Leviting
2014-04-24, 01:25 AM
This is my second successful(?) homebrew, please critique it and explain any errors I made. Thanks in advance!
The Shard Seeker
[i]No one will escape
The shard seekers are those who, rather than using traditional magic or psionics, instead magnetically manipulate tiny clusters of sharp medal, called shards. They use these to destroy their opponents, but also for utility purposes in times of peace.
Adventures: Many adventure to see the world, away from the confines of monasteries where they were raised.
Characteristics: Strong (hopefully) ranged damage, and tracking down targets.
Alignment: Shard Seekers are either Lawful or Chaotic, though most are lawful, due to their monastic upbringing.
Religion: I have no idea how dnd religion really works. Primus (of mechanus), I guess?
Background: Most Shard Seekers were raised in monasteries from birth or early age, though some join cults as teens or adults.
Races: Humans, usually, though other races, likes Elans and Elves, also may find it appealing.
Other Classes:
Role: Ranged blaster, with tracking capabilities, and a bit of skillmonkey-ship
Adaptation: They could potentially use crystals, or even sand.
GAME RULE INFORMATION
Shard Seeker's have the following game statistics.
Abilities: Wisdom, as it determines their total number of shards, and some of their techniques strength.
Alignment: Any Lawful or chaotic
Hit Die: d6
Starting Age: 20 + 3d4
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).
Class Skills
Autohypnosis(Wis), Balance(Dex), Climb(Str), Decipher Script (Int), Disable Device(Int), Escape Artist(Dex), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Move Silently(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survial(Wis), Tumble(Dex)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Shard Seeker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Clusters, Wind Slash, Track
2nd
+1
+0
+3
+3
Distracting Cuts, Empty Hand
3rd
+2
+1
+3
+3
Forceful Shards
4th
+3
+1
+4
+4
Skewer
5th
+3
+1
+4
+4
Reservoir
6th
+4
+2
+5
+5
Cluster Plate, Searcher
7th
+5
+2
+5
+5
Maglev
8th
+6/+1
+2
+6
+6
Crumple
9th
+6/+1
+3
+6
+6
Runed Shard
10th
+7/+2
+3
+7
+7
Whirling Reservoir
11th
+8/+3
+3
+7
+7
Hurricane Slash
12th
+9+4
+4
+8
+8
Particle Lift
13th
+9/+4
+4
+8
+8
Improved Skewer
14th
+10/+5
+4
+9
+9
Rupture
15th
+11/+6/+1
+5
+9
+9
Convergence
16th
+12/+7/+2
+5
+10
+10
Advanced Metals
17th
+12/+7/+2
+5
+10
+10
Torrent
18th
+13/+8/+3
+6
+11
+11
Brainstorm
19th
+14/+9/+4
+6
+11
+11
Isolation
20th
+15/+10/+5
+6
+12
+12
Unstopping
Class Features
All of the following are class features of the Shard Seeker.
Weapon and Armor Proficiencies: The Shard Seeker is not proficient in any armor. The Shard Seeker is proficient in the gauntlet, dagger, punching dagger, spiked gauntlet, kukri, short sword, longsword, scimitar, greatsword, and spiked armor as a weapon (but not as an armor)
Clusters: The Shard Seeker uses clusters as a resource. Clusters are the groups of sharp, metal shards orbiting the Shard Seeker. They can be hidden in the Shard Seeker’s pack as a free action. You have [class level] + [wisdom] shards. Every round, 1 quarter of your total shards returns to orbit.
Techniques: The Shard Seeker uses techniques when manipulating shards. These all use one standard action, and require a free hand to use.
Wind Slash (Su):(1st Level) The Shard Seeker slices through the air with a sheet of metal shards, dealing [class level]d4 + [class level] x 4 damage. Requires 2 clusters
Empty Hand (Su):(2nd level) The Shard Seeker can now manipulate items up to ten pounds per class level up to forty-five feet away. If the item is metal, increase this to fifteen pounds per class level. An object may be moved up to twenty-five feet in any direction. Requires one cluster.
Skewer (Su):(4th level) The Shard Seeker launches a harpoon formed of shards at a target enemy up to forty five feet away. Upon hitting an enemy, the harpoon deals [class level]d6 damage. Upon striking the target, you can either choose to knock the target prone and stunned, or pull it fifteen feet in any direction. If the target succeeds on a Reflex save(DC 10 + [class level] + Wisdom modifier), It only takes damage, but dos not suffer from any additional effects. Every additional cluster spent increases the save DC by two. Requires a minimum of 4 clusters.
