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Celestia
2016-12-18, 10:05 AM
I'm not terribly experienced in actually playing this game, but it certainly sparks my creativity. I have made several homebrew classes as well as my own fixes for the SRD classes. I cannot vouch for their balance, but I tried my best. If anyone has any suggestions or other comments, feel free to leave them here.

------------------------------

SRD Class Fixes:
Barbarian (http://www.giantitp.com/forums/showsinglepost.php?p=21504554&postcount=2)
Bard (http://www.giantitp.com/forums/showsinglepost.php?p=21504803&postcount=3)
Cleric (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Druid (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Fighter (http://www.giantitp.com/forums/showsinglepost.php?p=21504857&postcount=4)
Monk (http://www.giantitp.com/forums/showsinglepost.php?p=21507670&postcount=7)
Paladin (http://www.giantitp.com/forums/showsinglepost.php?p=21507761&postcount=8)
Psion (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Psychic Warrior (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Ranger (http://www.giantitp.com/forums/showsinglepost.php?p=21507832&postcount=9)
Rogue (http://www.giantitp.com/forums/showsinglepost.php?p=21507902&postcount=10)
Sorcerer (http://www.giantitp.com/forums/showsinglepost.php?p=21508013&postcount=11)
Soulknife (http://www.giantitp.com/forums/showsinglepost.php?p=21508068&postcount=12)
Wilder (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Wizard (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)

Mundane Paragons:
Barbarian Paragon (http://www.giantitp.com/forums/showsinglepost.php?p=22673963&postcount=326)
Monk Paragon (http://www.giantitp.com/forums/showsinglepost.php?p=22681890&postcount=328)
Rogue Paragon (http://www.giantitp.com/forums/showsinglepost.php?p=22676297&postcount=327)

Other Class Fixes:
Grey Guard (http://www.giantitp.com/forums/showsinglepost.php?p=21510985&postcount=22)
Knight (http://www.giantitp.com/forums/showsinglepost.php?p=21537070&postcount=62)
Master of Many Forms (http://www.giantitp.com/forums/showsinglepost.php?p=21510962&postcount=21)
Survivor (http://www.giantitp.com/forums/showsinglepost.php?p=21508931&postcount=14)
Warlock (http://www.giantitp.com/forums/showsinglepost.php?p=21509035&postcount=15)

Other SRD Fixes
Skills (http://www.giantitp.com/forums/showsinglepost.php?p=22463588&postcount=325)
Power Attack (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Weapon Finesse (http://www.giantitp.com/forums/showsinglepost.php?p=21508103&postcount=13)
Lycanthrope Template (http://www.giantitp.com/forums/showsinglepost.php?p=22286494&postcount=319)

------------------------------

Homebrew:

Base Classes:


Class
Hit Die
BAB
High Saves
Skill Points
Spellcasting
Notes


Anima Thief (http://www.giantitp.com/forums/showsinglepost.php?p=21853405&postcount=249)
d4
Low
None
2 + Int
N/A
Charisma based, ability copying


Applemancer (http://www.giantitp.com/forums/showsinglepost.php?p=21509299&postcount=16)
d8
Medium
Fortitude & Will
4 + Int
Spontaneous Arcane
Wisdom based, joke class


Beastblood Shifter (http://www.giantitp.com/forums/showsinglepost.php?p=21515685&postcount=33)
d10
High
Fortitude & Reflex
4 + Int
N/A
Shapeshifting


Cliché Villain (http://www.giantitp.com/forums/showsinglepost.php?p=21781826&postcount=241)
d4
Low
Reflex
8 + Int
N/A
Charisma based, minionmancy, joke class


Colossal Champion (http://www.giantitp.com/forums/showsinglepost.php?p=21808043&postcount=244)
d12
High
Fortitude
2 + Int
N/A
Transformation, size increase


Dragon Knight (http://www.giantitp.com/forums/showsinglepost.php?p=21557583&postcount=79)
d8
High
Fortitude & Will
4 + Int
N/A
Dragon mount


Everyman (http://www.giantitp.com/forums/showsinglepost.php?p=22990627&postcount=329)
d8
Medium
None
4 + Int
N/A
Jack of all trades


Fleshwarper Devotee (http://www.giantitp.com/forums/showsinglepost.php?p=21583337&postcount=110)
d10
High
Fortitude & Reflex
4 + Int
N/A
Natural weapons, amorphous aberration, insanity


Ghost Boy (http://www.giantitp.com/forums/showsinglepost.php?p=21606030&postcount=132)
d8
Medium
Reflex & Will
4 + Int
N/A
Charisma based, warlock-esque, incoporeal undead


Hero of Legend (http://www.giantitp.com/forums/showsinglepost.php?p=23540759&postcount=356)
d6
High
All
4 + Int
N/A
Melee/ranged martial, some magic


Hydrablood Warrior (http://www.giantitp.com/forums/showsinglepost.php?p=21881830&postcount=257)
d10
High
Fortitude & Reflex
2 + Int
N/A
Fast Healing, extra heads


Meat Shield (http://www.giantitp.com/forums/showsinglepost.php?p=21511172&postcount=24)
d20
Low
Fortitude
2 + Int
N/A
Defense focused, joke class


Mystic Hunter (http://www.giantitp.com/forums/showsinglepost.php?p=21511094&postcount=23)
d12
High
All
8 + Int
N/A
Wisdom based, anti-spellcaster


Okami Amaterasu (http://www.giantitp.com/forums/showsinglepost.php?p=21547784&postcount=71)
d10
High
All
4 + Int
N/A
Wisdom based, spell-like abilities, requisite race


Pokémon Trainer (http://www.giantitp.com/forums/showsinglepost.php?p=21525036&postcount=47)
d6
Low
Reflex & Will
4 + Int
N/A
Charisma based, minionmancy


Police Cop (http://www.giantitp.com/forums/showsinglepost.php?p=21556659&postcount=76)
d12
High
All
6 + Int
N/A
Wisdom based, monk-esque


Real Man (http://www.giantitp.com/forums/showsinglepost.php?p=21515942&postcount=36)
d12
High
Fortitude
2 + Int
N/A
Strength based, joke class, male only


Ring Bearer (http://www.giantitp.com/forums/showsinglepost.php?p=21537262&postcount=63)
d8
Medium
Will
4 + Int
N/A
Will based, warlock-esque


Sacred Magus (http://www.giantitp.com/forums/showsinglepost.php?p=21575730&postcount=104)
d6
Low
Will
2 + Int
Prepared Arcane & Divine
Intelligence based


Stand User (http://www.giantitp.com/forums/showsinglepost.php?p=24076088&postcount=358)
d10
Medium
Fortitude & Will
4 + Int
N/A
You expected a description, but it was me, Dio!


Stormchild (http://www.giantitp.com/forums/showsinglepost.php?p=21520933&postcount=42)
d8
Medium
Reflex & Will
4 + Int
N/A
Charisma based, warlock-esque, electricity focused, psionic


Soulscarred Blade (http://www.giantitp.com/forums/showsinglepost.php?p=21516916&postcount=39)
d10
High
Fortitude & Will
4 + Int
N/A
Charisma based, upgradable weapon


Talosborn (http://www.giantitp.com/forums/showsinglepost.php?p=21512020&postcount=25)
d8
Medium
Fortitude & Will
4 + Int
N/A
Charisma based, breath weapons


Warforged Warden (http://www.giantitp.com/forums/showsinglepost.php?p=21572343&postcount=94)
d10
High
Fortitude & Reflex
4 + Int
N/A
Wisdom based, shapeshifting, Warforged only
Variant: Vile Warden (http://www.giantitp.com/forums/showsinglepost.php?p=21673451&postcount=207)




Prestige Classes:

[tr]
Class
Levels
Hit Die
BAB
High Saves
Skill Points
Spellcasting
Notes


Arcane Rager (http://www.giantitp.com/forums/showsinglepost.php?p=21696888&postcount=232)
12
d10
Medium
Fortitude & Will
2 + Int
11/12 arcane progression
Arcane/Barbarian Theurge


Badass (http://www.giantitp.com/forums/showsinglepost.php?p=21625586&postcount=177)
1
d12
High
All
10 + Int
2/1 progression
Joke class


Chicken Bombardier (http://www.giantitp.com/forums/showsinglepost.php?p=21538318&postcount=68)
5
d6
Medium
Fortitude & Reflex
6 + Int
N/A
Thrown weapons, minionmancy, joke class


Eldritch Soul (http://www.giantitp.com/forums/showsinglepost.php?p=22999373&postcount=335)
10
d6
Medium
Fortitude & Will
2 + Int
10/10 progression
Binder/Warlock theurge


Elementalist (http://www.giantitp.com/forums/showsinglepost.php?p=23298031&postcount=336)
10
d4
Low
Will
2 + Int
8/10 progression
Blaster caster, energy versatility


Fear Monger (http://www.giantitp.com/forums/showsinglepost.php?p=21537408&postcount=64)
10
d10
Medium
Fortitude
2 + Int
N/A
Charisma based, ring bearer blackguard, fear focused


Fireball Savant (http://www.giantitp.com/forums/showsinglepost.php?p=22252380&postcount=318)
6
d4
Low
Will
2 + Int
5/6 progression
Makes Fireball better


Master Fist (http://www.giantitp.com/forums/showsinglepost.php?p=21977094&postcount=304)
10
d8
High
All
4 + Int
N/A
Monk class, stunning fist based


Master of the Seven Swords (http://www.giantitp.com/forums/showsinglepost.php?p=21977094&postcount=304)
7
d10
High
Fortitude & Will
4 + Int
N/A
Concentration based, teleporting and plane shifting


Master Thief (http://www.giantitp.com/forums/showsinglepost.php?p=21615892&postcount=147)
10
d6
Medium
Reflex
6 + Int
N/A
Intelligence based, sleight of hand focused


Mime Mage (http://www.giantitp.com/forums/showsinglepost.php?p=21672692&postcount=206)
5
d4
Low
Will
2 + Int
5/5 progression
Joke class


Shadowknife (http://www.giantitp.com/forums/showsinglepost.php?p=21561991&postcount=82)
10
d4
Medium
Reflex & Will
6 + Int
9/10 progression
Rogue/caster theurge, illusion focused


Spellvoid (http://www.giantitp.com/forums/showsinglepost.php?p=21586905&postcount=119)
5
d10
High
Fortitude & Will
4 + Int
N/A
Anti-spellcaster


Ultimate Warrior (http://www.giantitp.com/forums/showsinglepost.php?p=21649015&postcount=187)
9
d10
High
All
4 + Int
Prepared Divine
Wisdom and Charisma based, joke class


Unicorn Champion (http://www.giantitp.com/forums/showsinglepost.php?p=21659200&postcount=198)
10
d8
High
Fortitude & Reflex
4 + Int
Prepared Divine
Charisma based, special mount, Elf only, female only



Playable Races:


Race
Type
RHD
LA
Notes


Arborean (http://www.giantitp.com/forums/showsinglepost.php?p=21858966&postcount=252)
Plant
No
+0
I am Groot


Centaurpede (http://www.giantitp.com/forums/showsinglepost.php?p=21620677&postcount=161)
Monstrous Humanoid
3
+1
Centipede centaur


Divine Wolf (http://www.giantitp.com/forums/showsinglepost.php?p=21547784&postcount=71)
Magical Beast
No
+0
Required for Okami Amaterasu


Elder Scrolls Races (http://www.giantitp.com/forums/showsinglepost.php?p=23387212&postcount=338)
Humanoid
No
+0
Based off of The Elder Scrolls


Pony Races (http://www.giantitp.com/forums/showsinglepost.php?p=21543851&postcount=70)
Magical Beast
No
+0/+1
Based off of MLP:FiM


Silverback Jester (http://www.giantitp.com/forums/showsinglepost.php?p=21622473&postcount=174)
Magical Beast
3
+2
Psionic monkey clown


Telepathic Cube (http://www.giantitp.com/forums/showsinglepost.php?p=21638250&postcount=186)
Ooze
No
+1
What it says on the tin



Creatures:


Creature
Type
HD
CR
Notes


Bumblebear (http://www.giantitp.com/forums/showsinglepost.php?p=21616111&postcount=148)
Magical Beast
4
3
Bee bear


Centaurpede (http://www.giantitp.com/forums/showsinglepost.php?p=21620677&postcount=161)
Monstrous Humanoid
3
3
Centipede centaur


Dire Angler Fish (http://www.giantitp.com/forums/showsinglepost.php?p=21679240&postcount=228)
Animal
3
2



Octobear (http://www.giantitp.com/forums/showsinglepost.php?p=21621131&postcount=163)
Magical Beast
10
12
Octopus bear


Psycho-Bear (http://www.giantitp.com/forums/showsinglepost.php?p=21613212&postcount=143)
Magical Beast
9
11
Psychic bear


Pyrobear (http://www.giantitp.com/forums/showsinglepost.php?p=21620968&postcount=162)
Magical Beast
12
11
Flaming bear


Silverback Jester (http://www.giantitp.com/forums/showsinglepost.php?p=21622473&postcount=174)
Magical Beast
3
3
Psionic monkey clown


Timeraptor (http://www.giantitp.com/forums/showsinglepost.php?p=21621286&postcount=164)
Magical Beast
8
11
Time traveling velociraptor



Miscellaneous:
Dracanthropy Template (http://www.giantitp.com/forums/showthread.php?594680-Dracanthropy-Template) - a draconic version of lycanthropy

End Him Rightly (http://www.giantitp.com/forums/showsinglepost.php?p=22239125&postcount=317) - A new feat for the honorable knight

Mark of Geass (http://www.giantitp.com/forums/showsinglepost.php?p=21726038&postcount=239") - Feats based on Code Geass

Mask of Khaaladesh (http://www.giantitp.com/forums/showsinglepost.php?p=22005510&postcount=305) - Divine artifact of a dead trickster god

Talismans of Shendu (http://www.giantitp.com/forums/showsinglepost.php?p=21601718&postcount=130) - Artifacts based on Jackie Chan Adventures

Weapons of RWBY (http://www.giantitp.com/forums/showsinglepost.php?p=21903890&postcount=303) - Weapons based on RWBY

Celestia
2016-12-18, 10:37 AM
The Barbarian

Alignment: Any non-lawful
Hit Die: d12



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Fast Movement, Illiteracy, Rage 3/day


2
+2
+3/+3/+0
Uncanny Dodge


3
+3
+3/+3/+1
Trap Sense +1


4
+4
+4/+4/+1
Rage 4/day, Damage Reduction 2/-


5
+5
+4/+4/+1
Improved Uncanny Dodge, Fighter Bonus Feat


6
+6
+5/+5/+2
Trap Sense +2


7
+7
+5/+5/+2
Damage Reduction 4/-


8
+8
+6/+6/+2
Greater Rage, Rage 5/day


9
+9
+6/+6/+3
Trap Sense +3


10
+10
+7/+7/+3
Damage Reduction 6/-, Fighter Bonus Feat


11
+11
+7/+7/+3
Indomitable Will


12
+12
+8/+8/+4
Rage 6/day, Trap Sense +4


13
+13
+8/+8/+4
Damage Reduction 8/-


14
+14
+9/+9/+4
Tireless Rage


15
+15
+9/+9/+5
Trap Sense +5, Fighter Bonus Feat


16
+16
+10/+10/+5
Rage 7/day, Damage Reduction 10/-


17
+17
+10/+10/+5
Mighty Rage


18
+18
+11/+11/+6
Trap Sense +6


19
+19
+11/+11/+6
Damage Reduction 12/-


20
+20
+12/+12/+6
Fast Healing 5, Rage 8/day, Fighter Bonus Feat


Class Skills (4 + Int)
Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Spot, Survival, Swim

Celestia
2016-12-18, 12:40 PM
The Bard

Alignment: Any non-lawful
Hit Die: d6



Level
BAB
Saves
Special


1
+0
+0/+2/+2
Bardic Music, Bardic Knowledge, Countersong, Inspire Courage +1


2
+1
+0/+3/+3
Opening Act, Riff (Shatter)


3
+2
+1/+3/+3
Evasion, Inspire Competence


4
+3
+1/+4/+4
Riff (Sound Burst)


5
+3
+1/+4/+4
Skilled Performer +2


6
+4
+2/+5/+5
Inspire Courage +2


7
+5
+2/+5/+5
Break the Silence


8
+6
+2/+6/+6
Riff (Shout)


9
+6
+3/+6/+6
Limelight


10
+7
+3/+7/+7
The Sound of Music, Skilled Performer +4


11
+8
+3/+7/+7
Inspire Courage +3


12
+9
+4/+8/+8
Song of Freedom


13
+9
+4/+8/+8
Allegro


14
+10
+4/+9/+9
Stage Theatrics, Riff (Greater Shout)


15
+11
+5/+9/+9
Inspire Heroics, Skilled Performer +6


16
+12
+5/+10/+10
Inspire Courage +4


17
+12
+5/+10/+10
Song of Storms


18
+13
+6/+11/+11
Riff (Wail of the Banshee)


19
+14
+6/+11/+11
Staccato


20
+15
+6/+12/+12
The Show Must Go On, Skilled Performer +8


Class Skills (6 + Int)
Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Infornation, Hide, Jump, Knowledge (All), Listen, Move Silently, Peform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, Use Magic Device



Level
Spells per Day
Spells Known



0|1|2|3|4|5|6
0|1|2|3|4|5|6


1
2/-/-/-/-/-/-
4/-/-/-/-/-/-


2
3/-/-/-/-/-/-
4/-/-/-/-/-/-


3
3/0/-/-/-/-/-
4/2*/-/-/-/-/-


4
3/1/-/-/-/-/-
4/3/-/-/-/-/-


5
3/2/0/-/-/-/-
4/3/2*/-/-/-/-


6
3/3/1/-/-/-/-
5/4/3/-/-/-/-


7
3/3/2/0/-/-/-
5/4/3/2*/-/-/-


8
3/3/3/1/-/-/-
5/4/4/3/-/-/-


9
3/3/3/2/0/-/-
5/4/4/3/2*/-/-


10
3/3/3/3/1/-/-
5/4/4/4/3/-/-


11
3/3/3/3/2/0/-
6/4/4/4/3/2*/-


12
3/3/3/3/3/1/-
6/4/4/4/4/3/-


13
3/3/3/3/3/2/0
6/4/4/4/4/3/2*


14
4/3/3/3/3/3/1
6/4/4/4/4/4/3


15
4/4/3/3/3/3/2
6/5/4/4/4/4/3


16
4/4/4/3/3/3/3
7/5/5/4/4/4/4


17
4/4/4/4/3/3/3
7/5/5/5/4/4/4


18
4/4/4/4/4/3/3
7/5/5/5/5/4/4


19
4/4/4/4/4/4/3
7/5/5/5/5/5/4


20
4/4/4/4/4/4/4
7/5/5/5/5/5/5



Bardic Music: Usable a number of times per day equal to Bard level plus Charisma modifier.

Opening Act (Ex): A second level Bard is always ready to perform at a moment's notice. He gains Improved Initiative as a bonus feat.

Riff (Sp): A second level Bard has learned that playing music isn't just about strumming the chords. While performing Bardic Music, a Bard can produce a Riff that acts like a spell-like ability. The first Riff he learns is Shatter. At level four he gains Sound Burst. At level eight, he gets Shout. At level fourteen, he gets Greater Shout. Finally, at level eighteen, he gets Wail of the Banshee. These all act like the spells of the same name with a caster level equal to the Bard's level. They are all Charisma-based. A Bard can Riff a total number of times per day equal to three plus his Charisma modifier.

Skilled Performer (Ex): Bards are the best musicians in the land due to their ample amounts of practice and experience. At level five, a Bard gains a +2 competence bonus on all Perform checks. This bonus increases by +2 every fifth level after.

Break the Silence (Su): A Bard's music can overpower any sound or lack thereof. By level seven, a Bard has learned how to use Bardic Music even when Silenced. However, he still cannot use Riffs or any spells that require a verbal component.

Limelight (Su): Bards love to be the center of attention, even if this sometimes draws the wrong kind of attention. A ninth level Bard has learned how to use his charm and good looks to his advantage in battle. While performing Bardic Music, he can add his Charisma modifier to AC.

The Sound of Music (Su): By level ten, a Bard has become so narrowly focused on his music that it drowns out all other distractions. While performing Bardic Music, he becomes immune to all mind-affecting effects.

Allegro (Su): Upon reaching level thirteen, a Bard has learned the secret of Allegro temo and can play much faster than before. His Riffs can now be used as move-equivalent actions.

Stage Theatrics (Su): A fourteenth level Bard has learned how to seamlessly add acrobatics into his routine. While performing Bardic Music, he acts as if under the effects of a Freedom of Movement spell.

Song of Storms (Sp): At level seventeen, a Bard's music is so powerful that even the forces of nature move to his rhythm. A Bard with 20 or more ranks in Perform can create an effect equivalent to the Control Weather spell. Using this ability requires ten minutes of uninterrupted concentration and music to initially seize control. Afterwards, the weather will remain under his power even if he stops. Changing to a new weather pattern requires strumming a few notes as a standard action.

Staccato (Su): At nineteenth level, a Bard has finally mastered the Staccato and can deliver one sharp note in the middle of his music. His Riffs can now be used as swift actions.

The Show Must Go On (Su): A twentieth level Bard is fully dedicated to the music, and it punctuates every facet of his life. He gains the benefits of Limelight, The Sound of Music, and Stage Theatrics at all times, even when not performing Bardic Music.

Celestia
2016-12-18, 01:08 PM
The Fighter

Alignment: Any
Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+0/+2
Weapon Focus, Fighter Bonus Feat


2
+2
+3/+0/+3
Superior Resistance, Bonus Feat


3
+3
+3/+1/+3
Armor Focus, Fighter Bonus Feat


4
+4
+4/+1/+4
Athleticism, Armor Mastery (Medium), Bonus Feat


5
+5
+4/+1/+4
Weapon Specialization, Fighter Bonus Feat


6
+6/+1
+5/+2/+5
Combat Specialist, Bonus Feat


7
+7/+2
+5/+2/+5
Armor Specialization, Fighter Bonus Feat


8
+8/+4
+6/+2/+6
Secondary Strike, Armor Mastery (Heavy), Bonus Feat


9
+9/+5
+6/+3/+6
Greater Weapon Focus, Fighter Bonus Feat


10
+10/+6
+7/+3/+7
Combat Speed, Bonus Feat


11
+11/+7/+3
+7/+3/+7
Greater Armor Focus, Fighter Bonus Feat


12
+12/+9/+6
+8/+4/+8
Improved Combat Specialist, Improved Secondary Strike, Bonus Feat


13
+13/+10/+7
+8/+4/+8
Greater Weapon Specialization, Fighter Bonus Feat


14
+14/+11/+8
+9/+4/+9
Adrenaline Rush, Bonus Feat


15
+15/+12/+9
+9/+5/+9
Greater Armor Specialization, Fighter Bonus Feat


16
+16/+13/+10/+7
+10/+5/+10
Improved Combat Speed, Bonus Feat


17
+17/+14/+11/+8
+10/+5/+10
Weapon Supremacy, Fighter Bonus Feat


18
+18/+16/+14/+12
+11/+6/+11
Greater Combat Specialist, Greater Secondary Strike, Bonus Feat


19
+19/+17/+15/+13
+11/+6/+11
Armor Supremacy, Fighter Bonus Feat


20
+20/+18/+16/+14
+12/+6/+12
Combat Mastery, Bonus Feat


Class Skills (4 + Int)
Balance, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (Local), Listen, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Bonus Feats: A Fighter gets two sets of bonus feats in addition to the weapon and armor feat chains. At every odd level, he gets a feat marked as a Fighter Bonus Feat for which he meets the prerequisites. At every even level, he gets any feat for which he meets the prerequisites.

Weapon Focus: +1 on attack rolls with selected weapon.

Armor Focus: -2 on armor check penalty with selected armor.

Weapon Specialization: +3 on damage rolls with selected weapon.

Armor Specialization: +2 on AC with selected armor.

Greater Weapon Focus: +2 on attack rolls with selected weapon.

Greater Armor Focus: -3 on armor check penalty with selected armor.

Greater Weapon Specialization: +6 on damage rolls with selected weapon.

Greater Armor Specialization: +4 on AC with selected armor.

Weapon Supremacy: As the feat

Armor Supremacy: Gain DR10/- while wearing selected armor. Gain Freedom of Movement while wearing selected armor. Gain immunity to critical hits and stunning while wearing selected armor.

Superior Resistance (Ex): A Fighter doesn't live long unless he is good at avoiding even the most unusual of attacks. At level 2, he gains a +2 competence bonus on all saving throws.

Athleticism (Ex): A Fighter is in the peak of physical condition. At fourth level, he gains a competence bonus on all Strength-based and Dexterity-based skill checks equal to one fourth his Fighter level (rounded down). His Strength and Dexterity bonuses are also doubled for these skills.

Armor Mastery (Ex): At fourth level, a Fighter begins to wear his armor like a second skin. He no longer takes movement penalties for medium armor. At level 8, he also no longer takes movement penalties for heavy armor.

Combat Specialist (Ex): A Fighter's entire livelihood is based around fighting, and he does it better than anyone. He gain a competence bonus equal to half his Fighter level (rounded down) when performing or resisting the following special attacks: Bullrush, Disarm, Feint, Grapple, Overrun, Sunder, and Trip.

He can use these special attacks against targets that are one size category larger than he normally could. At level 12, he can use them against targets that are two size categories larger than normal, and at level 18, he can use them against target's that are three size categories larger than normal.

If the Fighter has any of the feats Improved Bullrush, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, or Improved Sunder, he gets a free extra attack after successfully performing the respective special attack for which he has the feat.

Secondary Strike (Ex): Through experience and countless battles, a Fighter learns how to make all his attacks count. At level 8, the penalty on additional attacks from high Base Attack Bonus is reduced from -5 per attack to -4 per attack. At level 12, this penalty is reduced further to -3 per attack, and at level 18, it is again reduced to -2 per attack.

Combat Speed (Ex): An experienced Fighter knows how to eliminate the unnecessary motions from all his actions and get the most out of his time. Upon reaching level 10, he can make an extra move or swift action each round. At level 16, he becomes even more efficient and can make an extra standard, move, or swift action.

Adrenaline Rush (Ex): In the heat of battle, even the most grievous of injuries can be temporarily ignored. When a Fighter drops below 0 hit points or would be killed for any reason except ability damage, he can activate a rush of adrenaline to keep going. While in this state, he is immune to death and continues acting at full capacity, though he may still accrue hit point damage, even if it would drop him below -9. This state lasts a number of rounds equal to his Fighter level and can be used a number of times per day equal to his Constitution modifier. When this state ends, the Fighter dies like normal if he was hit with a death effect or if his hit points are still below -9.

Combat Mastery (Ex): A twentieth level Fighter is truly the master of his craft. When making an attack roll, if he rolls lower than a 10, he can retroactively take 10 on the attack.

neriractor
2016-12-18, 08:54 PM
a couple of comments on the bard´s riff ability, it is marked as (Su) but in the text it is said to work as a spell-like ability in wich case it should be marked as (Sp). Is the ability at will? because golly, I can hardly think of things that I would like to have at second level in a dungeon environment more than at will shatter. (this doesn´t mean it should be, it means clarify, 2/day seems like stretching it for a class that is already got a lot going for it, that said I like some of the abilities you gave to the bard, and I´ll have to check the others on more detail)

Celestia
2016-12-18, 10:02 PM
a couple of comments on the bard´s riff ability, it is marked as (Su) but in the text it is said to work as a spell-like ability in wich case it should be marked as (Sp). Is the ability at will? because golly, I can hardly think of things that I would like to have at second level in a dungeon environment more than at will shatter. (this doesn´t mean it should be, it means clarify, 2/day seems like stretching it for a class that is already got a lot going for it, that said I like some of the abilities you gave to the bard, and I´ll have to check the others on more detail)
Yeah, that's a typo. Thanks for catching it.

Celestia
2016-12-19, 10:27 AM
The Monk

Alignment: Any non-chaotic
Hit Die: d8



Level
BAB
Flurry of Blows
Saves
Special
Unarmed Damage
AC Bonus
Speed Bonus


1
+1
-1/-1
+2/+2/+2
Unarmed Strike, Flurry of Blows, Bonus Feat
1d8
+0
+10


2
+2
+0/+0
+3/+3/+3
Ki Strike (Magic) +1, Evasion, Bonus Feat
1d8
+1
+10


3
+3
+1/+1
+3/+3/+3
Still Mind, Lotus Strike
1d8
+1
+20


4
+4
+2/+2
+4/+4/+4
Uncanny Dodge, Feather Body, Spring Attack
1d8
+2
+20


5
+5
+3/+3
+4/+4/+4
Purity of Body, Mantis Jump +10
1d10
+2
+20


6
+6
+4/+4/-1
+5/+5/+5
Diamond Body, Enlightened Body (Food), Bonus Feat
1d10
+3
+30


7
+7
+6/+6/+1
+5/+5/+5
Ki Strike (Magic) +2, Ki Strike (Aligned), Wholeness of Body
1d10
+3
+30


8
+8
+7/+7/+2
+6/+6/+6
Improved Evasion, Improved Uncanny Dodge
1d10
+4
+30


9
+9
+8/+8/+8/+3
+6/+6/+6
Greater Flurry, Tiger Pounce
2d6
+4
+40


10
+10
+9/+9/+9/+4
+7/+7/+7
Abundant Step, Mantis Jump +20
2d6
+5
+40


11
+11
+10/+10/+10/+5/+0
+7/+7/+7
Ki Strike (Keen), Enlightened Body (Sleep)
2d6
+5
+40


12
+12
+11/+11/+11/+6/+1
+8/+8/+8
Ki Strike (Magic) +3, Diamond Soul, Cat Stride
2d6
+6
+50


13
+13
+12/+12/+12/+7/+2
+8/+8/+8
Timeless Body
2d8
+6
+50


14
+14
+14/+14/+14/+9/+4
+9/+9/+9
Quivering Palm
2d8
+7
+50


15
+15
+15/+15/+15/+10/+5
+9/+9/+9
Ki Strike (Adamantine), Mantis Jump +30
2d8
+7
+60


16
+16
+16/+16/+16/+11/+6/+1
+10/+10/+10
Enlightened Body (Breath)
2d8
+8
+60


17
+17
+17/+17/+17/+12/+7/+2
+10/+10/+10
Ki Strike (Magic) +4, Eyes of the Divine
2d10
+8
+60


18
+18
+18/+18/+18/+13/+8/+3
+11/+11/+11
Empty Body
2d10
+9
+70


19
+19
+19/+19/+19/+14/+9/+4
+11/+11/+11
Ki Strike (Vorpal)
2d10
+9
+70


20
+20
+20/+20/+20/+15/+10/+5
+12/+12/+12
Perfect Self, Mantis Jump +40
2d10
+10
+70


Class Skills (4 + Int)
Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble

Flurry of Blows: Can be used with Standard Action attacks. Gain the extra one (or two with Greater Flurry) extra attack(s) and suffer the penalty on all attacks.

Ki Strike (Magic) (Su): Gain a +1 enhancement bonus on Unarmed Strikes. Improves by one every five levels.

Lotus Strike (Ex): Can substitute Wisdom modifier on attack and damage rolls with Unarmed Strikes and special Monk weapons.

Feather Body (Sp): Can use Feather Fall at will, self only.

Mantis Jump (Ex): At level five, a Monk learns the Mantis Technique. She gains a +10 enlightened bonus on all Jump checks. This bonus improves by ten every five levels.

Enlightened Body (Ex): A sixth level Monk has reached a stage of enlightenment where she realizes that food is an unnecessary burden on the soul. She no longer needs to eat to survive. At level eleven, she realizes that sleep is also just an illusion which she can transcend. By level sixteen, she has all but left the trapping of mortal needs behind and no longer even breathes.

Ki Strike (Aligned) (Su): A Monk who possesses a Lawful, Good, or Evil alignment can treat her Unarmed Strikes as weapons of that type for overcoming damage reduction.

Tiger Pounce (Ex): By level nine, a Monk has learned the Tiger Technique and Pounce on a charge.

Abundant Step (Sp): At level 10, a Monk has learned how to magically slip between spaces. She can use Dimension Door, as the spell, once every 1d4 rounds, self only. This is a move-equivalent action, and her caster level is equal to one half her Monk level.

Ki Strike (Keen) (Ex): Gain Improved Critical (Unarmed Strike) as a bonus feat. Unarmed Strikes can do slashing damage if desired.

Diamond Soul (Su): Gain SR equal to 10 + Monk level + Wisdom modifier.

Cat Stride (Ex): By level 12, a Monk has learned the Cat Technique and can step softly and carefully. She gains a +20 enlightened bonus to all Balance and Move Silently checks.

Quivering Palm (Su): Usable a number of times per week equal to Wisdom modifier.

Eyes of the Divine (Su): A seventeenth level Monk has spent so much time meditating on the truths of the universe that she can now detect falsehoods on sight alone. She gains permanently active True Seeing.

Empty Body (Sp): Can use Ethereal Jaunt, as the spell, a number of times per day equal to her Wisdom modifier. Caster level equal to Monk level.

Ki Strike (Vorpal) (Su): Unarmed Strikes as as if they had the Vorpal enchantment, but only when dealing slashing damage.

Perfect Self (Su): Type changes to Outsider. Keep all subtypes and gain the Native subtype. Gain DR10/chaotic, +4 Wisdom, +2 Dex, and +2 Con.

Celestia
2016-12-19, 11:02 AM
The Paladin

Alignment: Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil
Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+0/+2
Aura of Good/Evil, Detect Evil/Good, Smite Evil/Good 3/day


2
+2
+3/+0/+3
Divine Grace, Lay on Hands/Deadly Touch


3
+3
+3/+1/+3
Divine Health, Aura of Courage/Resolve/Despair/Debilitation


4
+4
+4/+1/+4
Special Mount, Turn/Rubuke Undead


5
+5
+4/+1/+4
Smite Evil/Good 4/day, Remove/Cause Disease 1/day


6
+6
+5/+2/+5
Mounted Combat


7
+7
+5/+2/+5
Ride-By Attack


8
+8
+6/+2/+6
Remove/Cause Disease 2/day


9
+9
+6/+3/+6
Hallow/Unhallow 1/week


10
+10
+7/+3/+7
Smite Evil/Good 5/day


11
+11
+7/+3/+7
Remove/Cause Disease 3/day


12
+12
+8/+4/+8
Hallow/Unhallow 2/week


13
+13
+8/+4/+8
Trample


14
+14
+9/+4/+9
Remove/Cause Disease 4/day


15
+15
+9/+5/+9
Smite Evil/Good 6/day, Hallow/Unhallow 3/week


16
+16
+10/+5/+10
Spirited Charge


17
+17
+10/+5/+10
Remove/Cause Disease 5/day


18
+18
+11/+6/+11
Hallow/Unhallow 4/week


19
+19
+11/+6/+11
Holy Word/Blasphemy


20
+20
+12/+6/+12
Smite Evil/Good 7/day, Remove/Cause Disease 6/day


Class Skills (4 + Int)
Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, Sense Motive

Hallow/Unhallow (Sp): As the spell.

Holy Word/Blasphemy (Sp): As the spell, usable a number of times per day equal to Charisma modifier.

Spellcasting: Entirely Charisma-based.



Level
Spells per Day



0|1|2|3|5


1
2/-/-/-/-/-


2
2/-/-/-/-/-


3
2/-/-/-/-/-


4
2/0/-/-/-/-


5
3/1/-/-/-/-


6
3/1/-/-/-/-


7
3/2/0/-/-/-


8
3/2/1/-/-/-


9
3/2/1/-/-/-


10
3/2/2/0/-/-


11
3/3/2/1/-/-


12
3/3/2/1/-/-


13
4/3/2/2/0/-


14
4/3/3/2/1/-


15
4/3/3/2/1/-


16
4/3/3/2/2/0


17
4/3/3/3/2/1


18
4/3/3/3/2/1


19
4/3/3/3/2/2


20
4/3/3/3/3/2



0th Level Spells:
Cure Minor Wounds (Good), Detect Magic, Guidance, Inflict Minor Wounds (Evil), Light, Mending, Purify Food and Drink

5th Level Spells:
Atonement, Break Enchantment, Commune, Cure Critical Wounds (Good), Disrupting Weapon (Good), Flame Strike, Inflict Critical Wounds (Evil), Animate Dead (Evil), Righteous Might, True Seeing

Celestia
2016-12-19, 11:29 AM
The Ranger

Alignment: Any
Hit Die: d8



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Favored Enemy 1, Wild Empathy, Track


2
+2
+3/+3/+0
Combat Style


3
+3
+3/+3/+1
Skirmish (+1d6), Endurance


4
+4
+4/+4/+1
Animal Companion, Woodland Stride


5
+5
+4/+4/+1
Favored Enemy 2


6
+6
+5/+5/+2
Improved Combat Style


7
+7
+5/+5/+2
Swift Tracker, Skirmish (+1d6, +1 AC)


8
+8
+6/+6/+2
Summon Nature's Ally 1/day


9
+9
+6/+6/+3
Evasion


10
+10
+7/+7/+3
Favored Enemy 3


11
+11
+7/+7/+3
Combat Style Mastery, Skirmish (+2d6, +1 AC)


12
+12
+8/+8/+4
Summon Nature's Ally 2/day


13
+13
+8/+8/+4
Camouflage


14
+14
+9/+9/+4
Trackless Step


15
+15
+9/+9/+5
Favored Enemy 4, Skirmish (+2d6, +2 AC)


16
+16
+10/+10/+5
Summon Nature's Ally 3/day


17
+17
+10/+10/+5
Hide in Plain Sight


18
+18
+11/+11/+6
Animate Plants


19
+19
+11/+11/+6
Skirmish (+3d6, +2 AC)


20
+20
+12/+12/+6
Favored Enemy 5, Summon Nature's Ally 4/day


Class Skills (6 + Int)
Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope

Animal Companion: Advances at full level.

Summon Nature's Ally (Sp): As the spell. Starts at the 3rd level version. Every three levels, it improves to the next verson.

Animate Plants (Sp): As the spell, usable a number of times per day equal to Wisdom modifier.



Level
Spells per Day



0|1|2|3|5


1
2/-/-/-/-/-


2
2/-/-/-/-/-


3
2/-/-/-/-/-


4
2/0/-/-/-/-


5
3/1/-/-/-/-


6
3/1/-/-/-/-


7
3/2/0/-/-/-


8
3/2/1/-/-/-


9
3/2/1/-/-/-


10
3/2/2/0/-/-


11
3/3/2/1/-/-


12
3/3/2/1/-/-


13
4/3/2/2/0/-


14
4/3/3/2/1/-


15
4/3/3/2/1/-


16
4/3/3/2/2/0


17
4/3/3/3/2/1


18
4/3/3/3/2/1


19
4/3/3/3/2/2


20
4/3/3/3/3/2



0th Level Spells:
Create Water, Cure Minor Wounds, Detect Magic, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Resistance

5th Level Spells:
Baleful Polymorph, Cure Critical Wounds, Giant Vermin, Insect Plague, Summon Nature's Ally V, Wall of Thorns

Celestia
2016-12-19, 11:53 AM
The Rogue

Alignment: Any
Hit Die: d6



Level
BAB
Saves
Special


1
+0
+0/+2/+0
Sneak Attack +1d6, Trapfinding


2
+1
+0/+3/+0
Evasion, Weapon Insight


3
+2
+1/+3/+1
Sneak Attack +2d6, Trap Sense +1


4
+3
+1/+4/+1
Uncanny Dodge


5
+3
+1/+4/+1
Sneak Attack +3d6, Special Ability


6
+4
+2/+5/+2
Trap Sense +2, Skill Mastery 2


7
+5
+2/+5/+2
Sneak Attack +4d6, Improved Uncanny Dodge


8
+6
+2/+6/+6
Improved Evasion, Special Ability, Skill Mastery 4


9
+6
+3/+6/+3
Sneak Attack +5d6, Trap Sense +3


10
+7
+3/+7/+3
Skill Mastery 6


11
+8
+3/+7/+3
Sneak Attack +6d6, Special Ability


12
+9
+4/+8/+4
Trap Sense +4, Skill Mastery 8


13
+9
+4/+8/+4
Sneak Attack +7d6


14
+10
+4/+9/+4
Special Ability, Skill Mastery 10


15
+11
+5/+9/+5
Sneak Attack +8d6, Trap Sense +5


16
+12
+5/+10/+5
Skill Mastery 12


17
+12
+5/+10/+5
Sneak Attack +9d6, Special Ability


18
+13
+6/+11/+6
Trap Sense +6, Skill Mastery 14


19
+14
+6/+11/+6
Sneak Attack +10d6


20
+15
+6/+12/+6
Greater Skill Mastery, Special Ability, Skill Mastery 16


Class Skills (8 + Int)
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Infornation, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Peform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope

Weapon Insight (Ex): Can substitute Intelligence modifier on attack rolls with finesse weapons.

Special Ability: Defensive Roll, Opportunist, Slippery Mind, Bonus Feat
Dexterous Strike (Ex): Can Substitute Dexterity modifier on damage rolls with finesse weapons.
Insightful Strike (Ex): Can substitute Intelligence Modifier on damage rolls with finesse weapons.

Skill Mastery (Ex): At level six, a Rogue chooses two skills in which she has at least one rank. She can take 10 on those skills even when threatened. Every two levels thereafter, she chooses two more skills.

Greater Skill Mastery (Ex): At level twenty, a Rogue can now take 15 on all skills that she has mastered.

Celestia
2016-12-19, 12:26 PM
The Sorcerer

Alignment: Any
Hit Die: d6



Level
Spells per Day
Spells Known



0|1|2|3|4|5|6|7|8|9
0|1|2|3|4|5|6|7|8|9


1
5/3/-/-/-/-/-/-/-/-
4/2/-/-/-/-/-/-/-/-


2
6/4/-/-/-/-/-/-/-/-
5/2/-/-/-/-/-/-/-/-


3
6/5/3/-/-/-/-/-/-/-
5/3/1/-/-/-/-/-/-/-


4
6/6/4/-/-/-/-/-/-/-
6/3/2/-/-/-/-/-/-/-


5
6/6/5/3/-/-/-/-/-/-
6/4/2/1/-/-/-/-/-/-


6
6/6/5/4/-/-/-/-/-/-
7/4/3/2/-/-/-/-/-/-


7
6/6/6/5/3/-/-/-/-/-
7/5/3/2/1/-/-/-/-/-


8
6/6/6/6/4/-/-/-/-/-
8/5/4/3/2/-/-/-/-/-


9
6/6/6/6/5/3/-/-/-/-
8/5/4/3/2/1/-/-/-/-


10
6/6/6/6/6/4/-/-/-/-
9/5/5/4/3/2/-/-/-/-


11
6/6/6/6/6/5/3/-/-/-
9/5/5/4/3/2/1/-/-/-


12
6/6/6/6/6/6/4/-/-/-
9/5/5/5/4/3/2/-/-/-


13
6/6/6/6/6/6/5/3/-/-
9/5/5/5/4/3/2/1/-/-


14
6/6/6/6/6/6/6/4/-/-
9/5/5/5/4/4/3/2/-/-


15
6/6/6/6/6/6/6/5/3/-
9/5/5/5/4/4/3/2/1/-


16
6/6/6/6/6/6/6/6/4/-
9/5/5/5/4/4/4/3/2/-


17
6/6/6/6/6/6/6/6/5/3
9/5/5/5/4/4/4/3/2/1


18
6/6/6/6/6/6/6/6/6/4
9/5/5/5/4/4/4/3/3/2


19
6/6/6/6/6/6/6/6/6/5
9/5/5/5/4/4/4/3/3/2


20
6/6/6/6/6/6/6/6/6/6
9/5/5/5/4/4/4/3/3/3


Class Skills (2 + Int)
Bluff, Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession, Spellcraft, Use Magic Device

Familiar: Advancement is tied to caster level rather than class level.

Eschew Materials: Gain Eschew Materials as a bonus feat at level 1.

Celestia
2016-12-19, 12:45 PM
The Soulknife

Alignment: Any
Hit Die: d10



Level
BAB
Saves
Special


1
+1
+0/+2/+2
Mind Blade +1, Weapon Focus (Mind Blade), Wild Talent


2
+2
+0/+3/+3
Throw Mind Blade, Shape Mind Blade (Longsword)


3
+3
+1/+3/+3
Two-Weapon Fighting, Psychic Strike +1d8


4
+4
+1/+4/+4
Free Draw, Shape Mind Blade (Bastard Sword)


5
+5
+1/+4/+4
Mind Blade +2, Speed of Thought


6
+6
+2/+5/+5
Multiple Throw, Shape Mind Blade (Greatsword)


7
+7
+2/+5/+5
Mind Blade Enhancement +1, Psychic Strike +2d8


8
+8
+2/+6/+6
Quick Strike, Improved Two-Weapon Fighting


9
+9
+3/+6/+6
Mind Blade +3, Greater Weapon Focus (Mind Blade)


10
+10
+3/+7/+7
Bladewind, Mind Blade Enhancement +2


11
+11
+3/+7/+7
Psychic Strike +3d8


12
+12
+4/+8/+8
Knife to the Soul


13
+13
+4/+8/+8
Mind Blade +4, Mind Blade Enhancement +3


14
+14
+4/+9/+9
Greater Two-Weapon Fighting


15
+15
+5/+9/+9
Psychic Strike +4d8


16
+16
+5/+10/+10
Mind Blade Enhancement +4


17
+17
+5/+10/+10
Mind Blade +5


18
+13
+6/+11/+11
Weapon Supremacy (Mind Blade)


19
+19
+6/+11/+11
Mind Blade Enhancement +5, Psychic Strike +5d8


20
+20
+6/+12/+12
Greater Bladewind


Class Skills (4 + Int)
Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Tumble, Use Psionic Device

Quick Strike (Su): Imbuing Psychic Strike now takes a swift action.

Greater Bladewind (Su): The same as Bladewind except that it attacks all opponents within an area equal to the Soulknife's reach plus 25 feet.

Celestia
2016-12-19, 12:56 PM
Cleric: Low Fortitude saves.

Druid: Low Fortitude saves, Animal Companion advances at half Druid level.

Psion: Gain Psicrystal Affinity as a bonus feat at level 1.

Psychic Warrior: Full BAB and high Will saves

Wilder: Gain an extra two powers known at level 1.

Wizard: Familiar advancement is tied to caster level rather than class level.

------------------------------

Intimidate: Can use Strength modifier instead of Charisma modifier if it is higher.

Spellcraft/Psicraft: Tied to whichever ability score is that class's primary casting/manifesting stat.

Power Attack: Combat special action rather than feat.

Weapon Finesse: Weapon property rather than feat.

Celestia
2016-12-19, 04:33 PM
The Survivor

Prerequisites:
Base Save Bonus: Highest base save bonus must be lower than HD.

------------------------------

Hit Die: d12



Level
BAB
Saves
Special


1
+0
+2/+2/+2
Evasion, Uncanny Dodge, Damage Reduction 5/-


2
+0
+3/+3/+3
Mettle, Spell Resistance 10+HD, Endurance


3
+0
+3/+3/+3
Improved Evasion, Intuitive Dodge, Damage Reduction 10/-


4
+0
+4/+4/+4
Impetuous Endurance, Diehard


5
+0
+4/+4/+4
Stalwart, Regeneration 1, Spell Resistance 15+HD, Damage Reduction 15/-


Class Skills (2 + Int)
Autohypnosis, Concentration, Escape Artist, Hide, Listen, Move Silently, Spot, Survival

Intuitive Dodge (Ex): As Improved Uncanny Dodge but based off total HD.

Impetuous Endurance (Ex): No longer auto fail saving throws on a natural 1.

Stalwart (Ex): Once per day, reroll any failed roll that would result in death.

Celestia
2016-12-19, 05:00 PM
The Warlock

Alignment: Any Chaotic or Evil
Hit Die: d8



Level
BAB
Saves
Special
Invocations Known


1
+0
+2/+0/+2
Eldritch Blast 1d6, Invocation (Least)
1


2
+1
+3/+0/+3
Detect Magic
2


3
+2
+3/+1/+3
Eldritch Blast 2d6, Damage Reduction 2/cold iron
3


4
+3
+4/+1/+4
Deceive Item
3


5
+3
+4/+1/+4
Eldritch Blast 3d6, Energy Resistance 5
4


6
+4
+5/+2/+5
Invocation (Lesser)
5


7
+5
+5/+2/+5
Eldritch Blast 4d6, Damage Reduction 4/cold iron
6


8
+6
+6/+2/+6
Fiendish Resilience 2
7


9
+6
+6/+3/+6
Eldritch Blast 5d6
7


10
+7
+7/+3/+7
Energy Resistance 10
8


11
+8
+7/+3/+7
Eldritch Blast 6d6, Invocation (Greater), Damage Reduction 6/cold iron
9


12
+9
+8/+4/+8
Imbue Item
10


13
+9
+8/+4/+8
Eldritch Blast 7d6
11


14
+10
+9/+4/+9
Fiendish Resilience 5
11


15
+11
+9/+5/+9
Eldritch Blast 8d6, Damage Reduction 8/cold iron, Energy Resistance 15
12


16
+12
+10/+5/+10
Invocation (Dark)
13


17
+12
+10/+5/+10
Eldritch Blast 9d6
14


18
+13
+11/+6/+11
Fiendish Resilience 10
15


19
+14
+11/+6/+11
Eldritch Blast 10d6, Damage Reduction 10/cold iron
15


20
+15
+12/+6/+12
Exploit Item, Energy Resistance 20
16


Class Skills (4 + Int)
Bluff, Concentration, Craft, Decipher Script, Disguise, Gather Information, Intimidate, Jump, Knowledge (All), Profession, Sense Motive, Spellcraft, Use Magic Device

Exploit Item (Su): A twentieth level Warlock can use his own endless supply of magic to power his items. When using items that have charges, he no longer expends those charges to activate its effects.

Celestia
2016-12-19, 06:11 PM
The Applemancer

"Well, what's you're hungering for? Caramel apple? Apple pie? Apple fritter? Apple fries?" ~Applejack, Earth Pony Applemancer

In all the stories, the Applemancer is the one in the background. The Applemancer is the one no one cares about. The Applemancer is the random farmer who gets killed to show how evil the villain is. The Applemancer is the true peasant's hero.

Adventures: The only reason an Applemancer ever leaves home is to sell her apples in new markets.

Characteristics: Applemancers are capable of the mystic arts of Applemancy, a forbidden magic once thought forgotten in ages past.

Alignment: Applemancers tend towards respecting honesty, loyalty, and friendship. This leaves them leaning towards Law and Good, but there are plenty of Chaotic or Evil Applemancers in the world.

Religion: Applemancers tend to worship the gods of nature, agriculture, weather, and the sun. Though, religion tends not to be a very important part of their lives.

Background: One becomes an Applemancer when one feels the call of the apple. It is an ephemeral thing that few can understand, but when you hear it, you'll know.

Races: Any race with strong farming tendencies or a reverance for nature can become an Applemancer. Races that predominantly live underground rarely feel the call of the apple.

Other Classes: Applemancers tend to have trouble with classes that rely on deception and trickery, like the Rogue or Illusionist. They also usually feel that other spellcasters, wizards in particular, are arrogant and elitist. Otherwise, they have little trouble fitting in with a variety of classes.

Role: The Applemancer fills primarily a support role with healing and secondary spellcasting.

Adaptation: While highly unusual, it is possible to change the Applemancer to something that focuses on a different kind of fruit, like bananas or pineapples.

GAME RULE INFORMATION
Applemancers have the following game statistics.
Abilities: Wisdom determines the power of an Applemancer's spellcasting ability and several class features.
Alignment: Any
Hit Die: d8
Starting Age: As Bard
Starting Gold: As Fighter

Class Skills
The Applemancer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Perform (String Instrument) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Saves
Special


1
+0
+2/+0/+2
Applemancy, Apple Sack


2
+1
+3/+0/+3
Apple Sustenance, Apple of Courage +1


3
+2
+3/+1/+3
Apple of Cure Light Wounds


4
+3
+4/+1/+4
Applemorphing (Plants)


5
+3
+4/+1/+4
Apple of Power +2


6
+4
+5/+2/+5
Apple of Cure Moderate Wounds, Apple of Courage +2


7
+5
+5/+2/+5
Apple of Lesser Restoration


8
+6
+6/+2/+6
Apple of Growth


9
+6
+6/+3/+6
Apple of Cure Serious Wounds


10
+7
+7/+3/+7
Applemorphing (Non-Living Matter), Apple of Courage +3


11
+8
+7/+3/+7
Apple of Power +4


12
+9
+8/+4/+8
Apple of Cure Critical Wounds


13
+9
+8/+4/+8
Apple Crafting


14
+10
+9/+4/+9
Apple of Restoration, Apple of Courage +4


15
+11
+9/+5/+9
Apple of Healing


16
+12
+10/+5/+10
Applemorphing (Anything)


17
+12
+10/+5/+10
Apple of Power +6


18
+13
+11/+6/+11
Apple of Courage +5


19
+14
+11/+6/+11
Advanced Applemancy


20
+15
+12/+6/+12
Apple Transformation



Class Features
The following are class features of the Applemancer.

Weapon and Armor Proficiency: All simple weapons and light armor. Applemancers do not suffer arcane spell failure from light armor. However, they still cannot wear medium or heavy armor or shields.

Spellcasting: An Applemancer is a spontaneous arcane caster drawing her spells off the Sorcerer list. Her primary casting ability is Wisdom.



Level
Spells per Day
Spells Known



0|1|2|3|4|5|6|7
0|1|2|3|4|5|6|7


1
4/0/-/-/-/-/-/-
6/2*/-/-/-/-/-/-


2
5/1/-/-/-/-/-/-
7/3/-/-/-/-/-/-


3
6/2/-/-/-/-/-/-
8/3/-/-/-/-/-/-


4
6/3/0/-/-/-/-/-
8/3/2*/-/-/-/-/-


5
6/3/1/-/-/-/-/-
8/3/3/-/-/-/-/-


6
6/3/2/-/-/-/-/-
8/3/3/-/-/-/-/-


7
7/3/3/0/-/-/-/-
8/3/3/2*/-/-/-/-


8
7/4/3/1/-/-/-/-
8/4/3/3/-/-/-/-


9
7/4/3/2/-/-/-/-
9/4/3/3/-/-/-/-


10
7/4/3/3/0/-/-/-
9/4/3/3/2*/-/-/-


11
8/4/4/3/1/-/-/-
9/4/4/3/3/-/-/-


12
8/5/4/3/2/-/-/-
9/4/4/3/3/-/-/-


13
8/5/4/3/3/0/-/-
9/4/4/3/3/2*/-/-


14
8/5/4/4/3/1/-/-
9/5/4/4/3/3/-/-


15
9/5/5/4/3/2/-/-
10/5/4/4/3/3/-/-


16
9/6/5/4/3/3/0/-
10/5/4/4/3/3/2*/-


17
9/6/5/4/4/3/1/-
10/5/5/4/4/3/3/-


18
9/6/5/5/4/3/2/-
10/5/5/4/4/3/3/


19
10/6/6/5/4/3/3/0
10/5/5/4/4/3/3/2*


20
10/7/6/5/4/4/3/2
10/6/5/5/4/4/3/3



Applemancy (Su): An Applemancer can substitute an apple for any material component or arcane focus when casting Applemancer spells.

Apple Sack (Su): An Applemancer is in possession of a magic sack that acts as a Bag of Holding. However, it can only ever hold apples. Drawing apples from the Apple Sack is a free action. The sack always weighs five pounds no matter how many apples are inside it, and it can hold a number of apples equal to the square of the Applemancer's level multiplied by her Wisdom score. Apples within the Apple Sack never rot and remain fresh and edible forever.

Apple Sustenance (Ex): A level two Applemancer can subsist on a diet solely consisting of apples. She must eat at least at least 16 apples a day (if small) or 32 apples a day (if medium).

Applemorphing (Sp): At level four, an Applemancer gains the ability to permanently transform any form of plant matter into an equal volume of apples. Fine sized objects and creatures turn into one apple. For each size category larger, multiply that number by eight. Creatures are entitled to a Fortitude save (DC10 + 1/2 level + Wisdom modifier) to negate this effect. Creatures immune to polymorphing are immune to this ability. At level ten, she can transform any non-living matter into apples. At level sixteen, she can transform any and all matter into apples. This ability is usable at will.

Apple Crafting (Su): A thirteenth level Applemancer can substitute an apple for any gold cost required in crafting magic items. Items made with this ability are always either bright red or bright green and smell like apple pie.

Advanced Applemancy (Su): At level ninteen, an Applemancer can substitute an apple for any XP component when casting Applemancy spells.

Apple Transformation (Su): By level twenty, an Applemancer has become one with the apples and turns herself into a giant, human-shaped apple. Her type changes to Plant, and she keeps all subtypes. She gains DR10/slashing, Cold Resistance 20, and +4 Constitution.

