LeoMidori
2013-04-18, 04:37 AM
The shepherd has a lonely life: dwelling along the rolling plains, rocky hills, and throughout desserts of all kinds, the sheep handlers are trusted with livestock within a nomadic lifestyle. Many of them are simple folk, though still skilled in the ways of sheep husbandry. Among the few are the exceptional, who through their isolation from people has led them along the path of being a thankless protector. These are the enlightened, who have been blessed with ability considered remarkable, perhaps miraculous, by the common people. However, with their blessing they remain humble. They begin their adventures to be the pinnacle of the good in society while not being boastful or needing to be glorified. They are the bearers of the gift of Humility.
So having looked over the Ultima series a little bit I rather liked the introduction of the shepherd class within the games, although I admit I found it somewhat discouraging that they were so underwhelming on purpose in those games. Then I looked into several biblical figures who were shepherds (King David immediately sprang to mind as inspiration) so, I decided that perhaps instead of just adapting the currently existing Fighter and/or Ranger classes to fit my want of a character, I'd play about to create my own. I'd humbly appreciate the help in making this a viable Pathfinder class so I can integrate it. ^^
Alignment: Any good. Chaotic behaviour or thought is not forbidden, but may conflict with the doctrines of Humility.
HP: 1d8
BAB: 0.75 (A la the Rogue or Cleric)
Saves Fortitude Poor, Reflex Poor, Will Good.
Starting Wealth 1d4 x 10 gp. (25 gp average)
~Class Features~
Weapon/Armour: The shepherd may wield the club, dagger, dart, light mace, quarterstaff, shepherds' crook (described below), and sling. They are proficient with light armour, but not shields. Additionally, they may not wear armour that is Medium or Heavy that is made of metal.
Skills~
Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Geography, Nature, Religion), Perception, Profession, Ride, Survival. The Shepherd will gain 4 skill points + Int Modifier per level.
Martial Weapon~ The Shepherds' Crook
Cost 4 sp, Dmg 1d6/1d6, Weight 5 lbs., Type B, Crit x2, Special double, trip, disarm
The crook is a long wooden staff with a bent hook on the end normally used to keep the flock together, and for lifting animals to prevent the shepherds' hands from touching newly born lambs that would otherwise be shunned by the ewe. The shape of the head of the staff is effective for tripping opponents and disarming them, while the butt of the staff is a simple pole, and thus cannot be used in this way without the normal penalties associated with those techniques. Because it is otherwise as a normal staff, any feats applied to the quarterstaff may be applied to the crook as well.
Class Features~
Humility~
A shepherd is blessed with their powers of healing and guidance through their continued doctrine of remaining humble. The principals of the shepherd are to remain grounded, kind, respectful, and not be boastful, while still not being cruel to themselves. Although bluffing and anger is not encouraged, they are sometimes a necessity when protecting their flock, and thus, their allies.
Shepherds may not possess core stats that exceed 16 (+3 bonus), excluding temporary bonuses granted from spells or equipment. If in some event the shepherd has all six stats maxed to 16 they may use their bonus gained from leveling up on an ally of their choice who may use it as they wish on their own character.
GM's may bar shepherds from multiclassing on a case by case basis, unless the shepherd has already taken levels in said other class first or has it as their Favored Class. As a general rule, shepherds with shepherd as their favored class are not permitted to multiclass.
A shepherd who breaks the above doctrines will be considered an Ex Shepherd (see below).
Ex Shepherds~
Repeated failure or grand failure of the virtues and doctrines above will result in the loss of the shepherds' class abilities, not counting proficiencies, skills, HP, or other benefits of normal level advancement, but may no longer gain class levels as a shepherd. The shepherd may regain their class abilities with the use of the atonement spell, or spending 40 days as a nomad tending a flock of sheep (or goats, or other herding animals) that has at least 12 members, plus the level of the current shepherds' level x2.
Gentle Touch~
Through mystical means, a shepherd can use their experience protecting
The shepherd may heal as much HP as equal to their shepherd class level multiplied by their charisma modifier (minimum 1 point per level) Per day. For example, a 7th level shepherd with 16 Cha would be able to heal up to 21 HP. This ability cannot be used to harm undead or evil outsiders.
Pooch~
Shepherds have become skilled at breeding dogs specifically trained for handling and protecting their herds. At 1st level, the shepherd will have befriended a faithful dog as per presented as per the Druid's Animal Companion feature.
Means of Mastery~
Living with such few amenities, shepherds gain great knowledge to their few weapons to a level above normal. At first level, the shepherd will have Weapon Focus in a weapon they are proficient with. At subsequent levels they may choose bonus feats among the following lists. (I know what I want here, but am too lazy to write it at this time!)
Awe~ Help please.
At Level ??? allies within a range of 30 feet of the shepherd will gain bonuses to (something) while the shepherds' presence. This range extends to 60 feet at level ??? and to 90 feet at level ???. This bonus will stack with anything and is only active when the shepherd is not suffering from loss of consciousness due to inflicted effects or injury, but still work when the shepherd is sleeping or resting.