Reservoir (Su):(5th level) The Shard Seeker Sends a minimum of five shards onto the ground to a location of his choosing. The Shard Seeker may use techniques from the location of the Reservoir, though each shard pulled from the Reservoir returns to Shard Seeker, as opposed to the Reservoir. A DC [class level] x 2 spot or search check is required to notice the Reservoir. A Shard Seeker can have one Reservoir at 5th level, two at 8th level, three at 12th level, four at 16th level, and five at 20th level. The Reservoir(s) can be placed and moved as a move action.Requires a minimum of 5 clusters.
Cluster Plate (Su):(6th level) The Shard Seeker forms plates of tightly clustered shards to defend himself. This requires 2 clusters per one AC(Deflection Bonus).
Searcher (Su):(6th level) The Shard Seeker expands the orbit of his shards to reach out and feel what he cannot see. The Shard Seeker gains Blindsight and a +3 bonus to Search, Survival, and Track checks. For every additional cluster spent, add one to the bonuses. Requires a minimum of 5 clusters.
Maglev (Su):(7th level) The Shard Seeker can now levitate with the power of magnetism. He gains a fly speed equal to his base land speed times 1.5(perfect maneuverability), and becomes immune to effects that would hurt one touching the ground. For every additional cluster spent, increase the fly speed by five feet per second. If the Shard Seeker’s boots are metal, subtract one cluster from the cost. Requires a minimum of 3 clusters.
Crumple(Su):(8th level) The Shard Seeker crushes the target with the target’s own armor, killing it. If the target succeeds on a fortitude save(DC 10 + [class level]/2 + [wisdom modifier]), it survives, but takes [class level]d4 damage due to the immense strain. This only works on creatures containing metal or having some other form of armor plating. If the target is wearing metal armor, subtract four clusters from the cost. For every additional cluster spent, add two to the save DC. Has a base cost of six clusters.
Runed Shard (Su):(9th level) The Shard Seeker launches a single, unique shard at a target. The Shard Seeker must succeed on a ranged touch attack for this to work. If the attack succeeds, the shard embeds itself deep within the target. The Shard Seeker now knows exactly where the shard is at all times. In addition, the Shard Seeker may violently expel the shard from the target, dealing [class level]d4 + [class level] x 4 damage. The Shard Seeker must prepare each Runed Shard individually, each taking twenty minutes of undistracted carving to create. The Shard Seeker may own one Runed Shard per three class levels. For every additional cluster spent, add one to the touch attack roll. Requires a minimum of two clusters.
Whirling Reservoir(Su):(10th level) The Shard Seeker can now have any Reservoir he forms rise from the ground and spin in a mass of shards, causing anything standing in or passing through it to take [class level]d6 damage, as per the spell Blade Barrier, but without the 15d6 maximum damage cap. The Reservoir loses the required spot or search check to be seen.
Hurricane Slash(Su):(11th level) This technique acts as a standard wind slash, but hits all enemies within fifteen feet of the target, and deals an additional 3d4 damage to all victims. Requires six clusters.
Particle Lift (Su):(12th level) The Shard Seeker lifts the target up to twenty feet into the air for up to 2 rounds. If the target succeeds on a reflex save(DC 10 + [class level]/2 + wisdom modifier), it is unaffected. If the attack is successful, the target is staggered for the duration of the technique. This ability deals no damage and can be used on friendly targets, though the target is still staggered, and still takes damage from falling. For every size category above medium, add one cluster to the cost, and subtract one cluster for every size category below medium. Has a base cost of four clusters.
Improved Skewer (Su):(13th level) Rather than launching single harpoon of shards, the Shard Seeker launch five smaller ones, each impaling the target at a different point. This functions the same as a standard Skewer, but all targets gain +2 to all rolls against the target, and the target is rendered helpless. If the target succeeds on a fortitude save(DC 10 + [class level] + wisdom modifier), it is not rendered helpless, but still is otherwise affected by the ability as normal. For every additional cluster spent, add two to the save DC. Requires a minimum of five clusters.
Rupture (Su):(14th level) The Shard Seeker cause one of his Reservoirs to explode, dealing [class level] x [number of clusters in reservoir] + 3d4 damage to all creatures within ten feet of the explosion.
