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View Full Version : [3.5, Base Class] The Caller PEACH



Alkapwn21
2011-09-15, 06:25 PM
Heya guys, so I made this class for an IRL campaign based off of Final Fantasy, and was wondering what the Playground thought of it balance-wise... this is my first homebrew, feel free to be brutal (but not too brutal :smallamused:) My idea for this was to have the actual Caller a White Mage/Black Mage combo (so, red mage... he has some healing and some offensive capability, as well as partial BAB and some armor), and for the Aeon to be a frontline fighter.

The Caller

Hit Dice: d8
Starting Age/Wealth: Same as Wizard

Class Skills
The Callers's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge Arcana (Int), Knowledge (Nature) (Int), Knowledge The Planes (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis)
Skills Points at Each Level: 4 + int

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

1st|
+0|
+0|
+0|
+2|Armored Mage (Light Armor), Call Aeon

2nd|
+1|
+0|
+0|
+3|Elemental Blast (1d6+Int Mod)

3rd|
+2|
+1|
+1|
+3|

4th|
+3|
+1|
+1|
+4|Armored Mage (Light Shields)

5th|
+3|
+1|
+1|
+4|Holy Bolt (1d6+Int Mod)

6th|
+4|
+2|
+2|
+5|Elemental Blast (2d6+Int Mod)

7th|
+5|
+2|
+2|
+5|Armored Mage (Medium Armor)

8th|
+6/+1|
+2|
+2|
+6|

9th|
+6/+1|
+3|
+3|
+6|Holy Bolt (2d6+Int Mod)

10th|
+7/+2|
+3|
+3|
+7|Armored Mage (Medium Shield), Elemental Blast (3d6+Int Mod)

11th|
+8/+3|
+3|
+3|
+7|

12th|
+9/+4|
+4|
+4|
+8|

13th|
+9/+4|
+4|
+4|
+8|Holy Bolt (3d6+Int Mod)

14th|
+10/+5|
+4|
+4|
+9|Elemental Blast (4d6+Int Mod)

15th|
+11/+6/+1|
+5|
+5|
+9|

16th|
+12/+7/+2|
+5|
+5|
+10|

17th|
+12/+7/+2|
+5|
+5|
+10|Holy Bolt (4d6+Int Mod)

18th|
+13/+8/+3|
+6|
+6|
+11|Elemental Blast (5d6+Int Mod)

19th|
+14/+9/+4|
+6|
+6|
+11|

20th|
+15/+10/+5|
+6|
+6|
+12|Surge of the Elements
[/table]

Class Features The following are all class features of the Caller.

Weapon and Armor Proficiencies: Callers are proficient with all simple weapons and one martial weapon of their choice. The Caller is also proficient with light armor and medium armor, as well as light and heavy shields (but not tower shields). Any armor will grant an equal chance to cause Caller abilities to fail as if they were affected by Arcane Spell Failure, however, see Armored Mage below.

Armored Mage(Ex): Beginning at first level, the Caller is able to wear light armor without his abilities having a chance to fail.
At fourth level, this benefit applies to light shields.
At seventh level, this benefit applies to medium armor.
At 10th level, this benefit applies to heavy shields.

Call Aeon: This is the primary class feature of the Caller. Beginning at first level, the Caller is able to summon forth a powerful, quadrepedal, being called an Aeon. Each Aeon is unique in appearance, tailored to the personality and views of the Caller (such as, an innocent, young, female Elven Caller may call a rather cute, affectionate feline Aeon. Whereas a grizzled, evil, elder human may call a demonic, ferocious wolf-based Aeon.) To summon an Aeon, the Caller must perform a ritual taking one minute, and dismissing the aeon to its home plane takes a swift action. Aeons receive special benefits based on the Caller’s class level, as according to the table below. For the purpose of riding an Aeon as a mount, since you have a deep link, the Caller need not make ride checks in order to fight with your mount, and there are no penalties for riding without a saddle (as long as the Aeon is at least one size larger than the Caller).
-If the Aeon is slew in combat, it disappears. The Caller may call the aeon again after 12 hours.

Elemental Blast: At level two, the Caller gains the ability to channel the elements as a spell-like ability. As a Standard Action, the Caller may make a ranged touch ray attack against a foe within 60ft (must have line of sight). This blast deals 1d6+Int Mod damage of either Fire, Acid, Cold, or Electric damage, chosen every time this ability is used. Using this ability provokes attacks of opportunity.
-At 6th level, the damage from Elemental Blast increases to 2d6+Int Mod.
-At 10th level, the damage from Elemental Blast increases to 3d6+Int Mod.
-At 14th level, the damage from Elemental Blast increases to 4d6+Int Mod.
-At 18th level, the damage from Elemental Blast increases to 5d6+Int Mod.

Holy Bolt: Beginning at fifth Level, the Caller gains the ability to channel positive energy in a similar manner to his Elemental Blast. As a Standard Action, the Caller can make a ranged touch ray attack on an ally (there needn’t be a roll if the ally is willing) within 60ft. to heal him for 1d6+Int Mod hit points. If used against an undead or other creature harmed by positive energy the attack can instead deal the same amount of damage. This ability can critically hit when dealing damage to undead.
-At 9th level, the healing/damage from Holy Bolt increases to 2d6+ Int Mod.
-At 13th level, the healing/damage from Holy Bolt increases to 3d6+ Int Mod.
-At 17th level, the healing/damage from Holy Bolt increases to 4d6+ Int Mod.

