roadkiller
2006-03-20, 12:27 PM
A silly little class from a silly little idea. Some of the things in this might not be at all conventional for making character classes, as this is the first one I've made.
Pit Finder
Usually thought of a stupid or suicidal, pit finders have refined setting off traps to an art. Pit finders usually have complete devotion to a cause, or care very little about their own life. They are usually actually very intellegent, dextrous and obviously tough.
Hit Die: 2d6
Requirements
To qualify to become a Pit Finder, a character must fulfill all the following criteria.
Skills: Search 8 ranks and Tumble 4 ranks
Feats: Alertness, Dodge, and Toughness
Class Skills
Climb (Str), Craft (Int), Jump (Str), Search (Int), Swim (Str), Tumble (Dex)
Skill points per level: 4+ Int modifier
Leveling Table: The Pit Finder
Some of the save adjustments are just plain strange, but I find that they are the best fits.
Level Base Fort Ref Will Special
Attack Save Save Save
1 +0 +2 +2 +0 Trap Sensitivity (+4/+2)
2 +1 +2 +3 +0 Poison Resistance (+4), Delay the Inevitable
3 +1 +3 +3 +0 Delay the Enevitable, Beaten Toughness (+1 Con/+1 DR)
4 +2 +4 +4 +1 Take the Blast
5 +2 +4 +5 +1 Trap Sensitivity (+8/+4), Poison Resistance (+4/50%/x2), Delay the Enevitable
6 +3 +5 +6 +1 Beaten Toughness (+2 Con/+2 DR)
7 +3 +6 +6 +2 Delay the Enevitable
8 +4 +6 +7 +2 Poison Resistance (+6/25%/x3)
9 +4 +7 +8 +2 Trap Sensitivity (+12/+6), Beaten Toughness (+3 Con/+3 DR)
10 +5 +8 +9 +3 Unnatural Trap Avoidance
Sorry if it's messed up, I couldn't get the table I made to be readable and the right size on this site.
Class Features
All the following are class features of the pit finder prestiege class.
Armor and Weapon Proficiency - The pit finder has simple weapon and light armor proficiency.
Traps - A pit finder can find traps as a rogue, including traps normaly only able to be found by rogues, but can not disarm them.
Tumble Away - A pit finder can add half his tumble ranks (not score) to his reflex save against traps.
Survival Experience - Each time a pit finder sets off a trap that was not set by, or asked to be set by him and survives, he gains 25 experience. (Adjustable by GM for difficulty)
Trap Sensitivity - The pit finder has the unusual ability to sense know when a trap has been set off, and how to avoid it. The pitfinder gains a +4 to his reflex save against traps if he is aware of them before setting it off and a +2 if he was unaware. This increases to +8/+4 at 5th level and +12/+6 at 9th. If the pit finder is wearing heavy amor, the bonuses are cut in half.
Poison Resistance - At 2nd level, after repeated exposures to poisons, the pit finder's body has started to adjust and tolerate them. The pit finder gains a +4 to fortitude saves against poison. At 5th level, the pit finder takes only half the effect of a poison and they take twice as long to take effect. At 8th level, the pit finder gains another +2 to his fortitude save and poisons take three times as long to take effect.
Delay the Inevitable - The pit finder's body starts to develope curative magic in response to the constant damage and can cast one curative spell on himself once a day without chance of failure (including armor and being damaged) as a supernatural spell-like ability. These are cast as using the pit finder levels. At 2nd level, the pit finder gets access to Cure Light Wounds. At 3rd, Cure Moderate Wounds, Delay Poison, Lesser Rstoration and Endurance. At 5th, Cure Serious Wounds and Remove Disease. At 7th, Cure Critical Wounds, Restoration and Neutralize Poison.
Beaten Toughness - At 3rd level, the pit finders body begins to toughen to cope with the constant beatings his body takes. He gains a +1 bonus to his Constitution and 1 physical damage resistance. At 6th and 9th levels, he gains cumulative +1 Constitution and +1 DR bonuses.
Take the Blast - At 4th level, the pit finder gains the ability to sheild one other creature withing 5 feet from the effects of a trap.
Unnatural Trap Avoidance - At 10th level, the pit finder's ability to avoid traps has become such a routine that the pit finder has unconciously started to infuse the feat with magic to augment his performance. The pit finder takes only 25% of the damage from all traps and can add all of his tumble ranks to his reflex save against traps. The pit finder can not use this ability if he is wearing heavy armor.
