Setra
2009-12-20, 03:20 AM
Alright, this is basically trying to make sense of one of my freeform rp characters. Technically speaking he's magelike, but he doesn't really cast spells so much as use elements. He also tends to fight in melee, so this should be fun.
Twister of the Elements
Hit Die: D8
Weapon and Armor Proficiencies: A Twister is proficient with all simple and martial weapons. He is also proficient with light and medium armor.
Class Skills: Handle Animal, Heal, Knowledge (nature), Listen, Spot, Survival, Swim, Use Magic Device
A Twister of the Elements gains 4+int skill points (x4 at first level)
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|
+1|
+0|
+1|
+2|Elemental Shots
2nd|
+2|
+0|
+1|
+3|Lightning Speed
3rd|
+3|
+1|
+2|
+3|Cool as Ice
4th|
+4|
+1|
+2|
+4|Hot Tempered
5th|
+5|
+1|
+3|
+4|Improved Shots
6th|
+6/+1|
+2|
+3|
+5|-
7th|
+7/+2|
+2|
+3|
+5|-
8th|
+8/+3|
+2|
+4|
+6|Evasion
9th|
+9/+4|
+3|
+4|
+6|
10th|
+10/+5|
+3|
+5|
+7|Greater Shots
11th|
+11/+6/+1|
+3|
+5|
+7|Quickened Shots
12th|
+12/+7/+2|
+4|
+6|
+8|Dextrous Evasion
13th|
+13/+8/+3|
+4|
+6|
+8|Elemental Weapon
14th|
+14/+9/+4|
+4|
+6|
+9|Improved Evasion
15th|
+15/+10/+5|
+5|
+7|
+9|Magnificent Shots
16th|
+16/+11/+6/+1|
+5|
+7|
+10|-
17th|
+17/+12/+7/+2|
+5|
+8|
+10|-
18th|
+18/+13/+8/+3|
+6|
+8|
+11|-
19th|
+19/+14/+9/+4|
+6|
+8|
+11|Improved Elemental Weapon
20th|
+20/+15/+10/+5|
+6|
+9|
+12|Perfected Shots[/table]
Elemental Shots:
Fire: Fires out a sphere of fire that inflicts damage in a 20ft radius spread. It does 1d4 per Twister level and can be used Once Per Encounter. Reflex half.
Ice: Fires out a cone of ice that inflicts damage at a range of 60ft. It deals 1d4 per Twister level. Can be used Once Per Day. Reflex half.
Lightning: Inflicts electric damage in a 120ft. line, 1d4 per Twister level. Can be used once per encounter. Reflex half.
The save for any of these shots and any abilities the gain is 10+1/2 Twister level+con mod
Upgraded Shots
Fire increases in damage at levels 5, 10, and 15. From 1d4 per level to 1d6 per level, 1d10 per level, then finally 2d6 per level. At 20th level Fire Shot becomes incredibly intense, becoming able to bypass the effects of Evasion and Improved Evasion.
Each upgrade increases the number of times Fire Shot can be used per encounter. Two times at 5th, Three times at 10th, Four Times at 15th, and at level 20 it can be used 5 times per encounter.
Ice gains additional abilities at 5, 10, 15, and 20.
5: Targets who fail reflex save must make a Fort save or act as if Slow was cast on them.
10: Targets who fail reflex save must make a fort save or act as if under the effects of Freeze Armor (-6 to attack rolls, -8 to any dex related ability, casting a spell requires a Concentration check equal to 15+spell level, and the target cannot move)
15: Targets who fail the reflex save take 1d6 damage to both dex and int
20: Targets who fail the reflex save must make a fort save or be turned into ice, as if Flesh to Ice were cast on them.
At each upgrade, Ice Shot can be used an additional time per day.
Lightning gains additional abilities at levels 5, 10, 15, and 20.
5: Targets who fail their reflex save must make a fort save or be subject to temporary blindness, this lasts an equal number of rounds as your caster level.
10: Targets who fail their reflex save must make a fort save or be subject to paralysis, this effect lasts an equal number of rounds equal to half your caster level.
15: The power of your lightning has been enhanced, it now deals 2d6 damage per level, and any creature killed by this spell is left as a pile of dust.
20: The speed of your lightning increases, doubling the reflex save needed to avoid it.
Lightning Speed: You gain a permanent +1 to your reflex saves. In addition, once per day you may cast Haste on yourself (CL equal to your Twister level)
Cool as Ice: You gain a permanent +1 to your will saves. In addition, you gain +4 to saves against fear.
Hot Tempered: When attacking an enemy who has attacked you within the last 5 rounds, you gain +5 damage at the cost of -1 to hit.
Evasion: If a Twister makes a reflex save against a spell, it no longer does damage against you. This ability can only be used with light or no armor, and if you are not helpless.
Quickened Shots: Once per encounter, you may use one of your shot spells as a swift action.
Dextrous Evasion: Your dexterity has grown as such that you may use evasion even in medium armor.
Elemental Weapons: You may form a single weapon from an element, this weapon is weightless and can be any size. As long as you are proficient with the base weapon you may use this weapon regardless of its new size. As well, the weapon deals an additional 1d6 damage per Twister level, of the type that you formed the element from. This weapon lasts for a number of rounds equal to your character level. You may not form ranged weapons or ammunition with this ability.
This ability can be used a number of times a day equal to your con modifier.
Improved Evasion: You now take only half damage on a failed reflex save, and still take no damage on a successful one.
Improved Elemental Weapons:
Whenever you form a weapon out of an element, they gain the same type of bonus on hit as the level 5 ability of shots. Fire does more damage, ice can slow, and lightning can blind.
