have eaten my post.

Llama231
2009-02-26, 10:12 AM
Updated. Class Features are up!
See first post for more information.

Adumbration
2009-02-26, 10:32 AM
Charmed Steel (Su), 1st, 3rd
At 1st level, the sheer power of your will forces the blade to hit true; for melee attacks with finessable weapons, you may use your Charisma modifier instead of your Strength modifier on attack rolls.

At 3rd level, the power of your personality allows your blade to sink deeper than it otherwise would have; for melee attacks with finessable weapons, you may use your Charisma modifier instead of your Strength modifier on damage rolls.

***

How does this look like?

EDIT: Can we make up more than one class feature per poster? I might have some more ideas.

Llama231
2009-02-26, 06:49 PM
This looks good!:smallbiggrin:
You may post as much as you want, it does not matter who nominated what.
If a feature conflicts with another feature, then there will be a vote for which one will be used.

Frog Dragon
2009-02-28, 07:32 AM
Sneak Attack every 3 levels?


Persona Defense (Ex)
When you focus, you can subtly affect your attackers, making their strikes fumble and hit the wrong target.
When fighting defensively you add your Cha modifier to AC (Minimum 0). Also an enemy has a 20%+1% for each point of Cha modifier you have (minimum 20%) to hit his/her ally that is adjecent to both you and the enemy. If there is no ally of your enemy adjecent to both of you it is a miss chance.

Adumbration
2009-02-28, 12:26 PM
Can we suggest already existing class features from other classes? I know a couple that would fit.

Llama231
2009-02-28, 12:56 PM
Of course.

I am beginning to think that I should skip this step and just make the class myself, but help is always nice.

Should I stop the voting and nominations and make the class myself, or should I continue to leave this open?

LordZarth
2009-02-28, 05:37 PM
I think you should do it yourself. Next time, try out a vote for themes of class features.

Siegel
2009-02-28, 05:43 PM
Maybe some Warcrys, powerd by Intimidate and Charisma or something ?
"I cry so loud it hurts and shakens them" something like truename magic but lighter and not broken.

Charisma + Martial screams for something like that.

But the theme was stealth wasn't it ? damn...

deadly whispers maybe ?

pyrefiend
2009-03-01, 12:16 AM
I was thinking that this would make for a good backstabbing sort of character. A sneaky class, but not because it hides and sneaks well like a rogue, but because you convince the guard you're his friend before you kill him. The rogue can already do this to some extent, but it would be very cool to see a class that was dedicated to that sort of social trickery. An emphasis on feinting in combat might also fit, since it's based off bluff which is based off Charisma.

Genios
2009-03-01, 12:20 AM
Yeah, I like the feinting idea, but I really think the voting is done. Make the class yourself.

pyrefiend
2009-03-01, 12:27 AM
Yeah, I like the feinting idea, but I really think the voting is done. Make the class yourself.

I know we're not submitting finished class features, but Llama said help would be appreciated, so I'm just throwing ideas out there.

Llama231
2009-03-02, 06:51 PM
I suppose that I should make this class now. Expect it before the 7th.
Nominations remain open if you want to contribute, but are not needed.

Adumbration
2009-03-03, 03:03 AM
One way to make a Charisma dependent stealth type with a twist might be something along the lines of the Shadowspy prestige class from Complete Champion. Use light instead of shadow to conceal yourself.

Llama231
2009-03-03, 08:47 PM
One way to make a Charisma dependent stealth type with a twist might be something along the lines of the Shadowspy prestige class from Complete Champion. Use light instead of shadow to conceal yourself.