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Feedback, whether good, bad, or silly, would be appreciated.
Pit Finder
Usually thought of a stupid or suicidal, pit finders have refined setting off traps to an art. Pit finders usually have complete devotion to a cause, or care very little about their own life. They are usually actually very intellegent, dextrous and obviously tough.
Hit Die: 2d6
Requirements
To qualify to become a Pit Finder, a character must fulfill all the following criteria.
Skills: Search 8 ranks and Tumble 4 ranks
Feats: Alertness, Dodge, and Toughness
Class Skills
Climb (Str), Craft (Int), Jump (Str), Search (Int), Swim (Str), Tumble (Dex)
Skill points per level: 4+ Int modifier
Leveling Table: The Pit Finder
Some of the save adjustments are just plain strange, but I find that they are the best fits.
Level Base Fort Ref Will Special
Attack Save Save Save
1 +0 +2 +2 +0 Trap Sensitivity (+4/+2)
2 +1 +2 +3 +0 Poison Resistance (+4), Delay the Inevitable
3 +1 +3 +3 +0 Delay the Enevitable, Beaten Toughness (+1 Con/+1 DR)
4 +2 +4 +4 +1 Take the Blast
5 +2 +4 +5 +1 Trap Sensitivity (+8/+4), Poison Resistance (+4/50%/x2), Delay the Enevitable
6 +3 +5 +6 +1 Beaten Toughness (+2 Con/+2 DR)
7 +3 +6 +6 +2 Delay the Enevitable
8 +4 +6 +7 +2 Poison Resistance (+6/25%/x3)
9 +4 +7 +8 +2 Trap Sensitivity (+12/+6), Beaten Toughness (+3 Con/+3 DR)
10 +5 +8 +9 +3 Unnatural Trap Avoidance
Sorry if it's messed up, I couldn't get the table I made to be readable and the right size on this site.
Class Features
All the following are class features of the pit finder prestiege class.
Armor and Weapon Proficiency - The pit finder has simple weapon and light armor proficiency.
Traps - A pit finder can find traps as a rogue, including traps normaly only able to be found by rogues, but can not disarm them.
Tumble Away - A pit finder can add half his tumble ranks (not score) to his reflex save against traps.
Survival Experience - Each time a pit finder sets off a trap that was not set by, or asked to be set by him and survives, he gains 25 experience. (Adjustable by GM for difficulty)
Trap Sensitivity - The pit finder has the unusual ability to sense know when a trap has been set off, and how to avoid it. The pitfinder gains a +4 to his reflex save against traps if he is aware of them before setting it off and a +2 if he was unaware. This increases to +8/+4 at 5th level and +12/+6 at 9th. If the pit finder is wearing heavy amor, the bonuses are cut in half.
Poison Resistance - At 2nd level, after repeated exposures to poisons, the pit finder's body has started to adjust and tolerate them. The pit finder gains a +4 to fortitude saves against poison. At 5th level, the pit finder takes only half the effect of a poison and they take twice as long to take effect. At 8th level, the pit finder gains another +2 to his fortitude save and poisons take three times as long to take effect.
Delay the Inevitable - The pit finder's body starts to develope curative magic in response to the constant damage and can cast one curative spell on himself once a day without chance of failure (including armor and being damaged) as a supernatural spell-like ability. These are cast as using the pit finder levels. At 2nd level, the pit finder gets access to Cure Light Wounds. At 3rd, Cure Moderate Wounds, Delay Poison, Lesser Rstoration and Endurance. At 5th, Cure Serious Wounds and Remove Disease. At 7th, Cure Critical Wounds, Restoration and Neutralize Poison.
Beaten Toughness - At 3rd level, the pit finders body begins to toughen to cope with the constant beatings his body takes. He gains a +1 bonus to his Constitution and 1 physical damage resistance. At 6th and 9th levels, he gains cumulative +1 Constitution and +1 DR bonuses.
Take the Blast - At 4th level, the pit finder gains the ability to sheild one other creature withing 5 feet from the effects of a trap.
Unnatural Trap Avoidance - At 10th level, the pit finder's ability to avoid traps has become such a routine that the pit finder has unconciously started to infuse the feat with magic to augment his performance. The pit finder takes only 25% of the damage from all traps and can add all of his tumble ranks to his reflex save against traps. The pit finder can not use this ability if he is wearing heavy armor.
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Feedback, whether good, bad, or silly, would be appreciated.