Rektro
2012-12-13, 12:48 AM
So I'm completely new to homebrewing classes and I figured I'd give it a shot and post my results on here for any critique. I'm sure I've done a lot of bad things in regards to balancing a character. Right now everyone in my campaign (I'm DMing) is of level 8 and I like to try and homebrew some classes and toss them in there to surprise them with new things, which they're Okay with. I'm sorry the stats and everything are going to come out chopping, I had everything neatly organized in a chart and couldn't put the chart into here. so My apologies. First number is level, BAB, Fort, Ref, Will, then the level feats. Please let me know anything else I can do to help even this out and balance it. All help is appreciated! :smallbiggrin:
For Starters, This was made as an alternative to the Rogue, Seeing as without a rogue, the party struggles to find traps and pick locks, Not necessarily a requirement but is most definitely useful. I'm all in all a pretty generous DM, but not in regards to making characters that are Overpowered, This one just seems to have come out as such, atleast I believe so. I'm still fairly new to DMing.
Swift Kris
The Swift Kris is an elite task force of rogues, known to drain the spirit of their enemy and take them out with swift consecutive hits. With pinpoint accuracy and deadly speed, noone can escape them. Through veils none can see through, a mask that hides their true face, you will die at the hand of the unknown, before you will ever know it.
Table: The SwiftKriss Hit Die: d6
Alignment: Lawful Neutral; True Neutral
LevelBase
Attack BonusFort SaveRef SaveWill SaveSpecial
1st +1 +0 +2 +2 Weapon Focus (Kris), Weapon Specialization (Kris), Specialist, Kris Materialization, Kris Throwing
2nd +2 +0 +3 +3 Swift Kris +1
3rd +3 +1 +3 +3 Quickdraw, Strafe +1d4, +5ft Movement Speed
4th +4 +1 +4 +4 Blight Kris 1pt
5th +5 +1 +4 +4 Trap Finding, Skill Focus: Craft (Traps)
6th +6/+1 +2 +5 +5 Swift Kris +2 (Law), +10ft Movement Speed
7th +7/+2 +2 +5 +5 Trap Sense +1
8th +8/+3 +2 +6 +6 Improved Critical (Kris), Greater Weapon Focus (Kris), Blight Kris 3pt
9th +9/+4 +3 +6 +6 +15ft Movement Speed
10th +10/+5 +3 +7 +7 Swift Kris +3, Trap Sense +2
11th +11/+6/+1 +3 +7 +7 Strafe +2d4
12th +12/+7/+2 +4 +8 +8 Greater Weapon Specialization (Kris), Blight Kris 6pt, +20ft Movement Speed
13th +13/+8/+3 +4 +8 +8 Trap Sense +3
14th +14/+9/+4 +4 +9 +9 Swift Kris +4 (Adamantine)
15th +15/+10/+5 +5 +9 +9 +25ft Movement Speed
16th +16/+11/+6/+1 +5 +10 +10 Trap Sense +4, Blight Kris 10pt
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11 Swift Kris +5, +30ft Movement Speed
19th +19/+14/+9/+4 +6 +11 +11 Perfect Strafe +3d6, Trap Sense +5
20th +20/+15/+10/+5 +6 +12 +12 Blight Kris 15pt
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha),Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Noble), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Dancer) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand(Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Weapons & Armor Proficiency: The Swift Kris are proficient with all Simple weapons as well as the Kris blade, And are not proficient with any form of armor. If they are wearing any armor (light, medium, or heavy) They lose their Strafe, movement bonus, trap finding, and blight kris abilities.
Weapon Focus (Kris): You gain the feat Weapon Focus (Kris).
Weapon Specialization (Kris): You gain the feat Weapon Specialization (Kris). Even if you do not meet the prerequisites for it.
Specialist (Ex): At the First level, choose an Attribute other than Dexterity, That attribute now gives you a Deflection bonus to AC equal to its modifier, in addition to adding that modifier to your attack and damage rolls (with your strength as well (or dexterity with weapon finesse)).
Kris Materialization (Su): At the First Level, this allows you to re-materialize any lost Kris as a free action, including Kris that have been recently thrown. This may be done at any time, including in the middle of full attack actions.
Kris Throwing (Ex): After training your whole career throwing Kris blades, you have mastered the ability to throw them freely without penalty or harm to yourself.
Swift Kris +1 (Ex): At the second level, all of your Kris blades are now materialized with the +1 Magic Enhancement, and increases every 4 levels after that. (e.g. 6th, 10th, 14th, and 18th)
Quickdraw (Ex): You gain the feat Quickdraw at the 3rd Level.
Strafe (Su): The Swift Kris holds her ground for no one. She now has the ability to move while throwing her blades, enabling her to make a full attack action while moving her full distance. This may only be used in conjunction with throwing of Kris blades at a rate of 5 feet per blade thrown. Once she has finished her full attack action she must stop however. This also adds a +1d4 damage to her throws at the 3rd level, which increases to +2d4 at the 11th, and so on.