Magic Apples (Sp): Applemancers can Imbue apples with marvelous and mystical powers. These apples bestow their effects when consumed, similar to potions. An Applemancer can create a number of magic apples per day equal to 1/2 her level. The apples remain potent for a number of days equal to her Wisdom modifier. After that, they lose their magic. The Apple Sack does not prevent this loss of potency.
Apple of Courage: Applies an apple bonus to attack rolls, damage rolls, and saving throws for a number of rounds equal to the Applemancer's caster level.
Apple of Cure X Wounds: Functions as the Cleric spell of the same name using the Applemancer's caster level.
Apple of Power: Applies an apple bonus to one ability score for a number of minutes equal to the Applemancer's caster level.
Apple of (Lesser) Restoration: Functions as the Cleric spell of the same name using the Applemancer's caster level.
Apple of Growth: Functions as the Enlarge Person spell using the Applemancer's caster level.
Apple of Healing: Functions as the Heal spell using the Applemancer's caster level.

JoshuaZ
2016-12-19, 07:29 PM
Can you maybe expand a bit on what your goals are with these various fixes? Are you trying to adjust balance? Enjoyability of play? Headache level for DMs? Ability for fluff to meet crunch?

Also, as minor feedback, the Applemancer worries me. Although it looks really fun to play, being able to substitute an apple for any material component is going to read some amount of abuse with very high cost material component spells. Even with only getting 7th level spells, that's still pretty strong. Maybe at level 1, an apple can substitute for any material component costing at most 1 gp, and then have the amount scale up at some amount by level. Other than that, I'd allow this in my own campaigns, and probably would want to play one at some point.

nonsi
2016-12-19, 11:45 PM
.

That's a real solid work you did with the Bard features. Very impressive.

One thing about both Bard and Ranger/Paladin – you overdid it with the spell progression. While the Ranger/Paladin could use a little boost, they don't need that much boost and the core Bard's spell progression is fine as it is.

Your Fighter fix doesn't really fix the core Fighter's problems, which are numerous. The Fighter needs a lot more class skills and more skill points, to count for something outside of battle. It also needs means to handle its inferior action economy and mobility, and it badly lacks self-sufficiency.

Your Monk fix improves the core Monk, but creates a new problem: so many attacks per round means a lot of dice rolling – means slowing down the game.

The Barbarian/Rogue/Soulknife/Warlock are all a step in the right direction, but still not versatile enough.

The Survivor is poorly designed. It seems not to synergize with any class I know of, and except for surviving you can't do a whole lot with it.

Applemancer - . . . ??!

digiman619
2016-12-20, 01:43 AM
The Applemancer

Alignment: Any
Hit Die: d8



Level
BAB
Saves
Special


1
+0
+2/+0/+2
Applemancy, Apple Sack


2
+1
+3/+0/+3
Apple Sustenance, Apple of Courage +1


3
+2
+3/+1/+3
Apple of Cure Light Wounds


4
+3
+4/+1/+4
Applemorphing (Plants)


5
+3
+4/+1/+4
Apple of Power +2


6
+4
+5/+2/+5
Apple of Cure Moderate Wounds, Apple of Courage +2


7
+5
+5/+2/+5
Apple of Lesser Restoration


8
+6
+6/+2/+6
Apple of Growth


9
+6
+6/+3/+6
Apple of Cure Serious Wounds


10
+7
+7/+3/+7
Applemorphing (Non-Living Matter), Apple of Courage +3


11
+8
+7/+3/+7
Apple of Power +4


12
+9
+8/+4/+8
Apple of Cure Critical Wounds


13
+9
+8/+4/+8
Apple Crafting


14
+10
+9/+4/+9
Apple of Restoration, Apple of Courage +4


15
+11
+9/+5/+9
Apple of Healing


16
+12
+10/+5/+10
Applemorphing (Anything)


17
+12
+10/+5/+10
Apple of Power +6


18
+13
+11/+6/+11
Apple of Courage +5


19
+14
+11/+6/+11
Advanced Applemancy


20
+15
+12/+6/+12
Apple Transformation


Class Skills (4 + Int)
Appraise, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Geography), Knowledge (Nature), Listen, Perform (String Instrument), Profession, Ride, Sense Motive, Spellcraft, Spot, Survival

Weapon and Armor Proficiency: All simple weapons and light armor. Applemancers do not suffer arcane spell failure from light armor. However, they still cannot wear medium or heavy armor or shields.

Spellcasting: An Applemancer is a spontaneous arcane caster drawing her spells off the Sorcerer list. Her primary casting ability is Wisdom.



Level
Spells per Day
Spells Known



0|1|2|3|4|5|6|7
0|1|2|3|4|5|6|7


1
4/0/-/-/-/-/-/-
6/2*/-/-/-/-/-/-


2
5/1/-/-/-/-/-/-
7/3/-/-/-/-/-/-


3
6/2/-/-/-/-/-/-
8/3/-/-/-/-/-/-


4
6/3/0/-/-/-/-/-
8/3/2*/-/-/-/-/-


5
6/3/1/-/-/-/-/-
8/3/3/-/-/-/-/-


6
6/3/2/-/-/-/-/-
8/3/3/-/-/-/-/-


7
7/3/3/0/-/-/-/-
8/3/3/2*/-/-/-/-


8
7/4/3/1/-/-/-/-
8/4/3/3/-/-/-/-


9
7/4/3/2/-/-/-/-
9/4/3/3/-/-/-/-


10
7/4/3/3/0/-/-/-
9/4/3/3/2*/-/-/-


11
8/4/4/3/1/-/-/-
9/4/4/3/3/-/-/-


12
8/5/4/3/2/-/-/-
9/4/4/3/3/-/-/-


13
8/5/4/3/3/0/-/-
9/4/4/3/3/2*/-/-


14
8/5/4/4/3/1/-/-
9/5/4/4/3/3/-/-


15
9/5/5/4/3/2/-/-
10/5/4/4/3/3/-/-


16
9/6/5/4/3/3/0/-
10/5/4/4/3/3/2*/-


17
9/6/5/4/4/3/1/-
10/5/5/4/4/3/3/-


18
9/6/5/5/4/3/2/-
10/5/5/4/4/3/3/


19
10/6/6/5/4/3/3/0
10/5/5/4/4/3/3/2*


20
10/7/6/5/4/4/3/2
10/6/5/5/4/4/3/3




Applemancy (Su): An Applemancer can substitute an apple for any material component or arcane focus when casting Applemancer spells.

Apple Sack (Su): An Applemancer is in possession of a magic sack that acts as a Bag of Holding. However, it can only ever hold apples. Drawing apples from the Apple Sack is a free action. The sack always weighs five pounds no matter how many apples are inside it, and it can hold a number of apples equal to the square of the Applemancer's level multiplied by her Wisdom score. Apples within the Apple Sack never rot and remain fresh and edible forever.

Apple Sustenance (Ex): A level two Applemancer can subsist on a diet solely comrised of apples.

Applemorphing (Sp): At level four, an Applemancer gains the ability to permanently transform any form of plant matter into an equal volume of apples. Creatures are entitled to a Fortitude save (DC10 + 1/2 level + Wisdom modifier) to negate this effect. Creatures immune to polymorphing are immune to this ability. At level ten, she can transform any non-living matter into apples. At level sixteen, she can transform any and all matter into apples. This ability is usable at will.

Apple Crafting (Su): A thirteenth level Applemancer can substitute an apple for any gold cost required in crafting magic items. Items made with this ability are always bright red and smell like apple pie.

Advanced Applemancy (Su): At level ninteen, an Applemancer can substitute an apple for any XP component when casting Applemancy spells.

Apple Transformation (Su): By level twenty, an Applemancer has become one with the apples and turns herself into a giant, humanoid apple. Her type changes to Plant, and she keeps all subtypes. She gains DR10/slashing, Cold Resistance 20, and +4 Constitution.

Magic Apples (Sp): Applemancers can Imbue apples with marvelous and mystical powers. These apples bestow their effects when consumed, similar to potions. An Applemancer can create a number of magic apples per day equal to 1/2 her level. The apples remain potent for a number of days equal to her Wisdom modifier. After that, they lose their magic. The Apple Sack does not prevent this loss.
Apple of Courage: Applies an apple bonus to attack rolls, Damage rolls, and saving throws for a number of rounds equal to the Applemancer's caster level.
Apple of Cure X Wounds: Functions as the Cleric spell of the same name using the Applemancer's caster level.
Apple of Power: Applies an apple bonus to one ability score for a number of minutes equal to the Applemancer's caster level.
Apple of (Lesser) Restoration: Functions as the Cleric spell of the same name using the Applemancer's caster level.
Apple of Growth: Functions as the Enlarge Person spell using the Applemancer's caster level.
Apple of Healing: Functions as the Cleric spell of the same name using the Applemancer's caster level.

But I thought Earth Pony magic didn't use spells...

Celestia
2016-12-20, 02:57 AM
Can you maybe expand a bit on what your goals are with these various fixes? Are you trying to adjust balance? Enjoyability of play? Headache level for DMs? Ability for fluff to meet crunch?
Mostly balance. Though, I did try to fluff it up a bit, too, especially with the Bard. I always felt like the core Bard is a caster first with some extra stuff on top.


Also, as minor feedback, the Applemancer worries me. Although it looks really fun to play, being able to substitute an apple for any material component is going to read some amount of abuse with very high cost material component spells. Even with only getting 7th level spells, that's still pretty strong. Maybe at level 1, an apple can substitute for any material component costing at most 1 gp, and then have the amount scale up at some amount by level. Other than that, I'd allow this in my own campaigns, and probably would want to play one at some point.
First off, this is basically just a joke class, so I didn't worry too much about it. Second, I'd basically just have to make it a clone of eschew materials for balance. Scaling it up to ignore everything won't fix the problem. Low level spells aren't that expensive, anyways, and by the time you do get the expensive ones, it won't matter. I just shoved it all into one class feature for simllicity.


.

That's a real solid work you did with the Bard features. Very impressive.

One thing about both Bard and Ranger/Paladin – you overdid it with the spell progression. While the Ranger/Paladin could use a little boost, they don't need that much boost and the core Bard's spell progression is fine as it is.
Thanks. I do think the Bard is the one I did best.

I'm not sure how getting three fifth level spells by level twenty is too much. For the Bard, I'll admit that I mostly just didn't like the way the progression looks in core. It's bothersome with its lack of a simple, elegant pattern. Still, it would be easy enough to just use the default spell progression.


Your Fighter fix doesn't really fix the core Fighter's problems, which are numerous. The Fighter needs a lot more class skills and more skill points, to count for something outside of battle. It also needs means to handle its inferior action economy and mobility, and it badly lacks self-sufficiency.
Yeah, but how do I fix that while keeping the class within its prexisting fluff? If I do too much, then it'll basically be Swordsage or something, and then you might as well just play a Swordsage. I think the Fighter with its one and only class feature (feats) is simply to broke to fix.


Your Monk fix improves the core Monk, but creates a new problem: so many attacks per round means a lot of dice rolling – means slowing down the game.
Perhaps, but I'm not sure what else to do. Making the Monk hit harder wouldn't really work with its fluff and would start stepping on the toes of the Barbarian. It would also mean abandoning one of the Monk's core class features. My goal was to primarily take what was already there and make it better. Making a lot of attacks is the Monk's thing.


The Barbarian/Rogue/Soulknife/Warlock are all a step in the right direction, but still not versatile enough.
I was afraid of that. What would you suggest?


The Survivor is poorly designed. It seems not to synergize with any class I know of, and except for surviving you can't do a whole lot with it.
Well...yeah. That's kind of what the Survivor has always been; it's even in the name. What I fixed was making the Survivor actually good at surviving.


Applemancer - . . . ??!
I was in a peculiar mood.


But I thought Earth Pony magic didn't use spells...
Ha! Took less time than I thought for someone to get it. :smallbiggrin:

Celestia
2016-12-20, 04:35 AM
The Master of Many Forms

Prerequisites:
Feats: Alertness, Endurance
Special: Wild Shape class feature

------------------------------

Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Shifter's Speech, Improved Wild Shape (Humanoid)


2
+2
+3/+3/+0
Improved Wild Shape (Giant, Large)


3
+3
+3/+3/+1
Fast Wild Shape, Improved Wild Shape (Monstrous Humanoid)


4
+4
+4/+4/+1
Improved Wild Shape (Fey, Tiny)


5
+5
+4/+4/+1
Extraordinary Wild Shape, Improved Wild Shape (Vermin)


6
+6
+5/+5/+2
Improved Wild Shape (Aberration, Huge)


7
+7
+5/+5/+2
Supernatural Wild Shape, Improved Wild Shape (Plant)


8
+8
+6/+6/+2
Improved Wild Shape (Ooze, Diminutive)


9
+9
+6/+6/+3
Improved Wild Shape (Elemental)


10
+10
+7/+7/+3
Evershifting Form, Improved Wild Shape (Dragon, Gargantuan)


Class Skills (4 + Int)
Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Jump, Knowledge (Nature), Listen, Spot, Survival, Swim

Wild Shape: Master of Many Forms stacks with all classes that grant Wild Shape for the purposes of duration and HD limit. Each level of Master of Many Forms grants one additional daily use of Wild Shape.

Supernatural Wild Shape (Su): Gain the supernatural abilities of any form assumed with Wild Shape.

Evershifting Form: Gain the Shapchanger subtype. Gain immunity to transmutation effects unless willing. Gain immunity to aging penalties and magical aging effects. Wild Shape becomes an at will ability.

Celestia
2016-12-20, 04:46 AM
The Grey Guard

Prerequisites:
Alignment: Lawful Good
Skills: Knowledge (Religion) 8 ranks, Sense Motive 4 ranks
Special: Lay on Hands class feature, Code of Conduct

------------------------------

Hit Die: d10



Level
BAB
Saves
Special
Spellcasting


1
+1
+2/+0/+2
Sacrement of Trust, Lay on Hands, Debilitating Touch



2
+2
+3/+0/+3
Smite Evil 1/day, Justice Blade (Chaos)
+1 Spellcasting Level


3
+3
+3/+1/+3
Devastating Touch, Unbound Justice
+1 Spellcasting Level


4
+4
+4/+1/+4
Justice Blade (All Alignments)
+1 Spellcasting Level


5
+5
+4/+2/+4
Sacrement of the True Faith, Smite Evil 2/day



Class Skills (2 + Int)
Bluff, Concentration, Disguise, Forgery, Handle Animal, Heal, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Ride, Sense Motive

Celestia
2016-12-20, 06:04 AM
The Mystic Hunter

Alignment: Any
Hit Die: d12



Level
BAB
Saves
Special


1
+1
+2/+2/+2
Magic Hatred, Intensive Training, Smite Magic 3/day, Mage Slayer


2
+2
+3/+3/+3
Evasion , Mettle, Tough Skin +1


3
+3
+3/+3/+3
Advanced Weaponry +1, Pierce Magical Protection


4
+4
+4/+4/+4
Dispelling Strike


5
+5
+4/+5/+4
Smite Magic 4/day, Tough Skin +2


6
+6
+5/+5/+5
Hardened Mind, Pierce Magical Concealment


7
+7
+5/+5/+5
Improved Evasion, Advanced Weaponry +2


8
+8
+6/+6/+6
Tough Skin +3


9
+9
+6/+6/+6
Enhanced Agility, Smite Magic 5/day


10
+10
+7/+7/+7
Aura of Negation, Improved Mettle


11
+11
+7/+7/+7
Advanced Weaponry +3, Tough Skin +4


12
+12
+8/+8/+8
Pure Soul


13
+13
+8/+8/+8
Smite Magic 6/day


14
+14
+9/+9/+9
Keen Eyes, Tough Skin +5


15
+15
+9/+9/+9
Advanced Weaponry +4


16
+16
+10/+10/+10
Perfect Mind


17
+17
+10/+10/+10
Smite Magic 7/day, Tough Skin +6


18
+18
+11/+11/+11
Hardy Body


19
+19
+11/+11/+11
Greater Dispelling Strike, Advanced Weaponry +5


20
+20
+12/+12/+12
Aura of Anti-Magic, Tough Skin +7


Class Skills (8 + Int)
Balance, Climb, Craft, Decipher Script, Escape Artist, Gather Information, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope

Weapon All simple and martial weapons and light armor and shields (except tower shields)

Magic Hatred: A Mystic Hunter abhors magic of any kind, considering it a sick perversion of nature. He gains Spell Resistance equal to 15 + his Mystic Hunter level which cannot be voluntarily suppressed. A Mystic Hunter who willingly uses a spell, spell-like ability, or a magic item loses all features of the class except for proficiencies and Intensive Training and can no longer gain levels in the class. An ex-Mystic Hunter can atone by destroying a magic item with a gp value of at least 1000 times his level or by killing a Spellcasting of equal or higher ECL. This hatred does not extend to Psionics but does apply to Psionic items. Being a Mystic Hunter requires utter devotion to the cause, and if he ever multiclasses into any other class, he permanently loses the ability to continue progressing as a Mystic Hunter.

Intensive Training (Ex): In order to better fight his sworn enemy, a Mystic Hunter pushes his body to its limits and achieves untold levels of physical fitness. At every level gained, he can increase his strength, dexterity, or constitution score by one point. This is in addition to the normal increases gained at every fourth level.

Smite Magic (Ex): A Mystic Hunter has learned how to channel his hatred for magic into a single, concentrated strike. Three times per day plus one for every four levels, he can declare his next attack to be a Smite. He gets a bonus on the attack roll equal to his Wisdom modifier and a bonus on the damage roll equal to his level. This ability works only on creatures with spellcasting or spell-like abilities. If he misses or attacks a non-magical creature, the attempt is wasted.

Bonus Feats: At first, third, and sixth levels, a Mystic Hunter receives the feats Mage Slayer, Pierce Magical Protection, and Pierce Magical Concealment, respectively. He need not meet their prerequisites.

Tough Skin (Ex): At level two, a Mystic Hunter's has trained to toughen his body against blows. His natural armor score increases by +1. It increases by a further +1 every three levels.

Advanced Weaponry (Ex): By level three, a Mystic Hunter has learned how to engineer even deadlier weapons. With a DC15 craft check and using materials costing fifty times his level, he can upgrade a masterwork weapon and grant it an effective +1 enhancement bonus. It is not, however, a magic item and cannot bypass DR/magic or be given enchantments. At every four levels after, the bonus granted improves by one. The crafting cost doubles for each additional point of bonus.

Dispelling Strike (Su): A fourth level Mystic Hunter has discovered a critical flaw in the flow of magic. By swinging his weapon in a certain way, he can negate and cancel it's effects. Every attack that hits an opponent acts as a targeted Greater Dispel Magic with a caster level equal to the Mystic Hunter's class level. At level ninteen, his attacks have the effect of a Mage's Disjunction on the target.

Hardened Mind (Ex): By level six, a Mystic Hunter has learner how to protect his mind from the vile influence of magic. He gains a bonus on saves vs. mind-affecting effects equal to one half his Mystic Hunter level.

Enhanced Agility (Ex): At level nine, a Mystic Hunter has become supremely agile in battle. He is permanently under the effects of Freedom of Movement and gains a miss chance equal to twice his level plus his Dexterity score. This ability can only be used in light or no armor or when carrying a light load.

Aura of Negation (Su): Upon reaching level ten, a Mystic Hunter's sheer force of will warps the world around him, making the use of magic more difficult. Any creature within 20 feet who attempts to use a spell, spell-like ability, or spell trigger or spell completion item must make a caster level check against a DC of 10 + the Mystic Hunter's level + the Mystic Hunter's Wisdom modifier. If successful, the effect happens normally. Otherwise, it fails and the attempt is wasted. At level twenty, the radius of this Aura increases to 50 feet.

Pure Soul (Ex): At level twelve, a Mystic Hunter has purified himself to ward against the most vile of evil magics. He becomes immune to death effects, energy drain, ability drain, and necromancy spells.

Keen Eyes (Ex): By level fourteen, a Mystic Hunter has enough experience with the deceitful ways of magic to easily see past it's ruses. He gains permanent True Seeing.

Perfect Mind (Ex): A Mystic Hunter who reaches level sixteen has built up impenetrable mental defenses. He is permanently under the effects of Mind Blank.

Hardy Body (Ex): By level eighteen, a Mystic Hunter has toughened his body to resist even the strongest of blows. He becomes immune to stunning, dazing, and death from massive damage.

Aura of Anti-Magic (Su): The unbridled rage and hatred of a twentieth level Mystic Hunter has reached its absolute apex. His body becomes an endless void of magical suppression. He continuously emanates a 30 foot antimagic field. This field is even strong enough to suppress artifacts and dieties, though it only has a 1% per 1/2 level chance of doing so. If this field is affected by a Mage's Disjuntion, it is suppressed for 1d4 rounds. Dispelling Strike can still be used within this aura.

Celestia
2016-12-20, 07:02 AM
The Meat Shield

Alignment: Any
Hit Die: d20



Level
BAB
Saves
Special


1
+0
+2/+0/+0
Juicy Flesh, Dual-Shield Technique, Toughness


2
+1
+3/+0/+0
Stocky Build, Toughness


3
+2
+3/+1/+1
Endurance, Toughness


4
+2
+4/+1/+1
Toughness


5
+2
+4/+1/+1
Wall of Flesh, Toughness


6
+3
+5/+2/+2
Full-Body Defense, Toughness


7
+3
+5/+2/+2
Steadfast Determination, Toughness


8
+4
+6/+2/+2
Toughened Hide, Toughness


9
+4
+6/+3/+3
Multi-Shield Technique, Toughness


10
+5
+7/+3/+3
Toughness


11
+5
+7/+3/+3
Toughness


12
+6
+8/+4/+4
Immovable Object, Toughness


13
+6
+8/+4/+4
Toughness


14
+7
+9/+4/+4
Fortified Frame, Toughness


15
+7
+9/+5/+5
Flesh and Steel, Toughness


16
+8
+10/+5/+5
Toughness


17
+8
+10/+5/+5
Toughness


18
+9
+11/+6/+6
Expert at Not Dying, Toughness


19
+9
+11/+6/+6
Greater Fortified Frame, Toughness


20
+10
+12/+6/+6
The Incredible Bulk, Toughness


Class Skills (2 + Int)
Climb, Craft, Heal, Jump, Listen, Profession, Ride, Spot, Swim

Weapon and Armor Proficiency: One simple weapon and all armor and shields (including tower shields).

Juicy Flesh (Ex): A Meat Shield is made of succulent, fatty flesh. All creatures with an Intelligence score less than three must focus on attacking the Meat Shield if he is within 100 feet (or 200 feet if upwind). Creatures with an Intelligence score of three or higher must make a Will save (DC10 + 1/2 level + Constitution modifier) or likewise be forced to attack the Meat Shield. This is a mind-affecting effect.

Dual-Shield Technique (Ex): A Meat Shield is trained only in defense and knows the fabled Dual-Shield Technique. While wielding a shield in each hand, he can gain the AC bonuses of both. However, he also suffers both armor check penalties.

Bonus Feats: A Meat Shield gains Toughness as a bonus feat at every level. He also gains Endurance at level three and Steadfast Determination at level seven.

Stocky Build (Ex): A second level Meat Shield can use his advanced weight to his advantage. For the purposes of opposed Bull Rush, Grapple, Overrun, and Trip attempts, he is treated as having full BAB and being one size category larger. This does not stack with Powerful Build.

Wall of Flesh (Ex): By level five, a Meat Shield has learned how to move with surprising grace. When fighting defensively or using the total defense action, he gains double the normal dodge bonus to AC.

Full-Body Defense (Ex): At level six, a Meat Shield has enough experience defending himself from attack that he can easily guard all sides of his body at once. While using a shield in each hand, he cannot be flanked.

Toughened Hide (Ex): A clever Meat Shield knows how to guard against more than just weapons. At level eight, whenever a spell or effect allows a Reflex save for half damage, he can substitute his Fortitude save, instead.

Multi-Shield Technique (Ex): At level nine, a Meat Shield learns the legendary Multi-Shield Technique which allows any number of shields to be worn. There is no limit to the number of shield bonuses to AC that he can stack, provided he has some method of acquiring them. Strapping shields to his body works, but he gains double the normal armor check penalty for doing so.

Immovable Object (Ex): By level twelve, a Meat Shield has become so heavy that he cannot be moved against his will. He becomes immune to any effect that would move him or knock him prone.

Fortified Frame (Ex): At level twelve, a Meat Shield's weight once again proves to be an asset as his folds of fat protect his vulnerable organs. He gains 50% Fortification. At level ninteen, he becomes immune to critical hits.

Flesh and Steel (Ex): A fifteenth level Meat Shield's skill in defense has progressed to even greater heights. When fighting defensively or using the total defense action, he now gains triple the dodge bonus to AC. This ability supersedes and replaces Wall of Flesh.

Expert at Not Dying (Ex): A Meat Shield who survives to reach level eighteen is one hardy bastard who laughs in the face of death. He gains double his Constitution modifier on Fortitude saves and bonus hit points, and he becomes immune to death effects. In addition, when knocked below zero hit points, he automatically becomes stable.

The Incredible Bulk (Ex): By level twenty, a Meat Shield has endured so many blows that his body has adapted and become better at repairing itself. He gains Fast Healing equal to his Constitution modifier.

Celestia
2016-12-20, 12:26 PM
The Talosborn

Race: Any non-dragon
Alignment: Any
Hit Die: d8



Level
BAB
Saves
Special


1
+0
+2/+0/+2
Dragonblood, Soul Siphon, Dragon Shout (Unrelenting Force)


2
+1
+3/+0/+3
Dragon Shout (Fire Breath), Dragon Shout (Frost Breath)


3
+2
+3/+1/+3
Born of the North, Dragon Shout (Kyne's Peace)


4
+3
+4/+1/+4
Dragon Shout (Animal Allegiance), Dragon Shout (Disarm)


5
+3
+4/+1/+4
Way of the Voice, Dragon Shout (Marked for Death)


6
+4
+5/+2/+5
Mettle, Dragon Shout (Whirlwind Sprint)


7
+5
+5/+2/+5
Dragon Shout (Aura Whisper), Dragon Shout (Throw Voice)


8
+6
+6/+2/+6
Dragon Shout (Elemental Fury), Dragon Shout (Battle Fury)


9
+6
+6/+3/+6
Dragon Shout (Call of Valor), Dragon Shout (Dismay)


10
+7
+7/+3/+7
Voice of the Sky, Dragon Shout (Drain Vitality)


11
+8
+7/+3/+7
Dragon Shout (Become Ethereal), Dragon Shout (Ice Form)


12
+9
+8/+4/+8
Akaviri Dragonslayer, Dragon Shout (Dragonrend)


13
+9
+8/+4/+8
Dragon Shout (Clear Skies), Dragon Shout (Storm Call)


14
+10
+9/+4/+9
Dragon Shout (Cyclone)


15
+11
+9/+5/+9
Dragon Shout (Bend Will)


16
+12
+10/+5/+10
Dragon Shout (Soul Tear)


17
+12
+10/+5/+10
Dragon Shout (Call Dragon)


18
+13
+11/+6/+11
Dragon Shout (Slow Time)


19
+14
+11/+6/+11
Dragon Shout (Dragon Aspect)


20
+15
+12/+6/+12
Child of Prophecy


Class Skills (4 + Int)
Appraise, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (CHIM), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim

Weapon and Armor Proficiency: All simple and martial weapons, light and heavy armor (but not medium armor), and shields (except tower shields).

Dragonblood (Ex): Born with the soul of a dragon, a Talosborn shares some qualities with his dragon bretheren. He has the Dragonblood subtype, immunity to paralysis and magic sleep effects, and automatically speaks Draconic.

Soul Siphon (Su): A Talosborn increases his own power by stealing it from dragons. Whenever a Talosborn is present at a dragon's death (within 600 feet), he absorbs its soul to acquire its power. This process completely destroys the dragon's soul and prevents all forms of resurrection. Every two souls the Dragonborn acquires applies a cumulative +1 bonus on the save DCs of his Shouts. These souls can also be spent to increase the power of his Shouts in a manner similar to metamagic. By spending one soul, he can Enlarge or Extend any of his Shouts. For two souls, he can Empower any Shout with a variable numeric effect. For three, he can Maximize or Repeat his Shouts. Finally, for four souls, he can Quicken his Shouts. Once spent, a soul must be recharged. It takes one day to recharge a soul, and only one recharges at a time. Thus, if he spends two souls to Empower a Shout, it will take two days to recover them, one day for the first soul then another day for the second. While souls are spent, they do not count for the DC bonus. A Talosborn can possess a total number of souls equal to his Will save bonus.

Dragon Shouts (Su): The main weapon of a Talosborn is the power of his Voice. He can shape the raw power of his soul into a Thu'um, or Shout. Each Shout has its own effects and recharge time, but they all take a standard action to use. Any Shout that offers a saving throw has a DC of 10 + 1/2 level + Charisma modifier. Shouts make a lot of noise and are easily heard by any creature within a quarter mile. Shouts that affect other creatures in a cone are considered breath weapons.

Born of the North (Ex): Talosborn share an ephemeral link to the frozen tundra of the North and can better survive its harsh beauty. At level three, a Talosborn constantly acts as if under the effects of an Endure Elements spell, but only in cold climates. In addition, he possesses 5 points of Cold Resistance. As he gains levels, the Cold Resistance improves. At level five, it becomes 10 points; at level nine, it becomes 20 points; and at level thirteen, it becomes 30 points. At level seventeen, he gains Cold Immunity. Finally, at level nine, he also gains 5 points of Electricity Resistance which improves to 10 at level thirteen and to 20 at level seventeen.

Way of the Voice: Though many Talosborn give in to the domineering nature of their dragon soul, some find a way to rise above and seek to use their gifts in wisdom and restraint. At level five, any Talosborn with at least one neutral aspect to his alignment may spend ten minutes meditating under the open sky to give himself over to the Way of the Voice. If he does so, then, for the rest of the day, he may use his Wisdom modifier instead of his Charisma modifier on all effects of his Shouts. However, this does not apply to the Shouts Marked for Death, Dismay, Drain Vitality, Dragonrend, Bend Will, or Soul Tear as these Shouts violate the teachings of the Way of the Voice.

A Talosborn with a true neutral alignment may gain even further enlightenment. By meditating under the open sky for an hour, he gains the following three abilities for the rest of the day. However, he must be fully committed to the Way of the Voice to maintain these abilities. If he uses any of the six forbidden Shouts, he immediately loses these abilities and cannot meditate to regain them until a full week has passed.

Force Without Effort (Su): The weight limit and knock back distance of Unrelenting Force are doubled, and the save DC is increased by 2. You also gain a bonus to resist Bull Rush, Trip, and Overrun attempts equal to your Wisdom modifier. At level ten, Unrelenting Force deals 1d6/2 levels force damage, and the save DC is increased by 4 instead of 2. At level 15, you become immune to Bull Rush, Trip, and Overrun, and the save DC of Unrelenting Force increases by 6 instead of 4.

The Fire Within (Su): Your Fire Breath Shout deals 1d8/2 levels fire damage, and the save DC is increased by 2. At level 10, Fire Breath deals 1d10/2 levels fire damage, and the DC is increased by 4 instead of 2. At level 15, Fire Breath deals 1d12/2 levels fire damage, and the save DC is increased by 6 instead of 4.

Eternal Spirit (Su): While ethereal, you gain Fast Healing equal to your Wisdom modifier. At level 15, you also gain DR X/- while ethereal where X is equal to twice your Wisdom modifier.

Mettle (Ex): At 6th level, a Talosborn can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Talosborn does not gain the benefit of mettle.

Voice of the Sky (Su): Upon reaching level 10, a Talosborn with at least one neutral aspect to his alignment has spent so much time in peaceful meditation that wild animals intrinsically trust him. All uncontrolled animals are at least Friendly towards the Talosborn, and anyone directing an animal to take hostile action against him must make a Charisma check opposed by the Talosborn's Wisdom check. If the Charisma check fails, the animal refuses to perform that action.

Uncontrolled magical beasts are at least Indifferent towards the Talosborn, and anyone directing a magical beast to take hostile action against him must make a Charisma check with a +4 bonus opposed by the Talosborn's Wisdom check. If the Charisma check fails, the magical beast refuses to perform that action.

Akaviri Dragonslayer (Ex): After much training and experience, a Talosborn becomes exceptionally skilled at killing dragons. At level twelve, he receives a bonus equal to his class level on all attack and damage rolls against creatures of the Dragon type, and he receives a bonus equal to 1/2 his level on saving throws made against effects produced by dragons. In addition, he is treated as having Improved Evasion against all breath weapons which functions in any armor type.

Child of Prophecy (Su): All Talosborn are special and guided by the hands of fate, but only one who has reached level 20 has enough insight and power to manipulate destiny. The Talosborn acquires an Elder Scroll, a mystical artifact from before the world was made. It is indestructible and cannot be removed from his possession by any effect, not even by godly powers. If any other than him attempt to read the Scroll, they are struck irrevocably blind and must make a DC30 Will save or become permanently insane. Once per week, the Talosborn can read this Elder Scroll and receive visions of the future as if using a Commune spell.

A Talosborn can also, at any time, spend a soul to immediately reroll any failed roll with a +10 divine bonus. A roll can only be rerolled once, however, even if the reroll still fails. Sometimes, even destiny is unavoidable.

Shouts:
Unrelenting Force (Fus Ro Dah): Your Voice propels a burst of pure kinetic energy towards your foes. Every creature and object within a 30 foot cone takes 1d4/2 levels force damage. Creatures and objects weighing up to 50 lbs/level must make a strength check against the Talosborn's save DC or be flung backwards 10 feet per point of Charisma modifier (minimum 10 feet) and fall prone. Targets that hit a wall or other obstacle stop and take falling damage for each 10 foot segment they failed to move. Creatures that weigh too much instead make a Fortitude save or become dazed for one round. Unrelenting Force can be used once every 1d4 rounds. At level eight, its range increases to 60 feet, and at level twelve, it increases to 90 feet.

Fire Breath (Yol Toor Shul): Your Voice reaches a fire deep within you and expels the flames of a dragon. Creatures and flammable objects within a 30 foot cone take 1d6/2 levels fire damage, Reflex half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

Frost Breath (Fo Krah Diin): Your Voice chills the air like the howling of the North Wind. Creatures within a 30 foot cone take 1d6/2 levels cold damage, Fortitude half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

Kyne's Peace (Kaan Drem Ov): Your Voice comforts and calms wild beasts. Animals within a 40 foot cone must make a Will save or be affected as by a Calm Animals spell for 1 min/level with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save. At level twelve, the range increases to 80 feet, and at level sixteen, it increases to 120 feet.

Animal Allegiance (Raan Mir Tah): Your Voice pleads to the beasts of the wild who come to your aid. A target Animal must make a Will save or be affected as by a Dominate Animal spell for 1 round/level with a caster level equal to your Talosborn level. This Shout is a ray with a range of 25 ft + 5 ft/2 levels and can be used once ever 1d8 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save.

Disarm (Zun Haal Viik): Your Voice defies steel and tears the weapons from your opponents' hands. Creatures within a 20 foot cone must make a Fortitude save or drop their weapon in their square. Any bonuses the creature has to avoid being disarmed (except for size bonuses) apply to the saving throw. Disarm can be used once every 1d6 rounds. At level twelve, the range increases to 40 feet, and at level sixteen, it increases to 60 feet.

Marked for Death (Krii Lun Aus): Your Voice heralds doom upon your foes. Creatures within a 20 foot cone must make a Will save or suffer a penalty to AC and saves equal to your Charisma modifier (minimum 1) for 1 round/level. Marked for Death can be used once every 1d10 rounds. At level thirteen, the range increases to 40 feet, and at level seventeen, it increases to 60 feet.

Whirlwind Sprint (Wuld Nah Kest): Your Voice pulls you forward with the speed of a tempest. You instantly move either three, five, or seven times your speed (chosen when the Shout is used) in a straight, horizontal line, ignoring gravity until after you stop moving. If you hit a wall or other obstacle, you stop moving and take 1d6 damage. Whirlwind Sprint can be used once every 1d4 rounds.

Aura Whisper (Las Yah Nir): Your Voice reveals the life forces of those around you. After using this Shout, you can see the auras of all creatures within 20 feet per point of Charisma modifier (minimum 20 feet) of you for 10 min/level. You know their number and location, but you cannot detect any other information about the creatures. This Shout is blocked by one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt. It can also be blocked by any effect that protects against divinations. Unlike most Shouts, Aura Whisper is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. Aura Whisper can be used once every 1d10 rounds.

Throw Voice (Zul Mey Gut): Your Voice originates from a distant source. You can choose any square within 20 feet per point of Charisma modifier (minimum 20 feet) to be the origin point for your voice, and you can say anything up to 25 words in length. Unlike most Shouts, Throw Voice is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. This Shout can be used at will.

Elemental Fury (Su Grah Dun): Your Voice imbues you with the speed of the wind. After using this Shout you act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). Elemental Fury can be used once every 1d10 rounds.

Battle Fury (Mid Vur Shaan): Your Voice empowers your allies with the speed of the wind. Up to one creature/level, excluding yourself, can act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). This Shout has a range of 25 ft + 5 ft/2 levels and can be used once every 1d10 rounds.

Call of Valor (Hun Kaal Zoor): Your Voice transcends space and time to summon an ancient hero of the past. You can call one of three to aid you in battle for 1 min/level, all of whom are two levels below you and have the elite array of stats. The Fighter comes equipped with a longsword, a heavy shield, and full plate armor. The Ranger has a longbow with 30 arrows, two shortswords, and a chain shirt. Finally, the Barbarian has a great axe and a breastplate. They are all humans and have access to the Shouts Unrelenting Force and either Fire Breath or Frost Breath. Once you reach level fifteen, they also have access to Dragonrend. They all speak Common and Draconic and can be directed like a cohort. Call of Valor can be used three times per day, once for each of the heroes.

Dismay (Faas Ru Maar): Your Voice is terrifying to behold. Every creature within 20 feet per point of Charisma modifier (minimum 20 feet) that can hear you must make a Will save or become panicked for 1 round/level. Creatures who succeed are still frightened for one round. This is a mind-affecting effect. Dismay can be used once every 1d6 rounds.

Drain Vitality (Gaan Lah Haas): Your Voice drains the life out of your foes. Creatures within a 20 foot cone must make a Will save or suffer one negative level per two points of Charisma modifier (minimum 1 level). This Shout can be used once every 1d8 rounds. At level fifteen, the range increases to 40 feet, and at level twenty, it increases to 60 feet.

Become Ethereal (Feim Zii Gron): Your Voice reaches beyond the physical world and brings you into the Ethereal Plane. You are affected as by an Ethereal Jaunt spell with a caster level equal to your caster level. This Shout can be used once every 1d4 minutes.

Ice Form (Iiz Slen Nus): Your Voice freezes an opponent solid. A creature within 10 feet per point of Charisma modifier (minimum 10 feet) must make a Fortitude save or become paralyzed for 1 round/level. While paralyzed, the target takes 1d4 cold damage every round. Each round, the target may make a new saving throw as a full-round action to attempt to break free. Ice Form can be used once every 1d6 rounds.

Dragonrend (Joor Zah Frul): Your Voice lashes out at the very soul of a dragon, forcing it to land. A dragon within 600 feet that is targeted by this Shout cannot fly for 1 round/level. If it is in the air while affected, it safely glides to the ground but is stunned for one round due to the hard landing. A dragon has no defense against this and is not entitled to a saving throw. This Shout can be used once every 1d4 rounds.

Clear Skies (Lok Vah Koor): Your Voice commands the sky, itself, which yields to your will. This Shout removes all inclement weather, natural or otherwise, from within a two mile radius. The change takes 1d4 rounds to occur. When attempting to clear weather caused by a spell or other magical source, you must succeed at an opposed caster level check with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 minutes.

Storm Call (Strun Bah Qo): Your Voice awakens the destructive forces of the storm. This Shout conjures a powerful storm that gradually appears after 1d12 minutes. The Storm lasts for 10 min/level and covers an area with a two mile radius. For the duration of the Shout, 1d4+1 lightning bolts will strike random creatures every round, dealing 5d10 electricity damage each (Reflex save negates). The bolts will never strike you or your allies. Storm Call can be used once every 1d3 hours.

Cyclone (Ven Gaar Nos): Your Voice twists the air into a swirling vortex. You create a powerful Cyclone at a designated point within 200 feet. This Shout acts as the spell Whirlwind with a caster level equal to your Talosborn level except that the Cyclone does not move and cannot be controlled. This Shout can be used once every 1d12 rounds.

Bend Will (Gol Hah Dou): Your Voice bends the minds of others. A creature within 20 feet per point of Charisma modifier (minimum 20 feet) must make a Will save or be affected as by a Dominate Monster spell with a caster level equal to your Talosborn level for 1 hour/level. This Shout can be used once every 1d3 hours.

Soul Tear (Rii Vaaz Zol): Your Voice cuts through flesh and tears the soul. Creatures within a 15 foot cone take 1d8/2 levels negative energy damage, Fortitude half. If a target takes damage this way and dies within 1 round per point of Charisma modifier (minimum 1 round), its soul is bound into a gem as by a Soul Bind spell with a caster level equal to your Talosborn level, Will negates. In addition, if the target was successfully soul bound, its body (if it has one) is animated as either a skeleton or zombie under your control. Soul Tear can be used once every 1d6 minutes. At level eighteen, the range increases to 30 feet, and at level twenty, it increases to 45 feet.

Call Dragon (Od Ah Viing): Your Voice calls out to a nearby dragon that comes to your aid. An adult dragon appears within 1d4 rounds and fights your foes to the best of its abilities. It is not under your direct control, however, and you cannot give it orders. The type of dragon called is a random type of either metallic (if you are good), chromatic (if you are evil), or either (if you are neutral). The dragon will fight for at least 1 round per point of Charisma modifier (minimum 1 round) before it is freed of service. Once the duration of the Shout ends, the dragon returns to it's normal behavior. Call Dragon can be used once per day.

Slow Time (Tiid Klo Ul): Your Voice shatters time, itself, as the world around you slows to a standstill. This Shout functions like the spell Time Stop with a caster level equal to your Talosborn level. Slow Time can be used once every 1d8 minutes.

Dragon Aspect (Mul Qah Diiv): Your Voice fills you with the might and power of a dragon. This Shout lasts for 1 round per point of Charisma modifier (minimum 1 round) and contains several effects. You gain a +22 enhancement bonus to Strength, a +12 enhancement bonus to Constitution, and a +24 deflection bonus to AC. You become immune to fire and gain DR10/magic. All your Shouts are automatically Enlarged and Empowered for free, and it only takes one soul to Maximize or Quicken them. Your Fire Breath can be used at will, and all other Shouts have their recharge time reduced by 1 round (minimum 1 round). Lastly, if you are dropped to or below half health, an Ancient Talosborn instantly appears and attacks your foes. It has the stats as if it were a Simulacrum of you. However, it does not have the shouts Call of Valor, Bend Will, Call Dragon, or Dragon Aspect. It is immune to all physical, but not magical damage and exists until it is killed or until it can no longer perceive any enemies. Dragon Aspect can be used once per day.

nonsi
2016-12-20, 02:47 PM
I'm not sure how getting three fifth level spells by level twenty is too much.

Level 20 is ok. It's what in between that's problematic - level 11 for instance.






For the Bard, I'll admit that I mostly just didn't like the way the progression looks in core. It's bothersome with its lack of a simple, elegant pattern. Still, it would be easy enough to just use the default spell progression.

Your Bard's features are not far behind mine (http://www.giantitp.com/forums/showsinglepost.php?p=18777431&postcount=17) in terms of effectiveness. This makes the slight SL progression delay (http://www.giantitp.com/forums/showsinglepost.php?p=18777377&postcount=4) acceptable (expand 1st spoiler, then expand the inner 3rd spoiler)






Yeah, but how do I fix that while keeping the class within its prexisting fluff? If I do too much, then it'll basically be Swordsage or something, and then you might as well just play a Swordsage. I think the Fighter with its one and only class feature (feats) is simply to broke to fix.

Here's one that comes to mind (http://www.giantitp.com/forums/showsinglepost.php?p=21183500&postcount=4) (the simplest and "closest to home")
Here's another (http://www.giantitp.com/forums/showthread.php?267315-A-Quick-amp-Simple-Fighter-Fix-%96-I-believe-this-one-actually-does-something) (relatively simple powerhouse)
And here's my personal favorite (http://www.giantitp.com/forums/showsinglepost.php?p=18777407&postcount=11) (though a bit complicated, this one solves all of the Fighter's issues, w/o overshadowing other classes)






Perhaps, but I'm not sure what else to do. Making the Monk hit harder wouldn't really work with its fluff and would start stepping on the toes of the Barbarian. It would also mean abandoning one of the Monk's core class features. My goal was to primarily take what was already there and make it better. Making a lot of attacks is the Monk's thing.

Here's my solution (http://www.giantitp.com/forums/showsinglepost.php?p=18777454&postcount=21), perhaps you'll find something in it useful to draw from.






I was afraid of that. What would you suggest?

Just go over my codex' classes and see if you find anything useful for your needs.






Well...yeah. That's kind of what the Survivor has always been; it's even in the name. What I fixed was making the Survivor actually good at surviving.

When designing a class, ask yourself one thing: "how badly would I want to play this class?".
If the answer is "not so much", then you're probably doing something wrong. In such case, before throwing it away, ask yourself "what do I need the change that would make me want to play it?".

Celestia
2016-12-20, 03:58 PM
Level 20 is ok. It's what in between that's problematic - level 11 for instance.
A paladin with a Charisma score of twenty gets one fifth level spell while everyone else is throwing around sixth level spells? I'm sorry, but you're going to have to elaborate. I'm not seeing where the problem is.


Your Bard's features are not far behind mine (http://www.giantitp.com/forums/showsinglepost.php?p=18777431&postcount=17) in terms of effectiveness. This makes the slight SL progression delay (http://www.giantitp.com/forums/showsinglepost.php?p=18777377&postcount=4) acceptable (expand 1st spoiler, then expand the inner 3rd spoiler)
I honestly don't know what your homebrew subsystem has to do with my version of the Bard? Could you maybe be a bit more explicit in what you're saying?


Here's one that comes to mind (http://www.giantitp.com/forums/showsinglepost.php?p=21183500&postcount=4) (the simplest and "closest to home")
Here's another (http://www.giantitp.com/forums/showthread.php?267315-A-Quick-amp-Simple-Fighter-Fix-%96-I-believe-this-one-actually-does-something) (relatively simple powerhouse)
And here's my personal favorite (http://www.giantitp.com/forums/showsinglepost.php?p=18777407&postcount=11) (though a bit complicated, this one solves all of the Fighter's issues, w/o overshadowing other classes)
Those first two look to be stronger but don't really fix any of the Fighter's problems. The third one seems interesting but is way too complicated to be a Fighter.


Here's my solution (http://www.giantitp.com/forums/showsinglepost.php?p=18777454&postcount=21), perhaps you'll find something in it useful to draw from.
Your complaint was that my Monk rolls too many dice, but it's only getting one more attack per round than yours. And it's only one more than the core Monk, too. Six versus five. That seems like a rather superficial complaint, honestly.


Just go over my codex' classes and see if you find anything useful for your needs.
I'm not much of a fan of just taking stuff from other homebrews. Then it's not really mine, is it? What I'm looking for are more specific problems being pointed out so that I can figure out my own way to fix them.


When designing a class, ask yourself one thing: "how badly would I want to play this class?".
If the answer is "not so much", then you're probably doing something wrong. In such case, before throwing it away, ask yourself "what do I need the change that would make me want to play it?".
*shrug*
I didn't design the Survivor, so that's not my problem. I just made it better at the thing it was designed to do.

nonsi
2016-12-20, 04:35 PM
A paladin with a Charisma score of twenty gets one fifth level spell while everyone else is throwing around sixth level spells? I'm sorry, but you're going to have to elaborate. I'm not seeing where the problem is.

1. Trust me, in your system every paladin will have Cha-score 20 by level 11 (unless the DM intervenes).
2. The core Sorcerer is almost as capable as the core Wizard (arguably the strongest class in 3.5). Being just 1 level behind the Sorc when having full BAB and a decent combat suit is plain simple unfair to fullcasters.





I honestly don't know what your homebrew subsystem has to do with my version of the Bard? Could you maybe be a bit more explicit in what you're saying?

It's not about my system at all.
You said "I mostly just didn't like the way the progression looks in core". I pointed you to a streamlined progression rate that could work for you.





Those first two look to be stronger but don't really fix any of the Fighter's problems. The third one seems interesting but is way too complicated to be a Fighter.

#1 tops your proposed Fighter on all the following parameters:
- Raw power
- Survivability
- Versatility
- Battlefield control
- Out-of-conmbat utility
- More things to do in and out of combat.
(all of the above are among the Fighter's issues)

#2 Even more so than #.





Your complaint was that my Monk rolls too many dice, but it's only getting one more attack per round than yours. And it's only one more than the core Monk, too. Six versus five. That seems like a rather superficial complaint, honestly.

You're forgetting TWF - that's two more attacks. My Monk doesn't allow stacking FoB with TWF... and yet, I'll pit mine (with its med. BAB) vs. yours any day.





I'm not much of a fan of just taking stuff from other homebrews. Then it's not really mine, is it? What I'm looking for are more specific problems being pointed out so that I can figure out my own way to fix them.

You don't have to take things as they are. You can draw inspiration and twist it to your heart's content.





*shrug*
I didn't design the Survivor, so that's not my problem. I just made it better at the thing it was designed to do.

Making something terrible a bit better doesn't help a lot if it's still terrible.

Celestia
2016-12-20, 05:13 PM
1. Trust me, in your system every paladin will have Cha-score 20 by level 11 (unless the DM intervenes).
2. The core Sorcerer is almost as capable as the core Wizard (arguably the strongest class in 3.5). Being just 1 level behind the Sorc when having full BAB and a decent combat suit is plain simple unfair to fullcasters.
What's unfair is comparing the eight fifth level spells of my Paladin to the Sorcerer spell list and saying that they are somehow equatable. If you can achieve tier one and two level power with Flame Strike and Atonement, then you don't need full BAB and Armor to overshadow the party.


It's not about my system at all.
You said "I mostly just didn't like the way the progression looks in core". I pointed you to a streamlined progression rate that could work for you.
Ah, I see what you mean now. Yeah that's not bad. I might consider something like it.


#1 tops your proposed Fighter on all the following parameters:
- Raw power
- Survivability
- Versatility
- Battlefield control
- Out-of-conmbat utility
- More things to do in and out of combat.
(all of the above are among the Fighter's issues)

#2 Even more so than #.
I suppose. Though I still feeling like adding class features makes it feel non-fightery to me.


You're forgetting TWF - that's two more attacks. My Monk doesn't allow stacking FoB with TWF... and yet, I'll pit mine (with its med. BAB) vs. yours any day.
Do Unarmed Strikes even work with Two-Weapon fighting? I'm pretty sure they don't.
And it's not a contest. I don't care whether you think your Monk is stronger than mine.


You don't have to take things as they are. You can draw inspiration and twist it to your heart's content.
I would still like examples of specific problems rather than a vague statement about inspiration. I can't fix what I don't know is wrong.


Making something terrible a bit better doesn't help a lot if it's still terrible.
Not everything has to be good and amazing. I'm not going to homebrew a tier one Commoner. I just thought the class was unique and decided to mess with it one day. It doesn't have to be more than that.

Aotrs Commander
2016-12-21, 07:29 AM
Followed the link through ponythread, out of curiousity. Haven't got much to comment on (your houserules verses my houserules and all that), but a couple of things stand out:


Your Monk fix improves the core Monk, but creates a new problem: so many attacks per round means a lot of dice rolling – means slowing down the game.

In what sense?

Switching to full BAB gives one extra attack, unless I'm misreading something.

Any TWF will be exceeding that number of attacks long before. Five attacks a round at level twenty isn't even TRYING.

Hell, we have had characters with twice that number of attacks at level 16 (TWF dagger-throwing fighter, four iteratives, plus rapid shot plus haste plus TWF, ITWF, GTWF and (admittedly houseruled) perfect TWF).

We have FREQUENTLY had characters with five attacks a round. (And, for that matter, we have usually between seven and eight characters in a party. And sometimes, when the module slash adventure path is being awkward with NPCs, sometimes as many as eleven...)

Actually, Celestia's done pretty much one of the things I did: made Monks full BAB plus allowed Flurry on more than a Full Attack. (I went one step further and granted Flurry as part of an attack action.)


Here's my solution (http://www.giantitp.com/forums/showsinglepost.php?p=18777454&postcount=21), perhaps you'll find something in it useful to draw from.

I have to completely disagree with you about stacking TWF and flurry, I'm afraid. Though it is, of course, your call in your game, at the end of the day.



Rolling (say) ten attacks doesn't take any more time than resolving the large number of high-level spells that you get at that sort of level (espcially since there are so many that you have to look them up nearly every time). Maybe if you own only one D20, but then you, y'know, start rolling up your attacks while you're waiting for everyone else's turns to go (same as you spend your time not on your turn looking up your spells or otherwise deciding what you're doing).




Do Unarmed Strikes even work with Two-Weapon fighting? I'm pretty sure they don't.

Back in the day, there was a long series of questions on unarmed and flurry and TWF in the FAQ and Rules of the Game articles. (But for a kick-off, you can flurry with monk weapons, so even if you choose to not let unarmed be used as an off-hand, you can do it with two kamas or something.) The answer is, there isn't any particular reason why you can't allow offhand unarmed attacks (following the logical that you make make natural weapon attacks if you haven't got a weapon in that hand, for example), but it somewhat depends on the DM.

It is a bit of a grey area, though.

(I personally say you can make only one set of off-hand attacks regardless of whether unarmed or armed; if unarmed, you could, say, make an off-"hand" attack while wielding a greatsword (feet, elbows etc), but you couldn't wield two weapons AND make a further set of off-hand unarmed attacks.)



My personal fix to Fighter was to simply give it a feat every level (with the new ones allowed to be any feat, not just a Fighter feat) and grant some selected feats a bonus if you have class levels of fighter. (We also use the Pathfinder skill mechanics (i.e. no x4 at level one, all skills cost 1 point and get a +3 trained bonus for class skills) as well as having folding a few skills together. (Spot/Listen => Perception, Hide/Move Silently => Stealth, Balance/Tumble => Acrobatics.)

Works fine for our paradigm; out Epic-level party had a pure Fighter 21 and a Monk 15/16/Swordsage 6/5 or something and both were devastating.



@Celestia
Meatshield, on the other hand, is... *sigh* I can't really put it any more lightly than "terrible in every respect." Sorry. (Unless it was intended to be a joke class a la the infamous "Lightning Warrior;" in which case, you may ignore the following.)

If you wrote that in seriousness:

It gives you NO things to do apart from "make attack" with one weapon; even the only class features that it gets aside from "more hit points" are passive (and Juicey Flesh is vastly too powerful for what it is, and poorly worded; does it mean "attack" as with a weapon? What about spells? If you fail the save, must you attack it with your spells or be compelled to attack with weapons or what?). D20 hit dice is silly, that's far too large a range. (You really want to give something massive amount of hit points, give it a D12 and static bonus per level, but I really think D12 should be the sensible maximum.) It would be impossibly dull to play and would serve only to frustrate the DM (or the players, if used as an NPC class).

And don't even get me started on the shields. I actually had a proper-sized shield, based on the Roman Legionary Scutum, during the very brief period I did some LARPing, and I can assure you that there is no way you can use more than one, as it is essentially phsyically impossilble. And saying you can stack shields by strapping them to the body is literally asking for abuse. Say hello to "only be hit a on a natural twenty AC" without even trying. Why bother spending money on magic items, when you can just buy dozens of Masterwork Bucklers (because while Light Shields are cheaper, you could arguably strap more bucklers to yorself if you even making some attempt at considering that aspect). The price of a Ring of Protection +1 buys you a dozen Masterwork Bucklers for a +12 AC bonus. Shield Ward then means even your Touch AC is insane (because why wouldn't you pick Shield Specialisation and Shield Ward?)

Combined with Juicy Flesh, even without a deliberate attempt to spam the DC of the save (but why would you play this class at all if you were not going to maximise it?), it would essentially render a signficant proportion of enemy monsters unable to do anything at all, which would lead to very one-sided combats (and unless your player dervive pleasure from all-out curbstomps that's just not very fun).

Celestia
2016-12-21, 08:09 AM
Back in the day, there was a long series of questions on unarmed and flurry and TWF in the FAQ and Rules of the Game articles. (But for a kick-off, you can flurry with monk weapons, so even if you choose to not let unarmed be used as an off-hand, you can do it with two kamas or something.) The answer is, there isn't any particular reason why you can't allow offhand unarmed attacks (following the logical that you make make natural weapon attacks if you haven't got a weapon in that hand, for example), but it somewhat depends on the DM.

It is a bit of a grey area, though.

(I personally say you can make only one set of off-hand attacks regardless of whether unarmed or armed; if unarmed, you could, say, make an off-"hand" attack while wielding a greatsword (feet, elbows etc), but you couldn't wield two weapons AND make a further set of off-hand unarmed attacks.)
Interesting. I guess it makes sense. It's like Flurrying even more. And it does impose its own accuracy penalties on top of Flurry, so it's not like it would be that broken or anything. I mean, if you want to spend all the feats necessary to do it well, that's up to you.




My personal fix to Fighter was to simply give it a feat every level (with the new ones allowed to be any feat, not just a Fighter feat) and grant some selected feats a bonus if you have class levels of fighter. (We also use the Pathfinder skill mechanics (i.e. no x4 at level one, all skills cost 1 point and get a +3 trained bonus for class skills) as well as having folding a few skills together. (Spot/Listen => Perception, Hide/Move Silently => Stealth, Balance/Tumble => Acrobatics.)