This class isn't finished, but I've run out of ideas for good skills. The general idea is Blaster that also Blasts with weapons. Suggestions?
Twister of the Elements
Hit Die: D8
Weapon and Armor Proficiencies: A Twister is proficient with all simple and martial weapons. He is also proficient with light and medium armor.
Class Skills: Handle Animal, Heal, Knowledge (nature), Listen, Spot, Survival, Swim, Use Magic Device
A Twister of the Elements gains 4+int skill points (x4 at first level)
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|
+1|
+0|
+1|
+2|Elemental Shots
2nd|
+2|
+0|
+1|
+3|Lightning Speed
3rd|
+3|
+1|
+2|
+3|Cool as Ice
4th|
+4|
+1|
+2|
+4|Hot Tempered
5th|
+5|
+1|
+3|
+4|Improved Shots
6th|
+6/+1|
+2|
+3|
+5|-
7th|
+7/+2|
+2|
+3|
+5|-
8th|
+8/+3|
+2|
+4|
+6|Evasion
9th|
+9/+4|
+3|
+4|
+6|
10th|
+10/+5|
+3|
+5|
+7|Greater Shots
11th|
+11/+6/+1|
+3|
+5|
+7|Quickened Shots
12th|
+12/+7/+2|
+4|
+6|
+8|Dextrous Evasion
13th|
+13/+8/+3|
+4|
+6|
+8|Elemental Weapon
14th|
+14/+9/+4|
+4|
+6|
+9|Improved Evasion
15th|
+15/+10/+5|
+5|
+7|
+9|Magnificent Shots
16th|
+16/+11/+6/+1|
+5|
+7|
+10|-
17th|
+17/+12/+7/+2|
+5|
+8|
+10|-
18th|
+18/+13/+8/+3|
+6|
+8|
+11|-
19th|
+19/+14/+9/+4|
+6|
+8|
+11|Improved Elemental Weapon
20th|
+20/+15/+10/+5|
+6|
+9|
+12|Perfected Shots[/table]
Elemental Shots:
Fire: Fires out a sphere of fire that inflicts damage in a 20ft radius spread. It does 1d4 per Twister level and can be used Once Per Encounter. Reflex half.
Ice: Fires out a cone of ice that inflicts damage at a range of 60ft. It deals 1d4 per Twister level. Can be used Once Per Day. Reflex half.
Lightning: Inflicts electric damage in a 120ft. line, 1d4 per Twister level. Can be used once per encounter. Reflex half.
The save for any of these shots and any abilities the gain is 10+1/2 Twister level+con mod
Upgraded Shots
Fire increases in damage at levels 5, 10, and 15. From 1d4 per level to 1d6 per level, 1d10 per level, then finally 2d6 per level. At 20th level Fire Shot becomes incredibly intense, becoming able to bypass the effects of Evasion and Improved Evasion.
Each upgrade increases the number of times Fire Shot can be used per encounter. Two times at 5th, Three times at 10th, Four Times at 15th, and at level 20 it can be used 5 times per encounter.
Ice gains additional abilities at 5, 10, 15, and 20.
5: Targets who fail reflex save must make a Fort save or act as if Slow was cast on them.
10: Targets who fail reflex save must make a fort save or act as if under the effects of Freeze Armor (-6 to attack rolls, -8 to any dex related ability, casting a spell requires a Concentration check equal to 15+spell level, and the target cannot move)
15: Targets who fail the reflex save take 1d6 damage to both dex and int
20: Targets who fail the reflex save must make a fort save or be turned into ice, as if Flesh to Ice were cast on them.
At each upgrade, Ice Shot can be used an additional time per day.
Lightning gains additional abilities at levels 5, 10, 15, and 20.
5: Targets who fail their reflex save must make a fort save or be subject to temporary blindness, this lasts an equal number of rounds as your caster level.
10: Targets who fail their reflex save must make a fort save or be subject to paralysis, this effect lasts an equal number of rounds equal to half your caster level.
15: The power of your lightning has been enhanced, it now deals 2d6 damage per level, and any creature killed by this spell is left as a pile of dust.
20: The speed of your lightning increases, doubling the reflex save needed to avoid it.
Lightning Speed: You gain a permanent +1 to your reflex saves. In addition, once per day you may cast Haste on yourself (CL equal to your Twister level)
Cool as Ice: You gain a permanent +1 to your will saves. In addition, you gain +4 to saves against fear.
Hot Tempered: When attacking an enemy who has attacked you within the last 5 rounds, you gain +5 damage at the cost of -1 to hit.
Evasion: If a Twister makes a reflex save against a spell, it no longer does damage against you. This ability can only be used with light or no armor, and if you are not helpless.
Quickened Shots: Once per encounter, you may use one of your shot spells as a swift action.
Dextrous Evasion: Your dexterity has grown as such that you may use evasion even in medium armor.
Elemental Weapons: You may form a single weapon from an element, this weapon is weightless and can be any size. As long as you are proficient with the base weapon you may use this weapon regardless of its new size. As well, the weapon deals an additional 1d6 damage per Twister level, of the type that you formed the element from. This weapon lasts for a number of rounds equal to your character level. You may not form ranged weapons or ammunition with this ability.
This ability can be used a number of times a day equal to your con modifier.
Improved Evasion: You now take only half damage on a failed reflex save, and still take no damage on a successful one.
Improved Elemental Weapons:
Whenever you form a weapon out of an element, they gain the same type of bonus on hit as the level 5 ability of shots. Fire does more damage, ice can slow, and lightning can blind.
This class isn't finished, but I've run out of ideas for good skills. The general idea is Blaster that also Blasts with weapons. Suggestions?