Convergence (Su):(15th level) The Shard Seeker targets a space between at least two of his Reservoirs. Suddenly, all Reservoirs used (minimum two) rapidly converge and explode, dealing [class level] x [total number of shards used] + 3d4 damage to all creatures within ten feet of the impact, and an additional [class level]d4 damage to the targeted space. Requires one cluster to use.
Torrent (Su):(17th level) The shard Seeker channels his shards at high speeds, dealing [class level] + [total shards used]d4 damage to all enemies within a forty-five foot line. Requires a minimum of one cluster per affected target to use, but the Shard Seeker can use as many as he wants.
Brainstorm (Su):(18th level) The Shard Seeker sends shards into the brain of the target through any possible openings, and proceeds to violently rip them out. This deals [class level] x 5 + 5d4 damage, and deals 1d6 damage to all the target’s mental stats. In addition, the target is blinded and deafened, and must save individually for both senses (Fortitude DC [class level] + 10 +wisdom modifier). The target is also rendered stunned for one round. Consumes one runed shard and, and only affects targets with a brain.
Isolation (Su):(19th level) The Shard Seeker marks a target. All rolls against that target are increased by +3. In addition, when that target is at least five feet away from any allies, it takes an additional 2d6 damage from all sources. Lastly, when a target marked by Isolation is killed, the Isolation effect is passed on to its nearest ally. Requires one cluster.
Passive Abilities
Track (Su):(1st level)The Shard Seeker gains track as a bonus feat.
Distracting Cuts (Su):(2nd level) Add [class level] to all Concentration DCs caused by the Shard Seeker.
Forceful Shards (Su):(3rd level) The Shard Seeker manipulates his shards with immense force. All techniques used by the Shard Seeker deal either force or physical damage, whichever is more convenient.
Advance Metals (Su):(16th level) The Shard Seeker can now use more advanced metals. He has two options:
Mithral: A very light metal, the Shard Seeker can manipulate much more of it. The Shard Seeker can now use 1.5 times as many shards (rounded down).
Adamantine: An incredibly strong metal, the Shard Seeker deals 1.5 more damage (rounded down), and all save DCs are increased by five.
Unstopping (Su):(20th level): The Shard Seeker has mastered the use of shards, he never messes up. Whenever you roll a natural one, roll again and add the two results together. Treat the final result as what you originally rolled.
The Shard Seeker
[i]No one will escape
The shard seekers are those who, rather than using traditional magic or psionics, instead magnetically manipulate tiny clusters of sharp medal, called shards. They use these to destroy their opponents, but also for utility purposes in times of peace.
Adventures: Many adventure to see the world, away from the confines of monasteries where they were raised.
Characteristics: Strong (hopefully) ranged damage, and tracking down targets.
Alignment: Shard Seekers are either Lawful or Chaotic, though most are lawful, due to their monastic upbringing.
Religion: I have no idea how dnd religion really works. Primus (of mechanus), I guess?
Background: Most Shard Seekers were raised in monasteries from birth or early age, though some join cults as teens or adults.
Races: Humans, usually, though other races, likes Elans and Elves, also may find it appealing.
Other Classes:
Role: Ranged blaster, with tracking capabilities, and a bit of skillmonkey-ship
Adaptation: They could potentially use crystals, or even sand.
GAME RULE INFORMATION
Shard Seeker's have the following game statistics.
Abilities: Wisdom, as it determines their total number of shards, and some of their techniques strength.
Alignment: Any Lawful or chaotic
Hit Die: d6
Starting Age: 20 + 3d4
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).
Class Skills
Autohypnosis(Wis), Balance(Dex), Climb(Str), Decipher Script (Int), Disable Device(Int), Escape Artist(Dex), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Move Silently(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survial(Wis), Tumble(Dex)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Shard Seeker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Clusters, Wind Slash, Track
2nd
+1
+0
+3
+3
Distracting Cuts, Empty Hand
3rd
+2
+1
+3
+3
Forceful Shards
4th
+3
+1
+4
+4
Skewer
5th
+3
+1
+4
+4
Reservoir
6th
+4
+2
+5
+5
Cluster Plate, Searcher
7th
+5
+2
+5
+5
Maglev
8th
+6/+1
+2
+6
+6
Crumple
9th
+6/+1
+3
+6
+6
Runed Shard
10th
+7/+2
+3
+7
+7
Whirling Reservoir
11th
+8/+3
+3
+7
+7
Hurricane Slash
12th
+9+4
+4
+8
+8
Particle Lift
13th
+9/+4
+4
+8
+8
Improved Skewer
14th
+10/+5
+4
+9
+9
Rupture
15th
+11/+6/+1
+5
+9
+9
Convergence
16th
+12/+7/+2
+5
+10
+10
Advanced Metals
17th
+12/+7/+2
+5
+10
+10
Torrent
18th
+13/+8/+3
+6
+11
+11
Brainstorm
19th
+14/+9/+4
+6
+11
+11
Isolation
20th
+15/+10/+5
+6
+12
+12
Unstopping
Class Features
All of the following are class features of the Shard Seeker.