Movement Speed (Ex): The Swift Kris is faster than most give her credit for. With dashing speed she can move an extra 5 feet every 3 levels. This extra distance may be used in conjunction with her strafing.
Blight Kris (Su): Your Kris blades have gained the Curses of the Swift Kris. For each rank you gain one additional curse of your choice. These curses may be removed using a remove curse spell, Remove Disease, Or Dispel Magic, only after a spellcraft DC (10 + Specialist modifier + Swift Kris Level). Otherwise the effects wear off in 15 minutes/Swift Kris Level. Below are the available curses. Take note, each curse costs a certain number of points, and points may be spent in any order you wish. Each time you unlock more Kris points you may reorder any of the points you previously received in any way you wish. Note, weaker and stronger curses DO NOT stack, -5ft movement and -10ft movement = -10ft movement.
1 Point Curses:
-5ft movement
-1 to attack rolls
-1 to damage rolls
-1 to chosen save (Fort, Ref, Will)
2 Point Curses:
-10ft Movement
-2 attack rolls
-2 to damage rolls
-1 to all saves
-3 to chosen skill
-1 to chosen Stat.
3 Point Curses:
Vulnerability to Magic
Vulnerability to Fire
Vulnerability to Lightning
Vulnerability to Adamantine
Vulnerability to Sonic
Vulnerability to Cold
4 Point Curses:
-4 to Attack rolls
-4 to Damage Rolls
-2 to all saves
-5 on chosen skill
-4 to chosen Stat
5 Point Curses:
Blinds Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Deafens Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Silences Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Fatigues Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Nauseates Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Reduces Movement Speed to 5ft.
Trap Finding (Ex): Your search checks are now able to find traps.
Skill Focus Craft (Traps) (Ft): You gain the feat Skill Focus Craft (Traps).
Swift Kris (Law): Your Kris blades are now considered Lawful in terms for damage reduction.
Trap Sense +1: You gain +1 to your saves and armor class in regards to traps.
Improved Critical (Kris): You gain the Improved Critical (Kris) as a bonus Feat, The threat zone is now 19-20 x4
Greater Weapon Focus (Kris): You gain Greater Weapon Focus (Kris) as a feat. giving you +1 to your attack rolls made with Kris blades. You receive this feat regardless if you meet the prerequisites.
Greater Weapon Specialization (Kris): At the 12th Level you gain Greater Weapon Specialization, granting you +2 on your damage rolls with Kris blades, thrown or unthrown, even if you do not meet the prerequisites.
Swift Kris +4 (Adamantine) (Ex): At the 14th level your Kris blades now count as Adamantine as well in regards to damage reduction.
Perfect Strafe (Ex): Your strafing has finally been mastered. You may now strafe a total of 15ft per Kris thrown, not to exceed your maximum movement speed.
For Starters, This was made as an alternative to the Rogue, Seeing as without a rogue, the party struggles to find traps and pick locks, Not necessarily a requirement but is most definitely useful. I'm all in all a pretty generous DM, but not in regards to making characters that are Overpowered, This one just seems to have come out as such, atleast I believe so. I'm still fairly new to DMing.
Swift Kris
The Swift Kris is an elite task force of rogues, known to drain the spirit of their enemy and take them out with swift consecutive hits. With pinpoint accuracy and deadly speed, noone can escape them. Through veils none can see through, a mask that hides their true face, you will die at the hand of the unknown, before you will ever know it.
Table: The SwiftKriss Hit Die: d6
Alignment: Lawful Neutral; True Neutral
LevelBase
Attack BonusFort SaveRef SaveWill SaveSpecial
1st +1 +0 +2 +2 Weapon Focus (Kris), Weapon Specialization (Kris), Specialist, Kris Materialization, Kris Throwing
2nd +2 +0 +3 +3 Swift Kris +1
3rd +3 +1 +3 +3 Quickdraw, Strafe +1d4, +5ft Movement Speed
4th +4 +1 +4 +4 Blight Kris 1pt
5th +5 +1 +4 +4 Trap Finding, Skill Focus: Craft (Traps)
6th +6/+1 +2 +5 +5 Swift Kris +2 (Law), +10ft Movement Speed
7th +7/+2 +2 +5 +5 Trap Sense +1
8th +8/+3 +2 +6 +6 Improved Critical (Kris), Greater Weapon Focus (Kris), Blight Kris 3pt
9th +9/+4 +3 +6 +6 +15ft Movement Speed
10th +10/+5 +3 +7 +7 Swift Kris +3, Trap Sense +2
11th +11/+6/+1 +3 +7 +7 Strafe +2d4
12th +12/+7/+2 +4 +8 +8 Greater Weapon Specialization (Kris), Blight Kris 6pt, +20ft Movement Speed
13th +13/+8/+3 +4 +8 +8 Trap Sense +3
14th +14/+9/+4 +4 +9 +9 Swift Kris +4 (Adamantine)
15th +15/+10/+5 +5 +9 +9 +25ft Movement Speed
16th +16/+11/+6/+1 +5 +10 +10 Trap Sense +4, Blight Kris 10pt
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11 Swift Kris +5, +30ft Movement Speed
19th +19/+14/+9/+4 +6 +11 +11 Perfect Strafe +3d6, Trap Sense +5
20th +20/+15/+10/+5 +6 +12 +12 Blight Kris 15pt
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha),Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Noble), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Dancer) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand(Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Weapons & Armor Proficiency: The Swift Kris are proficient with all Simple weapons as well as the Kris blade, And are not proficient with any form of armor. If they are wearing any armor (light, medium, or heavy) They lose their Strafe, movement bonus, trap finding, and blight kris abilities.