Works fine for our paradigm; out Epic-level party had a pure Fighter 21 and a Monk 15/16/Swordsage 6/5 or something and both were devastating.
Yeah, you know, that could work. Keep what I have and then just add extra bonus feats at every odd level on top of the weapon/armor feats. If the Fighter's not strong enough, give it moar feats!



@Celestia
Meatshield, on the other hand, is... *sigh* I can't really put it any more lightly than "terrible in every respect." Unless it was intended to be a joke class a la the infamous "Lightning Warrior;" in which case, you may ignore the following.
Yes, that was a joke. :smalltongue:

Aotrs Commander
2016-12-21, 08:34 AM
Interesting. I guess it makes sense. It's like Flurrying even more. And it does impose its own accuracy penalties on top of Flurry, so it's not like it would be that broken or anything. I mean, if you want to spend all the feats necessary to do it well, that's up to you.

Yeah. TWF is pretty feat-intenstive, but if your goals is "high number of attacks" - which to me is a bit of the point of the Monk class.

That said, a cautionary tale...!

Not that long ago, I was helping one of the players generate a 15th-odd level Monk. He wanted to go TWF. I strongly advised him to go with either weapons OR unarmed, but he insisted on both; and one of his +1 Kama was Speed. He did not quite take the maximum number of attacks (since he didn't pick up Greater TWF), but he did have Snap Kick. And thus basically the SINGLE most complicated attack routine ir is possible to have.

By the time I had finished it, I'd had to work out (since the other player was hopelessly lost), it took me about two hours to triple-check and we had a table labelled in red (for Kama attacks), italic (for Speed), underlined (for off-hand) and flurry attacks marked with asterixs. The table, showing all permutations of combinations of Kama and/or unarmed, ran to 22 lines.

(Because of course you had stuff like kama flurry plus kama offhand, kama flurry plus offhand unarmed, kama one flurry plus offhand one flurry (since nowhere does it say you that your flurry attacks have to come from your primary hand), kama plus offhand flurry kama, plus all of the above plus snap-kick etc etc...) We realise he will probably NEVER use any more than one or two of those routines, but by the time I'd covered the most obvious ones, I'd three-quarters done it all anyway. And now at least it's dead easy for him to read.)

That is the extreme case, of course!

Had he followed my advise and just gone for straight unarmed (especially since wehave sliced the ludicorus cost of Amulets of Mighty Fists to something merely +50% over a normal magic weapon pluses), it would have required, like maybe three lines, tops!





Yeah, you know, that could work. Keep what I have and then just add extra bonus feats at every odd level on top of the weapon/armor feats. If the Fighter's not strong enough, give it moar feats!

Yeah, it pretty much does. It lets the fighter do one thing really, really well, or a couple of things well. And we haven't even really tried some of the possibly more exotic things: you could take Hidden Talent at level 1, for example and used the 3rd-and-above-odd level feats on psionic feats or something, for example. Certainly, for out particular ply paradigm, it works fine.



Yes, that was a joke. :smalltongue:

Then touché.

(Sometimes, you can't tell around here...!)

Celestia
2016-12-21, 09:49 AM
The Beastblood Shifter

"To understand a creature is to walk in its shoes, and I can walk with the feet of all the world's creatures." ~Serasha Wildclaw, Human Beastblood Shifter

One of the longest lasting themes of humanity is a reverence for the beasts of nature and a desire to live as they do. A Beastblood Shifter does just that by transforming into any creature imaginable.

Adventures: The call of the wild is strong within a Beastblood Shifter. She may have her own goals and loyalties that propel her into dangerous situations, but all Beastblood Shifters have a love of exploration and discovery. They may not be bookish scholars, but they enjoy learning about the world just as much. After all, the more creatures she finds, the more creatures she can become.

Characteristics: A Beastblood Shifter is capable of transforming into virtually any creature she's either seen or knows about. She can also acquire the special abilities of those creatures when she adopts their forms.

Alignment: Most Beastblood Shifters have no more pull towards any alignment than the average individual. Some do lean towards chaos, however, in their desire for personal freedom.

Religion: By and large, Beastblood Shifters are no more or less prone to religion than normal, but those who do worship tend to focus on the gods of animals and monsters.

Background: No one knows exactly how or why certain individuals can change shape the way Beastblood Shifters do. Some theorize that it's a result of a bloodline tainted with lycanthropy or a doppelganger, but none know for certain.

Races: Humans and half-humans tend to make up the lion's share of Beastblood Shifters, likely due to their race's propensity for questionable interbreeding. Mongrelfolk are also quite common.

Other Classes: Beastblood Shifters often look down on druids for their dabbling and noncommittal approach to shapeshifting. They see it almost as an insult that druids can wild shape on top of their magic as if it's just a footnote to them. They, otherwise, tend not to have strong feelings about any class.

Role: Considering the wide assortment of different creatures available, a Beastblood Shifter can fill a variety of roles within the party. The main ones, especially early on, are dealing melee damage, tanking, and scouting. At later levels, they start gaining supernatural and spell-like abilities and can commit to other roles, like support.

Adaptation: It is very easy to refluff the Shifting mechanic into having just about any possible origin to fit most campaigns.

GAME RULE INFORMATION
Beastblood Shifters have the following game statistics.
Abilities: Strength is important for attacking and dealing damage, Constitution determines hit points, and Charisma will help with many special abilities acquired from Shifting.
Alignment: Any
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: As Barbarian

Class Skills
The Beastblood Shifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Shifting (Animal) (Small, Medium), Fast Movement, Alertness


2
+2
+3/+3/+0
Evasion, Uncanny Dodge, Track


3
+3
+3/+3/+1
Shifting (Vermin), Endurance


4
+4
+4/+4/+1
Shifting (Tiny, Large)


5
+5
+4/+4/+1
Shifting (Magical Beast)


6
+6
+5/+5/+2
Rapid Shifting


7
+7
+5/+5/+2
Shifting (Humanoid, Monstrous Humanoid)


8
+8
+6/+6/+2
Shifting (Diminutive, Huge)


9
+9
+6/+6/+3
Shifting (Plant)


10
+10
+7/+7/+3
Supernatural Shifting


11
+11
+7/+7/+3
Shifting (Fey, Giant)


12
+12
+8/+8/+4
Shifting (Fine, Gargantuan)


13
+13
+8/+8/+4
Shifting (Aberration)


14
+14
+9/+9/+4
Enhanced Shifting


15
+15
+9/+9/+5
Shifting (Ooze)


16
+16
+10/+10/+5
Shifting (Colossal)


17
+17
+10/+10/+5
Shifting (Elemental)


18
+18
+11/+11/+6
Magical Shifting


19
+19
+11/+11/+6
Shifting (Dragon)


20
+20
+12/+12/+6
Shifting Mastery



Class Features
The following are class features of the Beastblood Shifter.

Weapon and Armor Proficiency: All simple weapons and light armor.

Shifting (Ex): A Beastblood Shifter can transform into other creatures by altering and morphing her chaotic and unstable body. Doing so takes a standard action that does not provoke attacks of opportunity. She can shift at will, and there is no duration limit. At first level, she can only shift into Animals and only those of small or medium size. As she gets stronger, she gains more control over her ability and can turn into other types or sizes of creatures as indicated on the table. A Beastblood Shifter can only turn into creatures that she knows about. She must either have seen the creature previously or succeed on an appropriate Knowledge check against a DC of 10 + the creature's CR. The transformation is a result of her genetics and is non magical in nature. It cannot be suppressed or dispelled. This is a true change and not an illusion, but True Seeing will still reveal her natural form. If she falls unconscious or dies, she returns to her natural form, but any limbs cut off retain their shifted state.

When a Beastblood Shifter changes into a new form, she keeps her original type and traits but gains the traits and the subtypes, if any, of her new form. She simultaneously counts as both creature types for any effect that relies on type. If there is a conflict, such as if one tries to determine whether she is susceptible to a certain spell based on type, such as Charm Person, rule in the positive. She is affected because she is that type.

When she shifts, a Beastblood Shifter retains all her special qualities but loses all her special attacks. She gains all extraordinary abilities of the new form. She loses her previous natural attacks, natrual armor, and movement modes and gains those of the the new form. She retains all her ability scores but gains modifiers to her physical ability scores based on the new form. For each score, subtract 10 (if even) or 11 (if odd) to determine the modifiers of the new form. For example, if she were to turn into a wolf with the stats 13 Str, 15 Dex, and 15 Con, she would gain +2 Str, +4 Dex, and +4 Con. Regardless of her new Constitution score, her current and max hit point do not change. They are always based on her natural Constitution. She does not gain any innate spellcasting or manifesting the creature may possess.

A Beastblood Shifter can turn into creatures of equal or fewer hit dice. However, her total number of HD do not change if she turns into a creature with less. She cannot become creatures with templates, creatures with more than the normal number of HD, creatures with class levels, incoporeal creatures, or creatures with the swarm subtype.

When she shifts, all of a Beastblood Shifter's equipment merges into her body and returns when she adopts her natural form. Any magic items she wore continue granting their benefits, but anything that must be activated to use becomes useless. This is excepted when she turns into any creature with a humanoid-shaped body such as most Humanoids, Monstrous Humanoids, Giants, or Fey. Any equipment that she could reasonably wear and/or use remains. As her shifting is non-magical, if she adopts a form that is larger or smaller than her natural state, her equipment does not automatically resize to fit her. If she would be unable to wear or use something due to size, it merges with her when she shifts. If the Beastblood Shifter's natural form is something other than a humanoid-shaped creature, then her equipment maintains for any form that shares a similar body structure to her and merges with all others. For instance, a centaur would keep her horseshoes when shifting into a unicorn but not when shifting into a bear.

A Beastblood Shifter can speak in any form she takes, but if she turns into something without hands, she cannot manipulate objects or perform somatic components.

A Beastblood Shifter possesses the Shapechanger subtype and is immune to polymorphing effects. She does not suffer aging penalties and cannot die of old age.

Fast Movement (Ex): A Beastblood Shifter gains fast movement as the barbarian ability. This bonus applies to both her normal movement as well as all movement modes of the forms she turns into.

Bonus Feats: A Beastblood Shifter gains three bonus feats. She gets Alertness at level one, Track at level two, and Endurance at level three.

Evasion (Ex): At second level, a Beastblood Shifter gains evasion as the rogue ability.

Uncanny Dodge (Ex): At second level, a Beastblood Shifter gains uncanny dodge as the barbarian ability.

Rapid Shifting (Ex): When she reaches level six, a Beastblood Shifter has had enough experience shifting that she can now do so as a swift action.

Supernatural Shifting (Su): Upon reaching level ten, a Beastblood Shifter learns how to acquire the supernatural abilities of the creatures she becomes.

Enhanced Shifting (Ex): By level fourteen, a Beastblood Shifter possesses enough control over her body to fine-tune and modify it to her specifications. She can augment her physical ability stats by an amount up to her class level. She can divide it between the three in any way she likes, but no one bonus can be higher than her Constitution modifier (before applying this ability). She can modify her stats at will as a move action. This ability is usable even in her natural form.

Magical Shifting (Su): At level eighteen, a Beastblood Shifter has gained enough power to acquire the spell-like and psi-like abilities of the creatures she becomes. However, each ability is usable no more than once per day, even if she turns into a different creature with the same ability. She does not gain any racial spellcasting or manifesting.

Shifting Mastery (Ex): A twentieth level Beastblood Shifter has mastered her own body. She becomes immune to paralysis and all transmutation effects. She can, however, voluntarily choose to be affected by such effects.


New Feats:

Armored Shifting [General]:
Prerequisites: Shifting
When shifted, you gain a bonus to natural armor equal to 1/2 your HD. If you possess Enhanced Shifting, this bonus also applies in your natural state.

Celestial Shifting [General]:
Prerequisites: Shifting, Non-Evil Alignment
You can shift into creatures with the Celestial template. You can only apply the template to creatures that are normally allowed to have it.

Fiendish Shifting [General]:
Prerequisites: Shifting, Non-Good Alignment
You can shift into creatures with the Fiendish template. You can only apply the template to creatures that are normally allowed to have it.

Improved Shifting [General]:
Prerequisites: Shifting
The HD limit of creatures you can turn into improves by one. This feat can be taken multiple times.

Kaiju Shifting [General]:
Prerequisites: Shifting (Colossal), Improved Shifting, Variable Shifting
When using the Variable Shifting feat, you can increase beyond Colossal size. Doing so doubles your height and octuples your weight. You gain +12 Strength, -4 Dexterity, +6 Constitution, +6 Natural Armor, +8 Grapple, -8 Hide, and -6 Attack/AC. Kaiju Shifting can only be used on creatures that are naturally Colossal size. This feat can be taken multiple times, each time allowing you to increase your size even further. Apply the same size modifiers for each increase.

Microbial Shifting [General]:
Prerequisites: Shifting (Fine), Improved Shifting, Variable Shifting
When using the Variable Shifting feat, you can decrease beyond Fine size. Doing so halves your height and eighths your weight. You gain +6 Dexterity, -4 Strength (minimum 1), -4 Constitution (minimum 1), -8 Grapple, +8 Hide, +6 Attack/AC. Microbial Shifting cam only be used on creatures that are naturally Fine size. This feat can be taken multiple times, each time allowing you to decrease your size even further. Apply the same size modifiers for each decrease.

Morphic Shifting [General]:
Prerequisites: Shifting, Improved Shifting, +5 BAB
When shifted into a form with at least one natural weapon, you can increase all natural weapons by one die step.

Necrotic Shifting [General]:
Prerequisites: Supernatural Shifting, 13 Int
You can shift into creatures of the Undead type. Add Knowledge (Religion) to your list of class skills. You can treat it as a class skill on the level you take this feat. When you shift into an undead creature, you retain your normal constitution score.

Planar Shifting [General]:
Prerequisites: Magical Shifting, Celestial Shifting or Fiendish Shifting, 17 Int
You can shift into creatures of the Outsider type. Add Knowledge (The Planes) to your list of class skills. You can treat it as a class skill on the level you take this feat. When you shift into an outsider, you acquire the native subtype

Practiced Shifting [General]:
Prerequisites: Shifting
The HD limit of creatures you can turn into improves by 4, but not above your HD total.

Structured Shifting [General]:
Prerequisites: Enhanced Shifting, 15 Int
You can shift into creatures of the Construct type. Add Craft to your list of class skills. You can treat it as a class skill on the level you take this feat. When you shift into a construct, you retain your normal constitution score.

Variable Shifting [General]:
Prerequisites: Rapid Shifting, Improved Shifting
While shifted, you can, as a move action, increase or decrease the size of your form, applying the stat changes from the table Changes to Statistics by Size under Improving Creatures. You must be able to shift into the size you are becoming, and you cannot change beyond one step in either direcrion. You cannot become larger than Colossal or smaller than Fine.

Celestia
2016-12-21, 09:58 AM
Yeah. TWF is pretty feat-intenstive, but if your goals is "high number of attacks" - which to me is a bit of the point of the Monk class.

That said, a cautionary tale...!

Not that long ago, I was helping one of the players generate a 15th-odd level Monk. He wanted to go TWF. I strongly advised him to go with either weapons OR unarmed, but he insisted on both; and one of his +1 Kama was Speed. He did not quite take the maximum number of attacks (since he didn't pick up Greater TWF), but he did have Snap Kick. And thus basically the SINGLE most complicated attack routine ir is possible to have.

By the time I had finished it, I'd had to work out (since the other player was hopelessly lost), it took me about two hours to triple-check and we had a table labelled in red (for Kama attacks), italic (for Speed), underlined (for off-hand) and flurry attacks marked with asterixs. The table, showing all permutations of combinations of Kama and/or unarmed, ran to 22 lines.

(Because of course you had stuff like kama flurry plus kama offhand, kama flurry plus offhand unarmed, kama one flurry plus offhand one flurry (since nowhere does it say you that your flurry attacks have to come from your primary hand), kama plus offhand flurry kama, plus all of the above plus snap-kick etc etc...) We realise he will probably NEVER use any more than one or two of those routines, but by the time I'd covered the most obvious ones, I'd three-quarters done it all anyway. And now at least it's dead easy for him to read.)

That is the extreme case, of course!

Had he followed my advise and just gone for straight unarmed (especially since wehave sliced the ludicorus cost of Amulets of Mighty Fists to something merely +50% over a normal magic weapon pluses), it would have required, like maybe three lines, tops!
That is pretty crazy. I once tried to make a build to get the most attacks per round that I could with an awakened fleshraker monk. I got up to twelve attacks before I realized that you can't flurry with natural weapons. D:
Though I didn't realize you could TWF unarmed. That would have greatly increased my number. :P


Yeah, it pretty much does. It lets the fighter do one thing really, really well, or a couple of things well. And we haven't even really tried some of the possibly more exotic things: you could take Hidden Talent at level 1, for example and used the 3rd-and-above-odd level feats on psionic feats or something, for example. Certainly, for out particular ply paradigm, it works fine.
This is good. Thirty bonus feats in twenty levels with no other class features. I feel like I've accomplished something grand here.

Morphic tide
2016-12-21, 10:15 AM
Beastblood Shifter's wording for equipment needs to be changed to refer to similarity to base form, to be friendlier to non-humanoid characters. Largely because Sir Bearington needs this to work for him properly. It's one thing for the bear to disguise himself as the human, it's another for the bear to become the human.

Celestia
2016-12-21, 11:08 AM
The Real Man

Alignment: Any
Special: Male
Hit Die: d12



Level
BAB
Saves
Special


1
+1
+2/+0/+0
Glorious Manhood, Fist Fighting, Toughness


2
+2
+3/+0/+0
Power Lifting, Power Attack, Endurance


3
+3
+3/+1/+1
Taunt of Femininity, Weight Training +2


4
+4
+4/+1/+1
Steadfast Determination


5
+5
+4/+1/+1
Damage Reduction Con+1/-


6
+6
+5/+2/+2
Fighter Bonus Feat


7
+7
+5/+2/+2
Ripped Physique


8
+8
+6/+2/+2
Weight Training +4


9
+9
+6/+3/+3
Taunt of Inadequacy, Damage Reduction Con+2/-


10
+10
+7/+3/+3
Improved Power Attack


11
+11
+7/+3/+3
Fighter Bonus Feat


12
+12
+8/+4/+4
Sweeping Strike


13
+13
+8/+4/+4
Weight Training +6, Damage Reduction Con+3/-


14
+14
+9/+4/+4
Swift Taunting


15
+15
+9/+5/+5
Rippling Muscles


16
+16
+10/+5/+5
Fighter Bonus Feat


17
+17
+10/+5/+5
Damage Reduction Con+4/-


18
+18
+11/+6/+6
Weight Training +8


19
+19
+11/+6/+6
Wide Blow


20
+20
+12/+6/+6
The Hugest


Class Skills (2 + Int)
Bluff, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim

Weapon and Armor Proficiency: All simple and martial two-handed weapons. A Real Man uses only the biggest weapons around to emphasize his manliness. Small weapons are for women. He also does not use ranged weapons as that is cowardly. Armor and shields are also the tools of cowards. A Real Man goes into battle wearing only his bare chest for protection.

Glorious Manhood (Ex): A Real Man does not hide behind armor. He protects himself with his sheer manliness alone. He also may not wear any clothing on his torso, upper arms, legs, or head. Doing so would hide his stunning musculature and flowing locks of hair. Other equipment slots are unaffected. The only clothing he is permitted to wear over his Manhood area is a kilt, loin cloth, or cod piece. All other things are unmanly. Some Real Men, who would argue that they are the manliest of all Real Men, do not even wear that. As long as a Real Man is suitably undressed, he may add his Strength modifier to AC.

Fist Fighting (Ex): In addition to the largest of weapons, a Real Man is also highly trained in the use of his fists. Killing a foe with only your bare hands is especially manly. He gains the Improved Unarmed Strike feat, and he deals unarmed damage as a Monk of his level and size.

Power Lifting (Ex): At second level, a Real Man has done enough weight lifting to become an expert at it. His carrying capacity is doubled. He may also mock others for having a lower carrying capacity than him.

Taunt of Femininity (Ex): A third level Real Man knows how to hit his enemies where it really hurts: their feelings. Unfortunately, this tends to provoke their ire. As a Standard action that provokes attacks of opportunity, a Real Man may taunt and crudely insult all enemies within 30 ft. Creatures within the area must make a Will save (DC10 + 1/2 level + Charisma modifier) to avoid becoming angry. Any enemy who fails begin to Rage as a Barbarian and must exclusively target the Real Man with their attacks until their Rage ends. Each round, they may attempt a new Will save to calm themselves. If they have successfully dealt damage to the Real Man since becoming enraged, they gain a + 2 circumstance bonus on the roll. If they are ever physically unable to reach and/or attack the Real Man, the Rage immediately ends. This is a mind-affecting effect.

Weight Training (Ex): A Real Man spends the vast majority of his down time lifting weights. By third level, his commitment has started to pay off, and his Strength permanently increases by two points. Every five levels thereafter, it increases by another two points.

Damage Reduction (Ex): By level five, a Real Man has built up so much dense muscle mass that it can deflect physical blows. He gains damage reduction equal to one plus his Constitution modifier. Every four levels after, it increases by 1.

Ripped Physique (Ex): At level seven, a Real Man has built up enough muscle mass to make himself physically larger. He gains the Powerful Build ability.

Taunt of Inadequacy (Ex): Upon reaching level nine, a Real Man has learned how to make his insults sting in a way that provokes sadness rather than anger. When taunting, he can now inflict a morale penalty on his enemies rather than causing them to Rage and attack. If they fail the Will save, they suffer a penalty on their attack and damage rolls equal to the Real Man's Constitution or Charisma modifier, whichever is larger. The penalty lasts for a number of rounds equal to 1/2 his level plus his Charisma modifier. This is a mind-affecting effect.

Improved Power Attack (Ex): Upon reaching level ten, a Real Man learns the hidden art of hitting things really hard. When power attacking with a two-handed weapon he gains three points of damage per point of attack rather than the normal two. His Unarmed Strikes also gain two points of damage per point of attack.

Sweeping Strike (Ex): At level twelve, a Real Man can swing his weapon around himself. When wielding a two-handed weapon, he can, as a full-round action that does not provoke attacks of opportunity, make a single attack roll that targets every opponent he threatens. He cannot apply precision damage to this attack. A critical hit only affects one of the targets, chosen before the critical is confirmed.

Swift Taunting (Ex): By level fourteen, a Real Man has mastered the subtleties and mysteries of an effective taunt and can now deliver a mighty insult in only a few choice words. Taunt of Femininity and Taunt of Inadequacy can now be used as swift actions.

Rippling Muscles (Ex): When a Real Man reaches level fifteen, his bulky frame is so massive that every twitch and undulation of his rock-hard physique creates a minot but noticeable disturbance in the gravitational field surrounding him. He gains miss chance equal to his Strength score.

Wide Blow (Ex): By level ninteen, a Real Man has had enough practice with his wide swings that he can now perform them with more speed and accuracy. His normal attack with a two-handed weapon can now hit up to three enemies. All enemies must be within reach and adjacent to one another. The Real Man makes one attack roll against all three. He cannot apply precision damage to these attacks, and a critical hit only affects one target, chosen before the confirmation roll.

The Hugest (Ex): At level twenty, a Real Man has become so encased in his obscenely over-muscled body that he literally gets bigger. He increases by one size category. He gains +8 Strength, +4 Constitution, -2 Dexterity, and +2 Natural Armor. This does not replace or negate Ripped Physique which continues to function normally. For example, a medium sized human would become large size from The Hugest and then be situationally treated as Huge from Ripped Physique. This size increase does not affect the size of his Manhood.

Celestia
2016-12-21, 11:12 AM
Beastblood Shifter's wording for equipment needs to be changed to refer to similarity to base form, to be friendlier to non-humanoid characters. Largely because Sir Bearington needs this to work for him properly. It's one thing for the bear to disguise himself as the human, it's another for the bear to become the human.
Good point. I worded it from the perspective that people would be playing as a humanoid creature (because I honestly just made this class so that I could go Warforged and be a Transformer :p ) and didn't really consider that. I'll update it.

Aotrs Commander
2016-12-21, 11:29 AM
That is pretty crazy. I once tried to make a build to get the most attacks per round that I could with an awakened fleshraker monk. I got up to twelve attacks before I realized that you can't flurry with natural weapons. D:
Though I didn't realize you could TWF unarmed. That would have greatly increased my number. :P

Just bare in mind that (unless you houserule otherwise), you only get flurry once (i.e. you get one or two extra attacks (level dependant)), regardless of how many weapons you're using. You don't flurry with a specific "hand" (it specifically states you can interchangeably use unarmed and monk weapons). Flurry is rather a global extra number of attacks (which you can split between monk and unarmed).

In theory, I suppose, you could make that attack routine I mentioned above even more complicated by changing thins up more than jusy doing one thing with one hand and assigning the flurry attacks to a hand, but I don't think anyone would want to make a table for that level of insanity...!)

(Also worth noting it implies, but not explicitly says you can flurry with two two weapons (or using both ends of a quarterstaff), as it talks about being able to make a flurry while holding two weapons. But the Monk unarmed abilities are notoriously poorly-written. Let us not forget that by that poor wording technically a monk is not proficient with unarmed strikes, which basically no-one pays any attention to (and rightly so)!)

Maximum thoerhetical attacks (assuming you allow Perfect TWF as a feat) would be something like (full-BAB) Monk Flurry (2) TWF/IRWF/GTWF/PTWF (8) plus Speed/haste (1) plus Snap Kick (1), which would give you (at 20th) 12 attacks at -4, and natural weapons like Bite/Tail Slap/Wing attack etc at -9 (sans any Claw/talon/slam attacks, which would basically be taking out from your "offhand" attacks, in the same way as you can't make a claw attack with a hand full of sword. You could reasonably, I think, make claw attacks (etc) plus offhand unarmed, but that would give you less attacks.)

(This obviously only considers humanoids with two arms. A Thri-Kreen or Marilith Monk would be considerably more terrifying, since with MULTI-weapon fighting and the same extensions, they would get 2-4 sets of additional offhand attacks...!)

Celestia
2016-12-21, 03:18 PM
The Soulscarred Blade

Alignment: Any except True Neutral
Hit Die: d10



Level
BAB
Saves
Special
Weapon Enhancements


1
+1
+2/+0/+2
Soulscarred Weapon +1, Soulfeeding, Empathic Link
0


2
+2
+3/+0/+3
Track
0


3
+3
+3/+1/+3
Soulscarred Emanation
0


4
+4
+4/+1/+4
Soulscarred Enhancement, Soulscarred Resistance +1
1


5
+5
+4/+1/+4
Soulscarred Weapon +2
1


6
+6
+5/+2/+5
Mettle
1


7
+7
+5/+2/+5
Soulscarred Edge
2


8
+8
+6/+2/+6
Soulscarred Resistance +2
2


9
+9
+6/+3/+6
Soulscarred Weapon +3
2


10
+10
+7/+3/+7
Telepathic Link
3


11
+11
+7/+3/+7
Greater Soulscarred Emanation
3


12
+12
+8/+4/+8
Soulscarred Resistance +3
3


13
+13
+8/+4/+8
Soulscarred Weapon +4
4


14
+14
+9/+4/+9
Traumatic Mind
4


15
+15
+9/+5/+9
Greater Soulscarred Edge
4


16
+16
+10/+5/+10
Soulscarred Resistance +4
5


17
+17
+10/+5/+10
Soulscarred Weapon +5
5


18
+18
+11/+6/+11
Soulscarred Power
5


19
+19
+11/+6/+11
Soulreaper
6


20
+20
+12/+6/+12
Soulscarred Resistance +5
6


Class Skills (4 + Int)
Bluff, Climb, Concentration, Craft, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Move Silently, Ride, Sense Motive, Survival, Swim, Use Rope

Weapon and Armor Profciency: A Soulscarred Blade is proficient in only her Soulscarred Weapon and others of the same type. Her Weapon can be any kind, even exotic. A Soulscarred Blade is proficient in all armor. If her Weapon is light or one-handed, she is also proficient in shields (except tower shields).

Soulscarred Weapon (Su): All Soulscarred Blades are born from tragedy and loss. Someone close her, be they parent, child, spouse, etc., was brutally murdered in front of her. Even more, the soul of her loved one did not, for whatever reason, pass on to its rightful afterlife. Instead, the soul became trapped forever within a particular weapon of some personal significance. Grief-stricken, the Soulscarred Blade takes up this weapon on a quest of either justice or vengeance.

The Soulscarred Weapon can be any kind of masterwork weapon, which the Soulscarred Blade gets for free at level one. It cannot be made of any special materials, but it can later be reforged to include them following the normal crafting rules and costs. The Weapon gains a bonus to hardness equal to twice the Soulscarred Blade's level and gains bonus hit points equal to five times her level.

As the Weapon houses a soul within it, it possesses it's own innate magic which grows as the Soulscarred Blade levels. It begins with a +1 enhancement bonus that increases every four levels. The Weapon is also an intelligent item. Roll 3d6 for each of its mental stats. Put the highest result into Charisma, and if it is lower than a 16, raise it to 16. Every time it increases in enhancement bonus, it's Charisma increases by 2 points. The weapon has its own skill ranks and gains 2 + Int skills per level and four times that at level one. It's class skills are all skills keyed off of the mental abilities, and it cannot take ranks in any other skills. The Weapon is not subject to any effect that requires a saving throw and is treated as an object for all effects. It possesses 20 feet of blindsight per point of enhancement bonus. For the purpose of the spell Mage's Disjunction, treat the Weapon as an artifact.

The Weapon, being irreparably damaged by its traumatic death, does not possess a complete personality. Instead, its mind narrowly encompasses one Primary Emotion. There are four possible emotions, each one linked to a particular alignment. The Primary Emotion of the Weapon much match the alignment of the Soulscarred Blade. This emotion determines the ability granted by the weapon as well as future abilities it may develop.

Anger (Chaotic): The soul within the Weapon feels only pure and all-consuming rage at the world. It can bestow this anger upon the Soulscarred Blade, allowing her to Rage as a Barbarian a number of times per day equal to its Charisma modifier.
Fear (Evil): The soul perpetually relives the sheer terror of its final moments and the horror of feeling its life quickly slip away into oblivion. The Weapon can make others feel this terror, as well. Any creature dealt damage by this weapon must make a Will save (DC10 + 1/2 level + the Weapon's Charisma modifier) or become frightened for one round. This is a mind-affecting effect.
Regret (Lawful): The soul feels great shame for its death and is constantly filled with a powerful regret that eats away at its mind. The Weapon seeks to protect the Soulscarred Blade from this regret and confers a deflection bonus to AC equal to the Weapon's Charisma modifier as long as it is in her possession.
Sorrow (Good): The soul is consumed by guilt and sadness over its untimely death, and it can inflict these feelings of sorrow on others. It allows the Soulscarred Blade to use Crushing Despair as a spell-like ability with a caster level equal to her level a number of times per day equal to the the Weapon's Charisma modifier. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Soulfeeding (Su): Whenever a Soulscarred Blade kills a living creature with her Weapon, the soul within siphons off some of its power and gives it to her. She heals 1d8 hit points and gains a bonus on attack and damage rolls equal to the Weapon's Charisma modifier until the end of her next turn. This bonus overlaps and does not stack with itself if she kills another creature before its duration ends.

Empathic Link (Su): The Soulscarred Blade's connection to her weapon is strong enough to form an empathic link. She usually only receives reinforcements of the Weapon's Primary Emotion over it, but she can sense the Weapon's level of approval or disapproval of her actions. She can also call the Weapon to her as an immediate action regardless of where it is. The Weapon instantly teleports to her hand.

Soulscarred Emanation (Su): At level three, the Soulscarred Weapon has built up enough power to manifest its will as an aura of elemental energy around itself. This energy deals 1d6 damage on strike and 2d6 damage on a critical (3d6 if x3 or 4d6 if x4). The type of damage dealt is based on the Weapon's Primary Emotion: Fire (Anger), Electricity (Fear), Acid (Regret), or Cold (Sorrow). At level eleven, the number of damage dice doubles.

Soulscarred Enhancement (Su): At level four and every three levels after, the weapon gains a new ability from the Soulscarred Enhancement list. These abilities can be picked from either the general list or the list matching the Primary Emotion and must meet the minimum level requirement.

Soulscarred Resistance (Su): Starting at level four, the Weapon reaches out with some of its power to protect the Soulscarred Blade. She gains a +1 resistance bonus to saves as long as the weapon is in her possession. This bonus improves by one every four levels.

Soulscarred Edge (Su): By level seven, the Soulscarred Weapon has killed enough creatures to learn their weakest points. While being swung, it realigns itself to strike at the most vulnerable parts of its enemies. The Weapon's critical threat range doubles, and its critical multiplier increases by one. At level fifteen, this ability improves. The threat range triples, and the multiplier increases by a further one. This ability does not stack with Improved Critical or any other feat or ability that increases threat range or critical multiplier.

Telepathic Link (Su): By tenth level, the Weapon has fully awakened its mental powers and can telepathically communicate with the Soulscarred Blade as long as they are within one mile of each other.

Traumatic Mind (Ex): After fourteen levels, the Soulscarred Blade has lived with her trauma long enough to harden her mind and use it like a shield. She gains immunity to mind-affecting effects. Further, any creature that attempts to use such an ability against her automatically takes 1d10 psychic damage and must make a Will save (DC10 + 1/2 level + Charisma modifier) or become dazed for a number of rounds equal to the Soulscarred Blade's Charisma modifier. If the creature is psionic, it also loses power points equal to the amount it failed it's save by.

Soulscarred Power (Su): At level eighteen, the Weapon has reached the pinnacle of its power. It grants the Soulscarred Blade a spell-like ability usable once per day at a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher. The ability received is based on the Weapon's Primary Emotion: Storm of Vengeance (Anger), Weird (Fear), Imprisonment (Regret), Wail of the Banshee (Sorrow).

Soulreaper (Su): By level ninteen, the Weapon has become so resentful and hateful of living things that it seeks to punish them and make them suffer for their happiness. Whenever the Weapon kills a living creature, it automatically Soul Binds the target, as the spell, with a caster level equal to the Soulscarred Blade's level and using the Weapon's Charisma modifier for the save DC. If successful, the soul becomes bound to the Weapon whereupon it is torn apart and consumed by the Weapon's hatred. Every soul the Weapon claims increases its Charisma by one point. The souls can only be freed by destroying the Weapon followed by casting Wish/Miracle/Reality Revision to repair the damage inflicted upon them. Thereafter, the slain creatures can be restored to life as normal.

------------------------------

Soulscarred Enhancement:

General:

Bane (lvl 4): The Weapon gains the Bane enchantment. It can only be taken against the creature type of the one who murdered it.

Distance (lvl 4): The Weapon gains the Distance enchantment.

Ghost Touch (lvl 4): The Weapon gains the Ghost Touch Enchantment.

Pain Thrust (lvl 10): The Weapon can force its pain and suffering upon another creature. It can psionically attack a creature that was just dealt damage by the Soulscarred Blade's attack. The creature takes 1d10/level psychic damage, Will negates (DC10 + 1/2 level + the Weapon's Charisma modifier). This ability is a mind-affecting effect and can be used a number of times per day equal to the Weapon's Charisma modifier.

Recall Death (lvl 16): The Weapon can inflict images and emotions of its brutal murder upon the mind of another creature and make it undergo the experience of dying. Any living creature struck by the Weapon must make a Will save (DC10 + 1/2 level + the Weapon's Charisma modifier) or die from the shock and agony. If it succeeds the save, it takes 5d6 psychic damage and is shaken for one round. This is a mind-affecting and death effect and is usable once per day.

Seeking (lvl 4): The Weapon gains the Seeking enchantment.

Throwing (lvl 4): The Weapon gains the Throwing enchantment.

Vorpal (lvl 19): The Weapon gains the Vorpal enchantment. Slashing and piercing only.

Anger:

Anarchic (lvl 13): The Weapon gains the Anarchic enchantment.

Confusion (lvl 7): The Soulscarred Blade can use Confusion as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Greater Rage (lvl 16): The Weapon's Rage ability now acts like Greater Rage.

Rage (lvl 4): The Soulscarred Blade can use Rage as a spell-like ability 3/day with a caster level equal to her class level.

Vicious (lvl 4): The Weapon gains the Vicious enchantment.

Fear:

Fear (lvl 7): The Soulscarred Blade can use Fear as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Frightful Presence (lvl 16): As long as the Soulscarred Blade wields her Weapon, she gains Frightful Presence.

Phantasmal Killer (lvl 7): The Soulscarred Blade can use Phantasmal Killer as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Thundering (lvl 4): The Weapon gains the Thundering enchantment.

Unholy (lvl 13): The Weapon gains the Unholy enchantment.

Regret:

Axiomatic (lvl 13): The Weapon gains the Axiomatic enchantment.

Dismissal (lvl 7): The Soulscarred Blade can use Dismissal as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Mighty Cleaving (lvl 4): The Weapon gains the Mighty Cleaving enchantment.

Shield (lvl 4): The Soulscarred Blade can use Shield as a spell-like ability 3/day with a caster level equal to her class level.

Speed (lvl 4): The Weapon gains the Speed enchantment.

Sorrow:

Disruption (lvl 4): The Weapon gains the Disruption enchantment. Bludgeoning only.

Heal (lvl 10): The Soulscarred Blade can use Heal as a spell-like ability 3/fay with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Holy (lvl 13): The Weapon gains the Holy enchantment.

Repulsion (lvl 10): The Soulscarred Blade can use Repulsion as a spell-like ability 3/day with a caster level equal to her class level. The save DC uses the Charisma modifier of the Weapon or the Soulscarred Blade, whichever is higher.

Wounding (lvl 4): The Weapon gains the Wounding enchantment.

------------------------------

Ex-Soulscarred Blade: If the Soulscarred Weapon should ever break, the soul within scatters to the four winds, and the Soulscarred Blade loses all class features that rely on it. The Weapon can be repaired with a DC20 Craft check, but this does not fully restore the Weapon. Afterwards, the Soulscarred Blade must perform a ritual lasting no less than one day per level to recall the soul of the departed. She can do nothing else during this time, and if she is interrupted, the ritual fails and must be restarted. If the Soulscarred Blade does not complete the ritual within a year and a day of the Weapon's destruction, then the soul manifests as a Soulscarred Specter, and the Weapon can never be restored ever again. However, if the Soulscarred Blade tracks down and slays this Specter, then she can move on with her life. The soul, however, dissipates into oblivion. Due to the link between her and the soul, she always knows where the Soulscarred Specter is at any time. The Specter does not grant XP when defeated. Instead, destroying it allows the Soulscarred Blade to come to terms with her loss and find closure. She can rebuild her character, replacing all Soulscarred Blade levels with those of any other class(es) for which she qualifies and gains the associated features. She retains her weapon and armor proficiencies, even if her new class is not normally proficient in them. She also retains the Track feat if she has it. If she reached level fourteen, she retains her immunity to mind-affecting effects, but she no longer counterattacks those who use them against her.

Soulscarred Specter:
Medium Undead (Incoporeal, Psionic)
Hit Dice: Equal to the Soulscarred Blade's level
Initiative: +7
Speed: Fly 80 ft (perfect)
Armor Class: 13 (+3 Dex)
Base Attack: 1/2 HD
Attack: Incoporeal Touch (1d8 + 2d6 fire/electricity/acid/cold (based on Primary Emotion))
Space/Reach: 5 ft/5 ft
Special Attacks: Pain Blast
Special Qualities: Damage Immunity, Darkvision 60 ft, Incoporeal Traits, Telepathy 100 ft, Turn Immunity, Undead Traits, Unnatural Aura
Saves: low/low/High
Abilities: Str --, Dex 16, Con --, Int *, Wis *, Cha * (mental abilities are the same as the Weapon's)
Feats: Improved Initiative (plus more based on HD)

A Soulscarred Specter cannot speak but can understand any language known by the Soulscarred Blade.

Pain Blast (Ps): A Soulscarred Specter violently lashes out at all creatures around it. Every creature within 60 feet takes 1d10/level psychic damage, Will save negates (DC10 + 1/2 level + Charisma modifier). The Soulscarred Blade gets a +2 empathy bonus against this effect. This is a mind-affecting effect.

Damage Immunity (Ex): A Soulscarred Specter can only be damaged by the weapon that it used to inhabit. It is immune to all other forms of damage. The Soulscarred Weapon also ignores it's Incoporeal traits.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Soulscarred Specter at a distance of 30 feet. They do not willingly approach nearer than that point and panic if forced to do so. They remain panicked as long as they are within that range.

nonsi
2016-12-22, 01:55 AM
What's unfair is comparing the eight fifth level spells of my Paladin to the Sorcerer spell list and saying that they are somehow equatable. If you can achieve tier one and two level power with Flame Strike and Atonement, then you don't need full BAB and Armor to overshadow the party.

Realistically, spell lists are never closed. Either by official additions (complete series, races of__, spell compendium etc), 3rd party materials or homebrew stuff. This leaves too much room for things to surprise you. De-facto, your Paladin has access at 11th level to the same maximum SL (5th) as Sorcerer, Beguiler, Favored Soul etc.





I suppose. Though I still feeling like adding class features makes it feel non-fightery to me.

In response to the above, I'll just ask: Why can't fighters have nice things?





Do Unarmed Strikes even work with Two-Weapon fighting? I'm pretty sure they don't.

1. A monk can attack with her hands occupied
2. Nothing in any official materials suggests otherwise.





And it's not a contest. I don't care whether you think your Monk is stronger than mine.

You're right, it's not a contest. I simply demonstrated how the Monk can have a lot more kick w/o the need to elevate BAB or stack TWF on top of FoB.





I would still like examples of specific problems rather than a vague statement about inspiration. I can't fix what I don't know is wrong.

It's not a matter of specific problem, but more of making those classes fun and interesting. Just saying that I think you didn't push them far enough to really make them inviting (compared to your proposed Bard fix, which is fantastic).





Not everything has to be good and amazing. I'm not going to homebrew a tier one Commoner. I just thought the class was unique and decided to mess with it one day. It doesn't have to be more than that.

Then why bother doing a partial job in the first place. Would be better to put your time and effort on classes that truly fascinate you to do a solid job.

Celestia
2016-12-22, 03:51 AM
Realistically, spell lists are never closed. Either by official additions (complete series, races of__, spell compendium etc), 3rd party materials or homebrew stuff. This leaves too much room for things to surprise you. De-facto, your Paladin has access at 11th level to the same maximum SL (5th) as Sorcerer, Beguiler, Favored Soul etc.
If Wizards decides to jump back two editions just to make official additional content for my homebrew Paladin class, I will eat every pair of shoes I own.
Claiming that something is unbalanced because someone could homebrew it into being unbalanced is one of the most hilariously poor arguments I've ever seen.
Also, you'll may note that my Sorcerer fix gives them 6th level spells at eleven, and I did specifically design all these fixes at the same time with the intention of them not each being used in a vacuum. And if I ever decide to fix the Beguiler or Favored Soul, I would do the same for them.
This Paladin is a whole spell level behind full casters at every level until 13 when it full stops. It gets less spells per day, especially when new spell levels are first unlocked, and it gets significantly fewer spells available.


1. A monk can attack with her hands occupied
2. Nothing in any official materials suggests otherwise.
Okay?


You're right, it's not a contest. I simply demonstrated how the Monk can have a lot more kick w/o the need to elevate BAB or stack TWF on top of FoB.
That is true, but I fail to see the relevance. One could elevate the Monk by giving it psionic manifesting and a pair of wings, but then you're not really a Monk anymore. My goal was to take the classes as they are and make them more of that. One of the main design intents for the Monk was giving it lots of attacks, so my Monk gets lots of attacks.


It's not a matter of specific problem, but more of making those classes fun and interesting. Just saying that I think you didn't push them far enough to really make them inviting (compared to your proposed Bard fix, which is fantastic).
Personally, I already love the Warlock; it's one of my favorite classes. I think the Barbarian, Rogue, and Soulknife are also quite capable of interesting characters. Not every character has to be a Swiss army knife. I'll admit that they aren't as powerful or versatile as full spellcasters, but is there really any way to fix that without making them full spellcasters? No matter what I do, the Wizard will still out class them. I didn't try to close the gap, I just tried to shrink it. If you don't have any specific issues and only think that I simply didn't go far enough, them that's, frankly, just your opinion. A specific problem I'll try to patch up, but a generalization I'm not going to do anything about.

Celestia
2016-12-22, 03:29 PM
The Stormchild

Alignment: Any non-lawful
Hit Die: d8



Level
BAB
Saves
Special


1
+0
+0/+2/+2
Schocking Blast 1d6, Electricity Resistance 10, Wild Talent


2
+1
+0/+3/+3
Endure Elements, Static Field


3
+2
+1/+3/+3
Shocking Blast 2d6, Evasion


4
+3
+1/+4/+4
Stored Charge, Thunder Bolt 30 ft


5
+3
+1/+4/+4
Shocking Blast 3d6, Electricity Resistance 30


6
+4
+2/+5/+5
Magnetic Shell, Shockwave 20 ft


7
+5
+2/+5/+5
Shocking Blast 4d6, Magnetic Levitation 30 ft (Good)


8
+6
+2/+6/+6
Paralytic Jolt, Lightning Strike 20 ft


9
+6
+3/+6/+6
Shocking Blast 5d6, Thunder Bolt 60 ft


10
+7
+3/+7/+7
Electricity Immunity, Charged Aura, Chain Lightning


11
+8
+3/+7/+7
Shocking Blast 6d6, Shockwave 40 ft


12
+9
+4/+8/+8
Stormcalling, Magnetic Levitation 60 ft (Perfect)


13
+9
+4/+8/+8
Shocking Blast 7d6, Ball Lightning, Improved Evasion


14
+10
+4/+9/+9
Ride the Lightning, Thunder Bolt 90 ft


15
+11
+5/+9/+9
Shocking Blast 8d6, Lightning Strike 40 ft


16
+12
+5/+10/+10
Electricity Adaptation, Shockwave 60 ft


17
+12
+5/+10/+10
Shocking Blast 9d6, Magnetic Levitation 90 ft (Perfect)


18
+13
+6/+11/+11
Energy Transcendence, Electrical Overload


19
+14
+6/+11/+11
Shocking Blast 10d6, Thunder Bolt 120 ft


20
+15
+6/+12/+12
Energy Apoyheosis


Class Skills (4 + Int)
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Infornation, Jump, Knowledge (Geography), Knowledge (Nature), Knowledge (Psionics), Peform, Profession, Psicraft, Ride, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Tumble, Use Psionic Device

Weapon and Armor Proficiency: All simple weapons and one martial weapon and light and medium armor.

Shocking Blast (Ps): A Stormchild harnesses her own bio-electric energy and releases it as a concentrated blast of lightning. This is a ranged touch attack with a range of 60 feet that does 1d6/2 levels electricity damage. In stormy weather, she can absorb the electricity in the atmosphere to increase her power, causing Shocking Blast's damage dice to increase to d10s. This ability is subject to Power Resistance and is the equivalent of a first level power. A Stormchild has a manifester level equal to her class level. The save DC for any of her class features that allow saves is 10 + 1/2 level + Charisma modifier. Shocking Blast can be used at will.

Electricity Resistance (Su): A Stormchild can use her powers to partially ground electrical attacks aimed at her. She gains 10 points of electricity resistance. At level five, this increases to 30 points. At level ten, she can fully deflect the electricity and gains immunity.

Wild Talent: A Stormchild gains Wild Talent as a bonus feat, allowing her to manifest her latent psionic powers to control electricity.

Endure Elements (Su): At second level, a Stormchild can survive the harshness of the weather and permanently acts as if under the effects of an Endure Elements spell.

Static Field (Ps): A level two Stormchild can magnetically charge the ground to slow and hinder opponents. She creates a charged area with a 20 foot radius anywhere within 100 feet of her. Creatures within the area must make a Fortitude save or become stunned for as long as they remain in the field. At the beginning of each of the affected creatures' turns, they are allowed a new save to break free. Creatures who make their save move at half speed, and if they start their turn still within the area, must make a new save or become stunned. All creatures within the area also suffer a penalty to attack rolls with metal weapons equal to the Stormchild's Charisma modifier and become vulnerable to electricity. The field lasts for 1 round/level + Charisma modifier, but she can dismiss it as a free action. She can create multiple fields up to a maximum of her Charisma modifier. Overlapping fields only affect creatures once per round. A Stormchild is immune to her own Static Fields.

Stored Charge (Ps): A fourth level Stormchild can electrically charge metal objects or weapons with her power. She can charge any number of objects up to a maximum of her Charisma modifier. Each object gains a charge that lasts for a number of rounds equal to her Charisma modifier or until discharged. Objects charged in such a manner automatically discharge the next time it touches a creature and deal damage equal to her Shocking Blast. If a creature is holding the object when it is charged (such as an ally's weapon), it does not harm the creature holding it. This ability is subject to Power Resistance and is the equivalent of a second level power.

Thunder Bolt (Ps): At level four, a Stormchild can make her blasts of electricity into larger bolts. She can fire a 30 foot line that damages all creatures within the area with Shocking Blast damage, Reflex half. At ninth level and every five levels after, the Rage of the line increases by 30 feet. This ability is subject to Power Resistance and is the equivalent of a second level power.

Magnetic Shell (Ps): By level six, a Stormchild can surround herself with an impenetrable magnetic barrier that deflects all physical objects and creatures. Magic, psionics, and Incoporeal creatures are unaffected. The shell also does not extend into the Ethereal Plane. The shell does not block line of sight or line of effect but does confer partial cover to both sides. The shell can be any size up to a radius of 10 feet wide. This ability takes a full-round action to use, and she perform no other actions while maintaining the shell. It lasts a number of rounds equal to however long she chooses to maintain it up to a maximum of her Charisma modifier.

Shockwave (Ps): A Stormchild who has reached level six can expel her electrical energy into a quick burst around her. This affects all creatures in a 20 foot burst and deals damage equal to her Shocking Blast, Reflex half. At level eleven and every five levels after, the range increases by 20 feet. This ability is subject to Power Resistance and is the equivalent of a third level power.

Magnetic Levitation (Su): By level seven, a Stormchild has enough fine control over the force of magnetism that she can safely propel herself through the air. She gains a fly speed of 30 feet with good maneuverability. At twelfth level and every five levels after, her speed increases by 30 feet. Also, at level twelve, her maneuverability increases to perfect.

Paralytic Jolt (Ps): At eighth level, Stormchild can disrupt the electrical signals within a creature's body to paralyze her foes. A target creature within 60 feet must make a Fortitude save or become paralyzed as by a Hold Monster spell with a caster level equal to the Stormchild's manifester level. A creature who succeeds becomes dazed for one round. This ability is subject to Power Resistance and is the equivalent of a fouth level power.

Lighting Strike (Ps): By level eight, a Stormchild has learned how to call down a massive bolt of electricity from the sky. She picks a location within 200 feet for the bolt to strike. All creatures within a 20 foot burst take Shocking Blast damage, Reflex half. Every creature within twice that area must also make a Fortitude save or become defend by the thunder clap for a number of rounds equal to the Stormchild's Charisma modifier. At fifteenth level and every seven levels after, the damaging area increases by 20 feet. The deafening area remains at double the damaging area. This ability is subject to Power Resistance and is the equivalent of a fifth level power.

Charged Aura (Su): By level ten, a Stormchild has become so charged with electricity that she is constantly surrounded by a cackling aura of energy. This aura gives off light like a torch and imposes a -20 circumstance penalty to Move Silently checks. It grants a 20% miss chance, and any creature who comes within 5 feet takes 2d4 electricity damage (2d8 in stormy weather). This ability can be suppressed or resumed as a free action, but it can only safely remain suppressed for a number of rounds equal to her Charisma modifier. After that she must begin making Will saves against her own save DC. If she fails, she takes 1d8 psychic damage, and the aura resumes. She must then wait a number of rounds equal to the amount of damage she took before she can suppress the aura again.

Chain Lightning (Ps): At tenth level, a Stormchild has learned how to magnetically charge her Shocking Blast so that it attracts itself towards other enemies and hops from creature to creature. By lowering her damage by two dice, she can make her Shocking Blast into a Chain Lightning attack. If she successfully hits a target, it automatically jumps to the nearest other creature within 30 feet and attacks with the same attack roll. The second attack deals two dice less damage. The blast then jumps again to the closest creature within 30 feet (possibly even the first target), and attacks again at two dice less damage. The blast continues chaining until it runs out of damage dice. This ability is subject to Power Resistance and is the equivalent of a fifth level power.

Stormcalling (Ps): At level twelve, the Stormchild can call forth the raw power of nature and command it to do her bidding. This ability functions like the Control Weather spell with a caster level equal to her manifester level. Regardless of the season, she can always call down a thunderstorm. She can use Stormcalling a number of times per day equal to her Charisma modifier. This ability is subject to Power Resistance and is the equivalent of a sixth level power.

Ball Lightning (Ps): At thirteenth level, a Stormchild can form her electricity into a sphere of electrically-charged plasma. She releases it in a chosen direction, but afterwards it bounces around at random until it eventually explodes. She can create a number of lightning balls up to one fifth her level. They move,at a speed of 60 feet per round at the end of the Stormchild's turn. Whenever they hit a creature or obstacle or at the beginning of each movement, they changes direction. Roll a d8 to determine their new heading. When one enters the same space as a creature or obstacle, it deals Shocking Blast damage with half of it being typeless, Reflex half. The balls exist for 1d4+1 rounds before becoming unstable and detonating. Every creature and object within 20 feet of a ball takes double Shocking Burst damage with half of it being typeless, Reflex half. If a creature or object is within range of more than one ball, it takes damage from each one and rolls separate Reflex saves for each. The Stormchild's Charged Aura automatically repels the balls without damaging her if they enter her space. It does not, however, block the explosion. This ability is subject to Power Resistance and is the equivalent of a seventh level power.

Ride the Lightning (Ps): By level thirteen, a Stormchild has learned to quickly move about the land by hopping onto bolts of lightning. This ability works like the spell Teleport with a caster level equal to her manifester level. Traveling in such a manner is destructive, however. When the Stormchild and any passengers she takes with arrive at their destination, the lightning disperses violently around them. Act as if the Stormchild used her Lightning Strike ability centered on herself. She and her passengers are immune to this attack. This ability can be used a number of times per day equal to her Charisma modifier.

Electricity Adaptation (Su): Upon reaching level sixteen, a Stormchild has started to transcend her physical body and becomes partially composed of electricity. Whenever a Stormchild is targeted by electricity damage, she instead heals by that amount. She cannot heal by hitting herself with her own powers, however. While her Charged Aura is active, she gains Fast Healing of an amount equal to her Charisma modifier.

Energy Transcendence (Ps): By level eighteen, a Stormchild's body is composed of enough energy that she can temporarily become completely a being if pure electricity. She and all her equipment become Incoporeal for a number of rounds up to her level. While incoporeal, she gains an incoporeal touch attack that deals the same damage as her Shocking Blast, and she adds her Charisma modifier as a deflection bonus to her AC. In addition, her Charged Aura now deals double damage. Using this ability is a full-round action, and it can be used a number of times per day equal to her Charisma modifier.

Electrical Overload (Su): At level eighteen, a Stormchild can overcharge her powers to devastating effect, both to others and to herself. Whenever she uses one of her abilities, she can maximize its damage, increase its save DC by her Charisma modifier (effectively applying it twice), and allow it to ignore Power Resistance. However, doing so inflicts psychic damage to herself equal to 1d4/2 levels + her Charisma modifier. She also becomes exhausted for the remainder of the encounter.

Energy Apotheosis (Su): By level twenty, a Stormchild has mastered her power and becomes a being of pure energy. She permanently becomes incoporeal as by Energy Transcendence. Her Charisma increases by +4, and her Shocking Blast damage dice increase to d8s (d12s in stormy weather). She can temporarily reform her physical body and become coporeal for a number of minutes up to her level. She can do this a number of times per day equal to her Charisma modifier.

-----------------------------

New Feats:

Explosive Blast [General]:
Prerequisites: Schocking Blast
Your Shocking Blast can, at will, do typeless damage by decreasing all damage dice to d4s, even in stormy weather.

Magnetic Lift [General]:
Prerequisites: Magnetic Levitation
You gain a psi-like ability that functions like the spell Telekinesis with a caster level equal to your HD. This ability is usable at will.

Thundering Blast [General]:
Prerequisites: Shocking Blast, Lightning Strike
Your Shocking Blast and all abilities that key their damage off of it (except for Ball Lightning) now do half electricity damage and half sonic damage.

Morphic tide
2016-12-22, 04:34 PM
At a glance, Stormchild looks like it should be a partial progression actual Psionic class. Maybe be restricted to just the energy damage stuff, and only get to use them as Electrical things.

It seems to be a mix of Psionic Uncarnate, Kineticist and a touch of Warlock. I don't see the setup as something that should be one element only, and intangibility fits Force much more than Electricity.

Maybe have the basic version be Force themed, then AFCs/PF style archetypes to swap to the other damage types? The idea is nice, but it doesn't quite work out as coherent thematics because some of the things don't fit Electricity.

Celestia
2016-12-22, 06:09 PM
At a glance, Stormchild looks like it should be a partial progression actual Psionic class. Maybe be restricted to just the energy damage stuff, and only get to use them as Electrical things.
It could, but how would that meaningfully differentiate it from being a more limited version of Psychic Warrior? You don't need a whole class for that.