Weapon and Armor Proficiencies: The Shard Seeker is not proficient in any armor. The Shard Seeker is proficient in the gauntlet, dagger, punching dagger, spiked gauntlet, kukri, short sword, longsword, scimitar, greatsword, and spiked armor as a weapon (but not as an armor)
Clusters: The Shard Seeker uses clusters as a resource. Clusters are the groups of sharp, metal shards orbiting the Shard Seeker. They can be hidden in the Shard Seeker’s pack as a free action. You have [class level] + [wisdom] shards. Every round, 1 quarter of your total shards returns to orbit.
Techniques: The Shard Seeker uses techniques when manipulating shards. These all use one standard action, and require a free hand to use.
Wind Slash (Su):(1st Level) The Shard Seeker slices through the air with a sheet of metal shards, dealing [class level]d4 + [class level] x 4 damage. Requires 2 clusters
Empty Hand (Su):(2nd level) The Shard Seeker can now manipulate items up to ten pounds per class level up to forty-five feet away. If the item is metal, increase this to fifteen pounds per class level. An object may be moved up to twenty-five feet in any direction. Requires one cluster.
Skewer (Su):(4th level) The Shard Seeker launches a harpoon formed of shards at a target enemy up to forty five feet away. Upon hitting an enemy, the harpoon deals [class level]d6 damage. Upon striking the target, you can either choose to knock the target prone and stunned, or pull it fifteen feet in any direction. If the target succeeds on a Reflex save(DC 10 + [class level] + Wisdom modifier), It only takes damage, but dos not suffer from any additional effects. Every additional cluster spent increases the save DC by two. Requires a minimum of 4 clusters.
Reservoir (Su):(5th level) The Shard Seeker Sends a minimum of five shards onto the ground to a location of his choosing. The Shard Seeker may use techniques from the location of the Reservoir, though each shard pulled from the Reservoir returns to Shard Seeker, as opposed to the Reservoir. A DC [class level] x 2 spot or search check is required to notice the Reservoir. A Shard Seeker can have one Reservoir at 5th level, two at 8th level, three at 12th level, four at 16th level, and five at 20th level. The Reservoir(s) can be placed and moved as a move action.Requires a minimum of 5 clusters.
Cluster Plate (Su):(6th level) The Shard Seeker forms plates of tightly clustered shards to defend himself. This requires 2 clusters per one AC(Deflection Bonus).
Searcher (Su):(6th level) The Shard Seeker expands the orbit of his shards to reach out and feel what he cannot see. The Shard Seeker gains Blindsight and a +3 bonus to Search, Survival, and Track checks. For every additional cluster spent, add one to the bonuses. Requires a minimum of 5 clusters.
Maglev (Su):(7th level) The Shard Seeker can now levitate with the power of magnetism. He gains a fly speed equal to his base land speed times 1.5(perfect maneuverability), and becomes immune to effects that would hurt one touching the ground. For every additional cluster spent, increase the fly speed by five feet per second. If the Shard Seeker’s boots are metal, subtract one cluster from the cost. Requires a minimum of 3 clusters.
Crumple(Su):(8th level) The Shard Seeker crushes the target with the target’s own armor, killing it. If the target succeeds on a fortitude save(DC 10 + [class level]/2 + [wisdom modifier]), it survives, but takes [class level]d4 damage due to the immense strain. This only works on creatures containing metal or having some other form of armor plating. If the target is wearing metal armor, subtract four clusters from the cost. For every additional cluster spent, add two to the save DC. Has a base cost of six clusters.
