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Bhaalkin
2009-11-11, 01:18 AM
So, I'm creating a 3.5 world that his heavily based on the 5 elements - Fire, Earth, Water, Wood, and Metal, and I wanted to create a couple classes that used the elements specifically. The Shugenja is a great start for a mage class, but I have a lot of players who aren't incredibly keen on the managing that accompanies playing a mage.

This is my idea of a water-based class. Thanks for posting!

Adventures: Iceshapers typically dwell in the outskirts of society, if near society at all. Their closeness to nature intimidates most individuals, but grants them unique insight into other people, despite a lack of social interaction. Typically iceshapers adventure to seek greater understanding of ice, or to simply see more of it. They prefer to constantly move and search for the next great ice monument.
Characteristics: An iceshaper's unique ability to craft nearly any weapon or object makes him invaluable to almost everyone. Their relative scarcity also makes them high in demand as entertainers, bodyguards, and mercenaries. They favor a rugged, hardy lifestyle.
Alignment: Most iceshapers are lawful, as most chaotic individuals do not have the patience or discipline to fully appreciate ice's beauty and austere utility. However, there is no special stigma against chaotic iceshapers.
Religion: Most iceshapers revere the 5 Elemental Spirits, giving a significant amount of focus to the Water Spirit's Ice aspect.
Background: Iceshapers are typically incredibly talented spellcasters from the Island System who become fascinated with first snow and then ice. In order to fully appreciate ice, they condition their bodies to be able to withstand the extreme cold and study ice outside during the harshest winter storms. Most iceshapers are self-taught, but some older iceshapers do return to more populated areas to find apprentices and pass their secrets on. The solitary nature of an iceshaper's life prevents the spread of most of the practices and teachings related to iceshapery.
Races: Most iceshapers are human, but some dwarves have been known to take up the class. Elves are typically not hardy enough to weather the extreme cold Iceshapers subject themselves to daily. Some goliaths take up the class to show their reverence to the Giants.
Classes: Iceshapers tend to be loners, and will often clash with the more social Bard and Sorcerer. They get along well with rangers and druids, as all three classes understand the ways of the land. Some iceshapers scorn city-dwellers such as rogues and wizards, believing them to be soft, weak, and useless. Barbarians strike most iceshapers as far too chaotic and undisciplined, and the two classes rarely get along well.
Role: The iceshaper serves as a support to either the party's main tank or as a freely moving striker, much like the rogue. With the incredible versatility of the class, iceshapers can serve almost all functions within the party.

The class has a BAB progression equal to the rogue and strong Fort and Will saves. The ice mass they can control starts at 5lbs and goes to 100lbs at 20th level.

Game Rule Information
Abilities: Iceshapers tend to take the fight to their foes, and need high Strength. A high Wisdom is also desirable to take full advantage of the special abilities of this class. Third in importance should be either Constitution or Dexterity. Some Iceshaper's prefer to wear normal armor, while others eschew armor to take advantage of the class's special armor ability.
Alignment: Any
Hit Die: d8

Class Skills:
Balance, Climb, Craft (Weapons and Armor), Heal, Intimidate, Jump, Knowledge (Arcana), Listen, Sense Motive, Spot, Survival, Swim, Tumble
Skill pts at 1st level (6+INT modifier) * 4
Skill Points at Eac h Additional Level 6+INT modifier

Class Features
Weapons and Armor Proficiency: Iceshapers are proficient in simple and martial weapons, in shields (except tower shields), and in light and medium armor.

All ice-related abilities are supernatural effects, and are divine in nature. Therefore an iceshaper cannot manifest snowballs or new iceshaped items while within an antimagic zone or range of a similar effect. Likewise, if a Dispel Magic or similar magic-cancelling effect is cast upon the iceshaper, if he fails the Will saving throw, his iceshaped materials melt.

Iceshaping
As a standard action, the Iceshaper can freeze the air around him into any shape the iceshaper is familiar with. The total mass of the created object cannot exceed the Iceshaper's mass limit - that is to say, a 2nd-level iceshaper could not construct a greataxe out of ice, but could construct 7 ice daggers. Iceshaped items must appear either on the iceshaper's person or in an adjacent square, and melt if they move any farther away from the Iceshaper. All constructed items possess the same damage, defense, and special qualities of their nonmagical counterparts, but possess the health and hardness of ice. An iceshaper cannot duplicate a magical item using ice.

The Iceshaper can also use his iceshaping construct ice-armor plates exactly where a strike will hit his body, allowing him to deflect some attacks. By not wearing any armor, the Iceshaper can add his WIS modifier in addition to his DEX modifier to his AC and Touch AC. This ability requires the Iceshaper to be aware of his danger, so the bonus vanishes when he is caught Flat-Footed.
Ice has 0 hardness and 3hp/inch of thickness. Treat each lb of mass as having 5hp. Ice is brittle, and it is liable to shatter. All fire damage dealt to an iceshaper is also dealt to his iceshaped gear.
Assume 5lbs of ice is necessary to construct a walkable path over one 5ft square. Any less, and the ice is unstable and is incredibly liable to shatter.

