Jormengand
2016-01-18, 05:24 PM
This is my challenge to make, format, and fully describe a functional new homebrew class in 30 minutes. Here's how I did:
The Stuffshaper
LevelBABFortRefWillSpecial
Maximum Stuff Cubes
Stuff HP/Cube
Stuff Hardness
1st+0+0+0+2Stuffshaping
1
6
2
2nd+1+0+0+3
3
13
4
3rd+1+1+1+3(Animate Objects)
6
19
6
4th+2+1+1+4
8
26
8
5th+2+1+1+4(Flight)
12
33
10
6th+3+2+2+5
15
40
12
7th+3+2+2+5
19
47
14
8th+4+2+2+6
23
54
16
9th+4+3+3+6
27
61
18
10th+5+3+3+7(Spell Resistance)
32
68
20
11th+5+3+3+7
37
76
22
12th+6/+1+4+4+8
42
83
24
13th+6/+1+4+4+8
47
90
26
14th+7/+2+4+4+9
53
98
28
15th+7/+2+5+5+9(Immediate-action Command)
59
105
30
16th+8/+3+5+5+10
64
112
32
17th+8/+3+5+5+10
71
120
34
18th+9/+4+6+6+11
77
128
36
19th+9/+4+6+6+11
83
135
38
20th+10/+5+6+6+12(Extraordinary Stuff)
90
143
40
Alignment: Any
Hit Die: 1d6
Class Skills:
The class skills of the stuffshaper (And the key ability for each skill) are Balance (Dex), Craft (Int), Forgery (Int), Knowledge (All skills taken individually) (Int), Profession (Wis), Tumble (Dex) and Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Stuffshaping (Su)
Stuffshapers draw forth the raw stuff of creation, appropriately granted the mildly uninspiring name of "Stuff." Stuff is malleable into many forms, but has severe limitations. For a start, the number of 10-foot cubes of stuff that a stuffshaper can call forth each day is limited by the value given on Table: The Stuffshaper (which also shows the maximum hit points and hardness of these 10-foot cubes of stuff), although a cube that is essentially intact can be destroyed as a free action to replenish this reserve. Second, stuff can only be moved telekinetically at a speed of 5 feet per stuffshaper level per round, and although doing so is a free action only one distinct command can be made per level (you can cause multiple cubes to move as one command, but if so they all go in the same direction at the same speed). Third, stuff cannot be summoned or moved outside of long range (400 feet+40 feet/level) of the stuffshaper and is destroyed if it ends up there.
Apart from these limitations, however, stuff is malleable. It can be used to form any kind of mundane items or objects that fit in the area, and while craft checks are required to make complex items, the stuffshaper can just try again next round. Stuff can be made edible, potable, or even flammable. More complex chemical reactions are generally beyond the ken of a stuffshaper. The qualities of stuff can be changed as a standard action each round.
Stuff can also be turned into energy, which deals 1d6 points of damage per two stuffshaper levels (minimum 1d6) to each creature in the area (reflex half, DC 10+half the stuffshaper's level+the stuffshaper's intelligence modifier). Cold stuff requires a fortitude save, not a reflex save. Sonic stuff's damage is halved, but it ignores object hardness.
Further, stuff can be used to patch wounds or damage. Each round, a creature (even a construct or undead) or object touched by this type of recuperative stuff leeches off 1d6 of the stuff's hit points per round, to a maximum of the creature's maximum health and the stuff's minimum (of zero). As this stuff isn't solid, it can move into creatures' or objects' spaces and even overlap meaningfully. The majority of new limbs made by stuff is actually made of stuff, and thus disintegrates at the end of the day; it takes about 1 month of daily healing to regrow a limb just using stuff; a few days will regrow a finger.
If you try to use solid stuff to bull rush, slam or overrun an enemy, use your intelligence modifier as your strength modifier and your stuffshaper level as your base attack bonus and the slam deals 2d6 points of damage if it hits. While you can telekinetically control stuff, you cannot do so accurately enough to make weapons of stuff hit their targets in any meaningful fashion.
Stuff disintegrates into nothingness when you replenish your uses of stuff by taking an 8-hour rest of whatever kind would be required before preparing wizard spells for a member of your race. However, it remains active while you sleep, possibly allowing you to create a miniature fortress to defend you until you wake.
Stuff gains additional powers later in a stuffshaper's career. For a start, a stuffshaper can make animated objects out of the relevant amount of stuff starting from 3rd level, limited to double the stuffshaper's class level in hit dice per day. Stuff can fly (albeit not very fast) starting from Stuffshaper level 5. Further, at 10th level it gains spell resistance equal to the stuffshaper's level plus the stuffshaper's intelligence modifier. At 15th level a single command can be made as an immediate action. At 20th level stuff is considered extraordinary, not supernatural.