It seems to be a mix of Psionic Uncarnate, Kineticist and a touch of Warlock. I don't see the setup as something that should be one element only, and intangibility fits Force much more than Electricity.
The problem with Force damage is that it is incredibly difficult to resist so a class that deals it at will would be unbalanced as nothing could actually defend against it.
And how does being incoporeal not fit electricity? Is electricity made of solid matter over by you?


Maybe have the basic version be Force themed, then AFCs/PF style archetypes to swap to the other damage types? The idea is nice, but it doesn't quite work out as coherent thematics because some of the things don't fit Electricity.
In what way? Everything fits thematically. Lightning bolts? Check. Thunderstorms? Check. Electromagnetism? Check. Nothing is out of place.

Morphic tide
2016-12-22, 08:04 PM
It could, but how would that meaningfully differentiate it from being a more limited version of Psychic Warrior? You don't need a whole class for that.

No, it would not be a more limited version of Psychic Warrior, because it would be strictly ranged and use PP on direct attacks with variety instead of buffs. Also a few buffs on other party members. Psychic Warrior uses powers for the first few rounds of combat to get buffs for the rest of combat. Which largely just buff basic attacks in one way or another. At least Kineticist has some things outside of direct damage.


The problem with Force damage is that it is incredibly difficult to resist so a class that deals it at will would be unbalanced as nothing could actually defend against it.
And how does being incoporeal not fit electricity? Is electricity made of solid matter over by you?
Being hard to resist is not a balance point. It really should not be considered OP to have hard to negate damage, because D&D is not a game where damage mitigation from hits that land is supposed to be important. How many forms of energy resistance are there in core, again? Besides, DR still has it's requirements, so basically all DR except DR/Magic still applies. By the logic of resistance availability being part of the power, Fireball is a horrible spell because Fire is one of the most resisted damage types in the game. A lot of things are even flatly immune to it!

Electricity has a LOT of restrictions on what it can go through. And restrictions on how it moves. Becoming an intelligent electric current is far from intangibility, and becoming something made of EM energy of other types still has harsh physical limits on movement. Among other things, metal would basically vaporize on contact from induction heating.


In what way? Everything fits thematically. Lightning bolts? Check. Thunderstorms? Check. Electromagnetism? Check. Nothing is out of place.
The intangibility does not fit physics at all, which is it's only real place, and the class is psionic in name only, like the Soulknife. Only it has even less business being psionic because there is all of one line of fluff that is contradicted by the repeated mention of bioelectricity. And being shoehorned into Electricity alone is a narrow enough niche that all it takes to make the class completely useless is to throw a Blue Dragon or Air Elemental at the party. Or something with good electricity resistance.

Celestia
2016-12-22, 10:52 PM
No, it would not be a more limited version of Psychic Warrior, because it would be strictly ranged and use PP on direct attacks with variety instead of buffs. Also a few buffs on other party members. Psychic Warrior uses powers for the first few rounds of combat to get buffs for the rest of combat. Which largely just buff basic attacks in one way or another. At least Kineticist has some things outside of direct damage.
Different tactics =/= different mechanics


Being hard to resist is not a balance point. It really should not be considered OP to have hard to negate damage, because D&D is not a game where damage mitigation from hits that land is supposed to be important. How many forms of energy resistance are there in core, again? Besides, DR still has it's requirements, so basically all DR except DR/Magic still applies. By the logic of resistance availability being part of the power, Fireball is a horrible spell because Fire is one of the most resisted damage types in the game. A lot of things are even flatly immune to it!
Damage Reduction does not apply to energy attacks. And from what I've read on this forum and others, it is largely believed that fireball is suboptimal because of how easily it's resisted.


Electricity has a LOT of restrictions on what it can go through. And restrictions on how it moves. Becoming an intelligent electric current is far from intangibility, and becoming something made of EM energy of other types still has harsh physical limits on movement. Among other things, metal would basically vaporize on contact from induction heating.
Dragons? Sure. Magic? That's fine. Energy being? Woah there! That's unrealistic!


The intangibility does not fit physics at all, ...
You keep saying that. I don't think it means what you think it means. Answer honestly. Do you believe that electricity is a physically tangible? Can you touch and hold it?


... which is it's only real place, and the class is psionic in name only, like the Soulknife. Only it has even less business being psionic because there is all of one line of fluff that is contradicted by the repeated mention of bioelectricity.
So these should be extraordinary abilities?
Oh, and I guess psychometabolsim isn't psionic, either, huh?


And being shoehorned into Electricity alone is a narrow enough niche that all it takes to make the class completely useless is to throw a Blue Dragon or Air Elemental at the party. Or something with good electricity resistance.
You say shoehorned; I say consistent theme. Yes, this class has an Achilles' Heel, but so does everything. The Barbarian can be stopped by flying enemies or a Will save. The Rogue can be stopped by undead. The wizard can be stopped by golems. Not everyone is going to be amazing at everything. That's why it's a group game.

Celestia
2016-12-23, 08:01 PM
The Pokémon Trainer

Alignment: Any
Hit Die: d6



Level
BAB
Saves
Special


1
+0
+0/+2/+2
Pokémon Training 1, Pokémon Protection, Potions


2
+1
+0/+3/+3
Pokédex, Evasion


3
+2
+1/+3/+3
Full Heal 1/day, Endurance


4
+2
+1/+4/+4
Pokémon Training 2, Running Shoes


5
+2
+1/+4/+4
Battle Items 1/day


6
+3
+2/+5/+5
Full Heal 2/day


7
+3
+2/+5/+5
Pokémon Training 3


8
+4
+2/+6/+6
Super Potions


9
+4
+3/+6/+6
Full Heal 3/day, Battle Items 2/day


10
+5
+3/+7/+7
Pokémon Training 4, Double Battling


11
+5
+3/+7/+7
Revive


12
+6
+4/+8/+8
Improved Evasion, Full Heal 4/day


13
+6
+4/+8/+8
Pokémon Training 5, Battle Items 3/day


14
+7
+4/+9/+9
Hyper Potions


15
+7
+5/+9/+9
Full Heal 5/day


16
+8
+5/+10/+10
Pokémon Training 6


17
+8
+5/+10/+10
Battle Items 4/day


18
+9
+6/+11/+11
Full Heal 6/day


19
+9
+6/+11/+11
Max Revive


20
+10
+6/+12/+12
Pokémon Master, Max Potions


Class Skills (4 + Int)
Craft, Handle Animal, Heal, Jump, Knowledge (All), Listen, Ride, Spot, Survival

Weapon and Armor Proficiency: One simple weapon and light armor.

Pokémon Training: A Pokémon Trainer's only real weapons are her Pokémon which she has trained for battle. At first level, a Trainer receives her starter Pokémon which can be any of the regional starters (Pikachu and Eevee don't count). Every third level after, a Trainer can add a new Pokémon to her team (up to a maximum of 6 Pokémon at level sixteen) which can be any unevolved Pokémon (except Legendaries). At every level that she gains a new Pokémon, she can also replace an existing Pokémon (except her starter). Every time the Trainer levels, one of her Pokémon may evolve if she so chooses.

Pokémon live within their Poké Balls, though the Trainer can call upon them as needed. A Trainer can only call out one Pokémon at a time. Sending out or switching Pokémon is a swift action. The Pokémon appears in any square adjacent to the Trainer and acts immediately on the Trainer's turn. Pokémon only receive a partial action on their first turn after being sent out. A Trainer can only recall a Pokémon that is within 10 feet + 5 feet/2 levels of her. A Trainer may have one Pokémon outside of its ball even when not in battle. The Pokémon follows her at a distance of five feet and unless otherwise directed. If a battle starts while the Pokémon is outside it's ball, it rolls it's own initiative and uses either its own result or the Trainer's, whichever is better.

On her turn, a Trainer can direct her Pokémon to use one of its Special Moves as a standard action that does not provoke attacks of opportunity. The Pokémon will proceed to use that move on its turn and receive a morale bonus equal to the Trainer's Charisma modifier on either the attack roll or the save DC. Pokémon otherwise battle to the best of their ability without instruction.

If a Pokémon becomes frightened, shakened, or panicked, the Trainer can attempt to calm it as a standard action that provokes attacks of opportunity. The Pokémon immediately receives a new save with a morale bonus equal to the Trainer's Charisma modifier. If the Trainer is adjacent to the Pokémon, she can also spend a full-round action to give it a new save with a bonus of twice her Charisma modifier by petting it and otherwise offering a more intimate reassurance.

A Trainer can ride her Pokémon if it is at least one size category larger than her. Treat all Pokémon as being war-trained for the purpose of Ride checks.

Pokémon are not NPCs and are fully controlled by the player as extensions of her character.

Pokémon Protection: The primary concern of all Pokémon is the defense of its Trainer. As long as the Pokémon is within ten feet of the Trainer, she gains a deflection bonus to AC equal to her level and cannot be targeted by ranged attacks. The Pokémon also has a bonus on Will saves vs. compulsion effects equal to the Trainer's Charisma modifier.

Potions (Ex): A Trainer is well prepared for battle and always carries potions around with her to heal her Pokémon. Potions act as a Cure Light Wounds spell with a caster level equal to her class level but can only be used on her Pokémon and only if they are adjacent to her. Potions can be used a number of times per day equal to her level plus her Charisma modifier. At level eight, she replaces her potions with super potions which act as a Cure Moderate Wounds spell. At level fourteen, she replaces those with Hyper Potions which act as a Cure Critical Wounds spell. At level twenty, she switches to Max Potions which fully restore a Pokémon's hit points to maximum.

Pokédex (Ex): At level two, a Trainer receives a Pokédex, a high-tech encyclopedia. By studying the Pokédex, she learns all sorts of things. She can make Knowledge checks untrained and receives a bonus on Knowledge checks equal to her level.

Full Heal (Ex): At third level, a Trainer can use Full Heals to cure her Pokémon of harmful effects. When adjacent to her Pokémon, she can cure one or all of the following effects: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, energy drain, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. She can use this ability once per day per three levels.

Running Shoes (Ex): At level four, a Trainer finally gets the running shoes and can move much faster. She gains Run as a bonus feat and can run indefinitely without becoming fatigued or exhausted.

Battle Items (Ex): By fifth level, a Trainer has acquired battle items with which to temporarily improve her Pokémon. When adjacent to her Pokémon, she can duplicate the effects of the following spells with a caster level equal to her class level: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. She can use this ability once per day and gains an additional use every four levels.

Double Battling (Ex): By level ten, a Trainer has enough experience controlling her Pokémon that she can now multitask more easily. She can send out up to two Pokémon at a time. She can direct both Pokémon to use a Special Move with one standard action.

Revive (Ex): Sometimes, Pokémon die, but death doesn't have to be forever. At level eleven, a Trainer can bring her Pokémon back to life as by a Raise Dead spell with a caster level equal to her class level. As Pokémon HD is linked to Trainer level, it does not lose a level from being raised. Ghost types, despite being undead, can be brought back with this ability. They remain undead. At level ninteen, a Trainer upgrades to max revives which act like a True Resurrection spell.

Pokémon Master (Ex): At level twenty, a Trainer has finally become a Pokémon Master. Her Pokémon receive a morale bonus equal to her Charisma modifier on every roll and on the save DCs for their attacks. When directed to use a Special Move, they receive twice this bonus on attack rolls and save DCs. In addition, she may replace one Pokémon (except her starter) with a Legendary Pokémon.

Commitment: Being a Pokémon Trainer is a lifelong commitment. A Trainer who multiclasses out of Pokémon Trainer loses the respect of her Pokémon. All her Pokémon, except her starter, begin to disobey her. She must succeed on an opposed Charisma check to direct her Pokémon to use their Special Moves, and they do not receive the morale bonus. The Pokémon also refuse to defend her if doing so would put them at risk, and she does not gain the benefits of Pokémon Protection. If threatened, the Pokémon will, however, defend itself to the best of its ability. She also can no longer gain or change Pokémon when reaching the appropriate level.

------------------------------


Pokémon are powerful creatures that fight on behalf of the Trainer. The following information details how to convert Pokémon from the game statistics.

Size: A Pokémon's size is based upon its height. Fine: under 0.3m, Diminutive: 0.3m to 0.4m, Tiny: 0.5m to 0.6m Small: 0.7m to 1.2m, Medium: 1.3m to 2.4m, Large: 2.5m to 4.8m, Huge: 4.9m to 9.2m, Gargantuan: 9.3m to 19.5m, Colossal: over 19.5m.

Type: All Ghost-types are Undead (Incoporeal). Beyond that, type is based on egg group. Bug group: Vermin, Fairy group: Fey, Grass group: Plant, Human-like group: Monstrous Humanoid, Mineral group: Construct, Dragon group: Dragon, Undiscovered group: Outsider (Native), Amorphous and Ditto groups: Aberration, all other groups: Magical Beast.

Hit Dice: A Pokémon has HD equal to the Trainer's level.

Speed: A Pokémon's base land speed is based on its Speed base stat. 5 to 39: 30 ft, 40 to 79: 40 ft, 80 to 119: 50 ft, 120 to 159: 60 ft, 160 to 199: 70 ft, 200+: 80 ft. The Pokémon also receives a modification to this based on size. Fine: -30 ft (minimum 5), Diminutive: -20 ft (minimum 5), Tiny: -10 ft (minimum 10), Large: +10 ft, Huge: +20 ft, Gargantuan: +30 ft, Colossal: +40 ft. A Pokémon that has four or more legs receives a +20 ft increase to this speed.
Water-type Pokémon receive a swim speed equal to their land speed plus one half. A Water-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5), and a Water-type that completely lacks legs loses its land speed.
Flying-type Pokémon receive a fly speed equal to double their land speed. It has good maneuverability if its Speed base stat is 100 or higher, otherwise it has average maneuverability. A Flying-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5) after calculating it's fly speed.
Pokémon with the Levitate ability receive a fly speed equal to their land speed with good maneuverability. If they lack legs, they lose their land speed and have perfect maneuverability. Ghost-types with Levitate always have perfect maneuverability.
Legendary Psychic-type Pokémon can always fly with a speed equal to their land speed with perfect maneuverability.
Ground and Rock-type Pokémon receive a burrow speed equal to half their land speed.

Natural Armor: A Pokémon receives a natural armor bonus based on its Defense base stat. 5 to 19: +2, 20 to 39: +4, 40 to 59: +6, 60 to 79: +8, 80 to 99: +10, 100 to 129: +13, 130 to 159: +16, 160 to 189: +19, 190 to 209: +22, 210+: +25. A Pokémon's natural armor also improves by one for every four HD it possesses if its Defense base stat is under 80, every three HD if between 80 and 159, or every two HD if over 159. Ghost-types have a deflection bonus instead of a natural armor bonus.

Base Attack Bonus: Pokémon are trained for battle and all receive full BAB regardless of type.

Natural Attacks: A Pokémon receives natural attacks as appropriate for its physiology. All natural weapons are considered magic for overcoming damage reduction. If the Pokémon is an Outsider, its natural weapons are also aligned as per the Pokémon's alignment. Ghost-types possess an incoporeal touch attack that does 1d8 damage.



Bite
Claw/Talon
Slam/Hoof
Gore
Tail Slap
Wing


Fine
1
1
1
1d2
---
---


Diminutive
1d2
1
1
1d4
---
---


Tiny
1d4
1d2
1d2
1d6
---
---


Small
1d6
1d4
1d4
1d8
---
---


Medium
1d8
1d6
1d6
1d10
1d10
---


Large
1d10
1d8
1d8
1d12
1d12
---


Huge
1d12
1d10
1d10
2d8
2d8
2d4


Gargantuan
2d8
2d6
2d6
2d10
2d10
2d6


Colossal
2d10
2d8
2d8
3d8
3d8
2d8



Special Qualities: A Pokémon receives all traits appropriate for its type. Pokémon also receive damage reduction, spell resistance, and/or power resistance based upon its type. Rock-types have DR 10/bludgeoning. Steel-types have DR 20/bludgeoning. Bug, Fairy, Flying, Poison, and Psychic-types have DR 5/slashing or piercing. Pokémon also receive damage reduction for a high Defense base stat. If they have DR from their type, this is a bonus that stacks on that and is bypassed by the same damage type. Otherwise, it is separate. 5 to 79: none, 80 to 109: 1/-, 110 to 139: 2/-, 140 to 169: 3/-, 170 to 199: 4/-, 200+: 5/-. If the Pokémon is an outsider, this damage reduction is bypassed by any alignment that is opposed to their own.
A Pokémon's spell resistance is determined by its Sp.Defense base stat. 5 to 59: none, 60 to 119: 5+HD, 120 to 179: 10+HD, 180+: 15+HD. Psychic-types have power resistance instead of spell resistance. Dark-types have power resistance of 20+HD and possess spell resistance as normal.
Pokémon also possess other qualities based on type.
Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
Fighting: Can only have claw/talon or slam/hoof natural weapons but gains extra attacks with each weapon for high BAB.
Flying: Gains Flyby Attack as a bonus feat and has the Air subtype.
Poison: Is immune to poison, and natural attacks inflict poison (DC10 + 1/2 level + Constitution modifier; initial: 1 Con, secondary: 1d4 Con)
Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
Rock: Gains a +4 racial bonus vs. Poison and has the Earth subtype.
Bug: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Psionic subtype.
Ghost: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Psionic subtype.
Steel: Is immune to poison and natural attacks are treated as Adamantine for the purpose of bypassing hardness and damage reduction.
Fire: Natural attacks deal +1d6 fire damage and has the Fire subtype.
Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
Grass: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Aquatic subtype.
Electric: Is immune to electricity and natural attacks deal +1d6 electricity damage.
Psychic: Possesses Telepathy at a range of 100 feet and has the Psionic subtype.
Ice: Natural attacks deal +1d6 cold damage and has the Cold subtype.
Dragon: Has a breath weapon usable once every 1d4 rounds that deals 1d6/3 levels untyped damage.
Dark: Natural attacks are treated as ghost-touch weapons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Undead type or Psionic subtype.
Fairy: Is immune to the breath weapons of dragons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Dragon type.
Pokémon can understand but not speak Common. They can communicate with each other in a language that is impossible for others to learn or understand.

Saving Throws: A Pokémon receives saving throw bonuses as normal for its type and HD.

Ability Scores: A Pokémon's ability scores are based on its base stats. 5 to 19: 8, 20 to 39: 10, 40 to 59: 12, 60 to 79: 16, 80 to 99: 18, 100 to 119: 22, 130 to 139: 24, 140 to 159: 28, 160 to 189: 30, 190+: 34. It does not receive the normal ability increase every four HD. Instead all its abilities increase at a rate dependant on its base stats. 5 to 80: +1 per eight HD, 81 to 160: +1 per five HD, 161 to 189: +1 per three HD, 190+: +1 per one HD.
Strength: Based on attack.
Dexterity: Based on Speed.
Constitution: Based on HP. Pokémon with 220+ have 36 Constitution that increases by two points every level.
Intelligence/Wisdom/Charisma: Based on Sp.Attack. One is the primary ability and has the normal progression. The other two are secondary abilities and have a slower progression. 5 to 39: 6 (+1 per nine HD), 40 to 79: 8 (+1 per eight HD), 80 to 119: 10 (+1 per seven HD), 120 to 159: 12 (+1 per six HD), 160 to 189: 14 (+1 per five HD), 190+: 16 (+1 per four HD). The primary ability is determined by type. Psychic: Intelligence; Dark, Dragon, Electric, Fairy, Fire, Ghost, Grass, Ice, and Water: Charisma; All others: Wisdom.

Skills: A Pokémon receives skill points as normal for its type.

Feats: A Pokémon receives feats as normal for its HD. All Pokémon gain Alertness as a bonus feat at level one.

Alignment: Most Pokémon are either True Neutral or Neutral Good. However, they can be of any alignment provided it is within one step of the Trainer.

Special Moves:
A Pokémon can know up to four Special Moves at any one time. When a Pokémon is first obtained, it can know any moves from either its normal move list as if it were a level of its HD × 4 or from its list of egg moves. Every time it gains a new HD, it can potentially learn any new moves from its normal move list that have become available to it, replacing previous moves if it already has four. Every time a Pokémon acquires a feat, it can either relearn a move from its normal move list that it has forgotten, or it can learn any TM or HM move that is available to it. TM and HM moves can have a base power of no more than the Pokémon's HD × 12 in order to be selected.

All physical moves (except for Ghost and Psychic moves) are extraordinary abilities. All status moves (except for Ghost and Psychic moves) and special moves from Dragon (except Dragon Pulse), Electric, Fairy, Fire, Grass, Ice, and Water (except Water Pulse) are spell-like abilities. All Psychic moves (except Heal Pulse) are psi-like abilities. All other moves are supernatural abilities. Status moves provoke attacks of opportunity when used but physical and special moves do not.

Physical and special moves deal damage based on their base power. 10 to 20: 1d6/4 HD, 25 to 40: 1d6/3 HD, 45 to 60: 1d6/2 HD, 65 to 95: 1d6/HD, 100 to 120: 1d10/HD, 125 to 195: 2d8/HD, 200+: 3d6/HD. Physical moves add the Pokémon's Strength modifier to damage while special moves add the Pokémon's primary mental ability modifier to damage. Moves that deal a fixed amount of damage deal the same damage. Moves that deal damage equal to the Pokémon's level deal damage equal to the Pokémon's HD × 4. One-hit knockout moves reduce the opponent to exactly 0 hit points. Selfdestruct reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 10. Explosion reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 15.

All physical and special moves are treated as melee attacks (if they make contact) or ranged attacks (if they do not). Special and Ghost moves are touch attacks. Ranged attacks have a range increment of 40 feet. Moves that can hit non-adjacent opponents in triple battles, instead, have a range increment of 80 feet. Poison moves deal acid damage. Ghost moves deal force damage. Fire moves deal fire damage. Electric moves deal electricity damage. Psychic moves deal psychic damage. Ice moves deal cold damage. All other moves deal either bludgeoning/slashing/piercing for physical moves (as appropriate) or typeless for special moves. Physical Dark moves can hit incoporeal enemies as if they were ghost-touch weapons.

Moves that hit multiple opponents in double and triple battles do not have attack rolls. Instead, they apply their damage in a 30 foot radius spread and allow a Reflex save for half (DC10 + 1/2 HD + ability modifier). Melee physical moves are Strength-based. Ranged physical moves are Dexterity-based. Special moves are based on the Pokémon's primary mental ability. Ghost and Dark moves, instead, allow a Fortitude save, and Psychic moves, instead, allow a Will save. Moves that hit allies affect every creature in the area. Moves that only hit enemies affect only opponents in the area. Pokémon moves never hit the Trainer.

Moves with less than 100% accuracy either apply a penalty to the attack roll or grant opponents a bonus on the saving throw as appropriate. 85% to 95%: -2, 70% to 80%: -4, 55% to 65%: -6, 35% to 50%: -8, 30%-: -10. Moves that never miss automatically hit without the need of an attack roll or do not allow a saving throw.

Moves with a secondary affect have the same percentile chance of occuring.

Moves that raise or lower stats apply a bonus or penalty of +/- 4 for 1 min/HD. Moves that affect by two stages apply a bonus/penalty of +/- 8, and moves that affect by three stages apply a bonus/penalty of +/- 12. Attack affects Strength. Defense affects AC. Sp.Attack affects the Pokémon's primary mental ability. Sp.Defense affects saves. Speed affects Dexterity. Accuracy affects attack rolls. Evasion affects AC.

Status moves that apply penalties to opponents allow a Fortitude save to negate (DC10 + 1/2 HD + primary mental ability modifier). Moves that hit one enemy affect one target within 80 feet. Moves that hit multiple enemies affect all opponents within 40 feet. Moves that target allies have the same ranges/area and only affect allies.

Moves that inflict status ailments have the same percentile chance of occuring and have similar effects.

Burn: Ignites on fire.
Freeze: Stunned for 1 round/HD. Fortitude save negates.
Paralysis: Staggered for 1 round/HD. Fortitude save negates.
Poison: Initial and secondary: 1d4 Con.
Bad Poison: Initial and secondary: 2d4 Con.
Sleep: Sleep for 1 round/HD. Will save negates.
Confusion: Confused for 1 round/level. Will save negates.
Curse: Deals damage equal to 1/4 the target's total hit points every round. Will save negates.
Encore: Forces opponent to repeat it's last round of actions for 1d4+1 rounds. Will save negates.
Flinch: Dazed for 1 round.
Identify: Allows the Pokémon to ignore dodge bonuses to AC, concealment, and miss chances for 1 round/HD.
Infatuation: Staggered as long as the Pokémon and the target remain within 60 feet of each other. Will save negates.
Leech Seed: Inflicts 2d6 damage/round, and the Pokémon heals that same amount. Can be removed as a full-round action that provokes attacks of opportunity.
Mind Reader/Lock-On: The Pokémon automatically succeeds on its next attack roll.
Nightmare: Deals damage equal to 1/4 the target's total hit points every round. Only works on a sleeping opponent. Will save negates.
Partially Trapped: Target acts as if it's being grappled. Can break free with a DC20 strength check or a DC30 Escape Artist check.
Perish Song: Every creature within 60 feet dies three rounds later. Fortitude save negates.
Taunt: Compels target to do take no other standard actions than attacking for 1d4+1 rounds. Will save negates.
Torment: Prevents the target from performing the same action twice in a row for 1d4+1 rounds. Will save negates.
Defense Curl: Doubles the damage dealt by Rollout and Ice Ball for the rest of the encounter.
Focus Energy: Doubles the Pokémon's critical threat range on all attack rolls for 1 round/HD.
Followed: Compels all opponents within 30 feet to only target the Pokémon for 1d4+1 rounds. Will save negates.
Minimize: Lowers the Pokémon's size category by one step for the rest of the encounter.
Mist: Prevents all allies within 30 feet from incurring penalties for 1 round/HD.
Safeguard: Prevents all allies within 30 feet from being affected by ability damage, ability drain, blindness, confusion, dazing, dazzling, deafness, disease, energy drain, exhaustion, fatigue, feeblemindedness, insanity, nausea, sickness, stunning, and poison for 1 round/HD.
Reflect/Light Screen: Halves all damage taken from a physical or magical/psionic source, respectively, for 1 round/HD.
Substitute: The Pokémon deals itself damage equal to 1/4th it's maximum hit point to create a duplicate of itself with the same number of hit points. All attacks directed at or otherwise affecting the Pokémon get redirected to the substitute until it is destroyed.
Trapped: Dimension all anchor, as the spell.
Weather changing moves affect the weather within a 1 mile radius and last for 10 min/HD.

Physical moves can be used a number of times per day equal to 1/2 their PP, rounded down. Special moves can be used a number of times per day equal to 3/4 their PP, rounded down. Status moves can be used a number of times per day equal to 1/4 their PP, rounded down.

nikkoli
2016-12-23, 09:30 PM
Saving a spot to do some math for your Pokemon trainer, hopefully I'll be done in 15 or to minutes.

Celestia
2016-12-23, 09:44 PM
Saving a spot to do some math for your Pokemon trainer, hopefully I'll be done in 15 or to minutes.
I freely admit that it might not be perfect. It is difficult to port something as vast and complex as Pokémon into something as vast and complex as D&D.

nikkoli
2016-12-23, 10:51 PM
And I completely understand that. I've been trying to write Path of Exile into pathfinder for the last 4-5 months.
Using pathfinder stuff for types because I have them all memorized and don't want to look up the 3.5 ones
He's a starter. Also the way it's wordered you can get the fully evolved starter at lvl 3.
Mudkip level 10
Lvl 1 mudkip
Size: diminutive (0.4 m tall)
Type: magical beast
HD 1d10
Speed: 30 (speed stat)-20(size) = 10 ftland speed, 15 ft swim speed
+6 natural armor
Natural attacks: a bite or gore?
0 SR
0 DR
Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
Base saves: +2 fort +2 reflex +0 will
14 strength
12 Dex
12 con
8 int
8 Wis
12 cha
Aaaand I'm not doing moves at the current time





Lvl 2 marshtomp

Size: small (0.7m)
Type: monsterous humanoid
HD 2d10
Speed: 30 ft land, 45 swim, 15 burrow
+8 nat armor
Natural attacks: slam /gore?
0 DR
7 SR
Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
Base saves change to +3 fort +0 reflex +3 will
16 STR
12 Dex
14 con
8 int
8 Wis
14 cha
Earth subtype w/ burrow speed also grants tremor sense


Lvl 3 swampert

Size: medium (1.7m)
Type: monsterous humanoid
Hd 3d10
Speed: 30 ft land, 45 swim, 15 burrow
+10 nat armor
Natural attacks: slam /gore?
1/- DR
8 SR
Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
Base saves change to +3 fort +1 reflex +3 will
18 STR
14 Dex
18 con
10 int
10 Wis
16 cha
Earth subtype w/ burrow speed also grants tremor sense


Lvl 10 swampert

Size: medium (1.7m)
Type: monsterous humanoid
Hd 10d10
Speed: 30 ft land, 45 swim, 15 burrow
+10 nat armor
Natural attacks: slam /gore?
1/- DR
15 SR
Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
Base saves change to +7 fort +3 reflex +7 will
19 STR
15 Dex
19 con
11 int
11 Wis
17 cha
Earth subtype w/ burrow speed also grants tremor sense

All in all, they don't look too crazy before you get to the mooves, I wasn't in the mood for those yet today so maybe look over these and see if this is a decent point for you. I think I'm going to do something that doesn't evolve to see how it would shape up.

Update:Kangaskhan
Lvl 1

Size: medium (2.2m)
Type: monstrous humanoid?
HD 1d10
Speed: 40 ft land
+10 nat armor
Natural attacks: claws/gore?
1/- DR
6 SR
Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
Base saves: +2 fort +0 reflex +2 will
16 STR
16 Dex
18 con
8 int
12 Wis
8 cha


Lvl 10

Size: medium (2.2m)
Type: monstrous humanoid?
HD 1d10
Speed: 40 ft land
+10 nat armor
Natural attacks: claws/gore?
1/- DR
6 SR
Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
Base saves: +7 fort +3 reflex +7 will
17 STR
17 Dex
19 con
9 int
13 Wis
9 cha


Lvl 20

Size: medium (2.2m)
Type: monstrous humanoid?
HD 1d10
Speed: 40 ft land
+10 nat armor
Natural attacks: claws/gore?
1/- DR
6 SR
Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
Base saves: +12 fort +6 reflex +12 will
19 STR
19 Dex
21 con
10 int
14 Wis
10 cha

Morphic tide
2016-12-24, 04:05 PM
Different tactics =/= different mechanics
Buffs =/= direct damage. Psychic Warrior gets self buffs and deals damage by way of basic attacks.


Damage Reduction does not apply to energy attacks. And from what I've read on this forum and others, it is largely believed that fireball is suboptimal because of how easily it's resisted.
Optimal does not mean only valid option. Commonality of resistance is not a measure of balance, because it's entirely possible to have a game where the resistance doesn't happen, and most classes have options to work around resistances.


Dragons? Sure. Magic? That's fine. Energy being? Woah there! That's unrealistic!
It's that you call it a specific type of energy that quite specifically does not work the way you says it does. You have the source of that energy be something that has nothing to do with anything else about the class.


You keep saying that. I don't think it means what you think it means. Answer honestly. Do you believe that electricity is a physically tangible? Can you touch and hold it?
It cannot be touched, but it does interact. Electricity can't just go through anything, same goes for magnetism. A being made of electromagnetic energy would not ignore stone walls and metal bars. Electrical resistance is a thing, and stone happens to have some of the highest electrical resistance in nature. Electricity passing through anything loses current and causes heating. Magnetic fields passing through metals that interact with magnetism are interrupted and the metal heats. Neither one can simply pass through anything.


So these should be extraordinary abilities?
Oh, and I guess psychometabolsim isn't psionic, either, huh?
They should be (Su), not (Psi). Psychometabolism is using psionic energy to alter physical properties, not manifesting psionic traits through physical processes.

Also, Psi-like and Spell-like abilities are actually not countered by normal anti-psionic/magic methods. So there's no point in being Psi-like outside of flavor.


You say shoehorned; I say consistent theme. Yes, this class has an Achilles' Heel, but so does everything. The Barbarian can be stopped by flying enemies or a Will save. The Rogue can be stopped by undead. The wizard can be stopped by golems. Not everyone is going to be amazing at everything. That's why it's a group game.
The Barbarian can be given flight in some way, the Rogue has ways to deal sneak attack damage to Undead or swap sneak attack for something that works against undead and Spell Resistance is not a guaranteed no-sell to magic. It's bad class design to make something that can be countered completely with absolutely no way to use it's abilities. Having something with only one type of damage that falls into the standard elemental and dragon immunity types is bad, because that gives two types of thing that the class can do absolutely nothing to. At the very least, give a way to deal Sonic or Explosive damage at a rate lower than the Electric damage, or in addition to it. Both relate to the lightning theme, and both are much less resisted than Electricity. I'm fairly sure that there aren't any sorts of immunity to those two damage types...

JoshuaZ
2016-12-24, 04:18 PM
They should be (Su), not (Psi). Psychometabolism is using psionic energy to alter physical properties, not manifesting psionic traits through physical processes.

Also, Psi-like and Spell-like abilities are actually not countered by normal anti-psionic/magic methods. So there's no point in being Psi-like outside of flavor.


Agree with first point, although it might make sense to say that the abilities are considered psionic for any purpose that matters. Note that your second quoted statement isn't really accurate since both Psi-like and Spell-like abilities fail in an antimagic field. Still agree though that this should be (Su) from a mechanical standpoint.

gordonpyette
2016-12-24, 05:25 PM
I have had the Homebrew channel since last June. Here is how I got it.
1. First it would be easiest to have a completely blank SD Card with no files or folders already on it.

2. Then you need Bannerbomb you can get at

3. Pick your Wii Menu Version. (If you don't know your Wii Menu Version go to Wii Options. Then go to Wii Settings in the top right corner you will see your Wii Menu Version.)

4. On the blank SD Card you will need to download either: abd6a_v200.zip (If you have Wii Menu 4.2) or aad1f_v108.zip (if on Wii Menu 3.0-4.1)

Celestia
2016-12-25, 07:10 AM
Buffs =/= direct damage. Psychic Warrior gets self buffs and deals damage by way of basic attacks.
So it's a Psychic Warrior with a different power list? Got it. Same mechanics.


It's that you call it a specific type of energy that quite specifically does not work the way you says it does.
Oh boo hoo. I'm sorry my fantasy class for a fantasy game doesn't contain enough realism for you.


You have the source of that energy be something that has nothing to do with anything else about the class.
Source of the energy: electricity. Everything else about the class: electricity.


It cannot be touched, ...

Intangible: not tangible; incapable of being perceived by the sense of touch, as incorporeal or immaterial things; impalpable. Mic drop.


... but it does interact. Electricity can't just go through anything, same goes for magnetism. A being made of electromagnetic energy would not ignore stone walls and metal bars. Electrical resistance is a thing, and stone happens to have some of the highest electrical resistance in nature. Electricity passing through anything loses current and causes heating. Magnetic fields passing through metals that interact with magnetism are interrupted and the metal heats. Neither one can simply pass through anything.
Waa! I want my realism!


They should be (Su), not (Psi).
Why? So they can be used without triggering attacks of opportunity and can ignore Power resistance?


Psychometabolism is using psionic energy to alter physical properties, not manifesting psionic traits through physical processes.
This class is using psionic power to harvest biological energy. I thought that was obvious based on the fact that it's psionic. Maybe, instead of just assuming it makes no sense, you try to figure out an interpretation that does.


Also, Psi-like and Spell-like abilities are actually not countered by normal anti-psionic/magic methods. So there's no point in being Psi-like outside of flavor.
Umm, yes they do. Maybe you need to take a look at your rulebook again because there are actually a number of differences between psi-like/spell-like abilities and supernatural abilities. I mean, if there was no difference, why would they even have separate categories?


The Barbarian can be given flight in some way, the Rogue has ways to deal sneak attack damage to Undead or swap sneak attack for something that works against undead and Spell Resistance is not a guaranteed no-sell to magic. It's bad class design to make something that can be countered completely with absolutely no way to use it's abilities. Having something with only one type of damage that falls into the standard elemental and dragon immunity types is bad, because that gives two types of thing that the class can do absolutely nothing to. At the very least, give a way to deal Sonic or Explosive damage at a rate lower than the Electric damage, or in addition to it. Both relate to the lightning theme, and both are much less resisted than Electricity. I'm fairly sure that there aren't any sorts of immunity to those two damage types...
I do see your point, and I am considering options. Thank you.

Celestia
2016-12-25, 08:28 AM
I added three new feats to the Stormchild post, two of which address the damage problem.

I also modified the Pokémon Trainer. Pokémon now have better ability scores and speed but weaker Special Moves.

Morphic tide
2016-12-25, 01:17 PM
So it's a Psychic Warrior with a different power list? Got it. Same mechanics.

By that logic, Druids and Clerics use all the same mechanics. Well, except for Wildshape and Turn/Bolster Undead. Mechanics reuse is just fine, and a swapped list does a lot to change how a class acts.


Source of the energy: electricity. Everything else about the class: electricity.

I was referring to the Psionic aspect, not the electricity.


Why? So they can be used without triggering attacks of opportunity and can ignore Power resistance?

Well, removing another mode of total failure of the class is an advantage. And I actually never managed to find any 3.5 or PF rules on Psi-like and Spell Like abilities, so I was rather confused about it.


This class is using psionic power to harvest biological energy. I thought that was obvious based on the fact that it's psionic. Maybe, instead of just assuming it makes no sense, you try to figure out an interpretation that does.

Look, I understand Suspention of Disbelief is a thing, but when almost every level of the abilities is complete nonsense without the usual in-setting excuses for nonsense, I pick at it. Electromagnetic energy interacts with most physical materials. Being a sapient being made of EM energy does not result in any sort of intangibility because electrical resistance of a lot of stuff is rather high and many things disrupt magnetic fields.


I do see your point, and I am considering options. Thank you.

I see you went with Untyped damage instead of Explosive damage, which is understandable due to the massive pains of balancing at-will Explosive damage. If I remember correctly, it forces damaged creatures out of the AoE, then deals damage based on how far they move on top of the damage of the hit itself.

Celestia
2016-12-25, 03:01 PM
By that logic, Druids and Clerics use all the same mechanics. Well, except for Wildshape and Turn/Bolster Undead. Mechanics reuse is just fine, and a swapped list does a lot to change how a class acts.
Well there are a lot of similarities between Clerics and Druids due to them both being Wisdom-based prepared divine spellcasters. However, the class features and Domain magic separate them. What you proposed wouldn't allow for that. The Psychic Warrior has no class features, and if I turn all these class features into powers, then I'll have no class features. It would just be a power list swapped Psychic Warrior, and that's not what I wanted. I intentionally based it off the Warlock class because I like the way Warlock works. I like having at will abilities even if they're less powerful. It makes me feel more powerful as I can justify to myself using them even on mundane things. A Wizard has more power, but if that power is only ever used conservatively when it's needed, then it doesn't feel like power. What's the point in having a rocket launcher if you can't use it to blow up squirrels?


I was referring to the Psionic aspect, not the electricity.
And what's the problem? The psionics that already exist are almost as varied as magic. Psychometabolism already affects the body, and Pychokinesis can fire blasts of energy. Everything this class does can be done with the preexisting psionics. And you know what? The prexisting psionic fluff also already portrays it as an internally generated power. Literally the only significant difference is that this class is limited in scope.


Well, removing another mode of total failure of the class is an advantage.
All other magic and psionic classes, including the Warlock on which I based this class, has to deal with AOO and spell/power resistance, so why should mine be special? All of the Warlock invocations are spell-like abilities, so why should mine be supernatural?


And I actually never managed to find any 3.5 or PF rules on Psi-like and Spell Like abilities, so I was rather confused about it.
Here you go. (http://www.d20srd.org/srd/specialAbilities.htm)


Look, I understand Suspention of Disbelief is a thing, but when almost every level of the abilities is complete nonsense without the usual in-setting excuses for nonsense, I pick at it. Electromagnetic energy interacts with most physical materials. Being a sapient being made of EM energy does not result in any sort of intangibility because electrical resistance of a lot of stuff is rather high and many things disrupt magnetic fields.
Nothing can ever truly be incoporeal because everything affects everything else. The very notion of true intangibility is impossible within a scientific universe. Ghosts or any other incoporeal creature are no more realistic than the Stormchild, so why are you only getting worked up over this one? It's simply inconsistent. You turn into a being without a physical form. That's all most people really need, and that's all D&D rules need.


I see you went with Untyped damage instead of Explosive damage, which is understandable due to the massive pains of balancing at-will Explosive damage. If I remember correctly, it forces damaged creatures out of the AoE, then deals damage based on how far they move on top of the damage of the hit itself.
Honestly, I didn't even know that "explosive damage" was a real thing, and I didn't want to just invent a damage type for a feat. :smalltongue:

Morphic tide
2016-12-25, 11:12 PM
Well there are a lot of similarities between Clerics and Druids due to them both being Wisdom-based prepared divine spellcasters. However, the class features and Domain magic separate them. What you proposed wouldn't allow for that. The Psychic Warrior has no class features, and if I turn all these class features into powers, then I'll have no class features. It would just be a power list swapped Psychic Warrior, and that's not what I wanted. I intentionally based it off the Warlock class because I like the way Warlock works. I like having at will abilities even if they're less powerful. It makes me feel more powerful as I can justify to myself using them even on mundane things. A Wizard has more power, but if that power is only ever used conservatively when it's needed, then it doesn't feel like power. What's the point in having a rocket launcher if you can't use it to blow up squirrels?
Actually, the only things they have as irremovable differences are spell list differences, Druid animal companion and Wildshape and Cleric Turn/Bolster Undead. Both get domains, the Druid just gets fewer.

And who said anything about turning all these class features into powers? The Eldritch Blast alike needs effects to work with to be a proper Eldritch Blast alike. Why not make it a carrier for various Psychokinesis powers? Or other Psionic Powers? Or just further Psi-like effects based on powers? You can do some rather interesting things if you think to have the Psionics more involved than just being the source of the electricity.


And what's the problem? The psionics that already exist are almost as varied as magic. Psychometabolism already affects the body, and Pychokinesis can fire blasts of energy. Everything this class does can be done with the preexisting psionics. And you know what? The prexisting psionic fluff also already portrays it as an internally generated power. Literally the only significant difference is that this class is limited in scope.
It's that Psionics tends to be focused on the mind rather than the body, even Psychometabolism works by exerting mental force on the body. My problem with the Psi-likes is more that the fluff of this class has nothing involving psionics outside of a throwaway line and actually fits a slightly Druid related power source quite well. The name and features relate well to a person with an innate connection to storm magic.


Here you go. (http://www.d20srd.org/srd/specialAbilities.htm)
Thanks, I really need to do more rules research.


Nothing can ever truly be incoporeal because everything affects everything else. The very notion of true intangibility is impossible within a scientific universe. Ghosts or any other incoporeal creature are no more realistic than the Stormchild, so why are you only getting worked up over this one? It's simply inconsistent. You turn into a being without a physical form. That's all most people really need, and that's all D&D rules need.
The D&D type of incorporealiality does not apply to electricity in any sense. It'll fry anything it goes through that ain't metal, and most metals too, when you are talking continuous lightning bolt levels of current. And the "energy being" trope rarely involves well understood types of energy because people who have any decent amount of physics knowledge understand that the specified energy type does not work that way. Force represents a generic mystic energy "stuff" that magical and psionic forces can create. Now, turning into wind or some undefined mystic energy type would be much closer to incorporeality as D&D terms it.


Honestly, I didn't even know that "explosive damage" was a real thing, and I didn't want to just invent a damage type for a feat. :smalltongue:

It's a lesser known damage type, but it sees importance in some of the weirder TO stuff, like one of the Locate Ctiy bomb types.

Celestia
2016-12-26, 11:41 AM
Actually, the only things they have as irremovable differences are spell list differences, Druid animal companion and Wildshape and Cleric Turn/Bolster Undead. Both get domains, the Druid just gets fewer.
Druid does not get Domain spells.


And who said anything about turning all these class features into powers? The Eldritch Blast alike needs effects to work with to be a proper Eldritch Blast alike. Why not make it a carrier for various Psychokinesis powers? Or other Psionic Powers? Or just further Psi-like effects based on powers? You can do some rather interesting things if you think to have the Psionics more involved than just being the source of the electricity.
That wasn't the goal of this class. I did not have any desire to make a partial manifester with a bunch of unrelated powers. I wanted someone with total domination over electricity.


It's that Psionics tends to be focused on the mind rather than the body, even Psychometabolism works by exerting mental force on the body.
Just like this does. I explained how the psionics works, but you just ignore it and then claim this has nothing to do with psionics.


My problem with the Psi-likes is more that the fluff of this class has nothing involving psionics outside of a throwaway line and actually fits a slightly Druid related power source quite well. The name and features relate well to a person with an innate connection to storm magic.
It could fit the Druid theme, but I didn't want it to be Druid based, hence why it's not Druid based.


The D&D type of incorporealiality does not apply to electricity in any sense. It'll fry anything it goes through that ain't metal, and most metals too, when you are talking continuous lightning bolt levels of current.
Electricity damage will do that, but so will literally every other type of damage. In fact, Force damage is one of the few damage types that actually does full damage to objects, implying that it is actually less able to pass right through. And after all, what effects and objects can pass through a Wall of Force? I'm pretty sure the answer is none.

Non-damaging electricity is completely undefined by the rules, so technically it doesn't affect anything.


And the "energy being" trope rarely involves well understood types of energy because people who have any decent amount of physics knowledge understand that the specified energy type does not work that way. Force represents a generic mystic energy "stuff" that magical and psionic forces can create. Now, turning into wind or some undefined mystic energy type would be much closer to incorporeality as D&D terms it.
This isn't sci-fi. This is fantasy, and given some of the other things in this game, it's particularly egregious fantasy, at that. You're still just complaining about realism in a game that has infinite chickens being created from nothing because someone reached their hand into their pocket who then killed them all in order to acquire enough strength to lift all matter in the known universe.

Morphic tide
2016-12-26, 01:50 PM
Druid does not get Domain spells.
Must have mixed of PF and 3.5 again...


That wasn't the goal of this class. I did not have any desire to make a partial manifester with a bunch of unrelated powers. I wanted someone with total domination over electricity
A lot of Psionic damage powers have you pick the damage type. Add in a restriction to Electricity only use of those powers and have the rest of the


Just like this does. I explained how the psionics works, but you just ignore it and then claim this has nothing to do with psionics.
This class has almost nothing to do with any existing form of Psionics. The closest you get is the vampireism stuff Psychic Warrior gets. Nothing else about harnessing existing energy through Psionics exists in


It could fit the Druid theme, but I didn't want it to be Druid based, hence why it's not Druid based.
Controlling weather is quite decidedly a Druid thing, and has little to do with control over electricity. Manipulating existing elemental energies is a Druid thing, and there is nothing I know of in Psionics that does that. No Psionic version of Control Elements, or Weather Control, or Elemental making or anything involving manipulation of existing elemental energy.


Electricity damage will do that, but so will literally every other type of damage. In fact, Force damage is one of the few damage types that actually does full damage to objects, implying that it is actually less able to pass right through. And after all, what effects and objects can pass through a Wall of Force? I'm pretty sure the answer is none.

Non-damaging electricity is completely undefined by the rules, so technically it doesn't affect anything.


This isn't sci-fi. This is fantasy, and given some of the other things in this game, it's particularly egregious fantasy, at that. You're still just complaining about realism in a game that has infinite chickens being created from nothing because someone reached their hand into their pocket who then killed them all in order to acquire enough strength to lift all matter in the known universe.

You are arguing that RAW's insanity justifies ignoring in-setting rules and tendencies and IRL physics at the same time. Your ultimate justification for it being Psionic is because you feel like it being Psionic, rather than because Psionics is important. There is exactly one mechanical reason for going Psionic, and that's for the Psionic feats which don't do anything important for this class.

Celestia
2016-12-26, 02:25 PM
A lot of Psionic damage powers have you pick the damage type. Add in a restriction to Electricity only use of those powers and have the rest of the
So I can only make homebrew if it's more or less the same as what already exists? Doesn't that defeat the purpose?


This class has almost nothing to do with any existing form of Psionics. The closest you get is the vampireism stuff Psychic Warrior gets. Nothing else about harnessing existing energy through Psionics exists in
Control Flames alters prexisting energy. Yes, it's just one power, but that's still a precedent.


Controlling weather is quite decidedly a Druid thing, and has little to do with control over electricity. Manipulating existing elemental energies is a Druid thing, and there is nothing I know of in Psionics that does that. No Psionic version of Control Elements, or Weather Control, or Elemental making or anything involving manipulation of existing elemental energy.
The classes that can learn Control Weather:
Cleric, Druid, Sorcerer, Shugenja, Wizard, Wu Jen, and probably some other more obscure ones, too. That looks like just about every spellcaster who reaches seventh level spells. It's clearly not just a Druid thing. Granted, there is no direct psionic equivalent to Control Weather that I could find, but there are Control Winds and Tornado Blast which are weather-based. So again, that's precedent.


You are arguing that RAW's insanity justifies ignoring ... IRL physics ...
Yes.


... in-setting rules ...
When did I ever say or imply that? I'm not going around trying to force people to play this class. I made this for myself. If someone else wants to use it, that's great, but I'm not going to claim that people have to use it. That would be absurd.


Your ultimate justification for it being Psionic is because you feel like it being Psionic, rather than because Psionics is important. There is exactly one mechanical reason for going Psionic, and that's for the Psionic feats which don't do anything important for this class.
Yes. I made it psionic because I liked the fluff behind making it psionic. It works, and that's enough. Why does magic have to be the default for everything? I can make things magic without question, but the second I make it psionic, I have to have an ironclad reason for it? That's, frankly, ridiculous. If there was some sort of mechanical reason why it wouldn't work as psionic, then you'd have a leg to stand on. But when you try claiming that I can't use psionics because it doesn't fit your, apparently, very narrow interpretation of what psionics should be, then we're going to have problems.

Celestia
2016-12-28, 10:20 AM
The Knight

Alignment: Any Lawful
Hit Die: d12



Level
BAB
Saves
Special


1
+1
+2/+0/+2
Knight's Code, Knight's Challenge, Fighting Challenge +1


2
+2
+3/+0/+3
Bulwark of Defense, Mettle, Shield Block +1


3
+3
+3/+1/+3
Uncanny Dodge, Armor Mastery (Medium), Mounted Combat


4
+4
+4/+1/+4
Knight's Mount, Test of Mettle


5
+5
+4/+1/+4
Vigilant Defender, Armor Mastery (Heavy), Bonus Feat


6
+6
+5/+2/+5
Shield Ally, Bond of Loyalty, Fighting Challenge +2


7
+7
+5/+2/+5
Daunting Challenge


8
+8
+6/+2/+6
Shield Block +2


9
+9
+6/+3/+6
Improved Uncanny Dodge


10
+10
+7/+3/+7
Improved Shield Ally, Bonus Feat


11
+11
+7/+3/+7
Fighting Challenge +3


12
+12
+8/+4/+8
Call to Battle


13
+13
+8/+4/+8
Improved Knight's Mount


14
+14
+9/+4/+9
Shield Block +3


15
+15
+9/+5/+9
Impetuous Endurance, Bonus Feat


16
+16
+10/+5/+10
Fighting Challenge +4


17
+17
+10/+5/+10
Unassailable Defense


18
+18
+11/+6/+11
Superior Knight's Mount


19
+19
+11/+6/+11
Loyal Beyond Death


20
+20
+12/+6/+12
Shield Block +4, Bonus Feat


Class Skills (2 + Int)
Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Nobility and Royalty), Ride, Sense Motive, Swim

Weapon and Armor Proficiency: All simple and martial weapons and and all armor and shields (including tower shields).

Knight's Challenge: Usable a number of times per encounter equal to 1/2 level plus Charisma modifier.
Test of Mettle (Ex): Opponents must attack you even if it would cause attacks of opportunity or if attacked by someone else.
Call to Battle (Ex): One use affects all allies within 100 feet. Affects all mind-affecting effects. Usable only once per effect per person.

Bulwark of Defense (Ex): Threatened area is difficult terrain for all enemies.

Armor Mastery (Ex): Also reduces armor check penalties by one per four Knight levels.

Bonus Feat: Animal Affinity, Great Fortitude, Iron Will, or any Fighter Bonus Feat

Shield Ally (Ex): As an immediate action, you can take any attack aimed at an adjacent ally. The enemy has a 50% chance of targeting you, instead. If successful, the attack is rolled against your AC, and you take any damage or other effects of the attack.

Improved Shield Ally (Ex): Like Shield Ally, except you have a 100% chance of taking the attack.

Unassailable Defense (Ex): You gain DR 10/- as long as you are wearing armor. You lose this DR whenever you are denied your Dex bonus to AC.

------------------------------

Knight's Mount: A Knight's Mount can be any Animal with a CR less than or equal to the Knight's level minus two. It is usually a heavy warhorse (for medium Knights) or a warpony (for small Knights), but it can be any animal large enough for the Knight to ride. The mount is stronger than others of its kind and gains additional hit dice and abilities based on difference between the Knight's level and the mount's CR based on the table below. At every level, a Knight can change his mount. If the mount is ever killed, he can train a new one by spending 100 gp and one week of time.

Improved Knight's Mount: The mount can now also be any Magical Beast with a CR less than or equal to the Knight's level minus four. Intelligent mounts must have an alignment within one step of the Knight.

Superior Knight's Mount: The mount can now also be any Dragon with a CR less than or equal to the Knight's level minus six.



CR Difference
Additional Hit Dice
Strength Bonus
Constitution Bonus
Natural Armor Bonus
Special


2 to 4
0
+2
+0
+2
Improved Speed, Share Saving Throws


5 to 7
2
+4
+2
+3
Devotion


8 to 10
4
+6
+4
+4
Improved Evasion


11 to 13
6
+8
+6
+5
Mettle


14 to 16
8
+10
+8
+6
Uncanny Dodge, Improved Uncanny Dodge


17 to 19
10
+12
+10
+7
Spell Resistance 10+HD


20+
12
+14
+12
+8
Damage Reduction 10/-

Celestia
2016-12-28, 11:42 AM
The Ring Bearer

Alignment: Any Good
Hit Die: d8



Level
BAB
Saves
Special


1
+0
+0/+0/+2
Green Ring of Will, Ring Blast 1d6, Flight


2
+1
+0/+0/+3
Weapon Construct (Simple), Shield +1, Iron Will


3
+2
+1/+1/+3
Ring Blast 2d6, Line Blast, Wall Construct (Stone)


4
+3
+1/+1/+4
Weapon Construct +1, Shield +2


5
+3
+1/+1/+4
Ring Blast 3d6, Golem Construct


6
+4
+2/+2/+5
Weapon Construct (Martial), Shield +3


7
+5
+2/+2/+5
Ring Blast 4d6, Cone Blast


8
+6
+2/+2/+6
Weapon Construct +2, Wall Construct (Iron), Shield +4


9
+6
+3/+3/+6
Ring Blast 5d6, Improved Flight


10
+7
+3/+3/+7
Weapon Construct (Exotic), Shield +5
[/td]


11
+8
+3/+3/+7
Ring Blast 6d6, Ring Analysis


12
+9
+4/+4/+8
Weapon Construct +3, Shield +6


13
+9
+4/+4/+8
Ring Blast 7d6, Wall Construct (Force)


14
+10
+4/+4/+9
Shield +7


15
+11
+5/+5/+9
Ring Blast 8d6, Burst Blast


16
+12
+5/+5/+10
Weapon Construct +4, Shield +8


17
+12
+5/+5/+10
Ring Blast 9d6


18
+13
+6/+6/+11
Shield +9


19
+14
+6/+6/+11
Ring Blast 10d6, Superior Flight


20
+15
+6/+6/+12
Ring Master, Weapon Construct +5, Shield +10


Class Skills (4 + Int)
Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Knowledge (All), Profession, Search, Sense Motive, Spellcraft, Use Magic Device

Weapon and Armor Proficiency: All simple weapons and light armor as well as any weapon created with Weapon Construct.

Green Ring of Will (Su): A Ring Bearer has been gifted with a magic ring of untold power. All of his abilities are drived from the ring, and he cannot use any of his supernatural or spell-like class features without it. If he is ever separated from his ring, he can call it to himself as an immediate action. The ring appears on his finger regardless of its previous location.

The ring is powered by the Ring Bearer's willpower, and if he ever becomes subject to a fear effect, he loses access to his supernatural and spell-like class features until the effect ends. Ring Bearers have a bonus on Will saves vs. Fear equal to half their level.

While the ring is magical in nature, the force of the Bearer's will can overcome most impediments. The ring is not subject to any dispelling effect and is immune to Mage's Disjunction. It can work normally in an anti-magic field with a successful Will save. The Ring Bearer must save upon entering the field and upon using any of his spell-like class features. If unsuccessful, the ring becomes suppressed for 1d4+1 rounds.

The ring radiates strong transmutation and conjuration. It has hit points equal to half the Ring Bearer's hit point total and has a hardness of 15 + Ring Bearer level + Ring Bearer Will save bonus. It has spell resistance equal to its hardness. The ring is a magic item and occupies a ring slot. It can be enchanted like any item at +50% cost. These extra enchantments function normally and can be dispelled, disjoined, or suppressed as normal.