Snowball
As a standard action, the Iceshaper can conjure and throw a snowball at opponents. The snowball counts as a thrown weapon for the purpose of special abilities and feats, but uses the Iceshaper's Wisdom score as its base stat. Consequently, the Iceshaper's WIS modifier (not his STR mod) is used to determine hit bonus and damage bonus. The ball has stats as outlined below:

Snowball 1d4 X2 Critical Variable n/a Cold
The range of the snowball is equal to 5+5*(Iceshaper's WIS mod, minimum 0)

Improved Iceshaping
At level 4, the Iceshaper's mastery over ice has improved and he can now further decrease the temperature of his iceshaped items. All iceshaped items deal an extra 1d4 points of cold damage. In addition, all attacks from non-iceshaped sources that deal cold damage receive this damage bonus (so that a snowball attack deals 1d4+1d2 cold damage). If the iceshaper is using an ice shield or ice armor, any creature that hits him with a natural weapon or unarmed attack is dealt this 1d4 cold damage. In addition, the iceshaper gains a special proficiency bonus when dealing with iceshaped objects. He gains a +1 bonus to hit with an iceshaped weapon (not including snowballs, iceballs, etc), and a +1 AC bonus to iceshaped armor and shields.

Iceball
At level 6, the Iceshaper can further freeze his snowball into an iceball. The new projectile gains 5ft of range and increases its damage die to 1d6. Every four levels thereafter, the iceball increases in power, extending its range by 5ft and increasing its damage die by one size (1d6->1d8->1d10->1d12)

Cold Resistance
At level 6 , the iceshaper's increasing mastery of ice allows him to ignore 2 points cold damage. This bonus increases by 2 every 3 levels. This resistance stacks with whatever other elemental resistance the iceshaper may have.

Greater Iceshaping
At level 8, the iceshaper's power over ice allows him to manifest iceshaped objects anywhere within 10ft of his character. Iceshaped objects can now exist a maximum of 10ft away from the Iceshaper. If they exceed this distance, they melt immediately. The extra cold damage is increased to 1d6. In addition, the icheshaper's proficiency bonus with iceshaped materials increases to +2. The check penalty for iceshaped armor is also decreased by 1 (to a minimum of 0).

Expert Iceshaping
At level 12, the range for manifesting iceshaped objects increases to 15 ft, and the extra cold damage is increased to 1d8. The proficiency bonus increases to +3, and the check penalty decreases by a total of 2 (to a minimum of 0).

Master Iceshaping
At 16th level, the range for manifesting iceshaped objects increases to 25ft, and the extra cold damage is increased to 1d10. The proficiency bonus increases to +4.

Aura of Ice
At 18th level, the iceshaper's mastery of ice becomes absolute. Every adjacent enemy to the iceshaper must succeed on a fortitude saving throw (DC = 10+Iceshaper's level+Iceshaper's Wis modifier) to not take 10 cold damage at the start of its turn.

Spirit of Ice
At 20th level, the Iceshaper becomes an embodiment of ice itself. The Iceshaper gains the Outsider type, with the Cold subtype. This grants him immunity Cold and vulnerability Fire.

Like I said, any help would be really nice. I've been playing for a while, but I'm new to homebrewing stuff like classes. Thank you!

Fortuna
2009-11-11, 01:25 AM
OK. First step is probably to bold headings. Then you may want to do some sort of table.

Balance-wise, this would appear to be a sort of monk with the additional ability to produce stuff out of thin air? Sounds cool. Although it is a bit difficult to read without the changes suggested above, it looks fine. Then again, as my sig says, I am far from an expert on these matters.

Bhaalkin
2009-11-11, 05:00 AM
Thank you, Random Person. I hope it's easier to comprehend now.

Here's the table thing that goes along with every class in the PH for the Iceshaper:

Level BAB Fort Ref Will Special
1 0 2 0 2 Iceshaping
2 1 3 0 3
3 2 3 1 3 Snowball, WF Snowball
4 3 4 1 4 Improved Iceshaping
5 3 4 1 4
6 4 5 2 5 Iceball, Resist Cold 2
7 5 5 2 5
8 6/1 6 2 6 Greater Iceshaping
9 6/1 6 3 6 Resist Cold 4
10 7/2 7 3 7 Iceball
11 8/3 7 3 7
12 9/4 8 4 8 Expert Iceshaping, Cold 6
13 9/4 8 4 8
14 10/5 9 4 9 Iceball
15 11/6/1 9 5 9 Resist Cold 8
16 12/7/2 10 5 10 Master Iceshaping
17 12/7/2 10 5 10
18 13/8/3 11 6 11 Aura of Ice, Iceball, Cold 10
19 14/9/4 11 6 11
20 15/10/5 12 6 12 Spirit of Ice

And the Ice Mass works out like this:
Ice Mass (lbs)
5, 7.5, 10 (almost all melee weapons), 12.5, 15, 17.5, 20, 22.5, 25 (leather armor), 27.5, 30, 32.5, 35, 40, 45 (full plate), 50, 60, 70, 80, 100

The parentheses are there to give a reference to what the Iceshaper can make with that amount of mass.

Like I said, hopefully this makes this readable.

Rettu Skcollob
2009-11-11, 06:33 AM
So, I'm creating a 3.5 world that his heavily based on the 5 elements - Fire, Earth, Water, Wood, and Metal,

Did someone say METAL?!


http://beatcrave.com/wp-content/uploads/2009/05/brutallegendog_tdguitar_050509.jpg


Otherwise, looking cool. If you haven't taken a look at stuff like Frostburn for the Iceshaper and other such sourcebooks, I recommend them.

Draz74
2009-11-11, 04:27 PM
Here's the table thing that goes along with every class in the PH for the Iceshaper:

Look up the instructions here (http://www.giantitp.com/forums/showthread.php?t=10313) for how to put this in a decent-looking table.

Also, you might want to crib the air/earth/fire/water shaping classes (http://avatar.d20.googlepages.com/bending-version2.0) that people on this forum developed a while ago (so they could play out the setting of Avatar: The Last Airbender).

Anonymouswizard
2009-11-11, 04:49 PM
After this, how about a monklike character who is based of the Wu Jen: begins with an equal balance of all five elements and can add effects to their elemental attacks, but then specialises at a low-mid level. base all the other classes of that.