Runed Shard (Su):(9th level) The Shard Seeker launches a single, unique shard at a target. The Shard Seeker must succeed on a ranged touch attack for this to work. If the attack succeeds, the shard embeds itself deep within the target. The Shard Seeker now knows exactly where the shard is at all times. In addition, the Shard Seeker may violently expel the shard from the target, dealing [class level]d4 + [class level] x 4 damage. The Shard Seeker must prepare each Runed Shard individually, each taking twenty minutes of undistracted carving to create. The Shard Seeker may own one Runed Shard per three class levels. For every additional cluster spent, add one to the touch attack roll. Requires a minimum of two clusters.
Whirling Reservoir(Su):(10th level) The Shard Seeker can now have any Reservoir he forms rise from the ground and spin in a mass of shards, causing anything standing in or passing through it to take [class level]d6 damage, as per the spell Blade Barrier, but without the 15d6 maximum damage cap. The Reservoir loses the required spot or search check to be seen.
Hurricane Slash(Su):(11th level) This technique acts as a standard wind slash, but hits all enemies within fifteen feet of the target, and deals an additional 3d4 damage to all victims. Requires six clusters.
Particle Lift (Su):(12th level) The Shard Seeker lifts the target up to twenty feet into the air for up to 2 rounds. If the target succeeds on a reflex save(DC 10 + [class level]/2 + wisdom modifier), it is unaffected. If the attack is successful, the target is staggered for the duration of the technique. This ability deals no damage and can be used on friendly targets, though the target is still staggered, and still takes damage from falling. For every size category above medium, add one cluster to the cost, and subtract one cluster for every size category below medium. Has a base cost of four clusters.
Improved Skewer (Su):(13th level) Rather than launching single harpoon of shards, the Shard Seeker launch five smaller ones, each impaling the target at a different point. This functions the same as a standard Skewer, but all targets gain +2 to all rolls against the target, and the target is rendered helpless. If the target succeeds on a fortitude save(DC 10 + [class level] + wisdom modifier), it is not rendered helpless, but still is otherwise affected by the ability as normal. For every additional cluster spent, add two to the save DC. Requires a minimum of five clusters.
Rupture (Su):(14th level) The Shard Seeker cause one of his Reservoirs to explode, dealing [class level] x [number of clusters in reservoir] + 3d4 damage to all creatures within ten feet of the explosion.
Convergence (Su):(15th level) The Shard Seeker targets a space between at least two of his Reservoirs. Suddenly, all Reservoirs used (minimum two) rapidly converge and explode, dealing [class level] x [total number of shards used] + 3d4 damage to all creatures within ten feet of the impact, and an additional [class level]d4 damage to the targeted space. Requires one cluster to use.
Torrent (Su):(17th level) The shard Seeker channels his shards at high speeds, dealing [class level] + [total shards used]d4 damage to all enemies within a forty-five foot line. Requires a minimum of one cluster per affected target to use, but the Shard Seeker can use as many as he wants.
Brainstorm (Su):(18th level) The Shard Seeker sends shards into the brain of the target through any possible openings, and proceeds to violently rip them out. This deals [class level] x 5 + 5d4 damage, and deals 1d6 damage to all the target’s mental stats. In addition, the target is blinded and deafened, and must save individually for both senses (Fortitude DC [class level] + 10 +wisdom modifier). The target is also rendered stunned for one round. Consumes one runed shard and, and only affects targets with a brain.
Isolation (Su):(19th level) The Shard Seeker marks a target. All rolls against that target are increased by +3. In addition, when that target is at least five feet away from any allies, it takes an additional 2d6 damage from all sources. Lastly, when a target marked by Isolation is killed, the Isolation effect is passed on to its nearest ally. Requires one cluster.
Passive Abilities
Track (Su):(1st level)The Shard Seeker gains track as a bonus feat.
Distracting Cuts (Su):(2nd level) Add [class level] to all Concentration DCs caused by the Shard Seeker.
Forceful Shards (Su):(3rd level) The Shard Seeker manipulates his shards with immense force. All techniques used by the Shard Seeker deal either force or physical damage, whichever is more convenient.
Advance Metals (Su):(16th level) The Shard Seeker can now use more advanced metals. He has two options:
Mithral: A very light metal, the Shard Seeker can manipulate much more of it. The Shard Seeker can now use 1.5 times as many shards (rounded down).
Adamantine: An incredibly strong metal, the Shard Seeker deals 1.5 more damage (rounded down), and all save DCs are increased by five.
Unstopping (Su):(20th level): The Shard Seeker has mastered the use of shards, he never messes up. Whenever you roll a natural one, roll again and add the two results together. Treat the final result as what you originally rolled.