Ring Blast (Sp): A Ring Bearer's basic ability is to blast enemies with the ring. This could take virtually any form imaginable from a simple energy beam to some sort of constructed object like a ballista or hurled boulder. Regardless of its appearance, this ability functions as a ranged touch attack that deals 1d6/2 levels untyped damage with a range of 60 feet plus 10 feet per level. This ability is subject to spell resistance, and the Ring Bearer has a caster level equal to his class level.

The Ring Bearer eventually learns to shape his attacks to hit multiple opponents. These shapes deal automatic damage with a Reflex save for half (DC10 + Ring Bearer Will save bonus). Line Blast: 100 feet plus 20 feet per level. Cone Blast: 20 feet plus 5 feet per level. Burst Blast: 10 feet plus 5 feet per three levels radius with a range of 40 feet plus 10 feet per level.

Flight (Su): A Ring Bearer can use the power of his ring to propel himself through the air. He can fly with a speed of 60 feet with good maneuverability. At level nine, this improves to 120 ft (perfect), and at level ninteen, it becomes 240 ft (perfect).

Weapon Construct (Su): At level two, a Ring Bearer can form his energy into a semi-permanent weapon for him to wield. As a move-equivalent action, he can create any simple weapon that functions just like a normal weapon of its kind. It lasts for as long as he holds it and dissipates as soon as he lets go. It has hit points equal to his caster level and a hardness equal to his Will save bonus. If the Weapon Construct is ever destroyed, he can simply form a new one. He can form more than one weapon and follows all the rules for two-weapon fighting. At level six, he can form martial weapons, and at level nine, he can form exotic weapons. The weapon is magical and gains a +1 enhancement bonus at level four that increases every four levels after. Weapon Constructs cannot be enchanted.

Shield (Su): At second level, a Ring Bearer can form a shell of energy around himself that protects him from physical and magical attack. It grants a deflection bonus to AC equal to one plus his Will save bonus and increases by one every two levels. This ability is constant but can be suppressed or resumed as a free action. It only functions while the Ring Bearer is conscious.

Iron Will: At level two, a Ring Bearer gains Iron Will as a bonus feat.

Wall Construct (Sp): Upon reaching level three, a Ring Bearer can create solid objects out of energy. This can be any object he can imagine, but it cannot contain moving parts. He can create a number of objects equal to his Will save bonus anywhere within 100 feet plus 10 feet per level of himself. Any construct forced beyond this range dissipates.

The objects are immobile unless concentrated upon and remain in their location, even if in the air. He can only move one construct at a time by concentrating on it as a standard action that provokes attacks of opportunity. The object moves at a speed of 30 feet in any direction. When not being moved by the Ring Bearer, the constructs have a bonus to resist being forcibly moved equal to the Ring Bearer's Will save bonus. A Ring Bearer can use a construct to attempt to bull rush, trip, or grapple an opponent with a modifier on the roll equal to his level plus his Will save bonus. The construct is also treated as having the feats Improved Bull Rush, Improved Trip, and Improved Grapple. If the attempt is unsuccessful, the target cannot attempt to bull rush, trip, or grapple the Ring Bearer.

Wall Constructs have hit points and hardness as if they were made of stone. At level eight, they improve to iron, and at level thirteen, they improve to force.

Golem Construct (Sp): By level five, a Ring Bearer can craft an autonomous golem construct. This ability functions the same as the Astral Construct power with the level of the construct made being equal to the Ring Bearer's caster level. The Ring Bearer can only have one golem construct and must spend a swift action each turn to maintain it.

Ring Analysis (Sp): At eleventh level, a Ring Bearer can use his ring as an encyclopedia. This ability functions identically to the Bardic Lore class feature. It can also be used to Identify magic items, as the spell, which takes 2d8 rounds. He cannot use any of his other supernatural or spell-like class features while identifying an item.

Ring Master (Ex): By level twenty, a Ring Bearer gains total mastery over his ring. It becomes completely indestructible and always works in an anti-magic field. He also becomes immune to fear and gains the Mettle ability. Iron Will now offers double the bonus on Will saves.

Ring Bearer Oath: A Ring Bearer has sworn an oath to uphold the values of Good. If he violates his alignment, he cannot use his ring and loses the use of all his supernatural and spell-like class features until he returns to Good and receives an Atonement spell. If he willingly uses any fear effect, he permanently loses his class features. The ring leaves his finger and flies off to find a new champion. If his ring is ever broken, he loses the use of his class features until he can repair it. This process takes one week and costs 100 XP per level.

Celestia
2016-12-28, 12:38 PM
The Fear Monger

Prerequisites:
Alignment: Any non-Good
Feats: Forge Ring
Special: Must forge a Fear Monger ring which takes two weeks and costs 6000 gp

------------------------------

Hit Die: d10



Level
BAB
Saves
Special


1
+0
+2/+0/+0
Yellow Ring of Fear, Fear Blast 1d6, Flight


2
+1
+3/+0/+0
Aura of Fear, Shield +1


3
+2
+3/+1/+0
Fear Blast 2d6, Weapon Construct +1


4
+3
+4/+1/+0
Ring Analysis, Shield +2


5
+3
+4/+1/+0
Fear Blast 3d6, Chain Blast


6
+4
+5/+2/+0
Shield +3


7
+5
+5/+2/+0
Fear Blast 4d6, Burst Blast


8
+6
+6/+2/+0
Weapon Construct +2, Shield +4


9
+6
+6/+3/+0
Fear Blast 5d6, Improved Flight


10
+7
+7/+3/+0
Fear Master, Shield +5


Class Skills (2 + Int)
Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (All), Profession, Search, Sense Motive, Spellcraft, Use Magic Device

Weapon and Armor Proficiency: A Fear Monger gains no proficiency in weapons and armor.

Yellow Ring of Fear (Su): A Fear Monger crafts a magic ring of untold power. All of his abilities are derived from the ring, and he cannot use any of his supernatural or spell-like class features without it. If he is ever separated from his ring, he can call it to himself as an immediate action. The ring appears on his finger regardless of its previous location.

The ring is powered by the Fear Monger's fear, and he is able to control it. A Fear Monger never suffers the effects of fear. Instead, it increases his power. A Fear Monger has a Fear Score equal to his level plus his Charisma modifier plus any bonus from being subject to a fear effect. Shaken offers a plus one bonus. Frightened offers a plus two bonus. And panicked offers a plus three bonus.

While the ring is magical in nature, the force of the Monger's power can overcome most impediments. The ring is not subject to any dispelling effect and is immune to Mage's Disjunction. It can work normally in an anti-magic field with a successful Will save. The Fear Monger must save upon entering the field and upon using any of his spell-like class features. If unsuccessful, the ring becomes suppressed for 1d4+1 rounds.

The ring radiates strong transmutation and conjuration. It has hit points equal to half the Fear Monger's hit point total and has a hardness of 15 + Fear Monger level + Fear Score. It has spell resistance equal to its hardness. The ring is a magic item and occupies a ring slot. It can be enchanted like any item at +50% cost. These extra enchantments function normally and can be dispelled, disjoined, or suppressed as normal.

Fear Blast (Sp): A Fear Monger's basic ability is to blast enemies with the ring. This ability functions the same as the Ring Blast with two differences. The DC for the saves on his Blast shapes is 10 + his Fear Score, and his blasts have a secondary effect of causing fear. Any creature that takes damage from his Fear Blast must make a Will save vs. fear (DC10 + Fear Score) or become shaken for one round per Fear Monger level. If the creature is already shaken, it becomes frightened, and if it's already frightened, it becomes panicked.

Chain Blast: Hits a number of enemies equal to one half the Fear Monger's level, all of which must be within 30 feet plus 5 feet per two levels of each other and within 60 feet plus 10 feet per level of the Fear Monger.

A Fear Monger can, as a move-equivalent action, attempt to induce fear within himself. He makes a Will save against his own Fear Blast DC. If successful, he becomes shaken/frightened/panicked for one minute per Fear Monger level. In unsuccessful, he suffers the normal effects of fear for one round.

Flight (Su): A Fear Monger can use the power of his ring to propel himself through the air. He can fly with a speed of 60 feet with good maneuverability. At level nine, this improves to 120 ft (perfect).

Aura of Fear (Su): A Fear Monger constantly radiates a 10 foot aura of fear. Any creature within that aura must make a Will save vs. fear (DC10 + Fear Score) or become panicked until it leaves the aura and for 1d4 rounds after. This ability is constant but can be suppressed or resumed as a free action. It only functions while the Fear Monger is conscious.

Shield (Su): As the Ring Bearer class feature substituting Fear Score for Will save bonus.

Weapon Construct (Su): As the Ring Bearer class feature substituting Fear Score for Will save bonus. Simple weapons only.

Ring Analysis (Sp): As the Ring Bearer class feature.

Fear Master (Ex): At level ten, a Fear Monger gains total mastery over his ring. It becomes completely indestructible and always works in an anti-magic field. He can now induce fear in creatures that are normally immune to fear or mind-affecting effects. He now automatically fails all Will saves vs. fear and can induce fear in himself as a swift action.

-------------------------------

Ex-Ring Bearers:

An Ex-Ring Bearer who becomes a Fear Monger gains additional abilities based on his Ring Bearer level. His Ring Bearer level also stacks with his Fear Monger level for determining level-dependant features.

1 to 2: Fear Blast +1d6, Shield +1

3 to 4: Fear Blast +2d6, Shield +2, Line Blast

5 to 6: Fear Blast +3d6, Shield +3, Weapon Construct (Simple) +1, Line Blast

7 to 8: Fear Blast +4d6, Shield +4, Weapon Construct (Martial) +1, Line Blast, Cone Blast

9 to 10: Fear Blast +5d6, Shield +5, Weapon Construct (Martial) +2, Line Blast, Cone Blast, Improved Flight (gains Superior Flight at level nine)

11+: All benefits of 9 to 10 and all Ring Bearer levels above ten are automatically converted into Fear Monger levels.

Lastly, an Ex-Ring Bearer who becomes a Fear Monger can leech power from a green ring. If he steals one, he can leech power for one minute per Fear Monger level. This allows him to use Wall Construct (Stone) for one hour per minute spent leeching.

Morphic tide
2016-12-28, 01:48 PM
So, a Knight replacement and two Lantern Ring classes... I do have a minor objection to getting a Dragon as a mount, because the only way to make that happen is to be able to beat the crap out of the Dragon. Or work out an extremely confusing deal regarding many adventuring things.

Celestia
2016-12-28, 04:31 PM
So, a Knight replacement and two Lantern Ring classes... I do have a minor objection to getting a Dragon as a mount, because the only way to make that happen is to be able to beat the crap out of the Dragon. Or work out an extremely confusing deal regarding many adventuring things.
It's already possible to get a dragon mount. Dragon Steed is a feat that you can quite easily meet the prerequisites for at level five, and Dragon Cohort has the only requirement of being level nine. By comparison, my Knight doesn't get it until level eighteen.

Hell, even regular Leadership could technically get you a dragon cohort.

Morphic tide
2016-12-28, 04:54 PM
It's already possible to get a dragon mount. Dragon Steed is a feat that you can quite easily meet the prerequisites for at level five, and Dragon Cohort has the only requirement of being level nine. By comparison, my Knight doesn't get it until level eighteen.

Hell, even regular Leadership could technically get you a dragon cohort.

That's why it's minor.

Also, the Knight has several abilities that are undefined. Knight's Code, Fighting Challenge, Shield Block, Mounted Combat, Vigilant Defender, Bond of Loyalty, Daunting Challenge, Impetuous Endurance and Loyal Beyond Death are all undefined.

Celestia
2016-12-28, 05:42 PM
The Chicken Bombardier

Prerequisites:
Feats: Quick Draw
Flaws: Chicken Infested

------------------------------

Hit Die: d6



Level
BAB
Saves
Special


1
+0
+2/+2/+0
Chicken Fried Weaponry, Barbecue Bomb


2
+1
+3/+3/+0
Uncanny Dodge, Evasion


3
+2
+3/+3/+1
Poultry Trooper


4
+3
+4/+4/+1
Colonel Commando


Class Skills (6 + Int)
Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Local), Knowledge (Nature), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Tumble

Weapon and Armor Proficiency: A Chicken Bombardier gains no proficiency in weapons or armor.

Chicken Fried Weaponry (Su): A Chicken Bombardier can fight with his chickens. He can wield them as light weapons that do 1d6 bludgeoning and piercing damage. He can also ignite them with flames that do an extra 1d6 fire damage per Chicken Bombardier level. He is proficient with his chickens and can always successfully draw one when desired.

Barbecue Bomb (Su): A Chicken Bombardier can also throw his chickens which explode on contact. They are treated as light thrown weapons with a range increment of 30 feet. They do 1d6 bludgeoning and piercing damage as well as an extra 1d6 fire damage per Chicken Bombardier level on a successful attack roll against a target. Then, regardless of whether or not they hit, they explode dealing 1d10 untyped damage per Chicken Bombardier level and 1d6 fire damage per Chicken Bombardier level to every creature within a ten foot radius. If the Chicken Bombardier misses his target, it bounces 1d4 squares away in a random direction before exploding.

Poultry Trooper (Su): Upon reaching level three, a Chicken Bombardier can command his chickens in battle. He can release his chickens to attack his enemies on their own. The chickens follow basic commands (attack, defend, stop, etc.) but cannot perform complex tasks. A Chicken Bombardier can command a number of chickens equal to four times his HD and can pull out one per round as a swift action. The chickens exist until killed or dismissed from service.

Colonel Commando (Su): By level four, a Chicken Bombardier has spent long, grueling hours in both the kitchen and the battlefield. He becomes immune to fire and gains a bonus on attack and damage rolls with thrown weapons equal to his Chicken Bombardier level.

------------------------------

Poultry Trooper:
Size/Type: Tiny Magical Beast
Hit Dice: 1d10 (6 HP)
Initiative: +7
Speed: 20 ft, Fly 10 ft (clumsy)
Armor Class: 15 (+3 Dex, +2 size), Flat-footed 12, Touch 15
Base Attack/Grapple: +1/-11
Attack: Claws +4 melee (1d4-4, +1d6 fire)
Full Attack: Claws +4 melee (1d4-4, +1d6 fire)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: Explosion, Flaming Aura
Special Qualities: Fire Immunity, Magical Beast Traits
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 2, Dex 16, Con 12, Int 2, Wis 13, Cha 7
Skills: Listen +2, Spot +4
Feats: Improved Initiative, Weapon Finesse
Alignment: Always Neutral

Explosion (Su): Upon death, a Poultry Trooper explodes, dealing 2d10 untyped damage and 1d6 fire damage to all creatures within ten feet. Creatures within the area are allowed a Reflex save for half damage (DC11). The DC is Constitution-based.

Flaming Aura (Su): A Poultry Trooper is constantly ablaze. Any creature within five feet of it takes 1d6 fire damage per round, and any creature that attacks it in melee takes an additional 1d6 fire damage. In addition, the Poultry Trooper's Claws attack deals 1d6 fire damage on a successful hit.

Celestia
2016-12-28, 05:43 PM
That's why it's minor.

Also, the Knight has several abilities that are undefined. Knight's Code, Fighting Challenge, Shield Block, Mounted Combat, Vigilant Defender, Bond of Loyalty, Daunting Challenge, Impetuous Endurance and Loyal Beyond Death are all undefined.
Anything unexplained is unchanged from the original class.

Celestia
2016-12-30, 10:13 AM
Pony Races

Earth Pony:
+4 Str, +2 Con, -2 Dex
Magical Beast
Small size
Speed 50 ft
Low-light Vision
Natural Weapons: Hoof ×2 (1d8), Bite (1d6)
Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
Earthen Connection (Sp): Once per day, an earth pony can use Plant Growth as a spell-like ability with a caster level equal to her HD.
+2 Racial bonus on Fortitude saves
Automatic Languages: Equine, Common
Bonus Languages: Any, except secret languages
Favored Class: Ranger
Level Adjustment: +1

------------------------------

Pegasus Pony:
+4 Dex, -2 Con
Magical Beast
Small size
Speed 40 ft, Fly 80 ft (Good)
Low-light Vision
Natural Weapons: Hoof ×2 (1d6), Bite (1d4)
Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
Cloud Walking (Su): A pegasus pony can walk upon the clouds as if they were solid ground. She can also grab and move the clouds around in the sky or kick them to make them dissipate.
+2 Racial bonus on Reflex saves
Automatic Languages: Equine, Common
Bonus Languages: Any, except secret languages
Favored Class: Fighter
Level Adjustment: +1

------------------------------

Unicorn Pony:
+2 Int, +2 Cha, -2 Con
Magical Beast
Small size
Speed 40 ft
Low-light Vision
Natural Weapons: Hoof ×2 (1d4), Bite (1d3), Horn (1d6)
Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
Unicorn Horn (Su): Unicorn ponies can use their horns to enhance their magic. They gain a +1 racial bonus on the DCs of all arcane spells. They can also ignore the verbal and somatic components and non-costly material components of arcane spells. Lastly, they can use Telekinesis at will with a caster level equal to their HD.
+2 Racial bonus on Will saves
Automatic Languages: Equine, Common
Bonus Languages: Any, except secret languages
Favored Class: Wizard
Level Adjustment: +1

------------------------------

Alicorn Pony:
+2 Str, +2 Dex, +2 Int
Magical Beast
Medium size
Speed 50 ft, Fly 80 ft (Good)
Low-light Vision
Natural Weapons: Hoof ×2 (1d8), Bite (1d6), Horn (1d10)
Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
Earthen Connection (Sp): Once per day, an alicorn pony can use Plant Growth as a spell-like ability with a caster level equal to her HD.
Cloud Walking (Su): An Alicorn pony can walk upon the clouds as if they were solid ground. She can also grab and move the clouds around in the sky or kick them to make them dissipate.
Unicorn Horn (Su): Alicorn ponies can use their horns to enhance their magic. They gain a +2 racial bonus on the DCs of all arcane spells. They can also ignore the verbal and somatic components and non-costly material components of arcane spells. Lastly, they can use Telekinesis at will with a caster level equal to their HD.
+2 Racial bonus on all saves
Automatic Languages: Equine, Common
Bonus Languages: Any, except secret languages
Favored Class: Any
Level Adjustment: +2

Celestia
2016-12-31, 02:01 PM
The Okami Amaterasu

Alignment: Neutral Good
Race: Divine Wolf
Hit Die: d10



Level
BAB
Saves
Special
Inkpots


1
+1
+2/+2/+2
Celestial Brush, Godhood, Divine Instrument (Reflector), Sunrise
3


2
+2
+3/+3/+3
Uncanny Dodge, Rejuvenation
3


3
+3
+3/+3/+3
Divine Instrument +1, Power Slash
3


4
+4
+4/+4/+4
Divine Instrument (Rosary), Greensprout
4


5
+5
+4/+4/+4
Cherry Bomb
4


6
+6
+5/+5/+5
Divine Instrument (Glaive), Waterspout
5


7
+7
+5/+5/+5
Divine Instrument +2, Crescent
5


8
+8
+6/+6/+6
Improved Uncanny Dodge, Galestorm
5


9
+9
+6/+6/+6
Inferno
6


10
+10
+7/+7/+7
Divine Instrument (Thunder Edge), Veil of Mist
6


11
+11
+7/+7/+7
Divine Instrument +3, Catwalk
7


12
+12
+8/+8/+8
Thunderstorm
7


13
+13
+8/+8/+8
Divine Instrument (Solar Flare), Blizzard
7


14
+14
+9/+9/+9
Mist Warp
8


15
+15
+9/+9/+9
Divine Instrument +4, Fireburst
8


16
+16
+10/+10/+10
Whirlwind
9


17
+17
+10/+10/+10
Divine Instrument (Tundra Beads), Deluge
9


18
+18
+11/+11/+11
Thunderbolt
9


19
+19
+11/+11/+11
Divine Instrument +5, Icestorm
10


20
+20
+12/+12/+12
Heaven's Illumination
10


Class Skills (4 + Int)
Balance, Climb, Concentration, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (History), Knowledge (Nature), Knowledge (Religion), Listen, Move Silently, Profession (Painter), Search, Sense Motive, Spot, Survival, Tumble

Weapon and Armor Proficiency: Amaterasu is proficient only with her Divine Instruments.

Celestial Brush (Su): Amaterasu uses her tail as a brush to draw certain patterns on the canvas of the world. These Brush Techniques have a variety of different effects which she learns from the various Brush Gods as she levels. Using a Brush Technique is an immediate action that does not provoke attacks of opportunity. Techniques costs inkpots to draw. Most cost just one, though her more powerful techniques cost more. She begins with three inkpots and gains more as she levels as per the table. Her inkpots refill at a rate of one every three rounds. Amaterasu can never be harmed by her own Brush Techniques.

Godhood (Su): Okami Amaterasu is the weakened God of the Sun. She may not have her full strength, but she still possesses some of her divine power. She can ignore the first hit scored against her each encounter. Amaterasu's Godhood is represented by the sharp red markings covering her otherwise pure white coat. Being of divinity, few can see these markings. Only animals, outsiders, and those of strong faith can see Amaterasu as Okami. She is also deeply connected to nature. Her every step causes flowers to grow and bloom around her feet, and she can speak to animals of any sort. If Amaterasu ever runs out of inkpots, she loses her Godhood until she refills a pot.

Divine Instrument (Su): Amaterasu charges into battle armed with a sacred Divine Instrument that hovers over her back and is controlled mentally. The Divine Instrument functions in all ways as a normal equipped two-handed weapon. It is impervious to damage and cannot be destroyed by any other than gods of a higher Divine Rank than she. She also can never be disarmed of her Divine Instrument. Her Instrument is a magical weapon. At level three, it gains a +1 enhancement bonus which increases by one every four levels after. Her instrument is powered by her Godhood. It cannot be seen by those who cannot recognize her divinity, and it vanishes when she runs out of inkpots. She begins at level one with only the Reflector. At level four, she gains the Rosary, and at level six, she gains the Glaive. She can switch weapons as a swift action.

Reflector: The Reflector is a round mirror that shines like the sun. It gives off light like a torch that can only be seen by those who recognize her Godhood. It deals 1d10 bludgeoning damage and gains one and a half bonus from Strength. It criticals only on a natural 20. It also gives her a bonus to AC equal to her Wisdom modifier.
At level thirteen, Amaterasu gains the Solar Flare. It is in all ways a normal Reflector except that it deals 2d10 bludgeoning damage plus 2d6 fire damage. It does ×3 damage on a critical.

Rosary: The Rosary is a string of prayer beads that flings at opponents like a whip. It is a reach weapon that still threatens adjacent squares, and it applies a +2 bonus on trip attempts. It deals 1d6 slashing damage with a bonus of one half her Strength. It criticals on a 19-20. The Rosary is a fast weapon and possesses the Speed enchantment.
At level seventeen, Amaterasu gains the Tundra Beads. It is in all ways as a normal Rosary except that it deals 1d12 slashing damage plus 2d6 cold damage. Creatures struck by it must also make a Fortitude save (DC10 + 1/2 level + Wisdom modifier) or be frozen in a block of ice and become immobilized for one round. It criticals on an 18-20.

Glaive: The Glaive is a large, double-edged blade. It is heavy and slow but supremely powerful. It deals 2d8 bludgeoning and slashing damage plus double Strength. It criticals only on a natural 20 but does ×3 damage on a critical. However, it cannot be used to full attack. Creatures struck by the Glaive must make a Fortitude save (DC10 + 1/2 level + Strength modifier) or become dazed for one round. It also possesses the Mighty Cleaving enchantment. The Glaive can be charged, and if a full-round action it used to attack, it deals an extra 50% damage.
At level ten, Amaterasu gains the Thunder Edge. It is in all ways a normal Glaive except that it deals 2d12 bludgeoning and slashing damage plus 2d6 electricity damage. It criticals on a 19-20.

Heaven's Illumination (Su): By level twenty, Okami Amaterasu has finally earned enough praise to restore her to true divinity. She gains a Divine Rank of 0. She becomes an Outsider with the Good subtype. She receives maximum hit points for all her hit dice. Her speed increases to 100 ft She adds her Charisma modifier as a deflection bonus to AC. She gains DR10/epic, and her natural weapons and Divine Instruments count as both epic and good for bypassing damage reduction. She gains immunity to transmutaion, energy drain, ability drain, ability damage, and mind-affecting effects. She gains Fire Resistance 5 and Spell Resistance 32. Finally, she becomes immortal. She does not eat, sleep, or breathe and cannot die of natural causes. To represent her ascension, her red markings become more pronounced, and she gains a long, flowing mane of white fur. Her Godhood has become so overwhelming that none can now deny her as Okami. She can now also ignore the first three hits each encounter, and her inkpots refill at a rate of one per round.

------------------------------

Celestial Brush Techniques (Sp): Amaterasu has an effective caster level equal to her class level, and all techniques that offer a saving throw have a DC of 10 + 1/2 level + Wisdom modifier. All harmful techniques are ineffective against good aligned creatures.

Sunrise (1 inkpot): Amaterasu's innate ability as the God of the Sun is to call forth the light of day. This technique is a circle drawn upon the sky. When used, the sun shines brightly, and time jumps to dawn.

Rejuvenation (1 inkpot): The first Brush Technique Amaterasu learns is granted by Yomigami, Dragon God of Restoration. It is used by filling in the broke and/or missing areas of an object. It functions like the spell mending except that there is no damage to large to fix. However, it cannot restore magic items or repair constructs. It can be used at a range of 60 feet.

Power Slash (1 inkpot): The second technique Amaterasu learns is from Tachigami, Rat God of Rending. Power Slash is drawn as a horizontal line covering three adjacent squares. Any creatures or objects within those squares takes 1d4/2 levels Force damage. This attack is too fast to dodge and deals automatic damage.

Greensprout (1 inkpot): Greensprout is actually a collection of three techniques each learned by one of the Hanagami, the Monkey Gods of Flowers. The first one is Bloom which restores life to withered plants, inspires confidence in good aligned creatures (as the spell Heroism), and removes curses (as the spell Remove Curse). It can also sprout trees from the ground which immediately shoot upwards to their full height but quickly fade into nothingness after 1d4+1 rounds. The second technique is Water Lily which creates a five foot wide lily on the surface of water or any other similar substance that is strong enough to support Amaterasu. The lilies fade into nothingness after 2d4 rounds. Both of these techniques are accomplished by drawing a circle over the intended target(s) and have a range of 60 feet. The third and final technique of Greensprout is Vine. This is performed by drawing a line from either Amaterasu or an object to a sturdy plant. The target then gets pulled by the vine until it is adjacent to the plant. This technique has a range of 60 feet.

Cherry Bomb (1 inkpot): The Cherry Bomb is learned from Bakugami, Boar God of Explosive Force. It is used by drawing a circle with an intersecting line, much like a Q shape. This creates a four foot diameter bomb at a designated location within 60 feet that explodes one round after appearing. It can be doused with water before that time. If it takes any damage, it blows up immediately. When the bomb explodes, it deals 4d6 force damage within a 20 foot radius burst, Reflex half. At level ten, she can create up to two bombs which deal 6d6 damage each, and at level fifteen, she can create up to three bombs which deal 8d6 damage each. Drawing additional bombs costs one additional inkpot each. At level twenty, the bombs each deal 10d6 damage.

Waterspout (1 inkpot): This technique is learned from Nuregami, Serpent God of Water. It is performed by drawing a line from an existing water source through any number of squares within a 30 foot radius. A stream of water follows that line and flows for two rounds dealing 1d6/3 levels damage, Reflex half, to creatures with the Fire subtype immediately and on each turn they remain in the area of effect.

Crescent (1 inkpot): The opposite of Sunrise, Crescent is learned from Yumigami, Rabbit God of the Moon. It is drawn upon the sky as a curving line, like a backwards C. When used, the moon shines brightly in the sky, and time jumps to dusk.

Galestorm (1 inkpot): This technique is learned from Kazegami, Horse God of Wind. It is drawn as either a loop or spiral. It functions like the spell Gust of Wind except that it can originate from any square within 60 feet and then blow in any direction up to 60 feet.

Inferno (1 inkpot): Inferno is learned from Moegami, Phoenix God of Flames. It functions like Waterspout except it starts at a source of fire and deals fire damage to creatures and flammable objects in its area.

Veil of Mist (1 inkpot): This powerful technique is learned from Kasugami, Sheep God of Mist. It is performed by drawing two horizinal lines, like an = sign, over Amaterasu. When used, it functions like the spell Time Stop except that it lasts for only one round.

Catwalk (1 inkpot): The Catwalk is learned from Kabegami, Cat God of Walls. It is used by drawing a vertical line on a wall. It functions like the spell Spider Climb.

Thunderstorm (1 inkpot): Amaterasu learns this technique from Gekigami, Tiger God of Thunder. It functions like Waterspout except it starts at a source of electricity and deals electricity damage to creatures in its area.

Blizzard (1 inkpot): The final Brush Technique is Blizzard which is learned from Itegami, Ox God of Ice. It functions like Waterspout except it starts from a source of ice and deals no damage. Instead, creatures within the area become frozen in blocks of ice and are immobilized for 1d4+1 rounds, Fortitude negates. While immobilized, creatures can attempt a DC25 Strength check or Escape Artist check each turn to free themselves.

Mist Warp (1 inkpot): The first if the Secret Brush Techniques is an upgrade to Veil of Mist. It is performed by drawing an X over Amaterasu and her allies. It functions like the spell Greater Teleport.

Fireblast (3, 6, or 9 inkpots): This technique is an upgrade to Inferno and is drawn as an infinity symbol over a designated area within 60 feet. It creates a large ball of fire that deals either 6d6, 12d6, or 18d6 fire damage in a 10 foot, 15 foot, or 20 foot emanation that lasts for 1d4, 2d4, or 3d4 rounds.

Whirlwind (3 inkpots): Whirlwind is an upgrade to Galestorm and is drawn as three horizontal lines over a designated location within 60 feet. It functions like the spell Whirlwind.

Deluge (3, 6, or 9 inkpots): This technique is an upgrade to Waterspout that is used by drawing two vertical lines at designated location within 60 feet. It causes a downpour of cleansing rain in a 20 foot, 30 foot or 40 foot radius that deals 1d6 damage to evil outsiders, 2d6 damage to creatures with the Fire subtype, or 3d6 damage to evil Outsiders with the Fire subtype and lasts for 2d4, 4d4, or 6d4 rounds.

Thunderbolt (3, 6, or 9 inkpots): The mighty Thunderbolt is an upgrade to Thunderstorm and is performed by drawing a jagged vertical line at a designated location within 60 feet. It calls down a massive bolt of lighting that deals 10d10, 15d10, or 2d10 electricity damage within a 10 foot, 20 foot, or 30 foot radius burst.

Icestorm (3, 6, or 9 inkpots): The final Secret Brush Technique is an upgrade to Blizzard and is drawn as an X with a horizontal or vertical line through the center over a designated area within 60 feet. It conjures a massive snowflake in the air that rains down icicles that deal 4d6, 8d6, or 12d6 cold damage in a 20 foot, 30 foot, or 40 foot radius and lasts for 1d4, 2d4, or 3d4 rounds. Creatures that take damage by Icestorm also become frozen and immobilized for 1d4 rounds, Fortitude negates. While immobilized, creatures can attempt DC25 Strength check or Escape Artist check each turn to free themselves.

------------------------------

Divine Wolf:
+2 Str, +2 Dex, +2 Con, +2 Wis
Magical Beast
Medium size
Speed: 40 ft
Low-light Vision
Scent
Natural Weapons: Bite (1d8), Claw ×2 (1d6)
Trip (Ex): A divine wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the divine wolf
Tongues (Su): Can understand but not speak every language.
Ageless (Su): Does not age and cannot be magically aged. Does not acquire either bonuses or penalties for aging and cannot die of old age.
Damage Reduction (Su): Equal to Wisdom modifier and bypassed by magic or evil.
Track as a bonus feat.
+2 Racial bonus on Knowledge (History) and Knowledge (Religion) checks
Favored Class: Okami Amaterasu

nikkoli
2016-12-31, 04:11 PM
Can the divine wolf talk at all, based off of languages per int mod, or can they only understand every language?
Edit: also the divine wolf looks like it it should have LA +1 given its +2 to 4 stat boosts, and natural weapons and the scaling DR based off the primary stat for the class they are ment to be used with.
For the brush techniques like fireblast where it says it does 6d6, 12d6 or 18d6 for 1d4 2d4 or 3d4 rounds, is that the total damage over that or is is a perfect round damage? Because using the 9 inpots on it looks like it gives a damage range of 54d6 to 216d6. For the capacity to drop 54 or 1296 damage onto something you've got trapped in that spot.
Edit2: and is there a cast range for the ones like fireblast or are they Emirati onset from the caster?

Celestia
2016-12-31, 04:36 PM
Can the divine wolf talk at all, based off of languages per int mod, or can they only understand every language?
I intentionally left it vague. Amaterasu doesn't speak in the games, but I understand that a non-verbal character could be irritating.


Edit: also the divine wolf looks like it it should have LA +1 given its +2 to 4 stat boosts, and natural weapons and the scaling DR based off the primary stat for the class they are ment to be used with.
The big balancing factor, though, is the lack of hands. That kills off the vast majority of potential classes. Yeah, it's not a big deal for the Amaterasu class, but this is pretty clearly designed to be on the powerful side.


For the brush techniques like fireblast where it says it does 6d6, 12d6 or 18d6 for 1d4 2d4 or 3d4 rounds, is that the total damage over that or is is a perfect round damage? Because using the 9 inpots on it looks like it gives a damage range of 54d6 to 216d6. For the capacity to drop 54 or 1296 damage onto something you've got trapped in that spot.
The second one. These are basically this class's nova because you're not going to be doing much after them with how much ink they cost.


Edit2: and is there a cast range for the ones like fireblast or are they Emirati onset from the caster?
I actually simply forgot to write that in. It should be 60 foot range.

nikkoli
2016-12-31, 09:31 PM
I intentionally left it vague. Amaterasu doesn't speak in the games, but I understand that a non-verbal character could be irritating.
I feel like that's a minor things, but you should clarify it just so it's not going to be something that's confused about when it comes up in play.



The big balancing factor, though, is the lack of hands. That kills off the vast majority of potential classes. Yeah, it's not a big deal for the Amaterasu class, but this is pretty clearly designed to be on the powerful side.
I agree that fine manipulation does kill off a lot of classes, but I kinda took that into consideration, because if this was a humanoid race it would be worth LA +2 I think given its stat set up and how it's stats play into its other racials. The race would make a good cleric or druid or even a pretty good monk just from the stats alone. I know the race is meant to match the class, and I'm not trying to be rude, I like the race and the class, it just feels weird that the race is kinda shoe horned.



The second one. These are basically this class's nova because you're not going to be doing much after them with how much ink they cost.

Thanks for the clarification, it is a lot of damage, but its pretty easy to get out of the area so it shouldn't be too obnoxious unless you are fighting a 500 HD tree, then that tree is screwed hard.



I actually simply forgot to write that in. It should be 60 foot range.
Coolio, thanks for that clarification too.

Celestia
2016-12-31, 09:53 PM
I agree that fine manipulation does kill off a lot of classes, but I kinda took that into consideration, because if this was a humanoid race it would be worth LA +2 I think given its stat set up and how it's stats play into its other racials. The race would make a good cleric or druid or even a pretty good monk just from the stats alone. I know the race is meant to match the class, and I'm not trying to be rude, I like the race and the class, it just feels weird that the race is kinda shoe horned.
Oh, it's not even close to being an LA +2 race. Yeah, it has unbalanced ability modifiers, but that's basically it. The DR is bypassed by magic, making it worthless against the vast majority of enemies, and nothing else is is even worth mentioning. If it were a Humanoid, I'd say it's +1. But as is? It's fine. It could make a good Monk, which is the worst class, anyways, so no worries. Can't go Cleric or Druid, though. No hands and no speech means no spellcasting.

Celestia
2017-01-03, 08:57 AM
The Police Cop

Alignment: Any non-evil
Hit Die: d12



Level
BAB
Flurry of Blows
Saves
Special
Unarmed Damage
AC Bonus


1
+1
-1/-1
+2/+2/+2
Unarmed Strike, Flurry of Blows, Improvised Expertise
1d8
+2


2
+2
+0/+0
+3/+3/+3
Ki Strike (Magic) +1, Evasion, Uncanny Dodge, Endurance
1d8
+3


3
+3
+1/+1
+3/+3/+3
Purity of Body, Improved Grapple, Improved Trip
1d8
+3


4
+4
+2/+2
+4/+4/+4
Mettle, Damage Reduction 2/-, Diehard
1d8
+4


5
+5
+3/+3
+4/+4/+4
Improvised Mastery, Improved Disarm
1d10
+4


6
+6
+4/+4/-1
+5/+5/+5
Improved Evasion, Stuntman
1d10
+5


7
+7
+6/+6/+1
+5/+5/+5
Ki Strike (Magic) +2, Tiger Pounce, Diamond Body
1d10
+5


8
+8
+7/+7/+2
+6/+6/+6
Improved Uncanny Dodge, Damage Reduction 4/-
1d10
+6


9
+9
+8/+8/+8/+3
+6/+6/+6
Greater Flurry, Action Star
2d6
+6


10
+10
+9/+9/+9/+4
+7/+7/+7
Simple and Martial Weapon Proficiency, Superior Disarm
2d6
+7


11
+11
+10/+10/+10/+5/+0
+7/+7/+7
Diamond Soul
2d6
+7


12
+12
+11/+11/+11/+6/+1
+8/+8/+8
Ki Strike (Magic) +3, Improved Mettle, Damage Reduction 6/-
2d6
+8


13
+13
+12/+12/+12/+7/+2
+8/+8/+8
Timeless Body
2d8
+8


14
+14
+14/+14/+14/+9/+4
+9/+9/+9
Knock-out Punch
2d8
+9


15
+15
+15/+15/+15/+10/+5
+9/+9/+9
Ki Strike (Adamantine)
2d8
+9


16
+16
+16/+16/+16/+11/+6/+1
+10/+10/+10
Superior Trip, Damage Reduction 8/-
2d8
+10


17
+17
+17/+17/+17/+12/+7/+2
+10/+10/+10
Ki Strike (Magic) +4, Evening the Odds
2d10
+10


18
+18
+18/+18/+18/+13/+8/+3
+11/+11/+11
Superior Grapple
2d10
+11


19
+19
+19/+19/+19/+14/+9/+4
+11/+11/+11
Ki Strike (Vorpal)
2d10
+11


20
+20
+20/+20/+20/+15/+10/+5
+12/+12/+12
Luck of the Gods
2d10
+12


Class Skills (6 + Int)
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble

Weapon and Armor Proficiency: A Police Cop is proficient only with special monk weapons and with light shields.

Unarmed Strike: As the Monk ability.

Flurry of Blows: As the Monk ability.

Improvised Expertise (Ex): A Police Cop is trained to fight with whatever miscellaneous objects are available and has developed an eclectic familiarity. His penalty for using weapons in which he is not proficient is reduced to -2.

Ki Strike (Magic) (Su): As the Monk ability.

Bonus Feats: A Police Cop gets several bonus feats. He gains Endurance at level two, Improved Grapple and Improved Trip at level three, Diehard at level four, and Improved Disarm at level five.

Purity of Body (Ex): As the Monk ability.

Improvised Mastery (Ex): By level five, a Police Cop has enough experience fighting with random objects that it has become second nature to him. He treats all Improvised weapons as special monk weapons, and the damage dealt by them is equal to his unarmed strike damage.

Stuntman (Ex): A Police Cop always does all his own stunts, and he has learned how roll with the punches and perform incredible feats of athleticism. At level six, he gains a Dodge bonus to AC equal to one half his Police Cop level in addition to the normal AC bonus. In addition, he gains a +10 bonus on all Balance, Climb, Jump, and Tumble checks. This bonus increases to +20 at level twelve and to +30 at level eighteen.

Tiger Pounce (Ex): As the Monk ability.

Diamond Body (Su): As the Monk ability.

Action Star (Ex): A Police Cop is renowned far and wide for his skill and ability. At level nine, he can add his Charisma modifier to attack and damage rolls and AC. In addition, he gains a +10 bonus on Bluff, Diplomacy, Disguise, and Perform checks.

Simple and Martial Weapon Proficiency: At tenth level, a Police Cop becomes proficient in all simple and martial weapons.

Superior Disarm (Ex): A Police Cop I'd adept at stealing the weapons of his opponents. At level ten, whenever he successfully disarms an opponent, instead of knocking it to the ground, he can grab and immediately equip it, provided he has the hand(s) free to do so. He also gains a bonus on disarm rolls equal to one half his Police Cop level.

Diamond Soul (Ex): As the Monk ability.

Timeless Body (Ex): As the Monk ability.

Knock-out Punch (Ex): By level fourteen, a Police Cop is adept at taking on waves of lesser baddies by knocking them out with one punch each. Whenever he successfully attacks an opponent with a weapon or unarmed strike that does bludgeoning damage, the foe must make a Fortitude save (DC10 + 1/2 level + Wisdom modifier) or fall unconscious for 2d8 + Wis minutes. This ability can only be used on creatures with fewer hit dice than the Police Cop.

Ki Strike (Adamantine) (Su): As the Monk ability.

Superior Trip (Ex): By level sixteen, a Police COP has begun to learn how to use his opponents as weapons against his other opponents. Whenever he successfully trips an opponent, he can, as a free action, throw that opponent up to five feet per point of Strength modifier. If the opponent hits a wall or other obstacle, it takes 1d6 damage and falls prone. If the opponent is thrown at another opponent, treat the thrown opponent as a thrown weapon with a ten foot range increment, and the Police Cop makes a ranged touch attack against the target opponent. If successful, both opponents take 1d6 and fall prone. Otherwise, the thrown opponent lands in an adjacent square and falls prone. He also gains a bonus on trip rolls equal to half his Police Cop level.

Evening the Odds (Ex): A Police Cop is usually outnumbered in battle, but he has learned to use it to his advantage. At level seventeen, when the Police Cop is threatened by two or more opponents at the same time, he gains a miss chance equal to ten times his Dexterity modifier. If an opponent attacks him and misses while another opponent is within range of the first, there is a 50% chance that the missed attack will, instead, hit that second opponent.

Superior Grapple (Ex): Upon reaching level eighteen, a Police Cop has learned how to control his opponents, literally. Whenever he successfully grapples an opponent, instead of pinning, he can hold the foe from behind and make that foe fight. He can force his target to move (at half speed) or attack other opponents with a successful Grapple check. While holding an opponent in this fashion, the Police Cop is not denied his Dexterity bonus to AC, and 80% of attacks aimed at him are redirected to the held opponent. He also gains a bonus on grapple rolls equal to half his Police Cop level.

Ki Strike (Vorpal) (Su): As the Monk ability.

Luck of the Gods (Su): There are plenty of people with skill and talent, but it takes something more to survive the sorts of things a Police Cop goes through on a regular basis. It takes an absurd amount of sheer luck. At level twenty, when a Police Cop attempts a d20 roll, he can roll twice and take the better of the two results. He can use this ability a number of times per day equal to his Wisdom modifier.

nikkoli
2017-01-03, 12:42 PM
The only thing I see that could get out of hand with the Police Cop is that by level 20 they have 32 AC before anything outside of class, and the bonuses appear to be a Monk type bonus and a dodge bonus, both of which stack with most everything.
Also it doesn't specify in the monk, but do they still get WIS to AC on top of the level bonus?

Celestia
2017-01-03, 12:49 PM
The only thing I see that could get out of hand with the Police Cop is that by level 20 they have 32 AC before anything outside of class, and the bonuses appear to be a Monk type bonus and a dodge bonus, both of which stack with most everything.
Also it doesn't specify in the monk, but do they still get WIS to AC on top of the level bonus?
Yes. By level 20, he'll have +32, +Wis, and +Cha to AC. That is a lot, but AC isn't all that useful, especially at level 20. Besides, it's not difficult to get that high or higher with other classes.

Celestia
2017-01-03, 01:47 PM
The Dragon Knight

"Between me and Silverscale, we shall vanquish all of Tiamat's Vile spawn from the land!" ~Dame Lythalla Moonchild, Elven Dragon Knight

The image of a knight in shining armor riding out to slay the evil dragon is a popular one in fantasy, but what if the knight was riding on another dragon? In a world with the diametrically opposed forces between the good metallic dragons and the evil chromatic dragons, it would certainly be likely that some of those dragons would pair up with humanoid riders.

Adventures: A knight adventures for many reasons, and a Dragon Knight is no different. Whether it be to serve a lord, to help the people, to slay other dragons, or just for personal wealth and power, a Dragon Knight had no shortage of opportunities for adventure.

Characteristics: Behind her dragon compsnion, a Dragon Knight is a martial character and is capable of doing just about anything that other martial characters can do.

Alignment: Dragon Knights are always on the extreme ends of the morality pool, whether that's Good or Evil. They are champions of their alignment in much the way a paladin is. Her position on the ethical axis depends upon the alignment of her dragon companion.

Religion: Almost all Dragon Knights at least pay homage to, if not serve, either Bahamut or Tiamat. They often pay respect to like-aligned gods, but few worship those other deities.

Background: Many Dragon Knights are trained by some sort of dragonic or dragon-serving order, but others are simply lucky enough to stumble upon an abandoned dragon egg. Whatever the case, all Dragon Knight's spend years training with and becoming friends with their dragon companions.

Races: Long-lived races, such as elves, are often chosen to be Dragon Knights to maximize the time shared between Knight and Dragon.

Other Classes: Dragon Knights have much respect for martial classes, especially the paladin, though they tend to look down on the barbarian's brutish ways. They are definitely not a fan of stealth based classes or any classes that seek to trick or exploit others as even the evil Dragon Knights prefer an honest battle. They value the tactical powers of spellcasters, but the two don't have much in common.

Role: The Dragon Knight is entirely a martial character. At higher levels, the dragons start acquiring spell-like abilities, but none of them are particularly relevant.

Adaptation: Any setting that has dragons can have dragon knights, though it could be possible to change the dragon into a different, but similar, creature.

GAME RULE INFORMATION
Dragon Knights have the following game statistics.
Abilities: Strength is important for dealing damage, and constitution helps survive damage. Dexterity is also useful for ranged attacks.
Alignment: Any Good or Evil
Hit Die: d8
Starting Age: As Bard
Starting Gold: As Fighter

Class Skills
The Dragon Knight's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex), and Swim (Str)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Saves
Special
Dragon Age Category


1
+1
+2/+0/+2
Dragon Companion, Mounted Combat
Wyrmling


2
+2
+3/+0/+3
Mounted Archery
Very Young


3
+3
+3/+1/+3
Energy Resistance 10
Young


4
+4
+4/+1/+4
Mettle, Steadfast Courage



5
+5
+4/+1/+4
Flyby Attack
Juvenile


6
+6
+5/+2/+5
Mounted Full Attack



7
+7
+5/+2/+5
Energy Resistance 20
Young Adult


8
+8
+6/+2/+6
Spirited Charge



9
+9
+6/+3/+6
Mounted Defense



10
+10
+7/+3/+7
Energy Resistance 30
Adult


11
+11
+7/+3/+7
Trample



12
+12
+8/+4/+8
Improved Mettle



13
+13
+8/+4/+8
Deadly Charge



14
+14
+9/+4/+9
Fighter Bonus Feat
Mature Adult


15
+15
+9/+5/+9
Energy Immunity



16
+16
+10/+5/+10
Fear Immunity



17
+17
+10/+5/+10
Fighter Bonus Feat



18
+18
+11/+6/+11
Ageless Body
Old


19
+19
+11/+6/+11
Unstoppable Charge



20
+20
+12/+6/+12
Fighter Bonus Feat




Class Features
The following are class features of the Dragon Knight.

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (except tower shields).

Dragon Companion: At the beginning of her training, a Dragon Knight received an egg that hatched under her care. Raised and trained together, the Knight and dragon are now inseparable friends and allies. The dragon can be any metallic or chromatic dragon, and the Dragon Knight must match the alignment of her dragon. The dragon begins as a Wyrmling at level one and advances in age categories as per the table. Upon becoming an adult, the dragon advances one age category every four levels.

The dragon does not gain normal XP and only advances in Hit Dice based on the level of the Dragon Knight. The dragon gains feats and skill points as normal for its hit dice at each age category which the player can choose and assign. In addition to all traits and abilities the dragon normally acquires at each age category, it also begins with Improved Evasion and an Empathic Link as a Wizard's Familiar.

The color of the dragon chosen grants the Dragon Knight an additional class skill. Black: Hide, Blue: Listen, Brass: Gather Information, Bronze: Survival, Copper: Hide, Gold: Heal, Green: Move Sielntly, Red: Intimidate, Silver: Disguise, or White: Balance. The Dragon Knight also gains a competence bonus on Ride checks when riding her dragon equal to one half her level, and she can always take 10 on Ride checks, even when threatened.

While the Dragon Knight is mounted on her dragon, treat them as having the same initiative and acting on the same turn. They both roll initiative and use whichever result is higher.

Bonus Feats: The Dragon Knight acquires a variety of bonus feats as she levels. She gains Mounted Combat at level one, Mounted Archery at level two, Spirited Charge at level eight, and Trample at level eleven. At level fourteen and every three levels after, she gains a Fighter Bonus Feat for which she qualifies.

Energy Resistance (Su): A Dragon Knight becomes naturally resilient to her dragon's energy as they spend more time together. At level three, she gains 10 points of resistance against the energy type of the dragon's breath weapons. This improves to 20 at level seven and 30 at level ten. At level fifteen, she becomes immune to that energy type.

Steadfast Courage (Ex): Fighting side-by-side with a dragon can be a very inspiring experience. A fourth level Dragon Knight is always immune to the Frightful Presence of her own dragon as well as that of any dragon smaller in size than her own. In addition, both she and her dragon receive a +4 morale bonus on Will saves vs. Fear as long as they are within 30 feet of each other.

Flyby Attack: Upon reaching level five, the Dragon Knight's dragon receives Flyby Attack as a bonus feat. The Knight can make attacks during the dragon's Flyby Attack.

Mounted Full Attack (Ex): A sixth level Dragon Knight can make full attacks while mounted and use the dragon's move actions to move. She can also full attack on a mounted charge.

Mounted Defense (Ex): By level nine, rider and mount have become as one. Whenever the Dragon Knight is attacked while mounted, she can redirect that attack to the dragon. In addition, when she is mounted and both she and the dragon are affected by an effect that allows a Reflex save, she can use the dragon's save result if it is higher. Lastly, while mounted on her dragon, she is treated as having Improved Evasion as long as the dragon does.

Deadly Charge (Ex): Upon reaching level thirteen, a Dragon Knight learns to use the force of her dragon's change to better effect. When using Spirited Charge, she deals ×3 damage or ×4 damage with a lance.

Fear Immunity (Ex): By level fifteen, a Dragon Knight has become so confident in herself that she becomes immune to all fear effects.

Ageless Body (Ex): Upon reaching level eighteen, a Dragon Knight has been with her dragon long enough that she becomes resilient to the passage of time just like dragons do. She no longer suffers aging penalties (though she retains any that she already gained), and her maximum life span increases to that of whatever species her dragon is.

Unstoppable Charge (Ex): At level ninteen, a Dragon Knight can charge even more effectively than before. When using Spirited Charge, she deals ×4 damage or ×5 damage with a lance.

Debihuman
2017-01-04, 04:10 PM
Real Man


Power Lifting (Ex): At second level, a Real Man has done enough weight lifting to become an expert at it. His carrying capacity is doubled. He may also mock others for having a lower carrying capacity than him. What effect does mocking have? He gets other taunting abilities later so this strikes me as unnecessary.

Debby

Celestia
2017-01-04, 04:12 PM
Real Man

What effect does mocking have? He gets other taunting abilities later so this strikes me as unnecessary.

Debby
It's just a joke about "Do you even lift, Bro?"

Celestia
2017-01-04, 05:43 PM
The Shadowknife

Prerequisites:
Skills: Hide 6 ranks, Move Silently 6 ranks, Spellcraft 4 ranks
Feats: Silent Spell, Spell Focus (Illusion)
Spellcasting: 3rd level spells, including one illusion spell
Special: 1d6 Sneak Attack

------------------------------

Hit Die: d4



Level
BAB
Saves
Special
Spellcasting


1
+0
+0/+2/+2
Illusion Talent
+1 to existing spellcasting class


2
+1
+0/+3/+3
+1d6 Sneak Attack
+1 to existing spellcasting class


3
+2
+1/+3/+3
Silent Casting
+1 to existing spellcasting class


4
+3
+1/+4/+4
+2d6 Sneak Attack
+1 to existing spellcasting class


5
+3
+1/+4/+4
Tenacious Illusions
+1 to existing spellcasting class


6
+4
+2/+5/+5
+3d6 Sneak Attack
+1 to existing spellcasting class


7
+5
+2/+5/+5
Spell Channelling
+1 to existing spellcasting class


8
+6
+2/+6/+6
+4d6 Sneak Attack
+1 to existing spellcasting class


9
+6
+3/+6/+6
Hide in Plain Sight
+1 to existing spellcasting class


10
+7
+3/+7/+7
Illusion Mastery



Class Skills (6 + Int)
Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Rope

Weapon and Armor Proficiency: A Shadowknife does not gain any proficiency in weapons or armor.

Illusion Talent (Su): A Shadowknife is especially skilled at crafting convincing illusions and seeing through the illusions of others. When casting spells of the Illusion school, she is considered to be one caster level higher. In addition, her Illusion spells receive a +2 bonus on their save DCs. Lastly, she gains a +2 bonus on Will saves vs. Illusions.

Silent Casting (Su): By level three, a Shadowknife has mastered the art of casting spells without making noise. All spells she casts are automatically silenced as if using the feat, except there is no increase in spell level or casting time.

Tenacious Illusions (Su): The illusions of a Shadowknife are more difficult to defeat. At fifth level, any creature attempting to disbelieve one of the Shadowknife's illusion spells must make two Will saves at the same bonus. If either of them fail, the creature does not disbelieve. Also, her illusions are considered to be two caster levels higher when subject to a dispell effect.

Spell Channelling (Su): As a swift action, a seventh level Shadowknife can channel any touch spell she knows into her weapon. The spell then discharges on the next successful hit with that weapon, affecting the creature as if it had been cast. If the channeled spell is not used within a number of rounds equal to the Shadowknife's Intelligence or Charisma modifier (whichever is higher), it dissipates and is wasted. If the spell is successfully discharged upon a creature that is denied its Dexterity bonus to AC, then it bypasses any spell resistance the creature may have, and the creature suffers a -2 penalty on the spell's save, if any. A Shadowknife can only have one channeled spell at a time. This ability can be used a number of times per day equal to half her Shadowknife level.

Hide in Plain Sight (Su): As the Shadowdancer ability.

Illusion Mastery (Su): A tenth level Shadowknife has mastered the crafting of illusions and knows what is and isn't real. She can make her spells irresistible and can easily identify the illusions of others. Any spell she casts from the Illusion school functions normally against mindless creatures and creatures otherwise immune to mind-affecting effects. Whenever she comes within 10 feet of an illusion, she can automatically save to disbelieve, rolling twice and taking the better result.

JoshuaZ
2017-01-04, 09:11 PM
I really like the Shadowknife. Two thoughts: First, I think it may make more sense for the spellcasting to advance every level but first (rather than every level but 10th), to avoid strong dips. Otherwise, a level 1 dip is very tempting.

Second, I would suggest that their familiarity with illusions should also give them some bonuses to themselves saving against illusions, possibly at 2nd level, and then possibly getting the equivalent of Mettle latter (maybe 5th level?) but only against illusion effects. Overall, this is a well done PrC that I like a lot.

Morphic tide
2017-01-04, 09:32 PM
Well made PRC, good at what it sets out to do. Namely make the Illusion using Rogue/Wizard work well. Dip into Arcane Archer and you are a magic assassin!

However, I think that it needs 2 non-casting progression levels: 3rd and 7th. 3rd to make dips for free metamagic to cost something significant and 7th to nerf the better version of Duskblade (for assassin things, at least). Seriously, it's a ranged version that lets you prep your casting modifier in Touch spells to go off on one attack. SR bypass, Attack roll bonuses(well, AC penalties, but the math is identical) and a save decrease?

JoshuaZ
2017-01-04, 09:54 PM
Well made PRC, good at what it sets out to do. Namely make the Illusion using Rogue/Wizard work well. Dip into Arcane Archer and you are a magic assassin!

However, I think that it needs 2 non-casting progression levels: 3rd and 7th. 3rd to make dips for free metamagic to cost something significant and 7th to nerf the better version of Duskblade (for assassin things, at least). Seriously, it's a ranged version that lets you prep your casting modifier in Touch spells to go off on one attack. SR bypass, Attack roll bonuses(well, AC penalties, but the math is identical) and a save decrease?

Can you expand why you think losing 2 rather than 1 caster level is necessary? They are already losing one caster level before they enter to pick up sneak attack.

Celestia
2017-01-04, 09:54 PM
I really like the Shadowknife. Two thoughts: First, I think it may make more sense for the spellcasting to advance every level but first (rather than every level but 10th), to avoid strong dips. Otherwise, a level 1 dip is very tempting.
Well, you already need to sacrifice at least one caster level to get into the class as it requires sneak attack first. That should dissuade one level dips.