Weapon Focus (Kris): You gain the feat Weapon Focus (Kris).
Weapon Specialization (Kris): You gain the feat Weapon Specialization (Kris). Even if you do not meet the prerequisites for it.
Specialist (Ex): At the First level, choose an Attribute other than Dexterity, That attribute now gives you a Deflection bonus to AC equal to its modifier, in addition to adding that modifier to your attack and damage rolls (with your strength as well (or dexterity with weapon finesse)).
Kris Materialization (Su): At the First Level, this allows you to re-materialize any lost Kris as a free action, including Kris that have been recently thrown. This may be done at any time, including in the middle of full attack actions.
Kris Throwing (Ex): After training your whole career throwing Kris blades, you have mastered the ability to throw them freely without penalty or harm to yourself.
Swift Kris +1 (Ex): At the second level, all of your Kris blades are now materialized with the +1 Magic Enhancement, and increases every 4 levels after that. (e.g. 6th, 10th, 14th, and 18th)
Quickdraw (Ex): You gain the feat Quickdraw at the 3rd Level.
Strafe (Su): The Swift Kris holds her ground for no one. She now has the ability to move while throwing her blades, enabling her to make a full attack action while moving her full distance. This may only be used in conjunction with throwing of Kris blades at a rate of 5 feet per blade thrown. Once she has finished her full attack action she must stop however. This also adds a +1d4 damage to her throws at the 3rd level, which increases to +2d4 at the 11th, and so on.
Movement Speed (Ex): The Swift Kris is faster than most give her credit for. With dashing speed she can move an extra 5 feet every 3 levels. This extra distance may be used in conjunction with her strafing.
Blight Kris (Su): Your Kris blades have gained the Curses of the Swift Kris. For each rank you gain one additional curse of your choice. These curses may be removed using a remove curse spell, Remove Disease, Or Dispel Magic, only after a spellcraft DC (10 + Specialist modifier + Swift Kris Level). Otherwise the effects wear off in 15 minutes/Swift Kris Level. Below are the available curses. Take note, each curse costs a certain number of points, and points may be spent in any order you wish. Each time you unlock more Kris points you may reorder any of the points you previously received in any way you wish. Note, weaker and stronger curses DO NOT stack, -5ft movement and -10ft movement = -10ft movement.
1 Point Curses:
-5ft movement
-1 to attack rolls
-1 to damage rolls
-1 to chosen save (Fort, Ref, Will)
2 Point Curses:
-10ft Movement
-2 attack rolls
-2 to damage rolls
-1 to all saves
-3 to chosen skill
-1 to chosen Stat.
3 Point Curses:
Vulnerability to Magic
Vulnerability to Fire
Vulnerability to Lightning
Vulnerability to Adamantine
Vulnerability to Sonic
Vulnerability to Cold
4 Point Curses:
-4 to Attack rolls
-4 to Damage Rolls
-2 to all saves
-5 on chosen skill
-4 to chosen Stat
5 Point Curses:
Blinds Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Deafens Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Silences Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Fatigues Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Nauseates Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Reduces Movement Speed to 5ft.
Trap Finding (Ex): Your search checks are now able to find traps.
Skill Focus Craft (Traps) (Ft): You gain the feat Skill Focus Craft (Traps).
Swift Kris (Law): Your Kris blades are now considered Lawful in terms for damage reduction.
Trap Sense +1: You gain +1 to your saves and armor class in regards to traps.
Improved Critical (Kris): You gain the Improved Critical (Kris) as a bonus Feat, The threat zone is now 19-20 x4
Greater Weapon Focus (Kris): You gain Greater Weapon Focus (Kris) as a feat. giving you +1 to your attack rolls made with Kris blades. You receive this feat regardless if you meet the prerequisites.
Greater Weapon Specialization (Kris): At the 12th Level you gain Greater Weapon Specialization, granting you +2 on your damage rolls with Kris blades, thrown or unthrown, even if you do not meet the prerequisites.
Swift Kris +4 (Adamantine) (Ex): At the 14th level your Kris blades now count as Adamantine as well in regards to damage reduction.
Perfect Strafe (Ex): Your strafing has finally been mastered. You may now strafe a total of 15ft per Kris thrown, not to exceed your maximum movement speed.