Spells~ Help here, too.
More to come! Comments, input and criticism are appreciated! Help with Pooch and Awe are especially welcome. I'm also thinking of possibly throwing in something relating to dismissing summons and spells that are entirely related to defense, such as Sanctuary. I think maybe :3
So having looked over the Ultima series a little bit I rather liked the introduction of the shepherd class within the games, although I admit I found it somewhat discouraging that they were so underwhelming on purpose in those games. Then I looked into several biblical figures who were shepherds (King David immediately sprang to mind as inspiration) so, I decided that perhaps instead of just adapting the currently existing Fighter and/or Ranger classes to fit my want of a character, I'd play about to create my own. I'd humbly appreciate the help in making this a viable Pathfinder class so I can integrate it. ^^
Alignment: Any good. Chaotic behaviour or thought is not forbidden, but may conflict with the doctrines of Humility.
HP: 1d8
BAB: 0.75 (A la the Rogue or Cleric)
Saves Fortitude Poor, Reflex Poor, Will Good.
Starting Wealth 1d4 x 10 gp. (25 gp average)
~Class Features~
Weapon/Armour: The shepherd may wield the club, dagger, dart, light mace, quarterstaff, shepherds' crook (described below), and sling. They are proficient with light armour, but not shields. Additionally, they may not wear armour that is Medium or Heavy that is made of metal.
Skills~
Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Geography, Nature, Religion), Perception, Profession, Ride, Survival. The Shepherd will gain 4 skill points + Int Modifier per level.
Martial Weapon~ The Shepherds' Crook
Cost 4 sp, Dmg 1d6/1d6, Weight 5 lbs., Type B, Crit x2, Special double, trip, disarm
The crook is a long wooden staff with a bent hook on the end normally used to keep the flock together, and for lifting animals to prevent the shepherds' hands from touching newly born lambs that would otherwise be shunned by the ewe. The shape of the head of the staff is effective for tripping opponents and disarming them, while the butt of the staff is a simple pole, and thus cannot be used in this way without the normal penalties associated with those techniques. Because it is otherwise as a normal staff, any feats applied to the quarterstaff may be applied to the crook as well.
Class Features~
Humility~
A shepherd is blessed with their powers of healing and guidance through their continued doctrine of remaining humble. The principals of the shepherd are to remain grounded, kind, respectful, and not be boastful, while still not being cruel to themselves. Although bluffing and anger is not encouraged, they are sometimes a necessity when protecting their flock, and thus, their allies.
Shepherds may not possess core stats that exceed 16 (+3 bonus), excluding temporary bonuses granted from spells or equipment. If in some event the shepherd has all six stats maxed to 16 they may use their bonus gained from leveling up on an ally of their choice who may use it as they wish on their own character.
GM's may bar shepherds from multiclassing on a case by case basis, unless the shepherd has already taken levels in said other class first or has it as their Favored Class. As a general rule, shepherds with shepherd as their favored class are not permitted to multiclass.
A shepherd who breaks the above doctrines will be considered an Ex Shepherd (see below).
Ex Shepherds~
Repeated failure or grand failure of the virtues and doctrines above will result in the loss of the shepherds' class abilities, not counting proficiencies, skills, HP, or other benefits of normal level advancement, but may no longer gain class levels as a shepherd. The shepherd may regain their class abilities with the use of the atonement spell, or spending 40 days as a nomad tending a flock of sheep (or goats, or other herding animals) that has at least 12 members, plus the level of the current shepherds' level x2.
Gentle Touch~
Through mystical means, a shepherd can use their experience protecting
The shepherd may heal as much HP as equal to their shepherd class level multiplied by their charisma modifier (minimum 1 point per level) Per day. For example, a 7th level shepherd with 16 Cha would be able to heal up to 21 HP. This ability cannot be used to harm undead or evil outsiders.
Pooch~
Shepherds have become skilled at breeding dogs specifically trained for handling and protecting their herds. At 1st level, the shepherd will have befriended a faithful dog as per presented as per the Druid's Animal Companion feature.
Means of Mastery~
Living with such few amenities, shepherds gain great knowledge to their few weapons to a level above normal. At first level, the shepherd will have Weapon Focus in a weapon they are proficient with. At subsequent levels they may choose bonus feats among the following lists. (I know what I want here, but am too lazy to write it at this time!)
Awe~ Help please.
At Level ??? allies within a range of 30 feet of the shepherd will gain bonuses to (something) while the shepherds' presence. This range extends to 60 feet at level ??? and to 90 feet at level ???. This bonus will stack with anything and is only active when the shepherd is not suffering from loss of consciousness due to inflicted effects or injury, but still work when the shepherd is sleeping or resting.
Spells~ Help here, too.
More to come! Comments, input and criticism are appreciated! Help with Pooch and Awe are especially welcome. I'm also thinking of possibly throwing in something relating to dismissing summons and spells that are entirely related to defense, such as Sanctuary. I think maybe :3