Second, I would suggest that their familiarity with illusions should also give them some bonuses to themselves saving against illusions, possibly at 2nd level, and then possibly getting the equivalent of Mettle latter (maybe 5th level?) but only against illusion effects. Overall, this is a well done PrC that I like a lot.
You know, I didn't even consider that. It would make a lot of sense, though. :smalltongue:


Well made PRC, good at what it sets out to do. Namely make the Illusion using Rogue/Wizard work well. Dip into Arcane Archer and you are a magic assassin!
Thanks. :smallredface:


However, I think that it needs 2 non-casting progression levels: 3rd and 7th. 3rd to make dips for free metamagic to cost something significant and 7th to nerf the better version of Duskblade (for assassin things, at least). Seriously, it's a ranged version that lets you prep your casting modifier in Touch spells to go off on one attack. SR bypass, Attack roll bonuses(well, AC penalties, but the math is identical) and a save decrease?
You think? I though one would be enough with the implied dropped level before entering.
You can only channel one at a time. I guess I forgot to specify that. And it doesn't apply AC penalties. The SR bypass and save penalty are conditional on the ability being used against a creature denied its Dex bonus to AC.

Morphic tide
2017-01-04, 10:00 PM
Can you expand why you think losing 2 rather than 1 caster level is necessary? They are already losing one caster level before they enter to pick up sneak attack.

Because 3 lost CL loses 9ths. I put a lot of priority on having the stuff that makes casters significantly better be placed such that they lose 9ths unless they go into early spell access stuff, which is mostly Sorcerer (They can get 9ths at level 16!). And Kobolds need more play, so I'm fine with early access spell stuff allowing 9ths.

Celestia
2017-01-04, 10:41 PM
Because 3 lost CL loses 9ths. I put a lot of priority on having the stuff that makes casters significantly better be placed such that they lose 9ths unless they go into early spell access stuff, which is mostly Sorcerer (They can get 9ths at level 16!). And Kobolds need more play, so I'm fine with early access spell stuff allowing 9ths.
I don't really think anything this class gives is worth giving up 9ths.

Edit: I clarified that Spell Channeling can only store one spell, and I added defensive capabilities to Illusion Talent and Illusion Mastery.

Morphic tide
2017-01-04, 11:02 PM
I don't really think anything this class gives is worth giving up 9ths.

9ths are rarely needed to solve a problem, and Gish builds should not reach the peak of spells available. This class lets a character be most of a Rogue and practically all of a Wizard for no big penalty(Oh, my Wizard gets 9ths at level 19 if they go all in on this, so what? I'll just grab 7 levels for that Touch spell range increaser and SR bypass for one lost CL), on top of what it already gives as advantages. Generally, I see every gish PRC as something that needs to remove 9ths because they shatter the game. There are tricks for Sorcerers to get 9ths at level 15, so it's mostly keeping Wizards away from another strong PRC if they want to keep their 9ths. Especially because said PRC buffs one of the strongest spell chains in the game, Shadow Illusion.

Seriously, it's a gish PRC, it should not let Wizards get to have 9ths unless they pull some high cheese with spell progression acceleration. Heck, my suggestion of 2 non CL levels still lets Wizards have their 9ths at level 20. Sorcerers need a bit of cheese to manage, but they have more direct cheese available to them than Wizards, who need to hunt PRCs or splatbooks. Sorcerers need one splat and a minor RAW mistake from the devs.

Among other things, it makes some Wiz/Sorc spells scale much better than intended by giving Sneak Attack access. Yes, it's hardly the best damage boost, but I think that 5d6 Sneak Attack damage hitting on 1st level spells already doing nearly as much damage is a bit strong. Especially because this is mainly about sneaking, not sniping. Which it still does scarily well thanks to True Strike, which negates BAB issues almost entirely.

Although a funny thing to do is to stick a high level heal spell on the Touch spell thing and shoot someone about to die from a mugging from several blocks away. Maybe blow another use of the ability to give them a buff so they can kick their mugger's asses. By shooting them...

Edit: You know a 9th level touch spell that makes this a horrific monster? Imprisonment. That feature lets you pop Imprisonment from hundreds of feat away(possibly half a mile with True Strike), with SR bypass. And a -2 to the poor sods Will save. A permanent save or lose that Wish can't remove.

Celestia
2017-01-05, 01:12 AM
9ths are rarely needed to solve a problem, and Gish builds should not reach the peak of spells available. This class lets a character be most of a Rogue and practically all of a Wizard for no big penalty(Oh, my Wizard gets 9ths at level 19 if they go all in on this, so what? I'll just grab 7 levels for that Touch spell range increaser and SR bypass for one lost CL), on top of what it already gives as advantages. Generally, I see every gish PRC as something that needs to remove 9ths because they shatter the game. There are tricks for Sorcerers to get 9ths at level 15, so it's mostly keeping Wizards away from another strong PRC if they want to keep their 9ths. Especially because said PRC buffs one of the strongest spell chains in the game, Shadow Illusion.

Seriously, it's a gish PRC, it should not let Wizards get to have 9ths unless they pull some high cheese with spell progression acceleration. Heck, my suggestion of 2 non CL levels still lets Wizards have their 9ths at level 20. Sorcerers need a bit of cheese to manage, but they have more direct cheese available to them than Wizards, who need to hunt PRCs or splatbooks. Sorcerers need one splat and a minor RAW mistake from the devs.

Among other things, it makes some Wiz/Sorc spells scale much better than intended by giving Sneak Attack access. Yes, it's hardly the best damage boost, but I think that 5d6 Sneak Attack damage hitting on 1st level spells already doing nearly as much damage is a bit strong. Especially because this is mainly about sneaking, not sniping. Which it still does scarily well thanks to True Strike, which negates BAB issues almost entirely.

Although a funny thing to do is to stick a high level heal spell on the Touch spell thing and shoot someone about to die from a mugging from several blocks away. Maybe blow another use of the ability to give them a buff so they can kick their mugger's asses. By shooting them...

Edit: You know a 9th level touch spell that makes this a horrific monster? Imprisonment. That feature lets you pop Imprisonment from hundreds of feat away(possibly half a mile with True Strike), with SR bypass. And a -2 to the poor sods Will save. A permanent save or lose that Wish can't remove.
I don't accept the argument that things should be under balanced because cheese exists. I'm not going to build a caster PrC on the basis of Loredrake Kobolds. Balance the floor, not the ceiling.

Morphic tide
2017-01-05, 02:01 AM
I don't accept the argument that things should be under balanced because cheese exists. I'm not going to build a caster PrC on the basis of Loredrake Kobolds. Balance the floor, not the ceiling.

Actually, I used Lordrake Kobolds as a bypass I'd accept. And it's making the cheese harder to get. How many 9th level spells are stuff that's needed to deal with situations not caused by 9th level spells or stuff above CR 20? And it's hardly the ceiling to grab a save-or-lose-forever Touch spell and use it with an ability that negates SR. And my suggested thing moves the level needed for 9ths up to 20, right at the edge of Epic.

Celestia
2017-01-05, 03:34 AM
Actually, I used Lordrake Kobolds as a bypass I'd accept. And it's making the cheese harder to get. How many 9th level spells are stuff that's needed to deal with situations not caused by 9th level spells or stuff above CR 20? And it's hardly the ceiling to grab a save-or-lose-forever Touch spell and use it with an ability that negates SR. And my suggested thing moves the level needed for 9ths up to 20, right at the edge of Epic.
And how, exactly, is Imprisonment significantly different from any other save or lose as far as enemies are concerned? Does your DM continuously bring back every enemy you defeat if you don't do something to get rid of them permanently? Or does getting rid of them just get rid of them? In that case, the "forever" aspect may as well just be fluff.

And here's the thing: if the game gets up to level 17, it won't just be the players using 9th level spells. So this whole unsupported and fallacious claim that 9ths are only necessary for combating 9ths isn't even remotely relevant because the players are going to be put up against encounters with 9th level spells, anyways.

JoshuaZ
2017-01-05, 07:59 AM
If one were building 3.5 from scratch, it might make sense to have that sort of rule, but compared to a lot of PrCs, losing 1 is still fine, especially given that it takes 1 to enter. The most useful place to compare it to would be the +0 PrCs http://brilliantgameologists.com/boards/index.php?topic=5198.0 in which case the power level is about the same.

Celestia
2017-01-07, 04:24 PM
The Warforged Warden

Race: Warforged
Alignment: Any Neutral
Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Spirit Animal Transformation, Spirit Animal Ability Scores (+4, +2, +0), Warforged Body


2
+2
+3/+3/+0
Animal Senses, Track


3
+3
+3/+3/+1
Animal Empathy, Speak With Animals


4
+4
+4/+4/+1
Spirit Animal Special Ability (Lesser)


5
+5
+4/+4/+1
Warforged Armor Enhancement (Lesser), Bonus Feat


6
+6
+5/+5/+2
Spirit Animal Ability Scores (+8, +4, +2), Spirit Animal Special Ability (Lesser)


7
+7
+5/+5/+2
Spirit Animal Companion


8
+8
+6/+6/+2
Spirit Animal Special Ability (Lesser)


9
+9
+6/+6/+3
Evasion


10
+10
+7/+7/+3
Spirit Animal Special Ability (Moderate), Bonus Feat


11
+11
+7/+7/+3
Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury


12
+12
+8/+8/+4
Spirit Animal Special Ability (Moderate)


13
+13
+8/+8/+4
Esoteric Mind


14
+14
+9/+9/+4
Spirit Animal Special Ability (Moderate)


15
+15
+9/+9/+5
Warforged Armor Enhancement (Greater), Bonus Feat


16
+16
+10/+10/+5
Spirit Animal Ability Scores (+16, +8, +4), Spirit Animal Special Ability (Greater)


17
+17
+10/+10/+5
Nature's Wrath


18
+18
+11/+11/+6
Spirit Animal Special Ability (Greater), Master of Beasts


19
+19
+11/+11/+6
Scion of Nature


20
+20
+12/+12/+6
Spirit Animal Special Ability (Greater), Bonus Feat


Class Skills (4 + Int)
Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim, Tumble

Weapon and Armor Proficiency: A Warforged Warden is proficient only in her natural weapons.

Spirit Animal Transformation (Ex): A Warforged Warden, unlike most of her race, possesses an intrinsic connection to the forces of nature. Perhaps she was made this way, or perhaps it is the intervention of a particular god. It could even be something else entirely. Whatever the reason, she has been blessed with an extraordinary gift: the ability to transform. She can turn into a single animal of a specific kind. This is her spirit animal which guides her in life. She can change between her to forms at will as a move-equivalent action that does not provoke attacks of opportunity. Her form is permanent until she changes again, and it is a real, physical alteration. It is not an illusion, not is it magical. It cannot be suppressed or dispelled, and not even True Seeing will reveal anything. Her spirit animal form is as natural to her as her warforged form. If she falls unconscious or dies, she remains in whichever form she was in at the time, and limbs that are cut off also retain their current state. When she transforms, her type is unchanged, and she retains the appearance of whatever armored plating she possesses. Therefore, her spirit animal form looks like a robotic version of the animal. Regardless, animals identify her as a normal animal of that kind, acting just as they would if such an animal were before them.

The available spirit animals are badger, bear, falcon, horse, tiger, snake, and wolf. Warforged Wardens in aquatic environments can also take crocodile, octopus, shark, or whale. These forms each grant different natural weapons (replacing the Warforged's Slam attack) as well as their own special abilities. The Warforged Warden retains all her normal abilities when transformed, provided that her spirit animal form possesses the necessary features to perform such an ability. Each spirit animal possesses it's own movement modes which replace those of the Warforged Warden. These movement speeds are reduced normally if she possesses an Adamantine Body. Lastly, the spirit animal form grants bonuses to her ability scores. Each spirit animal has a primary, secondary, and tertiary ability score that grants +4, +2, and +0, respectively. Every five levels after the first, the primary ability score bonus increases by +4, and the secondary ability score bonus increases by +2. At level six and every five levels thereafter, the tertiary ability score bonus increases by +2. Certain spirit animals are restricted in the types of Warforged armor plating that can be used.

Certain spirit animals are also of a size other than medium. These animals gain additional ability score modifiers on top of the normal ones. Small: +2 Dexterity, Large: +2 Strength, Huge: +4 Strength.

Badger (Any plating): Con (P), Dex (S), Str (T); Medium size; Speed 30 ft, Burrow 10 ft; 2 Claws (1d6) (P), Bite (1d8) (S); Dire Badger's Rage ability (can voluntarily end it with a Will save vs. DC10 + 1/2 level)

Bear (Any plating): Str (P), Con (S), Dex (T); Large size; Speed 40 ft; 2 Claws (1d8) ( P), Bite (2d6) (S); Brown Bear's Improved Grab ability; +4 racial bonus on Swim checks

Falcon (No Adamantine): Dex (P), Con (S), Str (T); Small size; Speed 10 ft, Fly 80 ft (average); 2 Talons (1d4) (P), Bite (1d4) (S); Weapon Finesse as a bonus feat (applicable in Warforged form); +8 racial bonus on Spot checks

Horse (Any plating): Con (P), Str (S), Dex (T); Large size; Speed 60 ft; 2 Hooves (1d8) (P), Bite (1d6) (S); Endurance and Run as bonus feats (applicable in Warforged form)

Snake (Any plating): Dex (P), Con (S), Str (T); Madium size; Speed 20 ft, Climb 20 ft, Swim 20 ft; Bite (1d6); Viper's Poison ability; +4 racial bonus on Hide, Listen, and Spot checks; +8 racial bonus on Balance and Climb checks; can take 10 on Climb and Swim checks even if threatened; can use Dexterity bonus on Climb checks if it is higher; can use the run action while swimming

Tiger (Any plating): Str (P), Dex (S), Con (T); Large size; Speed 40 ft; 2 Claws (1d8) (P), Bite (2d6) (S); Tiger's Pounce ability; +4 racial bonus on Balance, Hide, and Move Silently checks; +8 racial bonus on Hide checks in tall grass or undergrowth

Wolf (Any plating): Dex (P), Str (S), Con (T); Medium size; Speed 50 ft; Bite (1d8) (P), 2 Claws (1d6) (S); Wolf's trip ability; +2 racial bonus on Hide, Listen, Move Silently, and Spot checks; +4 racial bonus on Survival checks when tracking by scent

Crocodile (No Ironwood): Str (P), Con (S), Dex (T); Medium size; Speed 20 ft, Swim 30 ft; Bite (1d8) (P), Tail Slap (1d12) (P); Crocodile's Improved Grab ability; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use the run action while swimming

Octopus (No Ironwood or Adamantine): Dex (P), Str (S), Con (T); Medium size; Speed 20 ft, Swim 30 ft; Arms (1d8) (P), Bite (1d6) (S); Octopus's Improved Grab ability; Octopus's Ink Cloud ability; Octopus's Jet ability; +4 racial bonus on Hide checks; +10 racial bonus on Escape Artist checks; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming

Shark (No Ironwood): Str (P), Dex (S), Con (T); Large size; Speed 0ft, Swim 60 ft; Bite (2d6); Shark's Blindsense ability; Shark's Keen Scent ability; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming

Whale (No Ironwood): Con (P), Str (S), Dex (T); Huge size; Speed 0 ft, Swim 50 ft; Bite (2d6); Orca's Blindsight ability; +4 racial bonus on Listen and Spot checks, suppressed if Blindsight is negated; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming

When the Warforged Warden transforms into her spirit animal form, all her equipment merges into her body and returns when she changes back. Any magic items she wore continue granting their benefits, but anything that must be activated to use becomes useless.

A Warforged Warden can speak in her spirit animal form, but, as she lacks hands, she cannot manipulate objects or perform somatic components.

A Warforged Warden possesses the Shapechanger subtype and is immune to polymorphing effects.

Warforged Body: At first level, a Warforged Warden gains a bonus feat from the following list: Adamantine Body, Ironwood Body, Mythril Body, Psiforged Body, Spiked Body, or Unarmored Body

Animal Senses (Ex): A second level Warforged Warden has become more attuned with her spirit animal. While in spirit animal form, she gains Low-light Vision and Scent.

Track: At level two, a Warforged Warden gains Track as a bonus feat.

Animal Empathy (Ex): At level three, a Warforged Warden can understand and communicate with animals on an instinctual level. She gains Animal Empathy as a Druid of her Warforged Warden level.

Speak With Animals (Sp): At third level, a Warforged Warden has grown closer to nature and has started receiving nature's blessing. She can use Speak With Animals as a spell-like ability with a caster level equal to her class level. This ability is usable a number of times per day equal to her Wisdom modifier (minimum 1).

Spirit Animal Special Ability (Ex): At fourth level and every two levels after, a Warforged Warden acquires one special ability chosen from the list of Spirit Animal Special Abilities. She can only select special abilities that are available to her chosen spirit animal. At levels four, six and eight, she gains one lesser ability. At levels ten, twelve, and fourteen, she gains one moderate or two lesser abilities. At levels sixteen, eighteen, and twenty, she gains one greater, two moderate, one moderate and two lesser, or four lesser abilities. At every level that she gains a new ability, she can choose to replace a previously selected one with a different ability of the same level.

Warforged Armor Enhancement (Su): At level five, a Warforged Warden gains an enchantment to her Warforged armor plating from the list of Lesser Armor Enhancements. At level fifteen, she gains an enhancement from the list of Greater Armor Enhancements. She can also choose to replace her lesser enhancement with a different lesser enhancement at level fifteen. These enchantment do not count against her limit for normal armor enchantment unless she takes the Lesser Enhancement Bonus or Greater Enhancement Bonus armor enhancements.

Bonus Feats: At every fifth level, a Warforged Warden gains either a bonus Warforged feat or Fighter Bonus feat.

Spirit Animal Companion: Upon reaching level seven, a Warforged Warden gains the services of an animal companion. The companion acquired is based on her spirit animal. Badger: Dire Badger, Bear: Brown Bear, Falcon: Falcon (Eagle), Horse: Heavy Warhorse, Snake: Medium Viper, Tiger: Tiger, Wolf: Dire Wolf, Crocodile: Crocodile, Octopus: Octopus, Shark: Medium Shark, Whale: Orca. The spirit animal companion advances with the Warforged Warden, gaining additional hit dice, ability increases, and special abilities according to the table Spirit Animal Companion. For the brown bear, tiger, and dire wolf, treat the Warforged Warden as being three levels lower. For the falcon and octopus, treat the Warforged Warden as being three levels higher. If the spirit animal companion ever dies, the Warforged Warden can acquire a new one by performing a ritual that takes 24 hours and costs 100 gp.

Nature's Fury (Sp): By level eleven, a Warforged Warden becomes filled with the power of nature's magic. She can choose three spells of up to 5th level off the Druid spell list. She can now use those spells as spell-like abilities with a caster level equal to her class level. They are each usable a number of times per day equal to her Wisdom modifier (minimum 1).

Esoteric Mind (Ex): The mind of an average Warforged is already unusual being a living construct, but the Warforged Warden is nearly incomprehensible to others. The rigid structure and order of the construct juxtaposed with the anarchic and wild freedom of the animal creates a self-contradicory mess that is impossible to read or control. At level thirteen, a Warforged Warden becomes immune to mind-affecting effects.

Nature's Wrath (Sp): An seventeenth level Warforged Warden has attained an even higher plateau of nature magic. She can choose one spell of up to 8th level off the Druid spell list. She can now use that spell as a spell-like ability with a caster level equal to her class level. It is usable a number of times per day equal to her Wisdom modifier (minimum 1).

Master of Beasts (Su): A eighteenth level Warforged Warden has become like unto royalty in the animal kingdom, and like any royal, she can command her subjects. She gains an aura of leadership and control. Any animal (except animal companions or special mounts) with fewer hit dice than the Warforged Warden who comes within 30 feet of her immediately becomes subject to a Dominate Animal spell hightened to 9th level with a caster level equal to her class level. The domination effect lasts for as long as the animal remains within the aura and for 1 min/level after. If the animal succeeds on its save against this aura, it cannot be affected by it again for 24 hours.

Scion of Nature (Su): By level ninteen, a Warforged Warden has been fully reclaimed by nature. Her body becomes covered in moss and/or mushrooms and various sprouts and flowers grow out from between her plates. Her Warforged armor bonus increases by 4, and she gains Regeneration 5. She takes normal damage from acid, fire, and sonic. She can also use Entangle, Plant Growth, and Speak With Plants as at will spell-like abilities with a caster level equal to her class level. Finally, she gains a +8 camouflage bonus on Hide checks in forested and swampy terrain and any area with an abundance of plants.

------------------------------


Bear's Toughness (Bear): You are hardier than most and can take a lot more punishment. You gain Great Fortitude and Improved Toughness as bonus feats (applicable in Warforged form).

Constrict (Snake, Crocodile, Octopus): You have learned how to squeeze the life out of your foes. You gain the Constrict special attack which deals damage equal to your Bite attack (Snake), Arms attack (Octopus), or Tail Slap attack (Crocodile). You deal Constrict damage automatically on a successful Grapple check.

Deadly Venom (Snake): Your venom is even more lethal. It deals 1d8+1 Con damage and gains a +2 racial bonus on the save DC.

Feline Reflexes (Tiger): You possess the incredible reflexes of a cat. You gain Lightning Reflexes as a bonus feat (applicable in Warforged form). When you fall at least ten feet, you can make a Reflex save (DC15) to land on your feet and take damage as if you had fallen 10 feet less per point over 15 rolled.

Feral Weapons (All): Your natural weapons are even deadlier than normal. All your natural weapons increase one die category. (Applicable in Warforged form)

Ferocity (All): When you are severely wounded, your instincts kick in, and you fight like a cornered animal. You gain the Ferocity ability.

Honed Attack (All): You are skilled at targeting the weak points in your enemies. All your natural weapons gain a critical threat range of 19-20 and deal ×3 damage on a successful critical hit. (Applicable in Warforged form)

Improved Grab (Badger, Falcon, Snake, Tiger, Wolf, Shark, Whale): You are adept at grabbing and holding opponents. You gain the Improved Grab ability. It activates off of Claw/Talon attacks (Badger, Falcon, Tiger, Wolf) or Bite attacks (Snake, Shark, Whale).

Night Eyes (All): Your eyes are well adjusted to the dark. You gain Improved Low-light Vision and Darkvision 60 ft. You also gain a +2 bonus on Spot checks in shadowy illumination.

Powerful Legs (Badger, Bear, Horse, Tiger, Wolf, Crocodile, Octopus): Your legs are stronger and faster than normal. Your base land speed increases by 20 ft, and you gain a +4 bonus on Jump and Tumble checks.

Predator's Leap (Badger, Bear, Falcon, Horse, Wolf, Octopus): You have learned how to leap upon your foes with a deadly flurry of attacks. You gain the Pounce ability.

Prodigious Growth (Falcon, Snake, Wolf, Crocodile, Octopus): You are bigger than normal. Your size increases by one stage, your natural weapons increase one die step in damage, and your strength increases by 2.

Rake (Badger, Bear, Falcon, Tiger, Wolf): Your ferocity in battle allows you to get in some extra scratches under certain circumstances. You gain the Rake special attack which deals damage equal to your Claw/Talon attack. You can make Rake attacks on a Pounce, and they are considered secondary weapons. You deal Rake damage automatically with a successful Grapple check.

Robust Tail (Whale): Your tail is tougher and stoner than normal. You gain a Tail Slap attack that deals damage one die step higher than your Bite attack. It is a secondary weapon.

Rough Hide (Shark): Your body is covered in rough, pointed scales. Whenever you are attacked by a natural weapon or unarmed strike, your opponenet takes 1d4+Con piercing damage.

Streamlined Body (Snake, Crocodile, Octopus, Shark, Whale): Your body was built for speed, and water flows right off of it. Your base swim speed increases by 20 ft, and you gain a +4 bonus on Escape Artist checks.

Trip (Badger, Bear, Horse, Tiger, Crocodile): You know how to apply your strength and weight to knock down your foes. You gain the Trip ability. It activates off of your Bite attack (Badger, Bear, Tiger, Crocodile) or Hoof attack (Horse).

Workhorse (Horse): You have a strong back and are adept at exerting yourself. Your carrying capacity is doubled, and you gain a +2 bonus on all Strength checks and Strength-based skill checks.
Blood Frenzy (Shark): The taste of blood triggers an uncontrollable bloodlust within you. Whenever you deal damage to a living creature, you Rage, gaining a +4 bonus to Strength and Constitution and a -2 penalty to AC until either you or your opponent are dead. You can attempt to voluntarily end this Rage will a Will save (DC10 + 1/2 level).

Brilliant Pattern (Snake, Tiger, Octopus): The colorful pattern on your body can hypnotize and confuse your enemies. As a standard action that provokes attacks of opportunity, you can attempt to hypnotize all creatures that can see you as a gaze attack. Affected creatures must make a Will save (DC10 + 1/2 level + Charisma modifier) or become Confused for 1d4+1 rounds.

Deft Flight (Falcon, Horse*): You are faster and more agile in the air. Your fly speed increases by 30 ft, and your maneuverability increases to good. *A horse may only take this if she has the Pegasus's Wings ability.

Earthbond (Badger): You have a deeper connection to the earth, and can feel the ground around you. You gain Tremorsense 60 ft.

Evasive Maneuvers (Falcon): Your aerial acrobatics are incredible to behold. Once per round, when you are attacked in a round in which you moved at least 30 ft, you can attempt a Tumble check as a free action against a DC equal to the opponent's attack roll. If you are successful, the attack misses, and you avoid all damage and effects of it.

Frenzied Assault (All): You are able to tap into the beast within and attack with greater ferocity. If you have multiple natural weapons, you gain Multiattack as a bonus feat and can make an extra attack with your primary weapon at a -5 penalty. If you only have one natural weapon, then you gain a full iterative attack routine with it.

Furious Rage (Badger): When you rage, your Strength and Constitution increase by +6 each.

Hunter's Stalk (Falcon, Snake, Tiger, Wolf, Crocodile, Shark): You are an expert at sneaking up and ambushing your prey. You gain Darkstalker as a bonus feat, and you gain a +4 bonus on Hide and Move Silently checks.

Mighty Wings (Falcon, Horse): Your wing muscles are more powerful than normal. You can carry up to a medium load while flying. You can also flap your wings hard enough to conjure a blast of wind. As a standard action that provokes attacks of opportunity, you can create an effect identical to the spell Gust of Wind with a caster level of half your hit dice that lasts for as many rounds as you continue flapping, spending a standard action each turn (maximum of up to Constitution modifier).

Monstrous Strength (Bear, Whale): Your large, bulky body makes you even stronger than normal. Your spirit animal strength bonus increases by +4.

Nature's Freedom (All): You run wild through the outdoors, unhindered by anything. As long as you are in a natural environment, you are constantly under the effects of Freedom of Movement.

Pack Hunting (Wolf): You are skilled at fighting side-by-side with others and know how to take advantage of your enemies' distraction. When flanking, you gain a +4 bonus on attack and damage rolls, a +2 Dodge bonus to AC, and your critical threat range doubles. This is in addition to the normal benefits of flanking.

Pegasus's Wings (Horse): You have tapped into the more mystical side of your spirit animal and grow two feathered pegasus wings out of your back. You gain a Fly speed of 60 feet with average maneuverability.

Poison Spit (Snake): You have learned how to launch your venom at a distance. As a standard action that does not provoke attacks of opportunity, you can make a ranged touch attack against an opponent within 20 ft. If successful, the opponent takes 1d6 Acid damage and suffers your Poison.

Polar Conditioning (Bear, Whale): Your body is adept at surviving in the harshest of arctic environments. You never suffer negative effects for cold weather, and you gain Cold Resistance 30.

Prehensile Tentacles (Octopus): You have learned to use your tentacles with much finer dexterity. Your tentacles can now manipulate objects as if they were hands. They still cannot perform somatic components, however.

Sprint (Tiger): You have tapped into a cousin to your spirit animal and become as fast as a Cheetah. You gain the Sprint ability, and your base land speed increases by 20 ft.

Swallow Whole (Falcon, Snake, Crocodile, Shark, Whale): You have learned how to consume your opponents with one swift gulp. You gain the Swallow Whole ability. Your gizzard deals bludgeoning damage equal to your Bite attack and Acid damage equal to 1d4/3 levels. Your gizzard has hit points equal to 1/8th your hit point total and an AC equal to 10 plus your Warforged armor bonus.

Trample (Badger, Bear, Horse, Snake, Tiger, Wolf, Crocodile, Octopus): You know how to barrel through enemies, crushing them underfoot. You gain the Trample ability. Damage is equal to twice your Claw attack (Badger, Bear, Tiger, Wolf), Hoof attack (Horse), Bite attack (Snake), Tail Slap attack (Crocodile), or Arms attack (Octopus).

Unicorn's Horn (Horse): You have tapped into the more mystical side of your spirit animal and grow the horn of a unicorn upon your head. You gain a Horn attack that deals damage two die steps higher than your Hoof attack. It becomes your primary weapon while your hooves become secondary.

Wind's Blessing (All): The speed of the wind aids in your attack. As a swift action, you can become Hasted for a number of rounds up to your Constitution modifier. Afterwards, you suffer a -2 penalty on attack rolls, saves, and skill checks for twice that duration. You cannot become Hasted again until the duration on the penalties expires.

Wounding Attack (All): You know how to rip and tear flesh leaving an even deeper wound. Whenever you hit with a Bite, Claw, Talon, or Horn attack, you deal one point of Constitution damage, Fortitude negates (DC10 + 1/2 level + Strength modifier).
Blood Hunger (Shark): Your body metabolizes flesh to restore you. Whenever you deal damage with your Bite attack, you heal hit point equal to half the damage dealt.

Child of the Night (Wolf): You have tapped into the more mystical side of your spirit animal and gain power the durability of a werewolf. You gain DR10/silver, your natural weapons increase one die step in damage, and your spirit animal bonuses to Strength and Constitution increase by +2 each.

Danger Sense (All): Your instincts have reached an almost supernatural level. You are constantly under the effects of Foresight.

Devastating Charge (Horse): You can perform a one horse cavalry charge at your enemies. Whenever uou charge, your natural weapons deal ×3 damage, or ×4 on a Horn attack. In addition, if you have Trample, you can do so during your charge, gaining ×3 damage on it. In addition, any creature dealt damage from this charge must make a Fortitude save (DC10 + 1/2 level + Strength modifier) or become stunned for one round.

Hibernation (Bear): You have learned the art of resting away your troubles. You can enter a sleep-like trance. During this trance, you gain Fast Healing 20. The trance ends as soon as you reach full hit points, and upon waking up, all negative status effects affecting you are removed.

Incite Rage (Badger): Your savagery in battle is inspiring to others. Whenever you Rage, all allies within 30 feet of you can choose to also Rage as a first level Barbarian.

Jaw Snap (Crocodile): Your jaw is so powerful that it has the potential to decapitate your foes. Your Bite attack is treated as a Vorpal weapon.

Nature's Shroud (All): You are protected within the bosom of nature. As long as you are in a natural environment, you are constantly under the effects of Death Ward.

Perfect Flight (Falcon): Your flying skills are unmatched. Your fly speed increases by 50 ft, and your maneuverability increases to perfect. In addition, when you are in the air, you gain a 20% miss chance.

Perfect Specimen (All): You are the epitome example of your spirit animal. Your size increases one category, your natural weapons increase one die step in damage, your spirit animal bonuses to Strength and Constitution increase by +6 and +4, respectively, and all your spirit animal special attacks that grant a save have their DC increased by +2

Sonic Shout (Whale): You have honed your echolocation to such a fine level that you can weaponize it. As a standard action that provokes attacks of opportunity, you can let out a conical burst of sonic energy with the same range as your Blindsight any creature caught in the area takes 1d8/2 levels sonic damage, Reflex half (DC10 + 1/2 level + Constitution modifier). This ability can be used once per minute.

Tentacle Typhoon (Octopus): Your tentacles have enough strength to attack on their own. You replace your Arms attack with eight Tentacle attacks, each one dealing damage one die step lower that your Arms attack.

Tiger Guard (Tiger): You possess the noble guardian spirit of the tiger and protect your allies. All allies within 30 feet of you receive a bonus on saves and AC equal to your Wisdom modifier. In addition, all allies adjacent to you are treated as having partial cover. Lastly, you get a bonus on attack and damage rolls equal to your Wisdom modifier against any enemy that dealt damage to an ally since your last turn.

Toxic Blood (Snake): Your body is saturated with lethal poison. Whenever you take damage from a melee attack that does piercing or slashing damage, your opponent automatically takes 1d6 Acid damage and suffers your Poison.

Lesser:
Disguise: You can Disguise Self at will.

Ghost Touch: Your armor becomes ghost touched.

Lesser Enhancement: Your armor gains a +2 enhancement bonus.

Light: You constantly sheds light as a torch. It can be suppressed or resumed with a command word.

Livewood Body: You gain Fast Healing 1. This enhancement can only be taken if you have the Ironwood Body feat.

Minor Resistance: You gain Resistance 10 to two elements: Acid, Cold, Electricity, Fire, or Sonic.

Stealth: You do not suffer from armor check penalty on Hide and Move Silently checks. You also gain a +4 bonus on Hide and Move Silently checks.

Greater:
Greater Enhancement: Your armor gains a +5 enhancement bonus.

Heavy Fortification: You become immune to critical hits.

Lightweight: Your armor check penalty is reduced by three (minimum zero). If you have the Adamantine Body feat, you are now treated as wearing light armor.

Major Resistance: You gain Resistance 30 to two elements: Acid, Cold, Electricity, Fire, or Sonic.



Warforged Warden Level
Additional Hit Dice
Bonus Strength
Bonus Dexterity
Bonus Constitution
Bonus Natural Armor
Special


<7
3
+0
+0
+0
+1
Link


7-9
6
+2
+0
+0
+2
Evasion


10-12
9
+4
+2
+0
+3
Devotion


13-15
12
+6
+4
+2
+4
Multiattack


16-18
15
+8
+6
+4
+5
Improved Evasion


19+
18
+10
+8
+6
+6
Size Increase

JoshuaZ
2017-01-07, 04:38 PM
I'm not generally a fan of race-specific base classes, but my own aesthetic preferences aside, this is well done. My only major comment is that I wouldn't include the neutral alignment requirement. Since one might become a Warforged Warden involuntarily, forcing neutrality seems unnecessary.

Celestia
2017-01-07, 04:45 PM
I'm not generally a fan of race-specific base classes, but my own aesthetic preferences aside, this is well done. My only major comment is that I wouldn't include the neutral alignment requirement. Since one might become a Warforged Warden involuntarily, forcing neutrality seems unnecessary.
How in the world would one involuntarily choose a class? :smallconfused:

JoshuaZ
2017-01-07, 04:57 PM
How in the world would one involuntarily choose a class? :smallconfused:

Not as a player, but as a PC; the idea of divine intervention making someone take the class for example. Note that there are a lot of classes where it is plausible that a player chose their class but the PC did not. Wilder is one example.

Celestia
2017-01-07, 05:01 PM
Not as a player, but as a PC; the idea of divine intervention making someone take the class for example. Note that there are a lot of classes where it is plausible that a player chose their class but the PC did not. Wilder is one example.
...Wat? .__.

Are you trying to make a case for a fictional character's right to choose an alignment? That is so ridiculous that I'm not even going to address it.

JoshuaZ
2017-01-07, 05:46 PM
...Wat? .__.

Are you trying to make a case for a fictional character's right to choose an alignment? That is so ridiculous that I'm not even going to address it.

No. The point is that you could plausibly have a warforged who is say lawful good, or chaotic evil or whatever, and then is subject to the divine intervention specifically mentioned in the class description.

Celestia
2017-01-07, 09:43 PM
No. The point is that you could plausibly have a warforged who is say lawful good, or chaotic evil or whatever, and then is subject to the divine intervention specifically mentioned in the class description.
That is listed as a potential fluff explanation, nothing more.

JoshuaZ
2017-01-07, 09:49 PM
That is listed as a potential fluff explanation, nothing more.

*shrug* It is your class, and it is ultimately a small issue.

nikkoli
2017-01-08, 09:16 AM
I like that the alignment " any neutral" is perfectly fine, because it puts the class in the same alignment grouping as druids, which is probably the closest official class to them.
Also, I love the class, and I enjoy natural feeling warforged characters. Like ones that look for the reason for their existence somewhere in nature etc. The only thing I would see to give them is either simple weapon Proficiencies or the same list a druid has for when they aren't transformed, because some people might find them particularly UNnatural, should they find a giant metal tiger roaming.
Other than that, A+ class.

Celestia
2017-01-08, 09:27 AM
I like that the alignment " any neutral" is perfectly fine, because it puts the class in the same alignment grouping as druids, which is probably the closest official class to them.
Also, I love the class, and I enjoy natural feeling warforged characters. Like ones that look for the reason for their existence somewhere in nature etc. The only thing I would see to give them is either simple weapon Proficiencies or the same list a druid has for when they aren't transformed, because some people might find them particularly UNnatural, should they find a giant metal tiger roaming.
Other than that, A+ class.
I was going to give then some basic weapon proficiencies, but then I realized that Warforged do have that Slam attack. Since they're not defenseless without weapons, I chose to value aesthetics for this call.

Celestia
2017-01-08, 06:41 PM
The Sacred Magus

Alignment: Any
Hit Die: d6



Level
BAB
Saves
Special


1
+0
+0/+0/+2
Dual Spell Source, Scribe Scroll


2
+1
+0/+0/+3
Familiar


3
+1
+1/+1/+3
Spontaneous Casting 1st


4
+2
+1/+1/+4



5
+2
+1/+1/+4
Bonus Feat


6
+3
+2/+2/+5
Spontaneous Casting 2nd


7
+3
+2/+2/+5
Turn/Rebuke Undead


8
+4
+2/+2/+6



9
+4
+3/+3/+6
Spontaneous Casting 3rd


10
+5
+3/+3/+7



11
+5
+3/+3/+7
Bonus Feat


12
+6
+4/+4/+8
Spontaneous Casting 4th


13
+6
+4/+4/+8
Loremaster


14
+7
+4/+4/+9



15
+7
+5/+5/+9
Spontaneous Casting 5th


16
+8
+5/+5/+10



17
+8
+5/+5/+10
Bonus Feat


18
+9
+6/+6/+11
Spontaneous Casting 6th


19
+9
+6/+6/+11



20
+10
+6/+6/+12
Spontaneous Casting 7th


Class Skills (2 + Int)
Concentration, Craft, Decipher Script, Heal, Knowledge (All), Profession, Speak Language, Spellcraft

Weapon and Armor Proficiency: All simple weapons and light armor. Sacred Maguses do not suffer arcane spell failure from light armor. However, they still cannot wear medium or heavy armor or shields.

Spellcasting: A Sacred Magus is a prepared caster drawing his spells off any spell list. If a spell is at two (or more) different levels on different lists, use the version appearing first in this list of preferential order: Wizard, Cleric, Sorcerer, Druid, Bard, Paladin, Ranger, others. His primary casting ability is Intelligence. He prepares his spells from a spellbook. His spells known start with twelve 0th levels spells and three 1st levels spells plus one 1st level spell per point of intelligence modifier. At every level, he gains three spells of any level he can cast. He can also learn spells from scrolls like a Wizard. Unlike a Cleric, a Sacred Magus is not limited in aligned spells and can cast any spell regardless of alignment.



Level
Spells per Day



0|1|2|3|4|5|6|7|8


1
4/1/-/-/-/-/-/-/-


2
4/2/-/-/-/-/-/-/-


3
4/2/1/-/-/-/-/-/-


4
4/3/2/-/-/-/-/-/-


5
5/3/2/-/-/-/-/-/-


6
5/4/3/1/-/-/-/-/-


7
5/4/3/2/-/-/-/-/-


8
5/4/4/2/-/-/-/-/-


9
6/4/4/3/1/-/-/-/-


10
6/4/4/3/2/-/-/-/-


11
6/4/4/4/2/-/-/-/-


12
6/4/4/4/3/1/-/-/-


13
7/4/4/4/3/2/-/-/-


14
7/4/4/4/4/2/-/-/-


15
7/4/4/4/4/3/1/-/-


16
7/4/4/4/4/3/2/-/-


17
8/4/4/4/4/4/2/-/-


18
8/4/4/4/4/4/3/1/-


19
8/4/4/4/4/4/3/2/-


20
8/4/4/4/4/4/4/3/1



Dual Spell Source: A Sacred Magus is connected to both the arcane and divine. When casting a spell, he can decide if it is being cast as either arcane or divine. Spells cast as arcane require an arcane focus (if one is needed), and spells cast as divine require a divine focus (usually a holy symbol). All spells must meet arcane material component requirements if they exist. A Sacred Magus's spellcasting can grant him entry into prestige classes that require either arcane or divine magic. However, it can only count as one type of spellcasting at a time, so classes that require two types of spellcasting, such as Mystic Theurge, cannot be entered with this class alone. Regardless of whether or not he casts spells as arcane or divine, he suffers arcane spell failure if applicable.

Scribe Scroll: A Sacred Magus gains Scribe Scroll as a bonus feat at first level.

Familiar: At second level, a Sacred Magus gains a familiar as a wizard of his level.

Spontaneous Casting: Upon reaching level three, a Sacred Magus can use his connection to the divine side of magic to begin casting spontaneously. He chooses any one 1st level spell that he knows. From this point onwards, that spell can be spontaneously cast in either an empty spell slot or by converting a filled, but not used, spell slot. Once chosen, the spontaneous spell cannot be changed. At every level that he gains access to a new spell level (sixth, ninth, twelfth, fifteenth, eighteenth, and twentieth), he can choose a new spontaneous spell from the previous spell level. Spontaneous spells are always cast as divine.

Bonus Feats: At level five and every sixth level after, a Sacred Magus gains a bonus metamagic or item creation feat.

Turn/Rebuke Undead: At seventh level, a Sacred Magus gains either Turn Undead or Rebuke Undead as a Cleric of his level. He can pick either regardless of alignment, but once chosen, this selection can never be changed.

Loremaster (Ex): By level thirteen, a Sacred Magus has read so many ancient tomes and religious texts looking for scraps od magical lore that he has become a true expert in the fields of history, legends, mythology, and religion. This ability functions like the Bardic Knowledge ability at a level equal to the Sacred Magus's level. He also gains a bonus on Knowledge (Arcana), Knowledge (History), and Knowledge (Religion) checks equal to one third his Sacred Magus level.

JoshuaZ
2017-01-08, 07:47 PM
Copy paste error: Sacred Magus refers to "Applemancer" a few times.

Celestia
2017-01-08, 07:51 PM
Copy paste error: Sacred Magus refers to "Applemancer" a few times.
Thanks. Fixed.

JoshuaZ
2017-01-08, 07:57 PM
I like the Sacred Magus. Clearly a Tier 1 class, but not broken (any more than T1 is broken to start with), and losing 9th level spells and the slower spell progression seems like a reasonable price to pay for the massive spell list. The only concern I have is that the small number of class features make PrCing out potentially very tempting. I would suggest making clear that the new spontaneous spells are not advanced by PrCs that advance spellcasting.

Celestia
2017-01-08, 08:05 PM
I like the Sacred Magus. Clearly a Tier 1 class, but not broken (any more than T1 is broken to start with), and losing 9th level spells and the slower spell progression seems like a reasonable price to pay for the massive spell list. The only concern I have is that the small number of class features make PrCing out potentially very tempting. I would suggest making clear that the new spontaneous spells are not advanced by PrCs that advance spellcasting.
It's got more class features than the wizard or cleric. *shrug*
I thought it was clear in that the description says "level" rather than "caster level" and even lists the specific levels.

JoshuaZ
2017-01-08, 08:26 PM
It's got more class features than the wizard or cleric. *shrug*
I thought it was clear in that the description says "level" rather than "caster level" and even lists the specific levels.

Valid points. Consider my comment withdrawn.

Celestia
2017-01-10, 04:17 PM
The Fleshwarper Devotee

"The world is like a pineapple, and bloody rainbows shall purge the greed of squirrels!" ~G.O. Hatecraft, Human(?) Fleshwarper Devotee

Beyond the reaches of existence, there is a place known only as the Far Realm. It is completely alien in every way, and those who interact with it are doomed to madness. Some individuals embrace that madness and worship the beings of the Far Realm. They become Fleshwarper Devotees, mad cultists who abandon their humanity.

Adventures: A Fleshwarper Devotee tends to adventure not out of desire but necessity. They are frequently shunned and hated by others and are cast out of society. They adventure for lack of a home.

Characteristics: As a Fleshwarper Devotee's connection to the Far Realm strengthens, he grows numerous tentacles to aid in combat. He also becomes stark raving mad and can inflict that madness on others.

Alignment: Fleshwarper Devotees are always chaotic, but they tend to be morally apathetic.

Religion: A Fleshwarper Devotee devoutly worships the beings of the Far Realm and no others. They view the gods as lesser creatures that mock the true masters of the multiverse.

Background: There are several ways one can become a Fleshwarper Devotee. The first is to be recruited into the cult by another Fleshwarper Devotee. Cults are wont to spread, after all. The second way is to discover ancient and forgotten tomes and be seduced by the forbidden knowledge therein. Finally, one might simply feel the sudden and inexplicable influence of the Far Realm.

Races: Fleshwarper Devotees are not common among any race. It is a small and hidden cult. However, races that vie for power at any cost or races that tend towards chaos are the most typical among the members.

Other Classes: Fleshwarper Devotees have poor relations with most classes. Clerics, especially, despise them, a reciprocal hatred. The more chaotically-inclined classes, like barbarians, are often less hostile, however.

Role: The Fleshwarper Devotee is a melee combatant and can fill most any such role.

Adaptation: A setting that lacks the Far Realm can substitute an adequate replacement. Perhaps they worship the aberrations of the Underdark, for example.

GAME RULE INFORMATION
Fleshwarper Devotees have the following game statistics.
Abilities: Strength, Dexterity, and Constitution are as important as with any combat-centric character. Some later class features also use Intelligence.
Alignment: Any Chaotic
Hit Die: d10
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Fleshwarper Devotee's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Saves
Special
Number of Tentacles


1
+1
+2/+2/+0
Eldritch Gift, Tentacle Growth, Toughness
1


2
+2
+3/+3/+0
Resilient Hide
1


3
+3
+3/+3/+0
Fleshwarped Healing
1


4
+4
+4/+4/+1
Deranged Mind
1


5
+5
+4/+4/+1
Aura of Confusion
2


6
+6
+5/+5/+2
Energy Resistance 10
2


7
+7
+5/+5/+2
Fleshwarped Reach
2


8
+8
+6/+6/+2
Improved Grab, Multiattack
3


9
+9
+6/+6/+3
Morphic Body
3


10
+10
+7/+7/+3
Improved Eldritch Gift
3


11
+11
+7/+7/+3
Fleshwarped Weapons
4


12
+12
+8/+8/+4
Superior Deranged Mind, Energy Resistance 30
4


13
+13
+8/+8/+4
Fleshwarped Regeneration, Improved Multiattack
5


14
+14
+9/+9/+4
Amorphous Body
5


15
+15
+9/+9/+5
Greater Eldritch Gift
6


16
+16
+10/+10/+5
Improved Fleshwarped Weapons
7


17
+17
+10/+10/+5
Aura of Insanity, Improved Fleshwarped Reach
8


18
+18
+11/+11/+6
Energy Immunity
10


19
+19
+11/+11/+6
Mind Blast
12


20
+20
+12/+12/+6
Avatar of the Far Realm
15



Weapon and Armor Proficiency: All simple weapons and light armor and shields (except tower shields).

Eldritch Gift (Ex): A Fleshwarper Devotee is a mad cultist who has given himself up to the Far Realm. In exchange, he has been granted power and secret knowledge. At every level, he permanently increases either his Strength, Dexterity, or Constitution by one point. He also gains a bonus on all Knowledge checks equal to his level. However, learning things that no mortal was meant to learn carries a detrimental effect on the mind. At every level, he permanently decreases either his Wisdom or Charisma by one point (minimum 1). This is not ability damage or ability drain. It cannot be healed or restored in any way, not even by a wish, miracle, or reality revision. By level ten, his connection to the Far Realm has grown, and he now gains one point in two ability scores at each level. At level fifteen, his connection again becomes stronger, and he now gains one point in all three ability scores at each level.

Tentacle Growth (Ex): Upon forming his bond with the Far Realm, the body of a Fleshwarper Devotee begins undergoing radical changes. It starts with the sudden growth of a tentacle from his torso. This tentacle grants a natural weapon that deals 1d8 bludgeoning damage. As he levels, he gains more tentacles as per the table, each one granting an additional natural weapon. For every two tentacles he has, the Fleshwarper Devotee gains a cumulative + 4 bonus on Grapple and Climb checks.

Toughness: At first level, a Fleshwarper Devotee gains Toughness as a bonus feat.

Resilient Hide (Ex): At level two, a Fleshwarper Devotee's skin begins growing more resistant to attack. He gains a natural armor bonus equal to one half his level and gains Damage Reduction of 1/magic.

Fleshwarped Healing (Ex): By third level, a Fleshwarper Devotee's body has grown more indistinct and malleable. It becomes better able to heal itself, as a result. He gains an amount of Fast Healing equal to his Constitution modifier.

Deranged Mind (Ex): At fourth level, the mind of a Fleshwarper Devotee has degraded to the point where it becomes difficult to understand or control. He adds his Intelligence modifier to Will saves instead of his Wisdom modifier and also gains a bonus on Will saves vs. mind-affecting effects equal to one fourth his level. Lastly, any attempt to read his thoughts produces only unintelligible gibberish.

Aura of Confusion (Su): There is a certain clarity to be found in madness, and a Fleshwarper Devotee has found it. At level five, his personal enlightenment results in him unlocking his hidden potential and gains Wild Talent as a bonus feat. With his new psionic potential, he can project his madness onto others. Any creature with an Intelligence score of 3 or higher who comes within 10 feet of him must make a Will save or become Confused as the spell. The DC for the save is equal to 10 + 1/2 his level + his Wisdom pealty. That is, the penalty he receives for a low Wisdom score becomes a positive bonus on the save DC. The more insane he is, the more difficult it becomes for others to resist his insanity. A creature who succeeds on its save cannot be affected by this aura again for 24 hours. This is a mind-affecting effect.

Energy Resistance (Ex): By level six, a Fleshwarper Devotee has become morphic enough that his body becomes less vulnerable to certain types of energy. He gains Resistance 10 to Acid and Electricity. At level twelve, this improves to 30, and at level eighteen, he becomes completely immune.

Fleshwarped Reach (Ex): At seventh level, a Fleshwarper Devotee has enough control over his body to slightly modify aspects of it. He can stretch out his limbs to unnatural lengths and increases his reach by 5 feet. At level seventeen, his reach improves by another 5 feet, giving him an extra 10 feet in total.

Improved Grab (Ex): At level eight, a Fleshwarper Devotee becomes better able to restrain his opponents with his tentacles and gains the Improved Grab ability. To use this ability, a he must hit with a tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Bonus Feats: As a Fleshwarper Devotee gains more experience in combat with his many tentacles, he becomes more adept at using them. At level eight, he gains Multiattack as a bonus feat, and at level thirteen, he gains Improved Multiattack as a bonus feat.

Morphic Body (Ex): By level nine, a Fleshwarper Devotee has achieved such mastery over his body that he can reshape it to his whim. He can modify his appearance in a manner similar to the spell Alter Self. This is, however, a true change and not an illusion. It is not magical and cannot be dispelled. However, True Seeing will reveal his true form. He gains the Shapechanger subtype and becomes immune to polymorphing effects. He also no longer suffers aging penalties and cannot die of old age.

Fleshwarped Weapons (Ex): At level eleven, a Fleshwarper Devotee can temporarily sprout entire new limbs from his body. This can be used as a swift action to give him additional natural weapons up to half his Constitution modifier (minimum 1). These natural weapons, regarless of their form, deal 1d6 damage. Every round he must make a Fortitude save against a DC of 15 + 3/additional limb. If he fails, he takes 2d10 damage, and his extra limb immediately retract back into his body. He can also retract them willingly as a free action. Either way, after using this ability, he cannot do so again for double the number of rounds that he used it for. At level sixteen, he can use his natural weapons for a number of rounds equal to his Constitution modifier before he has to start rolling Fortitude saves. He can also modify his existing natural weapons and can change his tentacles into different shapes, making them sharper. He can, as a swift action, alternate his tentacle attacks to deal slashing damage, piercing damage, or back to bludgeoning damage.

Superior Deranged Mind (Ex): By level twelve, a Fleshwarper Devotee has become insane enough that he becomes completely immune to mind-affecting effects. In addition, anyone who attempts to use a mind-affecting effect on him must make a Will save (DC10 + 1/2 level + Wisdom penalty) or become permanently Insane. Even if they succeed the save, they still become stunned and dazed for 1d4 rounds. A psionic creature who attempts to use a mind-affecting effect also loses their psionic focus. This is a mind-affecting effect.

Fleshwarped Regeneration (Ex): At thirteenth level, a Fleshwarper Devotee's healing has become more potent. His Fast Healing is replaced with an equal amount of Regeneration. He takes normal damage from cold, fire, and sonic.

Amorphous Body (Ex): By level fourteen, a Fleshwarper Devotee has fully lost all his humanity, and his body devolves into an amorphous blob. His type changes to Aberration, but he can still use his Morphic Body ability to take the forms of creatures of his previous type. Due to his nearly insubstantial form, he becomes immune to all non-magical weapons and further becomes immune to all bludgeoning weapons. He can also achieve a near liquid state and can fit through openings as small as half an inch wide. He also gains 60 feet of Darkvision and no longer needs to sleep. His tentacles become fully prehensile and can manipulate objects or perform somatic components just like hands.

Aura of Insanity (Su): At level seventeen, a Fleshwarper Devotee's aura is upgraded by his further descent into madness. It now causes permanent Insanity on a failed save and Confusion on a successful one. In addition, the smarter a creature is, the more vulnerable they become. Any creature with an Intelligence bonus applies that as a penalty on their Will save.

Mind Blast (Ps): By level ninteen, a Fleshwarper Devotee has advanced his psionic powers and can now violently attack others. He can launch out a psionic attack against all creatures in a 20 ft radius burst centered on him that deals 20d10 psychic damage, Will negates (DC10 + 1/2 level + Intelligence modifier). He can use this ability a number of times per day equal to his Intelligence modifier. This is a mind-affecting effect.

Avatar of the Far Realm (Su): By twentieth level, a Fleshwarper Devotee has become a physical gateway into the Far Realm. Any creature that makes physical contact with him must make a Fortitude save (DC10 + 1/2 level + Intelligence modifier) or be instantly Plane Shifted into the Far Realm. This ability only activates when a creature touches him, not when he touches the creature.

JoshuaZ
2017-01-10, 09:01 PM
How does Avatar of the Far Realm interact with the natural attacks? Do they need to make a separate save for each attack separately? Because if so, a full-attack is basically going to amount to the target being plane shifted to the Far Realm almost always. Assuming that they are about the same level, around half the tentacle attacks will hit. Even if the target fails a save only 5 or lower, that's a 90% chance of being planeshifted.

Celestia
2017-01-10, 10:41 PM
How does Avatar of the Far Realm interact with the natural attacks? Do they need to make a separate save for each attack separately? Because if so, a full-attack is basically going to amount to the target being plane shifted to the Far Realm almost always. Assuming that they are about the same level, around half the tentacle attacks will hit. Even if the target fails a save only 5 or lower, that's a 90% chance of being planeshifted.
Are you talking about the Fleshwarper's natural weapons? That's irrelevant. The ability only activates when an opponent makes contact with him, not when he makes contact with the opponent.

JoshuaZ
2017-01-11, 08:21 AM
Are you talking about the Fleshwarper's natural weapons? That's irrelevant. The ability only activates when an opponent makes contact with him, not when he makes contact with the opponent.

Ah, I would then specify that a little more explicitly since the wording "makes contact" didn't at least make clear to me that they had to be the active individual.

Celestia
2017-01-11, 09:59 AM
Ah, I would then specify that a little more explicitly since the wording "makes contact" didn't at least make clear to me that they had to be the active individual.
Noted and addressed.

nonsi
2017-01-11, 11:52 AM
.
How does the Fleshwarper Devotee cope with damage reduction (including DR vs. bludgeoning damage) and incorporeal opponents?
At a cursory glance, those seem like they could render the class useless.

Celestia
2017-01-11, 12:19 PM
.
How does the Fleshwarper Devotee cope with damage reduction (including DR vs. bludgeoning damage) and incorporeal opponents?
At a cursory glance, those seem like they could render the class useless.
The same way other martials accomplish it: magic items.

Morphic tide
2017-01-11, 12:24 PM
The same way other martials accomplish it: magic items.

So the Amulet of Mighty Fists and co. items apply to the tentacles? Seems OP, when you get one of the flat damage effects.

Celestia
2017-01-11, 12:34 PM
So the Amulet of Mighty Fists and co. items apply to the tentacles? Seems OP, when you get one of the flat damage effects.
They are natural weapons and function in all ways as natural weapons.

Celestia
2017-01-11, 01:03 PM
The Spellvoid

Prerequisites:
Base Attack Bonus: +5
Feats: Mage Slayer, Great Fortitude
Special: Must have made a successful Fortitude save against a spell effect.

