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Voyd211
2012-12-15, 09:06 PM
Wow, it's been a while since I've posted here.

In any case, I've done a bit of writing for homebrew stuff. Haven't actually USED it, so I don't know if it's broken, balanced, or even viable in the first place.

And yeah, they're not complete.

Anyway, first the race: The Karthenl.
Karthenl
Description: Karthenl are a highly varied race of humanoid insects, known for their durability.
Alignment: While wild and barbaric and first glance, Karthenl have a rigid social structure that they adhere to strictly. As such, Karthenl gravitate towards Lawful Neutral.
Racial Traits
-+4 Con, -2 Cha, -2 Wis: Karthenl are incredibly hardy, but uncharismatic and somewhat dim-witted.
-Humanoid: Karthenl are humanoids with the Karthenl subtype.
-Variable Size: Karthenl can be any size from Small to Large, and incur all associated penalties and bonuses regarding size.
-Normal Speed: Karthenl have a base land speed of 25 feet.
-Darkvision: Karthenl can see in the dark up to 40 feet.
-Armor: Karthenl have a thick carapace that adds a +2 natural armor bonus.
-Insect Strength: Karthenl can carry up to five times their body weight without regards to their Strength.
-Compound Eyes: Most Karthenl have compound eyes and can see most attacks coming, having a +2 bonus to Reflex saves. In addition, Perception is always a class skill for Karthenl.
Alternate Racial Traits
-Four Arms: Some Karthenl have four arms, and can thus carry four objects. With regards to combat, this stacks with Two-Weapon Fighting. This racial trait replaces Insect Strength.
-Four Legs: Some Karthenl hatch with four legs, moving much more quickly than their brethren with a land speed of 55 ft. This trait replaces Compound Eyes.
-Insect Wings: A number of Karthenl possess wings that allow them to fly at a speed of 25 ft for 1 min/level. This trait replaces a Karthenl’s natural armor bonus.
Racial Feats
-Stuff goes here
Racial Spells
-More stuff goes here
Racial Archetypes
-Apex Predator (Ranger)
Karthenl are not to be underestimated. The low-class hunters are capable of bringing down enormous monsters that could crush buildings with their footsteps. An apex predator has the following class features.
--Supreme Hunter: The apex predator can hunt and kill any animal, but specializes in destroying giants. Apex predators treat all creatures of Huge size or larger as favored enemies.

Now the class: The Skin-walker. More complete than the Karthenl, this.
Skin-walker
Alignment: Any chaotic. Skin-walkers are wild by nature and cannot be bound into a system.
Class Skills: Ride, Handle Animal, Fly, Perception, Knowledge (nature), Disguise, Craft (traps)
Class Features
-Skinwalk: A Skin-walker begins play with the ability to skinwalk. To skinwalk, they require the hide of either an animal, humanoid or magical beast. It takes 10(small or smaller)/20(medium)/50(large or larger) minutes to skin a deceased animal and another hour to magically prepare the skin for use. Animal skins may be stored indefinitely after preparation. As a standard action, the skin-walker may assume the form of the skinned creature for 2 min/level, retaining all of their mental ability scores and acquiring the physical scores of the creature they are copying. When the skinwalk ends, the skin-walker reassumes their original form and the animal skin is destroyed.
-Hybrid Form: At 5th level, a skin-walker can combine two animal skins and assume a hybrid form when skinwalking. The effect persists for one minute/level.
-Increased skinning: At 8th level, skin-walkers can skin monstrous humanoids and aberrations of Large size or smaller.
-Increased skinning 2: At 12th level, skin-walkers can skin fey and outsiders of Large size or smaller.
-In the hide of giants: At 14th level, skin-walkers can wear the skins of any size creature, provided they have the increased skinning variant for that type.
-Increased skinning 3: At 16th level, skin-walkers can skin dragons and undead.
-Wearer of all skins: At 18th level, skin-walkers can skinwalk as any creature.
Spell List (Note: I’m thinking an arcane druid. Trapsetters also seem to make sense, for people that are trying to hide in the folklore)
-0
-1
--Summon Nature’s Ally I
--Feather Fall
--Expeditious Retreat
--Charm Animal
--Detect Animals or Plants
--Detect Snares and Pits
--Speak with Animals
--Magic Missile
--Enlarge Person
--Reduce Person
-2
--Summon Nature’s Ally II
--(all ability booster spells)
--Acid Arrow
--Phantom Trap
--Spider Climb
-3
--Summon Nature’s Ally III
--Explosive Runes
--Haste
--Dominate Animal
--Water Breathing
--Lightning Bolt
--Flame Arrow
-4
--Summon Nature’s Ally IV
--Fire Trap
--Stoneskin
--Shout
--Wall of Fire
--Illusory Wall
--Contagion
--Black Tentacles
-5
--Summon Nature’s Ally V
--Symbol of Sleep
--Symbol of Pain
--Animal Growth
--Commune with Nature
--Tree Stride
--Mage’s Faithful Hound
--Overland Flight
-6
--Summon Nature’s Ally VI
--Acid Fog
--True Seeing
--Symbol of Persuasion
--Mislead
--Symbol of Fear
--Fire Seeds
-7
--Summon Nature’s Ally VII
--Symbol of Stunning
--Symbol of Weakness
-8
--Summon Nature’s Ally VIII
--Symbol of Insanity
--Greater Shout
--Symbol of Death
--Word of Recall
-9
--Summon Nature’s Ally IX
--Energy Drain
--Wail of the Banshee
--Wish
--Foresight
--Regenerate

Also something my friend did, since he's not overly fond of the alignment system.

An explanation of Alignment Points, by Hazzard

There is much debate on what sort of Alignment a character belongs to, whether a character should belong to only one alignment, and many other things that result from strict one-alignment structures. Alignment points are different, as they seek to create a much fairer and realistic portrayal of characterization.
In the real world, people can have as much good as evil inside them. They are not strictly good, nor are they evil. Choice and circumstance paints how an individual behaves, though this does not mean that people are, by and large, unpredictable. A person’s choice in regards to circumstance CAN be estimated based on past decisions in similar circumstances. This indicates that what a person chooses and does is based on something within them. A set, a structure of morality and thoughts that, in this structure of alignment, are represented by points assigned to each of the nine alignments.
Points are assigned based on how much each alignment governs a characters actions. If a character is mostly Chaotic Good, but has tendencies towards Lawful Good (say, a personal moral code that goes against the laws of the land), or Neutral Good, then the points simply need to be divided so that they mostly reside in Chaotic Good, but still have some in LG or NG. A character like Batman, for instance, might have an equal number of points in all sections of the grid, or perhaps more in certain parts, and less in others while still having all sections with at least one point.
The amount of alignment points to be assigned is not rigid, and varies from class to class. However, classes with alignment prerequisites such as paladins and antipaladins can still be created under this system. They simply need to have more points in Lawful Good and Chaotic Evil (respectively), to be played. This means that concepts forged in the former alignment system can still be utilized, even if they would now require a bit more thought put into their use.

Any opinions on this stuff?