Could you link it please?
I do not have this sourcebook.:smallfrown:

Llama231
2009-03-05, 08:13 PM
The Deludist

Deludists primarily rely on bluffing and blatant stealth, but also have their trapmaking skills, reflexes, and durability to fall back on if all goes wrong. Their role is to provide steal support and other martial tasks.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+1|
+2|
+1| Unlimited Bluff, Improved Feint, Blatant Warcry, Hide in Plain Sight, Charmed Steel(attacks)

2nd|
+1|
+1|
+3|
+1| Sneak Attack+1d6, Charismatic Will, Trapmaking

3rd|
+2|
+2|
+3|
+2| Great Bluff, Charmed Steel(damage)

4th|
+3|
+2|
+4|
+2| Persona Defense, Uncanny Dodge

5th|
+3|
+2|
+4|
+2|Great Bluff, Sneak Attack+2d6

6th|
+4|
+3|
+5|
+3|Evasion, Brutal Turn

7th|
+5|
+3|
+5|
+3| Great Bluff, Greater Persona Defense, Trapfinding, Nature Trap

8th|
+6/+1|
+4|
+6|
+4| Sneak Attack+3d6, Silent Bluff

9th|
+6/+1|
+4|
+6|
+4| Great Bluff, Hide in the Light

10th|
+7/+2|
+5|
+7|
+5|Trap Sense+1, Trap of Words

11th|
+8/+3|
+5|
+7|
+5| Great Bluff, Sneak Attack+4d6, Conceal Alignment

12th|
+9/+4|
+5|
+8|
+5| Trap sense+2

13th|
+9/+4|
+6|
+8|
+6| Great Bluff, Improved Uncanny Dodge

14th|
+10/+5|
+6|
+9|
+6| Sneak Attack+5d6, Trap Sense+3

15th|
+11/+6/+1|
+7|
+9|
+7|Great Bluff, Detect Traps

16th|
+12/+7/+2|
+7|
+10|
+7| Sneak Attack+6d6, Trap Sense+4

17th|
+12/+7/+2|
+7|
+10|
+7|Great Bluff

18th|
+13/+8/+3|
+8|
+11|
+8|Trap Sense+5, Mind Trap

19th|
+14/+9/+4|
+8|
+11|
+8| Great Bluff, Passive Detect Traps, Tongues

20th|
+15/+10/+5|
+12|
+12|
+9| Sneak Attack+7d6, You Donít Know Me
[/table]


Hitdie:d10
Skill Points:6+int(x4 at first level)
Class Skills: Balance, Bluff, Concentration, Craft(traps), Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Magic Device

Class Features:


Weapon and Armor Proficiency:
Deludists are automatically proficient with all simple and light martial weapons, light armor, and shields.

Unlimited Bluff:
A Deludist has no limit to the number of ranks that may be placed in bluff.

Improved Feint:
A Deludist gains the improved feint feat even if it does not meet the Prerequisites.

Blatant Warcry:
A Deludist may call out a war cry once per day. It makes a bluff check, and all who succeed with their sense motive check gain an additional +1 moral boost to all roles in the following round. Allies that know of the warcry gain a +10 to sense motive.

Hide in Plain Sight:
A Deludist may use the hide skill in any situation, even plain sight. If they hide in plain sight, they may use their charisma bonus instead of dexterity bonus for hide. All normal penalties and bonuses apply.

Charmed Steel:
At 1st level, the sheer power of your will forces the blade to hit true; for melee attacks with finessable weapons, you may use your Charisma modifier instead of your Strength modifier on attack rolls.
At 3rd level, the power of your personality allows your blade to sink deeper than it otherwise would have; for melee attacks with finessable weapons, you may use your Charisma modifier instead of your Strength modifier on damage rolls.

Sneak Attack:
Beginning at 2nd level, with an additional 1d6 every even level afterward, a Deludist may sneak attack as a Rogue, with the following differences:
It may only be used when the target is NOT denied their dexterity bonus, and NOT flanked. In order to use this sneak attack, you must tell the enemy in the previous round first.

Charismatic Will:
At 2nd level, charisma is used in the place of wisdom for will, if it is higher.

Trapmaking:
Beginning at level 2, a Deludist may make a number of traps each day=to their Deludist level/2. They may use the skill craft(traps), and make any sort of mundane trap at a DC equal to 10 times the trap C.R. When a trap is made and planted, make a bluff check. This becomes the search D.C. to find the trap. It does not need to be hidden in any way.