------------------------------

Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+0/+2
Spell Consumption, Spell Resistance 5 + HD


2
+2
+3/+0/+3
Aura of Spell Protection, Pierce Magical Protection


3
+3
+3/+1/+3
Spell Resistance 10 + HD, Pierce Magical Concealment


4
+4
+4/+1/+4
Spelldrain Strike


5
+5
+4/+2/+4
Spell Reflection, Spell Resistance 15 + HD


Class Skills (4 + Int)
Climb, Craft, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device, Use Rope

Weapon and Armor Proficiency: A Spellvoid does not gain any proficiency in weapons or armor.

Spell Consumption (Su): Whenever a Spellvoid successfully avoids the effects of a spell because of her Spell Resistance, she absorbs some of the spell's magical energy and converts it into a bonus for herself. She can choose one bonus each time she resists a spell. Bonuses of the same type overlap, not stack. All bonuses last for a number of rounds equal to the resisted spell's caster level.

A bonus on attack and damage rolls equal to the resisted spell's spell level.
A bonus on AC equal to the resisted spell's spell level.
A bonus on saves equal to the resisted spell's spell level.
Temporary hit points equal to the resisted spell's spell level multiplied by her Spellvoid level.

Spell Resistance (Su): A Spellvoid develops keen anti-magical defenses. At first level, she gains SR 5 + HD. This improves to 10 + HD at level three and 15 + HD at level five. Her Spell Resistance is constantly active, but she can suppress or resume it as a free action.

Aura of Spell Protection (Su): At second level, a Spellvoid can extend her protection against magic to her allies. She gains a 30 foot aura that grants a bonus on AC and saves equal to her Spellvoid level to all allies within the area. These bonuses only apply against spells and spell-like abilities.

Bonus Feats: At level two, a Spellvoid gains Pierce Magical Protection as a bonus feat, and at level three, she gains Pierce Magical Concealment as a bonus feat.

Spelldrain Strike (Su): At fourth level, a Spellvoid has learned how to move her weapon in such a way as to disrupt and drain a caster's magic. As a standard action, a Spellvoid can make a Spelldrain Strike on her next melee attack. If her attack hits and deals damage, the target must make a Fortitude save with a DC equal to the damage taken. If the save is unsuccessful, the caster loses one spell slot of their highest level. If the attack misses or the save is made, the attempt is wasted. A Spellvoid can use this ability a number of times per day equal to her Constitution modifier.

Spell Reflection (Su): Upon reaching fifth level, a Spellvoid can reflect spells back at their caster. Whenever she successfully avoids the effects of a spell because of her Spell Resistance that targets specific creatures, she can, instead of using Spell Consumption, reflect it back to the creature that cast the spell. That spellcaster becomes subject to the spell as if they had cast it upon themself.

Morphic tide
2017-01-11, 01:20 PM
There's nasty, nasty loopholes for infinite healing and indefinite buffs on this... But most of that is on the custom magic item creation guidelines being so screwed up. I, for one, can see this in a party with an Artificer who makes increasingly CL bloated and metamagic stacked infinite use spells for the Spellvoid to devour. Perhaps starting with a low-level Mass spell, which may work fine on the rest of the party while the Spellvoid's SR buffs trigger. I'm not clear about how that would work out, but it gives Artificers a nasty synergy with the class.

But again, that's because of the thoroughly screwed up custom magic item guidelines. Which allow for something small and beneficial anyway like, say, True Strike for a quick +20 to to-hit for one attack to get Hightened further and up-CR-ed by the Artificer whenever possible to turn it into an ever better buff.

JoshuaZ
2017-01-11, 07:05 PM
Spellvoid is an interesting class as an anti-mage set. A few quick thoughts: First, I would put the bonus feats at different levels. Second, I would also add some sort of additional anti-magic attack option, maybe making beings that take damage from them need to make saves or lose spell slots. Also, if they are going to be an anti-magic class, it might make sense for them to have three good saves rather than just 2.

nonsi
2017-01-11, 11:26 PM
The same way other martials accomplish it: magic items.

That renders the biggest asset of this class moot.

Celestia
2017-01-12, 01:20 AM
Spellvoid is an interesting class as an anti-mage set. A few quick thoughts: First, I would put the bonus feats at different levels. Second, I would also add some sort of additional anti-magic attack option, maybe making beings that take damage from them need to make saves or lose spell slots. Also, if they are going to be an anti-magic class, it might make sense for them to have three good saves rather than just 2.
1) I did that to try balancing class feature aquisition, and I thought one feat alone wasn't enough, especially if the other feat was gained with something else. Though, if I were to add another class feature, then I could easily split them up.
2) That's actually not a bad idea. I'll work something out.
3) I'd rather not. I feel like all high saves should be reserved for something special that really feels like it deserves all high saves.


That renders the biggest asset of this class moot.
In what way?

nonsi
2017-01-12, 02:28 AM
1) I did that to try balancing class feature aquisition, and I thought one feat alone wasn't enough, especially if the other feat was gained with something else. Though, if I were to add another class feature, then I could easily split them up.
2) That's actually not a bad idea. I'll work something out.
3) I'd rather not. I feel like all high saves should be reserved for something special that really feels like it deserves all high saves.


In what way?

In a way that all those tentacles have no effect vs. the targets I mentioned.

And another thing. Extra tentacles should grant bonuses to opposed Grapple thecks, as well as Balance and Climb checks (and maybe also Swim checks, but that's debatable).

nonsi
2017-01-12, 02:48 AM
The Spellvoid

Prerequisites:
Base Attack Bonus: +5
Feats: Mage Slayer, Great Fortitude
Special: Must have made a successful Fortitude save against a spell effect.

------------------------------

Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+0/+2
Spell Consumption, Spell Resistance 5 + HD


2
+2
+3/+0/+3
Aura of Spell Protection


3
+3
+3/+1/+3
Spell Resistance 10 + HD


4
+4
+4/+1/+4
Pierce Magical Concealment, Pierce Magical Protection


5
+5
+4/+2/+4
Spell Reflection, Spell Resistance 15 + HD


Class Skills (4 + Int)
Climb, Craft, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device, Use Rope

Weapon and Armor Proficiency: A Spellvoid does not gain any proficiency in weapons or armor.

Spell Consumption (Su): Whenever a Spellvoid successfully avoids the effects of a spell because of her Spell Resistance, she absorbs some of the spell's magical energy and converts it into a bonus for herself. She can choose one bonus each time she resists a spell. Bonuses of the same type overlap, not stack. All bonuses last for a number of rounds equal to the resisted spell's caster level.

A bonus on attack and damage rolls equal to the resisted spell's spell level.
A bonus on AC equal to the resisted spell's spell level.
A bonus on saves equal to the resisted spell's spell level.
Temporary hit points equal to the resisted spell's spell level multiplied by her Spellvoid level.

Spell Resistance (Su): A Spellvoid develops keen anti-magical defenses. At first level, she gains SR 5 + HD. This improves to 10 + HD at level three and 15 + HD at level five. Her Spell Resistance is constantly active, but she can suppress or resume it as a free action.

Aura of Spell Protection (Su): At second level, a Spellvoid can extend her protection against magic to her allies. She gains a 30 foot aura that grants a bonus on AC and saves equal to her Spellvoid level to all allies within the area. These bonuses only apply against spells and spell-like abilities.

Bonus Feats: At level four, a Spellvoid gains Pierce Magical Concealment and Pierce Magical Protection as bonus feats.

Spell Reflection (Su): Upon reaching fifth level, a Spellvoid can reflect spells back at their caster. Whenever she successfully avoids the effects of a spell because of her Spell Resistance that targets specific creatures, she can, instead of using Spell Consumption, reflect it back to the creature that cast the spell. That spellcaster becomes subject to the spell as if they had cast it upon themself.

This one could be a nice continuation to Muggins' Forsaker (http://www.giantitp.com/forums/showthread.php?507700-The-Forsaker-Loathe-is-He-a-Prestige-Class-Rework-(PEACH)). Would create one hellish mage slayer.

Celestia
2017-01-12, 03:34 AM
In a way that all those tentacles have no effect vs. the targets I mentioned.

And another thing. Extra tentacles should grant bonuses to opposed Grapple thecks, as well as Balance and Climb checks (and maybe also Swim checks, but that's debatable).
That's what the magic items are for. :V
I don't expect the tentacles to be a tool that solves every problem. That would be absurd. Everything has its strengths and weaknesses.

Good point. I didn't even consider that. I'll add that.

nonsi
2017-01-12, 05:25 AM
That's what the magic items are for. :V
I don't expect the tentacles to be a tool that solves every problem. That would be absurd. Everything has its strengths and weaknesses.


That just means that every Fleshwarper Devotee in your gameworld would buy an item for (Greater/Superior) Magic Fang as early as humanly possible.
Seems a bit boring from my PoV. If every single character of a given class needs something to utilize its #1 shtick, then that something should be a feature of that class, not an outside addon.

At the very least, allow the Fleshwarper Devotee to deal slashing/piercing damage starting at 11th level.

Celestia
2017-01-12, 06:07 AM
That just means that every Fleshwarper Devotee in your gameworld would buy an item for (Greater/Superior) Magic Fang as early as humanly possible.
Seems a bit boring from my PoV. If every character single of a given class needs something to utilize its #1 shtick, then that something should be a feature of that class, not an outside addon.

At the very least, allow the Fleshwarper Devotee to deal slashing/piercing damage starting at 11th level.
And other martials naturally acquire magic weapons as class features, right?

That could work. I'll do that.

Celestia
2017-01-12, 12:09 PM
The modifications to Fleshwarper Devotee and Spellvoid have been completed.

Celestia
2017-01-15, 03:42 PM
The Talismans of Shendu

Legends tell of twelve ancient talismans of unimaginable power. Each one bares the image of a particular animal and grants a unique power. It is said that these talismans once belonged to a mighty dragon named Shendu, though other stories say he was a demon. Some believe that he created the talismans, but others say that the powers were innate and were stolen from him. Regardless, these talismans now lie scattered to the four corners of the world and have remained hidden for so long that they have passed into myth.

Rooster Talisman: The flighty rooster grants its wielder the power of levitation. As long as this talisman is in your possession, you gain a Fly speed of 60 feet with perfect maneuverability. The talisman can also be activated as a standard action to use Telekinesis, as the spell with a caster level of 20, for as long as you concentrate.

Ox Talisman: The mighty ox grants its wielder great strength. As long as this talisman is in your possession, you gain a +20 enhancement bonus to strength.

Snake Talisman: The sly snake grants its wielder the ability to turn invisible. This talisman can be activated as a swift action to become invisible as by Greater Invisibility with a caster level of 20. You then remain invisible as long as the talisman remains in your possession or until you use another swift action to deactivate it.

Rabbit Talisman: The swift rabbit grants its wielder incredible speed. As long as this talisman remains in your possession, you gain a +240 enhancement bonus to your speed.

Sheep Talisman: The pastoral sheep grants its wielder the ability of mind walking. This talisman can be activated as a standard action to invoke one of two powers. You can either use Astral Projection as the spell or Dream as the spell. Both have a caster level of 20.

Dragon Talisman: The powerful dragon grants its wielder a dragon's fire. This talisman can be activated as a standard action to shoot a 120 foot line that deals 20d6 damage, half fire and half typeless. Creatures caught in the area can make a DC25 Reflex save for half damage.

Rat Talisman: The noble rat grants its wielder the ability to animate the inanimate. This talisman can be activated as a standard action in which you place the talisman within an inanimate object. The object is then animated as an Animate Object spell with a caster level of 20. The object remains animated until the talisman is removed. This talisman can only animate one object at a time.

Horse Talisman: The healthy horse grants its wielder great health. As long as this talisman is in your possession, you gain Fast Healing 20. The talisman can also be activated as a standard action to heal any one creature touched as with a Heal spell and a Renegerate spell, both with caster levels of 20. This talisman does not harm undead unlike a normal Heal spell.

Monkey Talisman: The tricky monkey grants its wielder the ability to change shape. This talisman can be activated as a standard action to invoke one of two powers. You can either Shapechange as the spell with a caster level of 20 on yourself, or you can Polymorph Any Object as the spell with a caster level of 20 on another. Both powers are permanent until dispelled or reversed with the talisman.

Dog Talisman: The loyal dog grants its wielder eternal youth. As long as this talisman is in your possession, you ignore any aging penalties you may have accrued, and you stop aging. In addition, you become immune to death effects.

Pig Talisman: The capable pig grants its wielder the power of heat vision. This talisman can be activated as a standard action to shoot a ray at a target within 60 feet that deals 20d6 fire damage. If the target takes damage this way, it must make a DC25 Fortitude save or catch on fire.

Tiger Talisman: The regal tiger grants its wielder the power of balance. This talisman can be activated as a full-round action to split your body in two as by a Fission power with a manifester level of 20. The two halves split their chi energy with one half gaining yin and the other gaining yang. Your yin side is lawful good regardless of your actual alignment, and your yang side is chaotic evil regardless of your actual alignment. Neither side directly controls the other. When the talisman is activated, it is split in half with each side of the user owning one of the pieces. The division is permanent until the two halves of the talisman are restored. This talisman can only divide one person at a time.

khadgar567
2017-01-15, 05:25 PM
The Talismans of Shendu

Legends tell of twelve ancient talismans of unimaginable power. Each one bares the image of a particular animal and grants a unique power. It is said that these talismans once belonged to a mighty dragon named Shendu, though other stories say he was a demon. Some believe that he created the talismans, but others say that the powers were innate and were stolen from him. Regardless, these talismans now lie scattered to the four corners of the world and have remained hidden for so long that they have passed into myth.

Rooster Talisman: The flighty rooster grants its wielder the power of levitation. As long as this talisman is in your possession, you gain a Fly speed of 60 feet with perfect maneuverability. The talisman can also be activated as a standard action to use Telekinesis, as the spell with a caster level of 20, for as long as you concentrate.

Ox Talisman: The mighty ox grants its wielder great strength. As long as this talisman is in your possession, you gain a +20 enhancement bonus to strength.

Snake Talisman: The sly snake grants its wielder the ability to turn invisible. This talisman can be activated as a swift action to become invisible as by Greater Invisibility with a caster level of 20. You then remain invisible as long as the talisman remains in your possession or until you use another swift action to deactivate it.

Rabbit Talisman: The swift rabbit grants its wielder incredible speed. As long as this talisman remains in your possession, you gain a +240 enhancement bonus to your speed.

Sheep Talisman: The pastoral sheep grants its wielder the ability of mind walking. This talisman can be activated as a standard action to invoke one of two powers. You can either use Astral Projection as the spell or Dream as the spell. Both have a caster level of 20.

Dragon Talisman: The powerful dragon grants its wielder a dragon's fire. This talisman can be activated as a standard action to shoot a 120 foot line that deals 20d6 damage, half fire and half typeless. Creatures caught in the area can make a DC25 Reflex save for half damage.

Rat Talisman: The noble rat grants its wielder the ability to animate the inanimate. This talisman can be activated as a standard action in which you place the talisman within an inanimate object. The object is then animated as an Animate Object spell with a caster level of 20. The object remains animated until the talisman is removed. This talisman can only animate one object at a time.

Horse Talisman: The healthy horse grants its wielder great health. As long as this talisman is in your possession, you gain Fast Healing 20. The talisman can also be activated as a standard action to heal any one creature touched as with a Heal spell and a Renegerate spell, both with caster levels of 20. This talisman does not harm undead unlike a normal Heal spell.

Monkey Talisman: The tricky monkey grants its wielder the ability to change shape. This talisman can be activated as a standard action to invoke one of two powers. You can either Shapechange as the spell with a caster level of 20 on yourself, or you can Polymorph Any Object as the spell with a caster level of 20 on another. Both powers are permanent until dispelled or reversed with the talisman.

Dog Talisman: The loyal dog grants its wielder eternal youth. As long as this talisman is in your possession, you ignore any aging penalties you may have accrued, and you stop aging. In addition, you become immune to death effects.

Pig Talisman: The capable pig grants its wielder the power of heat vision. This talisman can be activated as a standard action to shoot a ray at a target within 60 feet that deals 20d6 fire damage. If the target takes damage this way, it must make a DC25 Fortitude save or catch on fire.

Tiger Talisman: The regal tiger grants its wielder the power of balance. This talisman can be activated as a full-round action to split your body in two as by a Fission power with a manifester level of 20. The two halves split their chi energy with one half gaining yin and the other gaining yang. Your yin side is lawful good regardless of your actual alignment, and your yang side is chaotic evil regardless of your actual alignment. Neither side directly controls the other. When the talisman is activated, it is split in half with each side of the user owning one of the pieces. The division is permanent until the two halves of the talisman are restored. This talisman can only divide one person at a time.
this reminds me the good old days. I think you watch that cartoon to mate so whats next?

Celestia
2017-01-16, 07:30 PM
The Ghost Boy

Alignment: Any
Hit Die: d8



Level
BAB
Saves
Special


1
+0
+0/+2/+2
Going Ghost, Ghost Ray 1d6, Ghost Sense


2
+1
+0/+3/+3
Ghost Light, Flight, Power Augmentation (+2, +0)


3
+2
+1/+3/+3
Ghost Ray 2d6, Invisibility


4
+3
+1/+4/+4
Ectoplasmic Energy Shield, Uncanny Dodge


5
+3
+1/+4/+4
Ghost Ray 3d6, Intangibility


6
+4
+2/+5/+5
Power Augmentation (+4, +2), Evasion


7
+5
+2/+5/+5
Ghost Ray 4d6, Searing Ray


8
+6
+2/+6/+6
Ghostly Grasp, Energy Kinesis


9
+6
+3/+6/+6
Ghost Ray 5d6, Greater Invisibility


10
+7
+3/+7/+7
Improved Flight, Power Augmentation (+6, +2)


11
+8
+3/+7/+7
Ghost Ray 6d6, Telekinesis


12
+9
+4/+8/+8
Overshadow, Improved Evasion


13
+9
+4/+8/+8
Ghost Ray 7d6, Improved Energy Kinesis


14
+10
+4/+9/+9
Improved Intangibility, Power Augmentation (+8, +4)


15
+11
+5/+9/+9
Ghost Ray 8d6, Explosive Ray


16
+12
+5/+10/+10
Duplication


17
+12
+5/+10/+10
Ghost Ray 9d6, Superior Energy Kinesis


18
+13
+6/+11/+11
Superior Flight, Power Augmentation (+10, +4)


19
+14
+6/+11/+11
Ghost Ray 10d6, Ghostly Wail


20
+15
+6/+12/+12
Greater Duplication


Class Skills (4 + Int)
Balance, Bluff, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Profession, Sense Motive, Sleight of Hand, Tumble, Use Magic Device

Weapon and Armor Proficiency: All simple and martial weapons and light armor and shields (except tower shields).

Going Ghost (Su): Through some bizarre accident or circumstance of birth, a Ghost Boy possesses the strange ability to become a ghost at will. As a standard action, he can transform into a ghost. Upon transforming, his type changes to Undead, and he keeps all subtypes. He acquires all associated undead traits except that he does not lose his Constitution score and is subject to effects that require Fortitude saves. He has Turn Resistance equal to his Charisma modifier plus 1/2 his level. With the exceptions of Ghost Sense, Uncanny Dodge, and Evasion, none of his class features can be used outside of his ghost form. Even his normal form, a Ghost Boy is vulnerable to anything that specifically affects undead except for Turning/Rebuking. However, he receives a +4 bonus on any such effect that offers a save.

Ghost Ray (Su): A Ghost Boy's basic ranged attack is shooting a blast of ectoplasmic energy. This is a ranged touch attacks that deals 1d6 untyped damage to a single target with a range increment of 30 feet. At every odd level, the damage dealt is increased by 1d6.

At level seven, the Ghost Ray burns with an incredible heat. When using this ability, he can choose for it to deal fire damage. In addition, the Searing Ray can cause targets or flammable objects to catch fire if they fail a Reflex save versus a DC of 10 + 1/2 his level + his Charisma modifier.

At level fifteen, the Ghost Ray can explode on contact, dealing its damage to all other creatures within a 20 foot radius burst of the target with a Reflex save for half. The Ghost Boy can choose to either use a normal Ghost Ray, a Searing Ray, an Explosive Ray, or an Explosive Searing Ray.

Ghost Sense (Su): A Ghost Boy can sense the presence of other formerly living things. Whenever he comes within 60 feet of an undead or 90 feet of an incoporeal undead, his Ghost Sense activates, alerting him to the presence of, but not location or direction of, the creature. The Ghost Sense manifests in one of seven possible ways depending on element and chosen at first level. This choice will affect what type of Energy Kinesis he later develops. Acid: He feels sudden heartburn. Cold: He shivers and releases a frosty breath. Earth: He momentarily feels sudden loss of balance. Electricity: His hair stands on edge, and he feels a small shock in his finger tips. Fire: He suffers a small hot flash and gets sweaty. Water: He drools uncontrollably for a moment. Wind: He hears faint and indecipherable whispers in his ear.

Ghost Light (Su): At second level, a Ghost Boy can harness his ectoplasmic energy into a nonlethal light that glows in his hand. At will, he can produce light like a lantern. He can also direct it in one direction like a bullseye lantern.

Flight (Su): A level two Ghost Boy no longer feels the effects of gravity and can fly at will with a speed of 60 feet with good maneuverability. At level ten, his speed increases to 90 feet, and his maneuverability increases to perfect. At level eighteen, his speed increases to 120 feet. While flying, his legs disappear into a ghostly tail that trails behind him. He can, however, still benefit from equipment worn on his legs or feet.

Power Augmentation (Su): At level two, a Ghost Boy can channel his ectoplasmic energy into himself to increase his abilities. When used, he choose either his Strength or Dexterity to receive the primary bonus and the other to receive the secondary bonus. The primary bonus is +2 and increases by +2 every four levels. The secondary bonus becomes +2 at level six and increases by +2 every eight levels. This ability lasts a number of rounds equal to his Constitution modifier plus one half his level and can be used a number of times per day equal to his Constitution modifier.

Invisibility (Su): At third level, a Ghost Boy can become invisible at will. At level nine, this improves to Greater Invisibility.

Ectoplasmic Energy Shield (Su): By level four, a Ghost Boy has learned how to manifest his ectoplasmic energy as a defensive barrier. He conjures a floating disc of force that confers a shield bonus to AC equal to 2 plus one half his level and makes him immune to Magic Missile. The shield lasts a number of rounds equal to his level, and aftewards, he must wait a minute before he can use this ability again.

Intangibility (Su): A fifth level Ghost Boy can finally become intangible like a real ghost. As a swift action, he and all his gear can become incoporeal and receive all associated traits for a number of rounds equal to his level. This ability is usable a number of times per day equal to his Charisma modifier. At level fourteen, this ability can be used at will.

Ghostly Grasp (Su): At level eight, a Ghost Boy's control over his ghostly form has reached the point where he can extend his arms beyond their normal length. His reach increases by 5 feet.

Energy Kinesis (Su): By level eight, a Ghost Boy has finally learned how to use his unique elemental power. The power manifested depends upon the element of his Ghost Sense. At level thirteen, he gains the second power, and at level seventeen, he gains the third power.

Acid: You can choose your Ghost Ray to deal acid damage which lingers and deals 1d4 additional acid damage per round for 1d8 rounds. Improved Kinesis: your body constantly drips acid, and any creature or object that touches or is touched by you takes 2d4 acid damage. This can be suppressed or resumed as a free action. Superior Kinesis: You can control the acid within your opponents' bodies to attack them from the inside. You target one living creature within 60 feet who must make a Fortitude save (DC10 + 1/2 level + Charisma modifier). If the creature fails, it dies and explodes in a burst of acidic gore that deals 5d6 acid damage and 3d6 bludgeoning damage in a 10 foot radius. If the creature succeeds on the save, it takes 5d6 acid damage. Any creature immune to acid is immune to this ability.

Cold: You can choose your Ghost Ray to deal cold damage which slows enemies if they fail a Fortitude save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You emit an icy aura. Any creature that comes within 5 feet of you takes 2d6 cold damage immediately and at the beginning of each round if it remains within your aura. Superior Kinesis: You can conjure up a storm of ice and snow. You choose a point within 200 feet to create the storm. Any creature within a 30 foot radius spread from the center of the storm is takes 5d6 cold damage automatically every round they remain within the area. Creatures and objects also take 5d6 bludgeoning damage from falling hail, Reflex half (DC10 + 1/2 level + Charisma modifier). Lastly, the swirling vortex of snow reduces movement to 10 feet and reduces visibility to 5 feet. Creatures within the area have total concealment to creatures outside and vice-versa. Creatures within the area also have total concealment between each other when more than five feet apart and have partial concealment when five or less feet apart. The storm lasts for a number of rounds equal to your level, though it can be dismissed at any time. You can only create one storm at a time.

Earth: You can choose your Ghost Ray to deal bludgeoning damage which can daze enemies if they fail a Fortitude save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You can shape the earth around you allowing you to duplicate the spells Passwall, Move Earth, and Wall of Stone with a caster level equal to your class level. Passwall can only be used in dirt or rock. Superior Kinesis: Your control of the earth has improved, allowing you to duplicate the spell Earthquake with a caster level equal to your class level.

Electricity: You can choose your Ghost Ray to deal electricity damage which stuns enemies if they fail a Fortitude save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You emit a crackling aura of electricity. Any creature that comes with 5 feet of you takes 2d6 electricity damage immediately and at the beginning of each round if it remains within the aura. Superior Kinesis: You can shock your opponent with high enough dose of electricity that it may cause permanent paralysis. You choose a target within 60 feet. It takes 5d6 electricity damage and must make a Fortitude save (DC10 + 1/2 level + Charisma modifier). If it fails, it takes ability drain that reduces it to 0 dexterity. Any creature that is immune to electricity is immune to this ability.

Fire: You can duplicate the spell Wall of Fire with a caster level equal to your class level. Improved Kinesis: You emit a fiery aura. Any creature that comes within 5 feet of you takes 2d6 fire damage immediately and at the beginning of each round if it remains within your aura. Superior Kinesis: You can heat up your enemies to lethal temperatures. You target one creature within 60 feet who must make a Fortitude save (DC10 + 1/2 level + Charisma modifier). If the creature fails, it dies and disintegrates in a burst of flame that deals 5d6 fire damage within a 5 foot radius, Reflex half. If the creature succeeds on the save, it takes 5d6 fire damage. Any creature immune to fire is immune to this ability.

Water: You can choose your Ghost Ray to deal bludgeoning damage which extinguishes non-magical fire and deals an extra 50% damage to fire subtype creatures. Improved Kinesis: You can exert your influence over water allowing you to duplicate the spells Create Water and Control Water with a caster level equal to your class level. Superior Kinesis: Your control of water improves allowing you to animate it. You can summon an Elder Water Elemental for a number of rounds equal to your level. You can only summon one elemental at a time.

Wind: You can choose your Ghost Ray to deal bludgeoning damage which can knock enemies prone if they fail a Reflex save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You are surrounded by an aura of swirling wind that deflects all physical projectiles and applies a 20% miss chance to other attacks. Superior Kinesis: You can duplicate the spell Whirlwind with a caster level equal to your class level.

Telekinesis (Su): At eleventh level, a Ghost Boy can exert mental control to move things. This ability functions like the spell Telekinesis with a caster level equal to his class level.

Overshadow (Su): A twelfth level Ghost Boy can possess other creatures. While Intangible, he can enter another creature's body and attempt to take control. The creature makes a Will save (DC10 + 1/2 level + Charisma modifier). If it fails, its mind is subsumed under the influence of the Ghost Boy who can fully control the body of his target including all extraordinary and supernatural abilities but not spell-like or psi-like abilities or any spellcasting or manifesting. Every round, the host creature can attempt a new Will save to regain control. If successful, the Ghost Boy is kicked out to an adjacent square, becomes coporeal, and is stunned for one round. The Ghost Boy can control a creature for a number of rounds up to his Charisma modifier. After using this ability, he cannot use it again for one minute.

Duplication (Su): By level sixteen, a Ghost Boy has reached a great enough level of power that he can split his body and clone himself. This ability works like the Fission power with a manifester level equal to his class level. When used, you and your clones are treated as if they were four levels lower for the purposes of level-dependant Ghost Boy class features, including class feature availablility. At level twenty, he can create additional duplicates. He can make a total number of clones up to his Constitution modifier. This ability is usable once per hour.

Ghostly Wail (Su): The ultimate expression of his power, at level ninteen, a Ghost Boy can create a Ghostly Wail. This ability deals 20d8 sonic damage in a 90 foot cone, and creatures caught in it must make a Fortitude save (DC10 + 1/2 level + Constitution modifier) or become permanently deafened. This ability is usable once per hour. After using this ability, the Ghost Boy must make a Fortitude save (DC10 + 1/2 level + Constitution modifier). If he fails, he transforms back into his normal form and becomes exhausted. He then cannot turn back into a ghost for 1d4 minutes.

Morphic tide
2017-01-16, 07:57 PM
First, rename it to something more generic and Danny Phantom based. Don't try to act like you didn't base it on that old show... I'd go with Halfa Paragon, making the Halfa part a template with basically only the Going Ghost.

Second, this looks like it works extremely well as something to Rogue multiclass with... If the Ghost Beams could get Sneak Attack dice, like magic beams. And Acid Splash. I think it's actually everything that applies an attack roll.

Third, the capstone is insane. Con modifier copies? Each able to use all the abilities of the character? Remember, Fission only reduces Manifester things by four levels, not anything else. So spamming that level 19 ability is a definite option. Upwards of 100d6 damage, easily.

Celestia
2017-01-16, 08:07 PM
First, rename it to something more generic and Danny Phantom based. Don't try to act like you didn't base it on that old show... I'd go with Halfa Paragon, making the Halfa part a template with basically only the Going Ghost.
"Ghost Boy" is incredibly generic and is Danny Phantom based. And why in the world would I add the unnecessary step of making a template that is only useful if you go into this one class and then have this class require that template? It is pure redundancy.


Second, this looks like it works extremely well as something to Rogue multiclass with... If the Ghost Beams could get Sneak Attack dice, like magic beams. And Acid Splash. I think it's actually everything that applies an attack roll.
It is explicitly a ranged touch attack, so yes sneak attack applies. And it's really not much better than Warlock already was. You get Invisibility earlier, but that's about it.


Third, the capstone is insane. Con modifier copies? Each able to use all the abilities of the character? Remember, Fission only reduces Manifester things by four levels, not anything else. So spamming that level 19 ability is a definite option. Upwards of 100d6 damage, easily.
How do you spam an ability that is only usable once per hour? And sure, you can deal a lot of damage, but so can the fighter.

Still, I do see the problem, and I'll fix it so that your effective Ghost Boy level is reduced.

nikkoli
2017-01-17, 02:36 PM
Would/could the Warforged Wardens Spirit Animal Transformation count for wild shape for any purpose such as feats, like qualifying for natural spell or swift wild shape to speed up their change, or for a prestige classes that advances wild shape progression?

Celestia
2017-01-17, 02:41 PM
Would/could the Warforged Wardens Spirit Animal Transformation count for wild shape for any purpose such as feats, like qualifying for natural spell or swift wild shape to speed up their change, or for a prestige classes that advances wild shape progression?
I dunno. Seems reasonable to me, but it would probably depend on the DM. There are quite a few differences, and wild shape things would likely have to be modified in some way.

nonsi
2017-01-18, 12:03 AM
.
I like the Ghost Boy. It's both innovative and efficient (maybe too efficient).
Unless I somehow missed it, you didn't specify frequency of use for Superior Kinesis.

Celestia
2017-01-18, 06:51 AM
.
I like the Ghost Boy. It's both innovative and efficient (maybe too efficient).
Unless I somehow missed it, you didn't specify frequency of use for Superior Kinesis.
No I didn't, so it defaults to at will.

nonsi
2017-01-18, 07:19 AM
No I didn't, so it defaults to at will.

In one word: Broken!

Celestia
2017-01-18, 09:02 AM
In one word: Broken!
Which is why the Warlock is well known as being the most powerful of all classes.

nonsi
2017-01-18, 01:03 PM
Which is why the Warlock is well known as being the most powerful of all classes.

What does the Warlock have to do with SoD at will ?

Celestia
2017-01-18, 02:59 PM
What does the Warlock have to do with SoD at will ?
Clearly, you're not familiar with the list of Warlock invocations.

Celestia
2017-01-18, 04:46 PM
The Psycho-Bear
Size/Type: Large Magical Beast (Psionic)
Hit Dice: 9d10+45 (94 hp)
Initiative: +5
Speed: 40 ft (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +9/+22
Attack: Claw +17 melee (1d8+9)
Full Attack: 2 Claws +17 melee (1d8+9) and Bite +14 melee (2d6+4)
Space/Reach: 10 ft/5 ft
Special Attacks: Improved Grab, Mind Shatter, Telekinesis
Special Qualities: Darkvision 60 ft, Low-light Vision, Power Resistance 19, Scent, Telepathy 100 ft
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 13, Con 20, Int 2, Wis 14, Cha 19
Skills: Concentration +10, Hide +7, Listen +3, Move Silently +11, Spot +3, Swim +14
Feats: Improved Initiative, Iron Will, Mindsight*, Run, Track
Environment: Cold forests or mountains
Organization: Solitary, pair, or cabal (3-5)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 10-13 HD (Large), 14+ HD (Huge)
Level Adjustment: ---

A psycho-bear is a large, hairy beasts similar in appearance to a brown bear. Its fur is a deep, almost black shade of purple, and its eyes are a bright magenta which glow faintly whenever it uses one of its psionic abilities.

Combat
A psycho-bear typically begins combat with a Mind Shatter and then tears apart its enemies with its claws and teeth.

Improved Grab (Ex): To use this ability, a psycho-bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Mind Shatter (Ps): A psycho-bear can launch a mental attack against any non-mindless creatures it can detect within its Telepathy range. Affected creatures make a Will save versus a DC of 18 (Charisma based). If they fail, they are dazed and stunned for 1d4+1 rounds. If they succeed, they are stunned for 1 round. This ability can be used 3/day.

Telekinesis (Ps): A psycho-bear can lift and move objects with its mind. It can lift an object weighing up to 20 time its hit dice pounds and move it at a speed of 30 feet. It can only lift and move objects within the range of its Telepathy. It can maintain control of the object for as long as it concentrates. It can also lift creatures, and they are entitled to a DC18 Fortitude save (Charisma based) to avoid the effect. This ability can be used at will.

Power Resistance (Ex): A psycho-bear has Power Resistance of 10 plus its hit dice.

Telepathy (Su): A psycho-bear can project its thoughts into the minds of those within 100 feet. As a creature with only 2 intelligence, these thoughts are unintelligible nonsense.

Skills: A psycho-bear has a +4 racial bonus on Concentration and Swim checks and a +6 racial bonus on Hide and Move Silently checks.

nonsi
2017-01-19, 03:22 AM
Clearly, you're not familiar with the list of Warlock invocations.

Care to share which one? (http://alcyius.com/USRD/srd/magic/invocations/classInvocationLists/warlockInvocations.html)

Celestia
2017-01-19, 03:43 AM
Care to share which one?
Painful Slumber of Ages and Word of Changing are both Save or lose. Also, I may be new here, but I'm pretty sure that you can't link to that site due to illegal content.

nonsi
2017-01-19, 04:55 AM
Painful Slumber of Ages and Word of Changing are both Save or lose. Also, I may be new here, but I'm pretty sure that you can't link to that site due to illegal content.

With all due respect . . .
1. SoL is not SoD. The only time there's little difference between the two is when you face a single opponent and have the convenience of disposing of them.
2. Painful Slumber of Ages ends the moment the target takes damage; Word of Changing allows an additional save (and the target might run away).
3. Both invocations have no effect on a successful save.
4. About 50% of the opponents you'll be facing at those levels (undead / constructs / planar / plants) ignore both invocations.

Celestia
2017-01-19, 11:02 AM
The Master Thief

Prerequisites:
Skills: Hide +8, Move Silently +8, Open Lock +4, Sleight of Hand +12
Feats: Darkstalker, Skill Focus (Sleight of Hand)
Special: Skill Mastery (Sleight of Hand), Sneak Attack +2d6

------------------------------

Hit Die: d6



Level
BAB
Saves
Special


1
+0
+0/+2/+0
Thief's Guile, Sneak Attack +1d6


2
+1
+0/+3/+0
Sticky Fingers, Night Owl


3
+2
+1/+3/+1
Sleight of Blade


4
+3
+1/+4/+1
Hide in Plain Sight, Sneak Attack +2d6


5
+3
+1/+4/+1
Sleight of Opportunity


6
+4
+2/+5/+2
Thief's Step


7
+5
+2/+5/+2
Thief's Talent, Sneak Attack +3d6


8
+6
+2/+6/+2
Sleight of Clothing


9
+6
+3/+6/+3
Thief's Cunning


10
+7
+3/+7/+3
Sleight of Power, Sneak Attack +4d6


Class Skills (6 + Int)
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Peform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope

Weapon and Armor Proficiency: A Master Thief does not gain any proficiency in weapons or armor.

Thief's Guile (Ex): A Master Thief knows that there is more to thieving than just skill. Strategy, planning, and thinking on your feet are just as important. A Master Thief adds her intelligence modifier on all Hide, Move Silently, Open Lock, and Sleight of Hand checks in addition to her Dexterity modifier.

Sticky Fingers (Ex): One is not destined to be a thief for long if one does not know how to steal without getting caught. By second level, a Master Thief has begun extensive training in the art of pickpocketing. She adds her class level on all Sleight of Hand checks to steal something.

Night Owl (Ex): Thieves primarily work at night, so it is within one's best interest to be adept at seeing in such conditions. At level two, a Master Thief gains Low-light Vision. If she already has Low-light Vision, she, instead, gains Improved Low-light Vision. She also gains Darkvision out to 60 feet or improves her existing Darkvision by 30 feet.

Sleight of Blade (Ex): A clever thief can use her skills of deception and dexterity even on the battlefield. At third level, whenever a Master Thief makes a melee attack with a dagger, she can substitute her attack roll for a Sleight of Hand check against the opponent's AC. If successful, she hits the opponent and deals damage as normal. She can still receive critical hits as normal if her d20 roll results in a value within her dagger's threat range. Use the same Sleight of Hand bonus for the confirmation roll. If a Master Thief beats her opponent's AC by five or more using this ability, she can add her sneak attack dice as if the opponent had been denied its Dexterity bonus to AC. If the opponent was already denied its Dexterity bonus to AC, then she adds her sneak attack dice as normal on a hit regardless of the result.

Hide in Plain Sight (Su): As the Shadowdancer ability.

Sleight of Opportunity (Ex): A true thief takes every opportunity available to steal. Whenever an opponenet provokes an attack of opportunity from a fifth level Master Thief, she can choose to, instead of attacking, make a Sleight of Hand check to lift something off the opponent.

Thief's Step (Su): Sometimes even the best of thieves run out of luck and get cornered with no way out. A sixth level Master Thief, however, always has an escape plan. As part of her normal movement, she can teleport once as per the spell Dimension Door with a caster level equal to her class level. She can use this ability once per 1d4 rounds.

Thief's Talent (Ex): The war between locks and lockpickers is an ancient one, with each side one-upping the other. The Master Thief has definitively ended this conflict with her unmatched skill. When a Master Thief who has reached level seven either rolls a natural twenty or takes twenty on an Open Lock check, she automatically succeeds regardless of the DC of the lock, even if the lock can't actually be picked.

Sleight of Clothing (Su): By level eight, a Master Thief's skill in pickpocketing has reached truly astounding levels, and she can steal thing that would otherwise be impossible. She can use Sleight of Hand to steal any object within a target's inventory, even if it is currently being worn or is within extradimensional space. Such an act of incredible skill is not easy, however, and has a DC of 30 rather than the normal 20.

Thief's Cunning (Su): Some individuals decide to lock their treasures behind supposedly impenetrable defenses, but nothing is beyond the abilities of a Master Thief. At level nine, she becomes ethereal until the end of her next turn whenever she moves ten or more feet in a single round. While ethereal, she can continue to pick up and manipulate unattended objects if she wishes.

Sleight of Power (Su): At level ten, a Master Thief has truly earned her title as there is no longer any limit to what can be stolen. She can use Sleight of Hand to steal one special ability from a target. If successful, she temporarily gains access to this ability for 2d4 rounds while the target loses access to it for the same amount of time. This is, of course, remarkably difficult and carries a DC of 25 plus the target's hit dice total. A Master Thief can only have one stolen special ability at a time.

The stolen ability uses the Master Thief's hit dice and ability scores rather than the creature's for all purposes. If it is an ability dependant on one's level in a certain class, treat her level as her Master Thief level plus any levels in classes that provide sneak attack.

If the stolen ability is usable at will but has a waiting period between uses, such as a dragon's breath weapon, the Master Thief receives the ability ready to use. When the ability is returned to the creature, it also receives the ability ready to use. If the ability has a certain number of daily uses, like most spell-like abilities, the number of uses does not reset when the ability is stolen or returned. For instance, if a creature can use an ability 3/day and has already used it once, the Master Thief receives it with two available uses. If she then uses it twice, the creature gets it back with zero uses.

Celestia
2017-01-19, 12:16 PM
The Bumblebear
Size/Type: Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 20 ft (4 squares), Fly 80 ft (average)
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+8
Attack: Stinger +8 melee (1d8+4 plus poison)
Full Attack: Stinger +8 melee (1d8+4 plus poison), 2 Claws +3 melee (1d6+2), and Bite +3 melee (1d10+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Darkvision 60 ft, Low-light Vision, Scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 19, Dex 14, Con 15, Int --, Wis 12, Cha 6
Skills: Spot +5, Survival +1*, Swim +8
Feats: ---
Environment: Temperate forests or meadows
Organization: Solitary, buzz (2-5), or hive (11-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-10 HD (Medium), 11+ HD (Large)
Level Adjustment: ---

A bumblebear possesses the head, arms, and torso of a bear and the wings, legs, and abdomen of a giant bee.

Combat
A bumblebear is highly aggressive and attacks anything it sees. However, bumblebears will not attack creatures larger than themselves unless they outnumber it by at least two to one.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Skills: A bumblebear has a +4 racial bonus on Spot and Swim checks and a +4 racial bonus on Survival checks to orient themselves.

nikkoli
2017-01-19, 12:49 PM
Is the Bumblebear mindless with. It's int of -- ?
Also it references the psycho bear in the skills.

Celestia
2017-01-19, 01:29 PM
Is the Bumblebear mindless with. It's int of -- ?
Also it references the psycho bear in the skills.
Are there any non-mindless creatures with no intelligence?

nikkoli
2017-01-19, 02:10 PM
I was double checking since mindless creatures, as far as I remember, mindless listed under the special qualities.

Celestia
2017-01-19, 02:46 PM
I was double checking since mindless creatures, as far as I remember, mindless listed under the special qualities.
Not that I've seen.

JoshuaZ
2017-01-19, 04:07 PM
I really like Master Thief.

My only issue is that I'm concerned about the capstone due to the lack of clear definition of what an ability is. Maybe something akin to the Ur-Priest or the factotum ability to duplicate class features?

nikkoli
2017-01-19, 04:19 PM
I figured my confusion about that out. Most pathfinder monsters that are mindless have "mind affecting immunity" listed for clarity.
I agree with JoshuaZ about the capstone for the Master Theif, it is kinda vague, I think it would also be worth noting that if you nab something with a DC the DC should be calculated with your stats rather than what the monster had.

Celestia
2017-01-19, 09:59 PM
I really like Master Thief.

My only issue is that I'm concerned about the capstone due to the lack of clear definition of what an ability is. Maybe something akin to the Ur-Priest or the factotum ability to duplicate class features?
Only for those who don't know the rules. (http://www.dandwiki.com/wiki/SRD:Special_Abilities_Overview#Special_Abilities)
And I specifically went with special ability rather than class feature because if you could steal a class feature, then you can steal spellcasting.

@nikkoli: Yeah, that is implied. I just forgot to mention it. Honestly, I don't know why you'd even continue using the monster's DC. That is completely illogical. Still, I'll clarify it.

Morphic tide
2017-01-19, 10:07 PM
Only for those who don't know the rules. (http://www.dandwiki.com/wiki/SRD:Special_Abilities_Overview#Special_Abilities)
And I specifically went with special ability rather than class feature because if you could steal a class feature, then you can steal spellcasting.

@nikkoli: Yeah, that is implied. I just forgot to mention it. Honestly, I don't know why you'd even continue using the monster's DC. That is completely illogical. Still, I'll clarify it.

So it can still steal class features, but only specific ones with marking as Special Abilities. Which, to be honest, is most of them.

JoshuaZ
2017-01-19, 10:13 PM
Only for those who don't know the rules. (http://www.dandwiki.com/wiki/SRD:Special_Abilities_Overview#Special_Abilities)
And I specifically went with special ability rather than class feature because if you could steal a class feature, then you can steal spellcasting.

@nikkoli: Yeah, that is implied. I just forgot to mention it. Honestly, I don't know why you'd even continue using the monster's DC. That is completely illogical. Still, I'll clarify it.

If you mean "special ability" then I would suggest saying so, since "ability" is vague whereas "special ability" is clear in the rules context.

Celestia
2017-01-19, 10:58 PM
If you mean "special ability" then I would suggest saying so, since "ability" is vague whereas "special ability" is clear in the rules context.
I did specify special ability. :|

nikkoli
2017-01-19, 11:33 PM
New spin: what if you steal a dragons breath weapon while it is on cool down, would their coliform cool down time continue to tick while it is suppressed? And when you grab the ability would it be on cool down since what you grabbed wasn't ready to use?

Celestia
2017-01-20, 03:42 AM
New spin: what if you steal a dragons breath weapon while it is on cool down, would their coliform cool down time continue to tick while it is suppressed? And when you grab the ability would it be on cool down since what you grabbed wasn't ready to use?
Good thinking. I didn't consider that. Also, daily uses, etc. I'm thinking that if it has a recharge time, you get it fully recharged, and when it goes back to the creature, they also get it fully recharged. However, something with daily uses doesn't get refilled. For instance, if it can be used 3/day and the creature has used it once, you get it with two uses left. Then if you expend both remaining uses, the creature gets it back empty.

Celestia
2017-01-20, 04:18 PM
The Centaurpede
Size/Type: Large Monstrous Humanoid
Hit Dice: 3d8+4 (17 hp)
Initiative: +4
Speed: 40 ft (8 squares), Climb 40 ft
Armor Class: 16 (-1 size, +4 Dex, +3 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Halberd +5 melee (2d8+4/×3) or Pincer +5 melee (1d8+4 plus poison) or Composite Longbow (+3 str bonus) +7 ranged (2d6+3/×3)
Full Attack: Halberd +5 melee (2d8+4/×3) and Pincer +0 melee (1d8+4 plus poison); or Composite Longbow (+3 str bonus) +7 ranged (2d6+3/×3)
Space/Reach: 10 ft/5 ft
Special Attacks: Poison
Special Qualities: Darkvision 60 ft
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 17, Dex 18, Con 13, Int 10, Wis 12, Cha 7
Skills: Climb +12, Craft (Trapmaking): +2, Hide: +12, Listen: +3 Move Silently +8, Spot: +7, Survival: +3
Feats: Dodge, Stealthy*, Weapon Focus (Composite Longbow)
Environment: Underground
Organization: Solitary or colony (5-20)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

A centaurpede possesses the upper body of a humanoid and the lower body of a monstrous centipede. They have pincers on their back end from which they deliver their poison.

Centaurpedes speak Undercommon.

Combat
A centaurpede typically lies in wait and ambushes its foes, often employing traps as well.

A centaurpede employing a lance deals double damage on a charge just as a rider on a mount does.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Skills: Centaurpedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Centaurpedes can take 10 on Climb checks, even if threatened or distracted.

Centaurpedes as Characters
+6 Strength, +8 Dexterity, +2 Constitution, +2 Wisdom, -4 Charisma.
Monstrous Humanoid
Large Quadruped: -1 penalty to Armor Class; -1 penalty on attack rolls; -4 penalty on Hide checks; +4 bonus on grapple checks; +4 bonus on ability checks made to resist being bull rushed, overran, or tripped; lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A centaurpede’s base land speed is 40 feet. It has a climb speed of 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A centaurpede begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A centaurpede’s monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Craft (Trapmaking), Hide, Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaurpede’s monstrous humanoid levels give it two feats. It gains Stealthy as a bonus feat.
+3 natural armor bonus.
Natural Weapon: Pincer (1d8 plus poison)
Poison (Ex): Injury, Fortitude DC10 + 1/2 HD + Constitution modifier, initial and secondary damage 1d4 Dex.
Weapon Proficiency: A centaurpede is automatically proficient with all simple weapons, the halberd, and the longbow (including the composite longbow).
+4 racial bonus on Spot checks.
+8 racial bonus on Climb and Hide checks. A centaurpede can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A centaurpede can take 10 on Climb checks, even if threatened or distracted.
Automatic Languages: Undercommon. Bonus Languages: Common, Dwarven, Elven, Gnome, Terran.
Favored Class: Ranger.
Level adjustment +1

Celestia
2017-01-20, 05:55 PM
The Pyrobear
Size/Type: Large Magical Beast (Fire)
Hit Dice: 12d10+60 (126 hp)
Initiative: +6
Speed: 40 ft (8 squares)
Armor Class: 20 (-1 size, +2 Dex, +9 Natural), touch 11, flat-footed 18
Base Attack/Grapple: +12/+27
Attack: Claw +23 melee (1d8+11 plus 2d6 fire)
Full Attack: 2 Claws +23 melee (1d8+11 plus 2d6 fire) and Bite +17 melee (2d6+5 plus 2d6 fire)
Space/Reach: 10 ft/5 ft
Special Attacks: Flaming Body, Improved Grab
Special Qualities: Darkvision 60 ft, Low-light Vision, Immunity to Fire, Scent, Vulnerability to Cold
Saves: Fort +13, Ref +10, Will +5
Abilities: Str 33, Dex 15, Con 20, Int 2, Wis 12, Cha 9
Skills: Listen +8, Spot +9
Feats: Endurance, Improved Initiative, Run, Track, Weapon Focus (Claw)
Environment: Warm forests or plains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-15 HD (Large), 16+ HD (Huge)
Level Adjustment: ---

A pyrobear is a creature that looks much like a hairless bear that is enveloped in roaring flames.

Combat
A pyrobear is an astonishingly peaceful creature that seldom attacks unless provoked. However, when it does become angry enough, it furiously tears apart its aggressors with its claws and teeth.

Flaming Body (Su): A pyrobear is continuously alight with magical fire. Its natural weapons deal an extra 2d6 fire damage, and any creature that attacks it with natural weapons or unarmed attacks takes that fire damage, as well. It also sheds light in a 60 foot radius with shadowy illumination out to 120 feet.

Improved Grab (Ex): To use this ability, a pyrobear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Every round that the pyrobear successfully grapples an opponent, it deals 2d6 fire damage from its Flaming Body.

Celestia
2017-01-20, 06:44 PM
The Octobear
Size/Type: Huge Magical Beast (Aquatic)
Hit Dice: 10d10+50 (105 hp)
Initiative: +9
Speed: 20 ft (4 squares), Swim 40 ft
Armor Class: 19 (-2 size, +3 Dex, +8 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +10/+34
Attack: Claw +20 melee (1d10+12)
Full Attack: 8 Claws +20 melee (1d10+12) and Bite +15 melee (2d8+6)
Space/Reach: 15 ft/15 ft (30 ft with claw)
Special Attacks: Constrict, Improved Grab
Special Qualities: Amphibious, Darkvision 60 ft, Ink Cloud, Jet, Low-light Vision, Scent
Saves: Fort +12, Ref +10, Will +4
Abilities: Str 35, Dex 17, Con 20, Int 2, Wis 12, Cha 7
Skills: Escape Artist +13, Hide: +9 Listen +2, Spot +3, Swim +20
Feats: Endurance, Improved Grapple, Improved Initiative, Run
Environment: Aquatic
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 11-14 HD (Huge), 15+ HD (Gargantuan)
Level Adjustment: ---

An octobear has the body of an octopus with the head of a bear and has eight tentacles each ending in sharp claws. It is covered in water resistant fur.

Combat
An octobear is a vicious predator that attacks and eats anything smaller than itself.

An opponent can attack an octobear’s tentacles with a sunder attempt as if they were weapons. An octobear’s tentacles have 15 hit points each. If an octobear is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of an octobear’s tentacles deals 5 points of damage to the creature. An octobear usually withdraws from combat if it loses six tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex): An octobear deals 2d8+12 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a pyrobear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Amphibious (Ex): Although octobears are aquatic, they can survive indefinitely on land.

Ink Cloud (Ex): An octobear can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octobear normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An octobear can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: An octobear can change colors, giving it a +4 racial bonus on Hide checks. An octobear also can squeeze and contort its body giving it a +10 racial bonus on Escape Artist checks. An octobear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Celestia
2017-01-20, 07:41 PM
The Timeraptor
Size/Type: Medium Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +7
Speed: 60 ft (12 squares)
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +8/+13
Attack: Talon +13 melee (1d8+5)
Full Attack: 2 Talons +13 melee (1d8+5), 2 Foreclaws +11 melee (1d4+2), and Bite +11 melee (2d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Pounce, Rake 1d8+2, Time Hop
Special Qualities: Darkvision 60 ft, Low-light Vision, Scent
Saves: Fort +10, Ref +9, Will +3
Abilities: Str 21, Dex 17, Con 19, Int 2, Wis 13, Cha 10
Skills: Hide +15, Jump +13, Listen +10, Move Silently +7, Spot +11, Survival +9
Feats: Improved Initiative, Multiattack*, Run, Spring Attack*, Track
Environment: Any
Organization: Solitary, hunting party (4-8), or pack (12-16)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Medium), 13+ HD (Large)
Level Adjustment: ---

A timeraptor looks identical to a regular deinonychus.

Combat
A timeraptor tends to use hit and run tactics with its Time Hop and Pounce abilities.

Pounce (Ex): If a timeraptor charges, it can make a full attack including two rake attacks.

Rake (Ex): Attack bonus +13 melee, damage 1d8+2.

Time Hop(Su): A timeraptor possesses the unique ability to travel through time. As a swift action, it can travel to any point in time within the last hour, remaining in the same location. It cannot go forward in time beyond the point of its original departure. If a timeraptor is in the past, it can make a special Time Pounce. It returns to the present, charges, full attacks, then immediately jumps back in time.

Skills: A timeraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks

JoshuaZ
2017-01-20, 08:14 PM
Octobear looks pretty fun. The Timeraptor may have slight issues: in general, any sort of backwards timetravel is an incredible headache for DMs. Presumably since it is a monster, that shouldn't be an issue: a DM can just choose not to introduce it, but be aware that the past-travel aspect will likely make people less likely to use it.

Celestia
2017-01-20, 08:21 PM
Octobear looks pretty fun. The Timeraptor may have slight issues: in general, any sort of backwards timetravel is an incredible headache for DMs. Presumably since it is a monster, that shouldn't be an issue: a DM can just choose not to introduce it, but be aware that the past-travel aspect will likely make people less likely to use it.
Considering I am of the opinion that all of this has a precisely 0% chance of being used in any game ever, that's not a detriment.

JoshuaZ
2017-01-20, 08:50 PM
Considering I am of the opinion that all of this has a precisely 0% chance of being used in any game ever, that's not a detriment.

Update estimate maybe, since if it is ok with you, I'm totally going to use the Master Thief, Spell Void, and the Shadowknife in my next campaign, and I have an NPC where Master Thief would work really well for them.

Celestia
2017-01-20, 09:42 PM
Update estimate maybe, since if it is ok with you, I'm totally going to use the Master Thief, Spell Void, and the Shadowknife in my next campaign, and I have an NPC where Master Thief would work really well for them.
Cool. Sure, you can totally use them. :smallsmile:

nikkoli
2017-01-21, 01:07 AM
Time raptor is great. They are a bit tricky to fight, but the biggest weird thing for them is how do they know if something is in their charge range with timehop?
Also I hope you want all this stuff to get used, I've built a warforged warden via tiger path, and it's come out pretty cool.

Celestia
2017-01-21, 01:13 AM
Time raptor is great. They are a bit tricky to fight, but the biggest weird thing for them is how do they know if something is in their charge range with timehop?
Also I hope you want all this stuff to get used, I've built a warforged warden via tiger path, and it's come out pretty cool.
Well, with a speed of 60 feet, most things are likely within their range. Melee battles tend to happen in a relatively limited area.

Sweet. I hope you like it. :)

khadgar567
2017-01-21, 01:14 AM
whats next psionic monkey clown as monster?

nikkoli
2017-01-21, 02:13 AM
Well, with a speed of 60 feet, most things are likely within their range. Melee battles tend to happen in a relatively limited area.

Sweet. I hope you like it. :)

I should clarify, I meant how does that raptor know when something moves into range once it's in the past, and what if the raptor hops to the past and encounters something like adventurers before it could go back to its point in the future? Or does it go more like this: raptor is roaming in current time, hops back an hour, then runs to your spot and hops back into current time?

Celestia
2017-01-21, 03:35 AM
I should clarify, I meant how does that raptor know when something moves into range once it's in the past, and what if the raptor hops to the past and encounters something like adventurers before it could go back to its point in the future? Or does it go more like this: raptor is roaming in current time, hops back an hour, then runs to your spot and hops back into current time?
The Time Hop is an evasive maneuver. It exists in the present. When it encounters something to attack, it charges and Pounces as normal. If that doesn't kill its prey, it hops back in time to avoid counterattack. Then it jumps back and forth to attack and then hide within time. It assumes that its prey either won't move or will only move slightly before it returns.