I feel as though I've run out of stuff to say but there's a lot missing. Oh well, such is the consequence of such a nebulous class. Thoughts?
The Stuffshaper
LevelBABFortRefWillSpecial
Maximum Stuff Cubes
Stuff HP/Cube
Stuff Hardness
1st+0+0+0+2Stuffshaping
1
6
2
2nd+1+0+0+3
3
13
4
3rd+1+1+1+3(Animate Objects)
6
19
6
4th+2+1+1+4
8
26
8
5th+2+1+1+4(Flight)
12
33
10
6th+3+2+2+5
15
40
12
7th+3+2+2+5
19
47
14
8th+4+2+2+6
23
54
16
9th+4+3+3+6
27
61
18
10th+5+3+3+7(Spell Resistance)
32
68
20
11th+5+3+3+7
37
76
22
12th+6/+1+4+4+8
42
83
24
13th+6/+1+4+4+8
47
90
26
14th+7/+2+4+4+9
53
98
28
15th+7/+2+5+5+9(Immediate-action Command)
59
105
30
16th+8/+3+5+5+10
64
112
32
17th+8/+3+5+5+10
71
120
34
18th+9/+4+6+6+11
77
128
36
19th+9/+4+6+6+11
83
135
38
20th+10/+5+6+6+12(Extraordinary Stuff)
90
143
40
Alignment: Any
Hit Die: 1d6
Class Skills:
The class skills of the stuffshaper (And the key ability for each skill) are Balance (Dex), Craft (Int), Forgery (Int), Knowledge (All skills taken individually) (Int), Profession (Wis), Tumble (Dex) and Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Stuffshaping (Su)
Stuffshapers draw forth the raw stuff of creation, appropriately granted the mildly uninspiring name of "Stuff." Stuff is malleable into many forms, but has severe limitations. For a start, the number of 10-foot cubes of stuff that a stuffshaper can call forth each day is limited by the value given on Table: The Stuffshaper (which also shows the maximum hit points and hardness of these 10-foot cubes of stuff), although a cube that is essentially intact can be destroyed as a free action to replenish this reserve. Second, stuff can only be moved telekinetically at a speed of 5 feet per stuffshaper level per round, and although doing so is a free action only one distinct command can be made per level (you can cause multiple cubes to move as one command, but if so they all go in the same direction at the same speed). Third, stuff cannot be summoned or moved outside of long range (400 feet+40 feet/level) of the stuffshaper and is destroyed if it ends up there.
Apart from these limitations, however, stuff is malleable. It can be used to form any kind of mundane items or objects that fit in the area, and while craft checks are required to make complex items, the stuffshaper can just try again next round. Stuff can be made edible, potable, or even flammable. More complex chemical reactions are generally beyond the ken of a stuffshaper. The qualities of stuff can be changed as a standard action each round.
Stuff can also be turned into energy, which deals 1d6 points of damage per two stuffshaper levels (minimum 1d6) to each creature in the area (reflex half, DC 10+half the stuffshaper's level+the stuffshaper's intelligence modifier). Cold stuff requires a fortitude save, not a reflex save. Sonic stuff's damage is halved, but it ignores object hardness.
Further, stuff can be used to patch wounds or damage. Each round, a creature (even a construct or undead) or object touched by this type of recuperative stuff leeches off 1d6 of the stuff's hit points per round, to a maximum of the creature's maximum health and the stuff's minimum (of zero). As this stuff isn't solid, it can move into creatures' or objects' spaces and even overlap meaningfully. The majority of new limbs made by stuff is actually made of stuff, and thus disintegrates at the end of the day; it takes about 1 month of daily healing to regrow a limb just using stuff; a few days will regrow a finger.
If you try to use solid stuff to bull rush, slam or overrun an enemy, use your intelligence modifier as your strength modifier and your stuffshaper level as your base attack bonus and the slam deals 2d6 points of damage if it hits. While you can telekinetically control stuff, you cannot do so accurately enough to make weapons of stuff hit their targets in any meaningful fashion.
Stuff disintegrates into nothingness when you replenish your uses of stuff by taking an 8-hour rest of whatever kind would be required before preparing wizard spells for a member of your race. However, it remains active while you sleep, possibly allowing you to create a miniature fortress to defend you until you wake.
Stuff gains additional powers later in a stuffshaper's career. For a start, a stuffshaper can make animated objects out of the relevant amount of stuff starting from 3rd level, limited to double the stuffshaper's class level in hit dice per day. Stuff can fly (albeit not very fast) starting from Stuffshaper level 5. Further, at 10th level it gains spell resistance equal to the stuffshaper's level plus the stuffshaper's intelligence modifier. At 15th level a single command can be made as an immediate action. At 20th level stuff is considered extraordinary, not supernatural.
I feel as though I've run out of stuff to say but there's a lot missing. Oh well, such is the consequence of such a nebulous class. Thoughts?