Great Bluff:
Beginning at 3rd level, and every odd level afterward to 19, a Deludist may choose from one of the following great bluffs. With a success bluff check against the targetís sense motive check, they can cause the following effects. They may use a number of great bluffs a day equal to their Deludist level/3.
Iím Not Here: An attack that would normally hit does not.
Hit Me: An attack that would hit something else adjacent to you hits you.
Iím Your Friend: Bluff may be used as diplomacy for one check.
Iím a Wizard: May cast a wizard spell of level equal to or less than their charisma modifier. A Deludist must pass another bluff check at a Ė[level of new spell time 2] in order to cast a different spell.
That Never Happened: One roll in the last round never existed, and al events along with it end.
This is Not a Trap: If a target finds one of your traps when in sight, you may tell them that it is not one without penalty to bluff.
That Looks Painful: If the target is at half or less hit points, and fails their sense motive check, they take 1/10th of their remaining hit points in damage.
It Will Get Better: Same as That Looks Painful, except that it HEALS 1/10th of their remaining hit points.
You are Here: May summon anything with a C.R. equal to or less than you level. Calling time takes a number of hours equal to the C.R. Once it arrived, you must convince it to stay, or it may return back to were it came from immediately.

Persona Defense:
When you focus, you can subtly affect your attackers, making their strikes fumble and hit the wrong target.
When fighting defensively you add your Cha modifier to AC (Minimum 0). Also an enemy has a 20%+1% for each point of Cha modifier you have (minimum 20%) to hit his/her ally that is adjacent to both you and the enemy with a melee attack. If there is no ally of your enemy adjacent to both of you it is a miss chance.
At 7th level, an enemy has a chance to hit an ally even with a ranged attack or spell.

Uncanny Dodge:
At level 4, a Deludist gains the feat Uncanny Dodge, and then at level 13, Improved Uncanny Dodge, even if they do not meet the prerequisites.

Evasion:
At level 6 a Deludist gains Evasion like a Rogue.

Brutal Turn:
Once reaching level 6, a Deludist may violently turn on any unsuspecting ally. If an adjacent target is on friendly or better terms with the Deludist, and in combat, the Deludist may automatically succeed on an attack check (not critical hit), and deals maximum damage possible, and adds both their charisma and strength bonuses.

Trapfinding:
At level 7, a Deludist gains Trapfinding as a Rogue.

Nature Trap:
By level 7, a Deludist becomes so skillful with traps that it can make traps out of improvised materials without penalty, and create traps out of the natural environment. The Deludist may also search for traps in the environment such as potential avalanches or weak cliffs, etc. without penalty. Still count toward the normal daily limit of traps.

Silent Bluff:
At level 8, a Deludist becomes so good at bluffing that it can make bluff checks without speaking, but simply through their actions. At this point, a Deludist can make bluff checks without talking without penalty.

Hide in The Light:
By level 9, as long as a Deludist is in complete light, (natural or unnatural), and not in any shadows, it gains partial concealment.

Trap Sense:
Beginning at level 10, a Deludist gains Trap Sense+1, increasing by one every even level until 18. (Trap Sense as a Rogue.)

Trap of Words:
At level 10, a Deludist may use a craft(traps) check after a successful bluff check to plant a trap of words. The newly ďburnedĒ target is then subjected to a number of rounds equal to the Deludistís charisma modifier with a -1 moral penalty to all rolls. Counts toward the daily limit of traps.

Conceal Alignment:
By level 11, a Deludist is so good at what it does, that it can make itself appear as any alignment nonmagically. This is an ongoing effect, and the Deludist appears as one alignment until it actively chooses another. Even spells that deal effects based on alignment are tricked by this ability, unless the caster has an equal or higher caster level that the Deludistís level. If so, than it can use a concentration or spellcraft check against the Deludistís Bluff check to reveal its alignment.

Detect Traps:
At level 15, a Deludist may use the spell ďdetect trapsĒ as a n extraordinary ability a number of times a day equal to its charisma modifier. By level 19, the Deludist gains the ability of continuously having a passive ďdetect trapsĒ effect as an extraordinary ability, at all times.

Mind Trap:
By level 18, a Deludist may plant psionic traps in the minds of others. Any appropriate psionic spell may be planted with a successful craft(traps) check, and costs a number of traps equal to twice the spell level. (0th level spells count as 1.)