Surge of the Elements: At level 20, the Caller unleashes a hidden elemental power held within the Aeon and himself. The Aeon becomes “Attuned” to each of the four energies for one minute, making each bite attack deal an extra d6 damage of fire, cold, acid, and lightning energy, as well as gaining the appropriate resistances. Also, the Caller gains the ability, for this minute, to make a full-round action that fires four elemental blasts, each one of a separate energy. Separate attack rolls are required for each blast. Surge of the Elements is available once per day.

[center]The Aeon

Hit Dice: d10

Class Skills
The Aeon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str)
Skills Points at Each Level: Same as his Caller

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

1st|
+1|
+2|
+2|
+0|Medium Sized, Link, Evasion

2nd|
+2|
+3|
+3|
+0|+1 Str/Dex, +2 Nat AC

3rd|
+3|
+3|
+3|
+1|

4th|
+4|
+4|
+4|
+1|Mental Barrier, Speak with Caller

5th|
+5|
+4|
+4|
+1|+2 Str/Dex, +2 Nat AC

6th|
+6|
+5|
+5|
+2|Large Sized

7th|
+7|
+5|
+5|
+2|Shield Caller

8th|
+8|
+6|
+6|
+2|+1 Str/Dex, +2 Nat AC

9th|
+9|
+6|
+6|
+3|

10th|
+10|
+7|
+7|
+3|Elemental Attunement, Breath Weapon

11th|
+11|
+7|
+7|
+3|+2 Str/Dex, +2 Nat AC

12th|
+12|
+8|
+8|
+4|

13th|
+13|
+8|
+8|
+4|Spell Resistance, Improved Evasion

14th|
+14|
+9|
+9|
+5|Huge Sized, +1 Str/Dex, +2 Nat AC

15th|
+15|
+9|
+9|
+5|

16th|
+16|
+10|
+10|
+15|Greater Elemental Attunement

17th|
+17|
+10|
+10|
+5|+2 Str/Dex, +2 Nat AC

18th|
+18|
+11|
+11|
+6|

19th|
+19|
+11|
+11|
+6|

20th|
+20|
+12|
+12|
+6|+1 Str/Dex, +2 Nat AC
[/table]

Class Features The following are all class features of the Caller.

Base Stats (Medium):
Magical Beast
Str 14, Dex 14, Con 14, Int 6, Wis 10, Cha 10
Speed: 40 feet
Attack: Bite +3 (1d6+3)
Space/Reach 5ft/5ft

Link: Beginning at first level, the Caller and his Aeon share a stron empathic link, and each can feel what the other feels.

Evasion: The Aeon has an innate ability to avoid disaster. If the Aeon makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless Aeon cannot benefit from this ability.

Mental Barrier: Beginning at fourth level, an Aeon gains protection from all influences other than his own thoughts or the will of his Caller. The Aeon becomes immune to all magical control, such as Charm or Dominate Monster, as well as gains a +4 bonus to resist other effects from the Enchantment school.
-At level 10, this bonus increases to +6.
-At level 16, this bonus increases to +8.

Speak with Caller: Beginning at level four, an Aeon gains the ability to communicate with his Caller perfectly. Only the Caller and the Aeon can understand each other.
-At level 12, the Aeon and his Caller gain the ability to communicate telepathically up to a distance of one mile.


Large Sized: At level six, the Aeon’s power has increased. Its size increases to large (long). All ability scores and stat changes apply for increasing in size (+8 str, -2 dex, +4 Con, +2 Nat AC, -1 to hit and AC, increase bite damage to d8+1.5 str mod ). The creature also gains two secondary claw attacks, each dealing d6+str mod.

Shield Caller: Beginning at seventh level, when an Aeon is adjacent to his Caller, the Caller receives a +2 bonus to AC and all saving throws. The Aeon may also opt to take half of the damage the Caller would receive, as if he used Shield Other, as the Knight ability (PHB2).
-At level 14, the bonuses from the ability increase to +4.

Elemental Attunement: Beginning at level 10, the Caller gains the ability to magically attune his Aeon with the power of an elemental energy as a full-round action (Fire, Cold, Acid, or Electric). When the Caller does this, the Aeon takes on characteristics of that element, as well as dealing an additional d4 of that energy damage with each attack. Additionally, the Aeon receives Resistance 10 to that energy type. Finally, the Aeon receives Damage Reduction 5/-.
-At level 16, a Caller may imbue his Aeon with two simultaneous elements, and the energy damage done with each attack is increased to d6. The Aeon’s Damage Reduction is also increased to 10/-.

Breath Weapon: When the Aeon is attuned with an element, a breath weapon is also available. The attack may either be a 15 foot cone (for cold and fire dame) or a 30 foot line (for electric and acid damage), and deals 1d6 energy damage for every two levels the Aeon’s Caller has. A successful Reflex Save (DC 10 + ˝ Character Level + Aeon’s Con Mod) halves the damage. The Aeon must wait 1d4+1 rounds to use its Breath Weapon again.

Spell Resistance: Beginning at level 13, an Aeon gains Spell Resistance equal to his Caller’s level +11. To affect the Aeon with a harmful spell, the enemy spellcaster must make a caster level check (d20+caster level) that equals or exceeds the SR in order to affect him with a spell.

Improved Evasion: At level 13, when an Aeon is subject to an attack or affect that normally allows a Reflex Saving throw for half damage, the Aeon takes no damage on a successful save, and only half damage on a failing save.

Huge Sized: At level 14, the power of the Aeon is increased yet again. It’s size increases to huge. All ability scores and stat changes apply for increasing in size (+8 str, -2 dex, +4 con, +3 Nat Ac, -1 to hit and AC, bite damage increases to 2d6+1 ˝ Str mod, claw damage increases to d8+str mod).


So... whadya think?