Tongues:
At level 19, a Deludist gains Tongues as a supernatural ability at will.

You Donít Know Me:
By level 20, the Deludist bluffing skills are so incredible, that it can cause target to forget that the Deludist ever even existed. Once per day, a Deludist may call a bluff check on any target that it can communicate with. If successful, giving the victim a bonus to sense motive equal to their hit dice, then the target forgets everything about the Deludist ever existing, as itís minds fill in the blanks. Furthermore, the victim is dazed for one round, and cannot observe anything that occurs during this round. Things immune to mind-affecting spells, abilities, etc. are also immune to forgetting, but not to the dazing. Memories of the Deludist mare be restored with a heal, diplomacy, bluff, intimidate, or knowlwdge check by another at a D.C. based on how well the target knew the Deludist, plus the Deludistís original bluff check:
Knew for entire life: 0
Knew for a year: 10
Knew for a day: 20
Knew for an hour: 30
Just met Fanatically: 15
Just Met Hostily or Helpfully: 25
Just met Unfriendly or Friendlily: 35
Just met Indifferently: 45
Indirectly Met: 50
Mentioned Once: 70
Subconsciously Met Once, Not in normal memory: 100




Credits:
Charmed Steel-Adumbration
Warcry-Siegel
Sneak Attack-Frog Dragon
Persona Defense-Frog Dragon

Zeta Kai
2009-03-05, 08:36 PM
This looks like a pretty good class. Good work, Llama. I think that it's a bit feature-heavy, but I'd rather have overstuffed levels rather than dead ones. This worked out pretty well, considering that it was built by consensus.

Llama231
2009-03-05, 08:39 PM
This looks like a pretty good class. Good work, Llama. I think that it's a bit feature-heavy, but I'd rather have overstuffed levels rather than dead ones. This worked out pretty well, considering that it was built by consensus.

Thanks!:smallbiggrin:

It was not too hard to do, the martial-stealth combination was almost too easy, and once I tried messing with bluff, it pretty much made itself.



PEACH if you feel like it.

The Mentalist
2009-03-05, 08:46 PM
I put every skill point I have in Bluff and make gods disbelieve the universe.

Llama231
2009-03-05, 08:55 PM
I put every skill point I have in Bluff and make gods disbelieve the universe.

Just wait until you see the epic Deludist...

The Mentalist
2009-03-05, 09:01 PM
Bluff Overdeities?

LordZarth
2009-03-05, 09:21 PM
The unlimited bluff thing is ridiculously overpowered.

Other than that, it's really cool.

Llama231
2009-03-05, 09:41 PM
The unlimited bluff thing is ridiculously overpowered.

Other than that, it's really cool.

How about a certain multiplier of ranks, such as twice or 5 times normal?

LordZarth
2009-03-05, 09:51 PM
How about a certain multiplier of ranks, such as twice or 5 times normal?

How about +charisma, or half class level. Even at level 10, twice is 26 ranks as opposed to 13... the amount you would usually get at level TWENTY-THREE.

Llama231
2009-03-05, 10:09 PM
How about +charisma, or half class level. Even at level 10, twice is 26 ranks as opposed to 13... the amount you would usually get at level TWENTY-THREE.

How about constitution score?
It fits the votes.

Epic stuff will show up over the next few days.

Llama231
2009-03-07, 10:24 AM
Tough Bluff:
A Deludist may add its constitution score to the total number of ranks that may be in bluff.

A most likely overpowered epic level ability:
Epic Bluff:
When a Deludist reaches epic levels, it can shape reality with its bluffs. Starting at level 21. A Deludist gets an epic bluff. They may only have one at a time, and gain an additional one every odd level. They may make a bluff check with a base DC of 100, and with all of the normal bonuses/penalties. The Deludist uses a d100 instead of a d20 for the check. Natural 1s and 100s are not instant success or failure. If the Deludist beats the DC with its check, then the bluff that it make becomes the truth, and reality is changed to fit it.

Llama231
2009-03-08, 10:32 AM
Bump?
....

Llama231
2009-03-10, 09:01 AM
More bump?