Celestia
2017-01-21, 04:06 AM
The Silverback Jester
Size/Type: Large Magical Beast (Psionic)
Hit Dice: 3d10+6 (25 hp)
Initiative: +2
Speed: 30 ft (6 squares), Climb 30 ft
Armor Class: 14 (-1 size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d6+5)
Full Attack: 2 Claws +7 melee (1d6+5) and Bite +2 melee (1d6+2)
Space/Reach: 10 ft/10 ft
Special Attacks: Manifesting
Special Qualities: Darkvision 60 ft, Low-light Vision, Scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 14, Wis 13, Cha 19
Skills: Climb +15, Concentration +7, Listen +5, Perform (Comedy) +14 Psicraft +6, Spot +7
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +2

A silverback jester looks like a gorilla with brown, black, or grey fur. Its face is always white, however, and the area around its mouth tends to be red with blood stains.

Silverback jesters speak Common.

Combat
A silverback jester is a cruel and malicious opponent, preferring to mentally break its opponents' minds with psionic attacks. If forced into melee, however, it is just as powerful as any ape.

Manifesting: A silverback jester manifests as a third level Psion (Telepath).

Skills: Silverback jesters have a +4 racial bonus on Perform (Comedy) checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened

Silverback Jesters as Characters
+10 Strength, +4 Dexterity, +4 Constitution, + 4 Intelligence, +2 Wisdom, +8 Charisma.
Monstrous Humanoid
Large: -1 penalty to Armor Class; -1 penalty on attack rolls; -4 penalty on Hide checks; +4 bonus on grapple checks; lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A silverback jester’s base land speed is 30 feet. It has a climb speed of 30 feet.
Darkvision out to 60 feet.
Low-light Vision
Scent
Racial Hit Dice: A silverback jester begins with three levels of magical beast, which provide 3d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +1.
Racial Skills: A silverback jester’s magical beast levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Concentration, Listen, Perform (Comedy), Psicraft, and Spot.
Racial Feats: A silverback jester’s magical beast levels give it two feats.
+3 natural armor bonus.
Natural Weapons: 2 Claws (1d6) and Bite (1d6)
Manifesting: A silverback jester manifests as a third level Psion (Telepath).
+4 racial bonus on Perform (Comedy) checks.
+8 racial bonus on Climb checks. A silverback jester can always choose to take 10 on Climb checks, even if rushed or threatened.
Automatic Languages: Common. Bonus Languages: Abyssal, Elven, Gnome, Halfling, and Sylvan.
Favored Class: Psion (Telepath).
Level adjustment +2

khadgar567
2017-01-21, 05:28 AM
The Silverback Jester
Size/Type: Large Magical Beast (Psionic)
Hit Dice: 3d10+6 (25 hp)
Initiative: +2
Speed: 30 ft (6 squares), Climb 30 ft
Armor Class: 14 (-1 size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d6+5)
Full Attack: 2 Claws +7 melee (1d6+5) and Bite +2 melee (1d6+2)
Space/Reach: 10 ft/10 ft
Special Attacks: Manifesting
Special Qualities: Darkvision 60 ft, Low-light Vision, Scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 14, Wis 13, Cha 19
Skills: Climb +15, Concentration +7, Listen +6, Perform (Comedy) +14, Spot +10
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +2

A silverback jester looks like a gorilla with brown, black, or grey fur. Its face is always white, however, and the area around its mouth tends to be red with blood stains.

Combat
A silverback jester is a cruel and malicious opponent, preferring to mentally break it's opponents' minds with psionic attacks. If forced into melee, however, it is just as powerful as any ape.

Manifesting: A silverback jester manifests as a third level Psion (Telepath).

Skills: Silverback jesters have a +4 racial bonus on Perform (Comedy) checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened
I hate my self for giving you this idea.

Celestia
2017-01-21, 11:47 AM
I have reorganized the OP to be much clearer and easier to read. It also now has some basic information about the various homebrews.

Celestia
2017-01-22, 09:08 AM
The Badass

Prerequisites:
Character Level: 5
Special: Must have spent a minimum of three combat encounters contributing virtually nothing to the battle despite your best efforts and must have been routinely mocked for it by your companions.

------------------------------

Hit Die: d12



Level
BAB
Saves
Special


1
+2
+4/+4/+4
Badass


Class Skills (10 + Int)
All

Weapon and Armor Proficiency: All weapons, armor, and shields.

Badass: A Badass gains the Badass subtype which provides the following traits:

All your ability scores increase to 14. If any were already 14 or higher, they increase by 2 points.
One chosen ability score increases by a further 4 points.
All of your current and future hit dice increase by one step (to a maximum of d12).
All scaling class features, such as sneak attack, spellcasting, or eldritch blast, are treated as if you were two levels higher in that class.
Once per encounter, you can treat a roll of a natural one as if it were a natural twenty.
You no longer auto fail saving throws on a natural one.
You gain Evasion, Mettle, and Uncanny Dodge. If you already had any of them, you gain the Improved version, instead.
You can always take 10 on all skill checks, even if rushed or threatened.
You gain one bonus feat for which you qualify. It can be a feat that can normally only be taken at first level.
You gain one spell-like or psi-like ability of 2nd level or lower from any list that is usable at will. If you choose a psi-like ability, you acquire the Psionic subtype if you do not already have it.
You gain a pair of sunglasses that grant a +4 competence bonus on all Charisma checks and Charisma-based skill checks. They provide permanent True Seeing. They also eliminate light sensitivity and light blindness. If your sunglasses are ever stolen, broken, or otherwise lost, you can pull a new pair out of your pocket.
You gain a leather coat. It is light armor that provides an AC bonus of 10 with no max dexterity bonus, no armor check penalty, and no arcane spell failure. It provides immunity to fire and death effects. It is indestructible and can be worn by monks and other such unarmored classes without interfering with their class features.


Multiclassing
Any class that imposes multiclassing restrictions can take a level in Badass and can still continue in their original class.

nonsi
2017-01-22, 10:56 AM
The Badass

Prerequisites:
Character Level: 5
Special: Must have spent a minimum of three combat encounters contributing virtually nothing to the battle despite your best efforts and must have been routinely mocked for it by your companions.

------------------------------

Hit Die: d12



Level
BAB
Saves
Special


1
+2
+4/+4/+4
Badass


Class Skills (10 + Int)
All

Weapon and Armor Proficiency: All weapons, armor, and shields.

Badass: A Badass gains the Badass subtype which provides the following traits:

All your ability scores increase to 14. If any were already 14 or higher, they increase by 2 points.
One chosen ability score increases by a further 4 points.
All of your current and future hit dice increase by one step (to a maximum of d12).
All scaling class features, such as sneak attack, spellcasting, or eldritch blast, are treated as if you were two levels higher in that class.
Once per encounter, you can treat a roll of a natural one as if it were a natural twenty.
You no longer auto fail saving throws on a natural one.
You gain Evasion, Mettle, and Uncanny Dodge. If you already had any of them, you gain the Improved version, instead.
You can always take 10 on all skill checks, even if rushed or threatened.
You gain one bonus feat for which you qualify. It can be a feat that can normally only be taken at first level.
You gain one spell-like or psi-like ability of 2nd level or lower from any list that is usable at will. If you choose a psi-like ability, you acquire the Psionic subtype if you do not already have it.
You gain a pair of sunglasses that grant a +4 competence bonus on all Charisma checks and Charisma-based skill checks. They provide permanent True Seeing. They also eliminate light sensitivity and light blindness. If your sunglasses are ever stolen, broken, or otherwise lost, you can pull a new pair out of your pocket.
You gain a leather coat. It is light armor that provides an AC bonus of 10 with no max dexterity bonus, no armor check penalty, and no arcane spell failure. It provides immunity to fire and death effects. It is indestructible and can be worn by monks and other such unarmored classes without interfering with their class features.


Multiclassing
Any class that imposes multiclassing restrictions can take a level in Badass and can still continue in their original class.


associations (https://www.youtube.com/watch?v=H-ex4lfveS0) :smallbiggrin:

Debihuman
2017-01-24, 12:33 AM
Ghost Ray (Su): A Ghost Boy's basic ranged attack is shooting a blast of ectoplasmic energy. This is a ranged touch attacks that deals 1d6 untyped damage to a single target with a range increment of 30 feet. At every odd level, the damage dealt is increased by 1d6.

At level seven, the Ghost Ray burns with an incredible heat. When using this ability, he can choose for it to deal fire damage. In addition, the Searing Ray can cause targets or flammable objects to catch fire if they fail a Reflex save versus a DC of 10 + 1/2 his level + his Charisma modifier.

At level fifteen, the Ghost Ray can explode on contact, dealing its damage to all other creatures within a 20 foot radius burst of the target with a Reflex save for half. The Ghost Boy can choose to either use a normal Ghost Ray, a Searing Ray, an Explosive Ray, or an Explosive Searing Ray.

The problem is that this won't affect creatures that aren't ethereal -- See Ghost Template. Is the ray ghost touched or not? Should the type of damage be force damage rather than untyped?

From Ghost Template: "Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability."

The flight ability at 2nd level needs to be fixed since it seems to conflict with the Template. Can he choose between flying 30 feet with perfect maneuverability and flying 60 feet with good maneuverability? I'd just say he can fly at 60 feet at 2nd level and leave the perfect maneuverability and just increase the speed at the levels already mentioned.


Intangibility (Su): A fifth level Ghost Boy can finally become intangible like a real ghost. As a swift action, he and all his gear can become incorporeal and receive all associated traits for a number of rounds equal to his level. This ability is usable a number of times per day equal to his Charisma modifier. At level fourteen, this ability can be used at will.

Since he can become a ghost at will, he already becomes incorporeal as per the ghost template. This seems redundant.

Debby

Celestia
2017-01-24, 01:09 AM
You seem to be under the false impression that the Ghost Boy acquires the Ghost template. It is somewhat understandable, but nowhere is that stated or even implied.

Debihuman
2017-01-24, 01:21 AM
You seem to be under the false impression that the Ghost Boy acquires the Ghost template. It is somewhat understandable, but nowhere is that stated or even implied.

It is his first level ability.


Going Ghost (Su): Through some bizarre accident or circumstance of birth, a Ghost Boy possesses the strange ability to become a ghost at will. As a standard action, he can transform into a ghost. Upon transforming, his type changes to Undead, and he keeps all subtypes. He acquires all associated undead traits except that he does not lose his Constitution score and is subject to effects that require Fortitude saves. He has Turn Resistance equal to his Charisma modifier plus 1/2 his level. With the exceptions of Ghost Sense, Uncanny Dodge, and Evasion, none of his class features can be used outside of his ghost form. Even his normal form, a Ghost Boy is vulnerable to anything that specifically affects undead except for Turning/Rebuking. However, he receives a +4 bonus on any such effect that offers a save.

Becoming a ghost generally means acquiring the ghost template since that is HOW one becomes a ghost.

Debby

Celestia
2017-01-24, 01:29 AM
"Ghost" is being used in a colloquial way so that I don't have to call it "ghost-like undead form that is not a ghost." If you acquired the Ghost template, then I'd declare that you acquired the Ghost template. Instead, I immediately start describing the things you do get, which, you'll note, are quite redundant with the Ghost template. This implies further that you do not get the Ghost template because if you did, why would I specify all this other stuff?

Debihuman
2017-01-24, 01:40 AM
I'm using your words. If that isn't what you meant, then don't call it a ghost. Ghosts in 3.5 mean ghost template.Saying it becomes ghost-like is perfectly fine and clearer.

Celestia
2017-01-24, 03:03 AM
I'm using your words. If that isn't what you meant, then don't call it a ghost. Ghosts in 3.5 mean ghost template.Saying it becomes ghost-like is perfectly fine and clearer.
Alternatively, instead of looking at a perceived contradiction and immediately assuming the most problematic solution, you could assume the answer that makes the most sense and eliminates the issue.

Debihuman
2017-01-24, 05:46 AM
Alternatively, instead of looking at a perceived contradiction and immediately assuming the most problematic solution, you could assume the answer that makes the most sense and eliminates the issue.

Actually the ghost-like solution is more work for you because now it needs further clarification as to exactly what that means. Ghost is well defined but ghost-like is not. Gaining all the Undead Traits suggests to me that you didn't look at them. Now that we have an Undead with a Con score, some of those traits don't make sense.

Going Ghost (Su): Through some bizarre accident or circumstance of birth, a ghost boy possesses the strange ability to become a ghost-like at will. As a standard action, he can transform into a ghost-like creature. Upon transforming, his type changes to Undead, and he keeps all subtypes. He acquires all associated Undead traits except that he does not lose his Constitution score and is subject to effects that require Fortitude saves.* He has Turn Resistance equal to his Charisma modifier plus 1/2 his level. With the exceptions of Ghost Sense, Uncanny Dodge, and Evasion, none of his class features can be used outside of his ghost form. Even his normal form, a Ghost Boy is vulnerable to anything that specifically affects Undead except for Turning/Rebuking. However, he receives a +4 bonus on any such effect that offers a save.

* The problem is with that highlighted sentence. You should go through the Undead Traits because now we have conflicts. He is Undead with Con. Does he get destroyed at 0 hit points? Does he no longer breathe or eat or sleep? Having a Con score kinda negates that. He cannot be raised or reincarnated either. Some Undead traits are good to keep and others are not. The armor bit should be struck since the ghost boys have that as Class Feature now. I'd recommend going through the list below and making the adjustments there.

Undead Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).


No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep. *He has a Con score. Keeping this doesn't make sense.



Ohh Bumblebear. I wrote one of those years ago! I totally forgot about it! I'm going to post it in Bhu's Bee thread. You could post or link yours there too. I bet he'd get a kick out of it.
Debby

Celestia
2017-01-25, 02:49 PM
The Telepathic Cube

+16 Constitution, -6 Dexterity, -4 Charisma.
Ooze (Psionic)
Large Quadruped: -1 penalty to Armor Class; -1 penalty on attack rolls; -4 penalty on Hide checks; +4 bonus on grapple checks; +4 bonus on ability checks made to resist being bull rushed, overran, or tripped; lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A telepathic cube’s base land speed is 20 feet
Blindsight out to 60 feet.
Telepathy out to 240 feet.
Natural Weapon: Slam (1d6 plus 1d6 acid)
Naturally Psionic: Telepathic cubes gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Acid (Ex): A telepathic cube’s acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly, a telepathic cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC11 + 1/2 HD + Strength modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.
Paralysis (Ex): A telepathic cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a Fortitude save (DC10 +1/2 HD + Constitution modifier) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Transparent (Ex): Telepathic cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically Engulfed.
Favored Class: Psion
Level Adjustment: +1

Celestia
2017-01-28, 01:49 PM
The Ultimate Warrior

Prerequisites:
Base Attack Bonus: +7
Feats: Improved Grapple, Improved Unarmed Strike
Special: Must survive at least one year in the Terrain of Testament

-----------------------------

Hit Die: d10



.

Level
.

BAB
.

Saves
.

Special
Spells per Day0|1|2|3|4|5|6|7


1
+1
+2/+2/+2
Monk Abilities, Discipline: Physical



2
+2
+3/+3/+3
Discipline: Belief
2/-/-/-/-/-/-/-


3
+3
+3/+3/+3
Discipline: Moment of Mastery
2/1/-/-/-/-/-/-


4
+4
+4/+4/+4
Discipline: Attitude
3/1/1/-/-/-/-/-


5
+5
+4/+4/+4
Discipline: Commitment
3/2/1/1/-/-/-/-


6
+6
+5/+5/+5
Discipline: Association
4/2/2/1/1/-/-/-


7
+7
+5/+5/+5
Discipline: Integrity
4/3/2/2/1/1/-/-


8
+8
+6/+6/+6
Discipline: Wisdom
4/3/3/2/2/1/1/-


9
+9
+6/+6/+6
Destrucity
4/4/3/3/2/2/1/1


Class Skills (4 + Int)
Balance, Bluff, Climb, Concentration, Craft, Disguise, Heal, Intimidate, Jump, Listen, Perform, Profession, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Weapon and Armor Proficiency: An Ultimate Warrior does not gain any proficiency in weapons or armor.

Monk Abilities: An Ultimate Warrior's levels stack with his Monk levels for determining unarmed damage, armor bonus, and flurry of blows. If the Ultimate Warrior does not have any levels in Monk, he gains those abilities as a Monk of his Ultimate Warrior level.

Discipline: Physical (Ex): An Ultimate Warrior lives his life in the Way of a Warrior according to a Warrior's 8 Disciplines. The first of these disciplines that he masters is that of the physical. At level one, he increases his Strength score by 4 points.

Discipline: Belief: The second of the disciplines to learn is that of belief. At level two, the Ultimate Warrior gains the ability to cast divine spells off of the Cleric spell list. His caster level is equal to his base attack bonus. The key ability for his spellcasting is Wisdom.

Discipline: Moment of Mastery (Su): The next discipline an Ultimate Warrior learns is that of the moment of mastery. At level three, he can, before rolling an attack roll, a saving throw, or a skill check, choose to take 20 on the roll. He can do this once per day for every three Ultimate Warrior levels he has.

Discipline: Attitude (Ex): At level four, an Ultimate Warrior masters the discipline of attitude. He gains a bonus on all Charisma checks and Charisma-based skill checks equal to his Ultimate Warrior level.

Discipline: Commitment (Ex): The fifth discipline of an Ultimate Warrior is commitment. At level five, he becomes immune to all compulsion effects.

Discipline: Association (Ex): The sixth of the disciplines is association. At level six, an Ultimate Warrior bestows a morale bonus on attack rolls and AC equal to his Charisma modifier to all allies within 20 feet. In addition, when flanking with an ally, both he and the ally receive double the normal flanking bonus.

Discipline: Integrity (Su): The penultimate discipline of an Ultimate Warrior is integrity. At level seven, an Ultimate Warrior is constantly surrounded by a Magic Circle against Evil. It has a caster level equal to his total hit dice. If it is subject to a dispell effect, it is suppressed for 1d4 rounds.

Discipline: Wisdom (Ex): The final discipline that an Ultimate Warrior learns is wisdom. At level eight, his Wisdom score increases by 4.

Destrucity (Sp): After mastering all of a Warrior's 8 Disciplines, an Ultimate Warrior creates a truce between his Destiny and his Reality. He promises to stay true to what he is destined to be, yet accepts what is the now... his reality. At level nine, he gains the ability to Commune once per week.

nonsi
2017-01-29, 02:25 AM
<Ultimate Warrior>
. . .


What about Ki Strike advancement?
You focus the Ultimate Warrior on unarmed strike, but reduce its combat effectiveness vs. many opponents it will encounter at high levels.

Celestia
2017-01-29, 03:46 AM
What about Ki Strike advancement?
You focus the Ultimate Warrior on unarmed strike, but reduce its combat effectiveness vs. many opponents it will encounter at high levels.
There has to be a give and take. If the Ultimate Warrior advanced all Monk abilities while also giving new things, then there'd be absolutely no point to staying a Monk. The Cleric spells can more than make up for the lack of Ki Strike. Besides, the only thing the default Monk loses, anyways, is Adamantine Stike, which isn't that big a deal.

Celestia
2017-01-30, 09:52 AM
I have a question for everyone reading this thread. Which of my classes do you like the most? Why? What did I do well? Also, which of them do you like least? Why? What could I have done better?

khadgar567
2017-01-30, 10:50 AM
I have a question for everyone reading this thread. Which of my classes do you like the most? Why? What did I do well? Also, which of them do you like least? Why? What could I have done better?
Well its your own funreal the class i want to see in dnd is belly dancer other wise your works are good and humorous

JoshuaZ
2017-01-30, 10:59 AM
Top 3: Spellvoid, Master Thief, and Shadowknife. All reasonably balanced and have good crunch support for their fluff in mechanically reasonably balanced but original ways. Favorite is probably the Spellvoid since it does a better job than many anti-magic PrCs I've seen at actually having features which would give a mage a tough time.

Morphic tide
2017-01-30, 11:14 AM
I'd call the Spellvoid my favorite. It's a great class to combo with a party including several different kinds of character and is great for multiple play styles. You can use it for a caster hunter, you can have it be part of a tank by using it's rather impressive SR and abilities to make Crusader even tankier by way of high resistance to magic while having sufficient self-healing... yea, good variety of playstyles available.

As for other classes helping, a Warlock's Invocation spell-likes might be able to feed the Spellvoid for buffs and temp HP, Artificers can make and upgrade a use-activated item of [insert useful spell here] kept at highest Hightened and CL the Artificer can do for the same job, Mass spell spamming casters can divert a targeting of the spell to the Spellvoid(provided the SR only cancels the part that hits the Spellvoid) and so on. The SR being suppressable also lets casters buff them normally.

In terms of multiclassing, Warlock/Spellvoid seems particularly cheesy, as you can supply your own spells to eat without limit. Artificer/Spellvoid locks you out of Forsaker if you want to stay effective, but you get to make much more efficient means of providing spells to eat by way of use-activated items of [insert useful spell] that you can metamagic stack/Highten to your limit.

JoshuaZ
2017-01-30, 11:15 AM
Well its your own funreal the class i want to see in dnd is belly dancer other wise your works are good and humorous

Celestia didn't ask for requests but for information about which were done best. Note also that a dancer PrC already exists for 3.5 that could be easily refluffed. The Cloaked Dancer is from Complete Scoundrel.

Celestia
2017-01-30, 11:38 AM
@ Morphic tide: Well, the Warlock won't actually work with Spellvoid like that. Spell Consumption only absorbs spells, not spell-like abilities.

Anyways, thanks for the answers. I do quite like those three myself. I am especially happy that you like the Spellvoid as I was rather uncertain about it. Still, I would like it if you could maybe pick out a least favorite class? I want to get better.

Morphic tide
2017-01-30, 11:40 AM
@ Morphic tide: Well, the Warlock won't actually work with Spellvoid like that. Spell Consumption only absorbs spells, not spell-like abilities.

Anyways, thanks for the answers. I do quite like those three myself. I am especially happy that you like the Spellvoid as I was rather uncertain about it. Still, I would like it if you could maybe pick out a least favorite class? I want to get better.

That's why I said "might." The Artificer synergy, however, still works wonderfully.

Celestia
2017-01-30, 11:53 AM
That's why I said "might." The Artificer synergy, however, still works wonderfully.
I know. I was just clarifying.

Celestia
2017-01-31, 04:09 PM
The Unicorn Champion

Prerequisites:
Alignment: Neutral Good or Chaotic Good
Race: Elf
Base Attack Bonus: +5
Feats: Mounted Combat, Vow of Chastity
Special: Female

-----------------------------

Hit Die: d8



.

Level
.

BAB
.

Saves
.

Special
Spells per Day0|1|2|3|4|5|6


1
+1
+2/+0/+2
Detect Good, Divine Health, Special Mount
2/1/-/-/-/-/-


2
+2
+3/+0/+3
Smite Evil 1/day
3/2/1/-/-/-/-


3
+3
+3/+1/+3
Cleanse the Impure
3/3/2/-/-/-/-


4
+4
+4/+0/+4
Bonus Feat
4/3/2/1/-/-/-


5
+5
+4/+1/+4
Purity of Nature
4/3/3/2/-/-/-


6
+6
+5/+2/+5
Smite Evil 2/day
4/4/3/2/1/-/-


7
+7
+5/+2/+5
Greater Healing
4/4/3/3/2/-/-


8
+8
+6/+2/+6
Bonus Feat
4/4/4/3/2/1/-


9
+9
+6/+3/+6
Nature's Bosom
4/4/4/3/3/2/-


10
+10
+7/+3/+7
Smite Evil 3/day
4/4/4/4/3/2/1


Class Skills (4 + Int)
Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nature), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (except tower shields).

Spellcasting: A Unicorn Champion casts spells off the Druid spell list. Her caster level equals her Unicorn Champion level. The key ability for this spellcasting is Charisma.

Detect Evil (Sp): Like her unicorn companion, a Unicorn Champion can use Detect Evil at will as a free action.

Divine Health (Ex): As the Paladin ability.

Special Mount: A Unicorn Champion makes a lifelong alliance and friendship with a unicorn who serves as her mount in battle. The Unicorn collects experience and levels just as a normal character. It does not, however, take a split of the party experience and merely gains the same amount of experience as the Unicorn Champion.

If her unicorn dies, she cannot acquire a new one. She also cannot gain further levels in the Unicorn Champion class until her unicorn has been resurrected.

Smite Evil (Su): As the Paladin ability. If a Unicorn Champion gains Smite Evil from any other class, her levels stack for determining extra damage. She can use this ability once per day at level two plus an additional use every four levels.

Cleanse the Impure: At third level, a Unicorn Champion's unicorn can use its Neutralize Poison ability at will. The caster level for this ability is either 8 or the unicorn's hit dice, whichever is higher.

Bonus Feats: At level four and every four levels after, a Unicorn Champion gains a bonus feat from the following list. She must meet all prerequisites. Great Fortitude, Iron Will, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, or any Exalted feat.

Purity of Nature: At fifth level, a Unicorn Champion's unicorn gains the ability to use Remove Disease as a spell-like ability three times per day with a caster level equal to its hit dice.

Greater Healing: At seventh level, a Unicorn Champion's unicorn improves it's ability to heal others. It can now use Cure Light Wounds five times per day, Cure Moderate Wounds three times per day, and Cure Serious Wounds once per day. The caster level for each ability is either 5 or the unicorn's hit dice, whichever is higher.

Nature's Bosom: At level nine, a Unicorn Champion's unicorn gains the ability to use Greater Restoration as a spell-like ability three times per day with a caster level equal to its hit dice.


Ex-Unicorn Champions: If a Unicorn Champion changes her alignment to something other than Neutral Good or Chaotic Good, she loses access to her spellcasting and cannot contimue advancing in the class until she atones. Her unicorn does not leave her unless she turns all the way to evil. It will otherwise attempt to aid her in her atonement. If she violates her Vow of Chastity, her unicorn leaves her forever, and she can never again advance in the class.

Morphic tide
2017-01-31, 04:28 PM
So, you just made a joke PRC that almost entirely invalidates Paladin...

Celestia
2017-01-31, 06:44 PM
So, you just made a joke PRC that almost entirely invalidates Paladin...
Joke class?

Morphic tide
2017-02-01, 07:56 AM
Joke class?

The Unicorn Champion is rather clearly a joke of some sort. It implies that you have to be a Chaotic virgin Elf woman to enter the class. And you have a Unicorn mount. It almost invalidates the Paladin, having basically everything the Paladin does, more, except it has a different spell list.

Celestia
2017-02-01, 10:07 AM
The Unicorn Champion is rather clearly a joke of some sort. It implies that you have to be a Chaotic virgin Elf woman to enter the class. And you have a Unicorn mount. It almost invalidates the Paladin, having basically everything the Paladin does, more, except it has a different spell list.
How is it a joke? Unicorns are real creatures in D&D. They are Chaotic Good, so you, obviously, can't differ from that. You must be a female Elven virgin because according to unicorn lore, they're the only ones who a unicorn will allow to ride. None of it is invented for humor.

And "invalidating" a ****ty class, which I proclaim it doesn't, isn't a big deal.

khadgar567
2017-02-01, 10:15 AM
only thing better then unicorn is hybrid the motherf*cker with pegasus and give it flaming mane and change it to evil alainment

Celestia
2017-02-01, 10:28 AM
only thing better then unicorn is hybrid the motherf*cker with pegasus ...
Oh, I love winged unicorns!


... and give it flaming mane and change it to evil alainment
○.○

D:

Debihuman
2017-02-03, 06:26 AM
Unisus and Pegicorns could also fit in with your Unicorn Champion as variants if you allow it.

You can find the 3.0 Unisus here by Hogan http://www.dragoneers.com/dragoneers. To update to 3.5 is easy peasy. Also, a really good Unisus was converted by EnWorld. Here: http://www.enworld.org/cctest/newcc/Conversions/Unicorn,%20Unisus.htm

I wrote up a Pegicorn a while ago and have edited it to proper 3.5 format if you want to use it. It doesn't seem proper to post it here but here's a link to it: Pegicorn (http://www.giantitp.com/forums/showsinglepost.php?p=21697207&postcount=1)

Debby

Celestia
2017-02-04, 11:18 AM
The Mime Mage

Prerequisites:
Alignment: Any non-Good
Skills: Perform (Mime) 8 ranks
Feats: Silent Spell, Skill Focus (Perform)
Spellcasting: Invisibility and at least one Wall of X spell

------------------------------

Hit Die: d4



Level
BAB
Saves
Special
Spellcasting


1
+0
+0/+0/+2
Wall Builder
+1 to existing spellcasting class


2
+1
+0/+0/+3
Invisible Spell
+1 to existing spellcasting class


3
+1
+1/+1/+3
Mime's Voice
+1 to existing spellcasting class


4
+2
+1/+1/+4
Rope Gag
+1 to existing spellcasting class


5
+2
+1/+1/+4
Mime's Act
+1 to existing spellcasting class


Class Skills (2 + Int)
Concentration, Craft, Decipher Script, Disguise, Escape Artist, Knowledge (All), Listen, Move Silently, Profession, Search, Spellcraft, Use Rope

Weapon and Armor Proficiency: A Mime Mage does not gain any proficiency in weapons or armor.

Wall Builder (Su): A Mime Mage has mastered the art of making walls. Whenever he casts a Wall of X spell, he can choose to create any number of walls as long as their combined total area is not larger than the maximum size of the wall he can create. He also casts all Wall of X spells as if he were one level higher.

Invisible Spell: At level two, a Mime Mage gains Invisible Spell as a bonus feat.

Mime's Voice (Ex): At third level, a Mime Mage can use Silent Spell with no increase in spell level.

Rope Gag (Sp): A fourth level Mime Mage can pull others into his act, literally. He can use Telekinesis as a spell-like ability at will.

Mime's Act (Ex): At level five, a Mime Mage becomes a master of his craft. Whenever he casts a spell, he can make a free Perform (Mime) check against a DC equal to his caster level plus the spell level of the spell he's casting but only if the spell has been made Silent and Invisible. If he succeeds, he can cast the spell as if he were one level higher. This increase stacks with Wall Builder. In addition, a Mime Mage can also spontaneously apply Silent Spell and Invisible Spell without an increase in casting time.

Celestia
2017-02-04, 03:39 PM
Warforged Warden Variant: Vile Warden

In some cases, Warforged are cast outside of society due to their unusual traits. Those who go on to become Warforged Wardens often find themselves drawn to the shunned and ignoble creatures. They find a kindred spirit in their desolation.

Alignment: A Vile Warden cannot be Good.
Hit Die: A Vile Warden has d8 hit dice.
Saves: A Vile Warden has a low Fortitude save.
Skills: A Vile Warden gains 6 + Int skills per level (×4 at level one). Add the following skills to the Vile Warden's class list: Bluff, Disable Device, Disguise, Gather Information, Open Lock, Search, and Sleight of Hand.

Class Features
The Vile Warden has all the standard Warforged Warden class features except as noted below.

Spirit Animal Transformation: A Vile Warden does not have access to any of the standard spirit animals. Instead, she chooses among the following list. Tiny forms grant an additional +4 Dexterity.

Angler Fish (No Ironwood): Con (P), Dex (S), Str (T); Small size; Speed 0 ft, Swim 40 ft; Bite (1d6); Dire Angler Fish's Lure ability; Dire Angler Fish's Blindsense ability; +4 racial bonus on Hide checks; +4 racial bonus on Spot checks, suppressed if Blindsense is negated; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened

Bat (No Adamantine): Dex (P), Str (S), Con (T), Tiny size; Speed 10 ft, Fly 50 ft (good); Bite (1d4); Bat's Blindsense ability; Weapon Finesse as a bonus feat (applicable in Warforged form); +4 racial bonus on Spot and Listen checks, suppressed if Blindsense is negated.

Rat (Any plating): Dex (P), Con (S), Str (T); Tiny size; Speed 20 ft, Climb 15 ft, Swim 15 ft; Bite (1d4) (P), 2 Claws (1d3) (S); Weapon Finesse as a bonus feat (applicable in Warforged form); +4 racial bonus on Hide and Move Silently checks; +8 racial bonus on Balance, Climb, and Swim checks; can take 10 on Climb and Swim checks even if threatened; can use Dexterity bonus on Climb checks if it is higher; can use the run action while swimming

Scorpion (Any plating): Str (P), Con (S), Dex (T); Medium size; Speed 40 ft; 2 Claws (1d6) (P), Sting (1d8) (S); Monstrous Scorpion's Poison ability; Monstrous Scorpion's Improved Grab ability; +4 racial bonus on Climb, Hide, and Spot checks

Spider (Any plating): Str (P), Dex (S), Con (T); Medium size; Speed 30 ft, Climb 20 ft; Bite (1d6); Monstrous Spider's Poison ability; +4 racial bonus on Hide, Move Silently, and Spot checks; +8 racial bonus on Climb checks; +10 racial bonus on Jump checks; can take 10 on Climb checks even if threatened

Uncanny Dodge: At level two, a Vile Warden gains Uncanny Dodge.

Animal Empathy: A Vile Warden can use Animal Empathy on vermin at a -4 penalty. Vile Wardens who choose either the scorpion or the spider as their spirit animal do not suffer this penalty but, instead, have a -4 penalty when using it on animals.

Speak With Animals: A Vile Warden can use this ability to speak with vermin.

Spirit Animal Special Ability: A Vile Warden can choose from the following special abilities.
Attach (Angler Fish, Bat, Rat): You can clamp down on your enemies like a weasel. You gain the Attach special attack.

Constrict (Scorpion): You have learned how to squeeze the life out of your foes. You gain the Constrict special attack which deals damage equal to your Claw attack. You deal Constrict damage automatically on a successful Grapple check.

Deadly Venom (Scorpion, Spider): Your venom is even more lethal. It deals 1d6+1 Con damage (Scorpion) or 1d8+1 Str damage (Spider) and gains a +2 racial bonus on the save DC.

Feral Weapons (All): Your natural weapons are even deadlier than normal. All your natural weapons increase one die category. (Applicable in Warforged form)

Ferocity (All): When you are severely wounded, your instincts kick in, and you fight like a cornered animal. You gain the Ferocity ability.

Hidden Strike (All): You know how to strike from the shadows and attack your opponents' weak spots. You gain +2d6 sneak attack damage with your natural weapons. (Applicable in Warforged form)

Honed Attack (All): You are skilled at targeting the weak points in your enemies. All your natural weapons gain a critical threat range of 19-20 and deal ×3 damage on a successful critical hit. (Applicable in Warforged form)

Improved Senses (Angler Fish): Your senses are stronger than nornal. The range of your Blindsense increases to 80 feet, and you gain a +2 bonus on Listen and Spot checks.

Night Eyes (All): Your eyes are well adjusted to the dark. You gain Improved Low-light Vision and Darkvision 60 ft. You also gain a +2 bonus on Spot checks in shadowy illumination.

Pestilent Bite (Angler Fish, Bat, Rat): You are a plague bearer. Your Bite attack now inflicts the vile fever. The incubation period is 1 day, and it deals 1d6 strength damage and 1d4 constitution damage. The save DC is 10 + 1/2 HD + Constitution modifier.

Powerful Legs (Rat, Scorpion, Spider): Your legs are stronger and faster than normal. Your base land speed increases by 20 ft, and you gain a +4 bonus on Jump and Tumble checks.

Predator's Leap (Rat, Scorpion): You have learned how to leap upon your foes with a deadly flurry of attacks. You gain the Pounce ability.

Prodigious Growth (Angler Fish, Rat, Scorpion, Spider): You are bigger than normal. Your size increases by one stage, your natural weapons increase one die step in damage, and your strength increases by 2.

Rake (Rat): Your ferocity in battle allows you to get in some extra scratches under certain circumstances. You gain the Rake special attack which deals damage equal to your Claw attack. You can make Rake attacks on a Pounce, and they are considered secondary weapons. You deal Rake damage automatically with a successful Grapple check.

Streamlined Body (Angler Fish, Rat): Your body was built for speed, and water flows right off of it. Your base swim speed increases by 20 ft, and you gain a +4 bonus on Escape Artist checks.

Trip (Rat, Scorpion, Spider): You know how to apply your strength and weight to knock down your foes. You gain the Trip ability. It activates off of your Bite attack (Rat, Spider) or Stinger attack (Scorpion).
Blindsight (Angler Fish): Your senses are keen enough to form a near perfect image of the world around youm Your Blindsense is replaced with Blindsight out to the same distance.

Charming Lure (Angler Fish): You know how to use your illicium in new and interesting ways. When you use your Lure ability, you can choose to, instead of fascinating creatures, Charm them as the spell with a caster level equal to your hit dice.

Compact Frame (All): You are smaller than normal. Your size decreases by one stage and your dexterity increases by 4.

Deft Flight (Bat): You are faster and more agile in the air. Your fly speed increases by 30 ft, and your maneuverability increases to perfect.

Evasive Maneuvers (Bat): Your aerial acrobatics are incredible to behold. Once per round, when you are attacked in a round in which you moved at least 30 ft, you can attempt a Tumble check as a free action against a DC equal to the opponent's attack roll. If you are successful, the attack misses, and you avoid all damage and effects of it.

Frenzied Assault (All): You are able to tap into the beast within and attack with greater ferocity. If you have multiple natural weapons, you gain Multiattack as a bonus feat and can make an extra attack with your primary weapon at a -5 penalty. If you only have one natural weapon, then you gain a full iterative attack routine with it.

Hunter's Stalk (All): You are an expert at sneaking up and ambushing your prey. You gain Darkstalker as a bonus feat, and you gain a +4 bonus on Hide and Move Silently checks.

Mighty Wings (Bat): Your wing muscles are more powerful than normal. You can carry up to a medium load while flying. You can also flap your wings hard enough to conjure a blast of wind. As a standard action that provokes attacks of opportunity, you can create an effect identical to the spell Gust of Wind with a caster level of half your hit dice that lasts for as many rounds as you continue flapping, spending a standard action each turn (maximum of up to Constitution modifier).

Nature's Freedom (All): You run wild through the outdoors, unhindered by anything. As long as you are in a natural environment, you are constantly under the effects of Freedom of Movement.

Opportune Strike (All): You can attack your foes at their moment of weakness. You gain the Rogue's Opportunist ability.

Pack Hunting (Bat, Rat): You are skilled at fighting side-by-side with others and know how to take advantage of your enemies' distraction. When flanking, you gain a +4 bonus on attack and damage rolls, a +2 Dodge bonus to AC, and your critical threat range doubles. This is in addition to the normal benefits of flanking.

Polar Conditioning (Angler Fish): Your body is adept at surviving in the harshest of arctic environments. You never suffer negative effects for cold weather, and you gain Cold Resistance 30.

Swallow Whole (Angler Fish, Bat): You have learned how to consume your opponents with one swift gulp. You gain the Swallow Whole ability. Your gizzard deals bludgeoning damage equal to your Bite attack and Acid damage equal to 1d4/3 levels. Your gizzard has hit points equal to 1/8th your hit point total and an AC equal to 10 plus your Warforged armor bonus.

Trample (Scorpion, Spider): You know how to barrel through enemies, crushing them underfoot. You gain the Trample ability. Damage is equal to twice your Claw attack (Badger, Bear, Tiger, Wolf), Hoof attack (Horse), Bite attack (Snake), Tail Slap attack (Crocodile), or Arms attack (Octopus).

Wind's Blessing (All): The speed of the wind aids in your attack. As a swift action, you can become Hasted for a number of rounds up to your Constitution modifier. Afterwards, you suffer a -2 penalty on attack rolls, saves, and skill checks for twice that duration. You cannot become Hasted again until the duration on the penalties expires.

Wounding Attack (All): You know how to rip and tear flesh leaving an even deeper wound. Whenever you hit with a Bite, Claw, Talon, or Horn attack, you deal one point of Constitution damage, Fortitude negates (DC10 + 1/2 level + Strength modifier).
Danger Sense (All): Your instincts have reached an almost supernatural level. You are constantly under the effects of Foresight.

Destructive Bite (Rat): Your teeth are incredibly sharp and durable. Your Bite attack ignores hardness and damage reduction and its damage increases by one die step. You gain a Burrow speed of 10 feet.

Dominating Lure (Angler Fish): You can use your sway over the minds of others to control their actions. When you use your Lure ability, you can choose to, instead of fascinating creatures, dominate one creature as the Dominate Monster spell with a caster level equal to your hit dice.

Nature's Shroud (All): You are protected within the bosom of nature. As long as you are in a natural environment, you are constantly under the effects of Death Ward.

Perfect Specimen (All): You are the epitome example of your spirit animal. Your size increases one category, your natural weapons increase one die step in damage, your spirit animal bonuses to Strength and Constitution increase by +6 and +4, respectively, and all your spirit animal special attacks that grant a save have their DC increased by +2
Bonus Feats: At every fifth level, instead of gaining a bonus feat, a Vile Warden can choose to gain +1d6 sneak attack. She can only do this if she has the Hidden Strike special ability.

Spirit Animal Companion: A Vile Warden gains the following animal companion based on her spirit animal. Angler Fish: Dire Angler Fish, Bat: Dire Bat, Rat: Dire Rat, Scorpion: Medium Monstrous Scorpolion, Spider: Medium Monstrous Spider. For the all of them except the bat, treat the Warforged Warden as being three levels higher for determining their abilities on the table.

nonsi
2017-02-05, 12:30 PM
.
Warforged Warden class(?) . . . where can I find it?

Celestia
2017-02-05, 12:37 PM
.
Warforged Warden class(?) . . . where can I find it?
In this thread. There's a link in the OP.

nonsi
2017-02-05, 06:30 PM
In this thread. There's a link in the OP.

Fascinating . . .
Some of your work here (Survivor/Applemancer/Realman/Pokémon Trainer...), coupled with the lack of noteworthy preliminary fluff in most cases gives an impression that you're not taking your own work seriously (to a point that I actually missed that one). Nevertheless, your Warforged Warden is the first case that actually makes the Warforged race interesting in my eyes.
That said, I would suggest one change to the Warforged Warden - I would give it a special ability every 2 levels rather than 3, granting it a total of 3 abilities per category, thus making it feel more complete. Other than that, an excellent work.

Celestia
2017-02-06, 01:16 AM
Fascinating . . .
Some of your work here (Survivor/Applemancer/Realman/Pokémon Trainer...), coupled with the lack of noteworthy preliminary fluff in most cases gives an impression that you're not taking your own work seriously (to a point that I actually missed that one).
Well that's rather insulting.


Nevertheless, your Warforged Warden is the first case that actually makes the Warforged race interesting in my eyes.
Thanks.


That said, I would suggest one change to the Warforged Warden - I would give it a special ability every 2 levels rather than 3, granting it a total of 3 abilities per category, thus making it feel more complete. Other than that, an excellent work.
You think? I was afraid of making it too strong, but I suppose if think that's better. It would allow for more options, certainly.

nonsi
2017-02-06, 02:44 AM
Well that's rather insulting.


1. I said "gives an impression". It wasn't meant as insult. IIRC, I was one of the first to congratulate your work with the Bard.
2. Preliminary fluff explains the designer's vision of why the class exists, what it stands for and how to role it (as opposed to being just a bag of statistics that lets RPGers kill monsters virtually). That's one of the added values of homebrewing over PC games.


Btw, consider incorporating the Rat Warden into the Warforged Warden. You have plenty of posting characters available for that.

Celestia
2017-02-06, 03:43 AM
1. I said "gives an impression". It wasn't meant as insult. IIRC, I was one of the first to congratulate your work with the Bard.
2. Preliminary fluff explains the designer's vision of why the class exists, what it stands for and how to role it (as opposed to being just a bag of statistics that lets RPGers kill monsters virtually). That's one of the added values of homebrewing over PC games.


Btw, consider incorporating the Rat Warden into the Warforged Warden. You have plenty of posting characters available for that.
I've been wanting to do that for a while, but time conspires against me. And with so many classes, it would be a rather significant undertaking.

When I first made the class, I picked a specific number of options. One animal for each combination of ability score preferences. One flying animal. And four aquatic animals. It seemed a good number. Later, I decided that I wanted to add rat, but it would be awkwardly out of place if I folded it into the main class, so I made it a variant.

Morphic tide
2017-02-06, 07:59 AM
I've been wanting to do that for a while, but time conspires against me. And with so many classes, it would be a rather significant undertaking.

When I first made the class, I picked a specific number of options. One animal for each combination of ability score preferences. One flying animal. And four aquatic animals. It seemed a good number. Later, I decided that I wanted to add rat, but it would be awkwardly out of place if I folded it into the main class, so I made it a variant.

Well, you could always make the variant more different and focused on "creepy/evil" animals like rats, bats, the scary nightmare fish and so on. For a focus, disease and poison, along with maybe Sneak Attack or Skirmishing, to boost damage as special abilities/warforged plating options/class features, getting a bit of stealth and mobility stuff as other special ability/warforged plating options/class features.

Basically, make it the "assassin/scout" type Warforged Warden, rather than just the "rat" type. It's not like AFC names are always indicative of the actual function of the class.

Celestia
2017-02-06, 08:33 AM
Well, you could always make the variant more different and focused on "creepy/evil" animals like rats, bats, the scary nightmare fish and so on. For a focus, disease and poison, along with maybe Sneak Attack or Skirmishing, to boost damage as special abilities/warforged plating options/class features, getting a bit of stealth and mobility stuff as other special ability/warforged plating options/class features.

Basically, make it the "assassin/scout" type Warforged Warden, rather than just the "rat" type. It's not like AFC names are always indicative of the actual function of the class.
That's a really good idea. Though, I don't know if D&D even has stats for, like, actual fish.

Morphic tide
2017-02-06, 08:46 AM
That's a really good idea. Though, I don't know if D&D even has stats for, like, actual fish.

Eh, you can always whip up the nasties yourself.

Edit: You also only need two or three of them, at most, and they can share a bunch of things regarding mobility. One for scouting/sneaking focus, one for poisoning focus, maybe one to split the scouting and sneaking focus out from.

Celestia
2017-02-06, 09:01 AM
Eh, you can always whip up the nasties yourself.

Edit: You also only need two or three of them, at most, and they can share a bunch of things regarding mobility. One for scouting/sneaking focus, one for poisoning focus, maybe one to split the scouting and sneaking focus out from.
I could, but it would be nice for the animal companion to have a readily available stat block to point to.

Morphic tide
2017-02-06, 09:32 AM
I could, but it would be nice for the animal companion to have a readily available stat block to point to.

One can always use altered versions of existing statblocks.

A more dexterous, less strong/tough Octopus with a bigger Hide and Disguise bonus can be a Mimic Octopus for a sneak attacker/scout, as an example. One can also get away with (Ex) Alter Self, because Mimic Octopuses can alter their shape, color and, to a limited extent, their size to the point that even humans can't tell the difference. They even mimic behaviors.

Not sure about aquatic poisons, unless there's a jellyfish statline of some sort to work with(jellyfish should be mindless given the whole "no actual action, only reflexes/instincts/metabolism" thing and octopuses should have higher intelligence. So what if it puts them into Magical Beast territory, they are color changing shapeshifters who fake being other species! Including ones entirely absent from their natural environment, so they learn to copy behaviors of things!). Same for a dedicated scout without sneaking, other than looking up particularly fast sharks or sharks with pack hunting/hit and run tactics then comparing to Great White Sharks.

Celestia
2017-02-06, 09:57 AM
I've modified the Warforged Warden's table so it now gets nine special abilities rather than six. I've also begun on modifying the variant (now called the Vile Warden). I still need to update the special abilities section, however. You can become an angler fish, a bat, a rat, a scorpion, or a spider. I also need to make a stat block for the Dire Angler Fish.

Morphic tide
2017-02-06, 10:14 AM
I've modified the Warforged Warden's table so it now gets nine special abilities rather than six. I've also begun on modifying the variant (now called the Vile Warden). I still need to update the special abilities section, however. You can become an angler fish, a bat, a rat, a scorpion, or a spider. I also need to make a stat block for the Dire Angler Fish.

Good selection, IMHO. I mean, I'd like to see a poison or sneak focused aquatic form, particularly a Mimic Octopus, but Angler Fish has nice opportunities for the rarely-used niche of forcing enemies closer to you, which opens a whole new set of combat dynamics. Granted, stacking it with the complications of aquatic combat makes things weirder tactically, but it actually reduces the frustration of three dimensional combat by giving you a way to force the enemy into range of your stabby/smashy things.

Celestia
2017-02-06, 10:26 AM
I made a few more modifications to the Vile Warden to make it a bit more Roguey.

Morphic tide
2017-02-06, 10:43 AM
I made a few more modifications to the Vile Warden to make it a bit more Roguey.

Thank ye for listening, I rather dislike stuff that wastes space and has far more fluff to it than crunch. It's why so many of the feats I homebrew have repurchase options that could easily be feats of their own. Well, that and me being horrible at naming and disliking the whole Lesser, Normal, Greater thing that pops up so much. Like, my favorite feat in 3.5, bar none, is Psionic Talent. It's the one feat that scales based on how many times you get it in a way that is not just getting the same number again and again.

It's also a meaningful one that can have serious impact on how you play with some characters, like some PsyWar builds that want to maximize the usefulness of Psionic Body(although Psionic sidegrades to normal combat feats are much more helpful). 5 PP for two feats doesn't look good, yes, but the idea is amazing. And you get 9 PP for three, 14 PP for four and so on, making it great for those silly high-epic games(like, level 50+ ones, where all game balance has been long shattered) where everyone has run out of non-endlessly-repeating feats worth getting.

nonsi
2017-02-06, 11:01 AM
I've modified the Warforged Warden's table so it now gets nine special abilities rather than six. I've also begun on modifying the variant (now called the Vile Warden). I still need to update the special abilities section, however. You can become an angler fish, a bat, a rat, a scorpion, or a spider. I also need to make a stat block for the Dire Angler Fish.

If you're ok with it, I'd appreciate it if you could remove the width constraint from the table.

Celestia
2017-02-06, 11:20 AM
If you're ok with it, I'd appreciate it if you could remove the width constraint from the table.
I'm not actually sure what that even does. It was just there when I copied the code from someone else's post.

nonsi
2017-02-06, 11:37 AM
I'm not actually sure what that even does. It was just there when I copied the code from someone else's post.



Removing the Width constraint will make the table look like this . . .




Level
BAB
Saves
Special


1
+1
+2/+2/+0
Spirit Animal Transformation, Warforged Body


2
+2
+3/+3/+0
Animal Senses, Track


3
+3
+3/+3/+1
Animal Empathy, Speak With Animals


4
+4
+4/+4/+1
Spirit Animal Special Ability (Lesser)


5
+5
+4/+4/+1
Warforged Armor Enhancement (Lesser), Bonus Feat


6
+6
+5/+5/+2
Spirit Animal Special Ability (Lesser) Spirit Animal Ability Scores (+8, +4, +2)


7
+7
+5/+5/+2
Spirit Animal Companion


8
+8
+6/+6/+2
Spirit Animal Special Ability (Lesser)


9
+9
+6/+6/+3
Evasion


10
+10
+7/+7/+3
Spirit Animal Special Ability (Moderate), Bonus Feat


11
+11
+7/+7/+3
Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury


12
+12
+8/+8/+4
Spirit Animal Special Ability (Moderate)


13
+13
+8/+8/+4
Esoteric Mind


14
+14
+9/+9/+4
Spirit Animal Special Ability (Moderate)


15
+15
+9/+9/+5
Warforged Armor Enhancement (Greater), Bonus Feat


16
+16
+10/+10/+5
Spirit Animal Special Ability (Greater), Spirit Animal Ability Scores (+16, +8, +4)


17
+17
+10/+10/+5
Nature's Wrath


18
+18
+11/+11/+6
Spirit Animal Special Ability (Greater), Master of Beasts


19
+19
+11/+11/+6
Scion of Nature


20
+20
+12/+12/+6
Spirit Animal Special Ability (Greater), Bonus Feat




Makes it easier to assess what the class gets by any level [X].



I also favor bolding the dominant repetative feature(s). like this:




Level
BAB
Saves
Special


1
+1
+2/+2/+0
Spirit Animal Transformation, Warforged Body


2
+2
+3/+3/+0
Animal Senses, Track


3
+3
+3/+3/+1
Animal Empathy, Speak With Animals


4
+4
+4/+4/+1
Spirit Animal Special Ability (Lesser)


5
+5
+4/+4/+1
Warforged Armor Enhancement (Lesser), Bonus Feat


6
+6
+5/+5/+2
Spirit Animal Special Ability (Lesser) Spirit Animal Ability Scores (+8, +4, +2)


7
+7
+5/+5/+2
Spirit Animal Companion


8
+8
+6/+6/+2
Spirit Animal Special Ability (Lesser)


9
+9
+6/+6/+3
Evasion


10
+10
+7/+7/+3
Spirit Animal Special Ability (Moderate), Bonus Feat


11
+11
+7/+7/+3
Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury


12
+12
+8/+8/+4
Spirit Animal Special Ability (Moderate)


13
+13
+8/+8/+4
Esoteric Mind


14
+14
+9/+9/+4
Spirit Animal Special Ability (Moderate)


15
+15
+9/+9/+5
Warforged Armor Enhancement (Greater), Bonus Feat


16
+16
+10/+10/+5
Spirit Animal Special Ability (Greater), Spirit Animal Ability Scores (+16, +8, +4)


17
+17
+10/+10/+5
Nature's Wrath


18
+18
+11/+11/+6
Spirit Animal Special Ability (Greater), Master of Beasts


19
+19
+11/+11/+6
Scion of Nature


20
+20
+12/+12/+6
Spirit Animal Special Ability (Greater), Bonus Feat




It's not standard formatting, but it makes it even easier to figure the class' power-level at each level.



Btw, you should also state Spirit Animal Ability Scores at 1st level.

Celestia
2017-02-06, 11:44 AM
Well, whenever I get around to adding that additional fluff info, I'll change the tables.

JoshuaZ
2017-02-06, 11:47 AM
Fascinating . . .
Some of your work here (Survivor/Applemancer/Realman/Pokémon Trainer...), coupled with the lack of noteworthy preliminary fluff in most cases gives an impression that you're not taking your own work seriously (to a point that I actually missed that one). Nevertheless, your Warforged Warden is the first case that actually makes the Warforged race interesting in my eyes.
That said, I would suggest one change to the Warforged Warden - I would give it a special ability every 2 levels rather than 3, granting it a total of 3 abilities per category, thus making it feel more complete. Other than that, an excellent work.

One doesn't always need preliminary fluff- sometimes mechanics with their names speak for themselves.

Celestia
2017-02-06, 02:24 PM
The Dire Angler Fish
Size/Type: Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: Swim 40 ft
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Lure
Special Qualities: Blindsense 40 ft, Low-light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 12, Int 2, Wis 12, Cha 16
Skills: Hide +9, Listen +3, Move Silently +4, Spot +8, Swim +9
Feats: Alertness, Weapon Focus (Bite)
Environment: Deep oceans
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Medium), 8+ HD (Large)
Level Adjustment: ---

A dire angler fish is much like a regular angler fish except bigger and more ferocious.

Combat
A dire angler fish tends to lie in ambush in the sand and mud at the ocean floor with only its bioluminescent illicium visible. When prey approaches, it suddenly attacks.

Lure (Ex): A dire angler fish lures unwary prey with its bioluminescent illicium. As a standard action that does not provoke attacks of opportunity, it can waggle it's illicium to attract nearby foes. Any creature that can see the dire angler fish's illicium must succeed on a Will save (DC15) or become fascinated for 1d4+1 rounds. Creatures so affected must move towards the dire angler fish until they are adjacent to it or they break the fascination. The illicium is visible for 200 feet but does not shed any light and does not impose a penalty on the dire anglers fish's Hide checks. The save DC is Charisma based and includes a +1 racial bonus. This is a mind-affecting effect.

Blindsense (Ex): A dire angler fish feels the vibrations in the water to pinpoint creatures within 40 feet. Opponents still have total concealment against the dire angler fish unless it can actually see them.

Skills: A dire angler fish has a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Spot checks which is suppressed if its Blindsense is negated. A dire angler fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

nonsi
2017-02-08, 02:30 PM
Well, whenever I get around to adding that additional fluff info, I'll change the tables.

One more thing.
It seems to me like Resist Nature's Lure should precede Esoteric Mind. It seems like a natural midway step that would eventually lead to the latter (couldn't hurt with the class' low Will saves).

Regarding Esoteric Mind: The term "mind-affecting effects" is not specified. It should definitely grant immunity enchantment effects and possession, but I see no reason why it should grant any benefits vs. illusion effects.

Morphic tide
2017-02-08, 02:52 PM
One more thing.
It seems to me like Resist Nature's Lure should precede Esoteric Mind. It seems like a natural midway step that would eventually lead to the latter (couldn't hurt with the class' low Will saves).

Regarding Esoteric Mind: The term "mind-affecting effects" is not specified. It should definitely grant immunity enchantment effects and possession, but I see no reason why it should grant any benefits vs. illusion effects.

Actually, mind-effecting is a tag on many spells. It's a system term.

Celestia
2017-02-08, 05:56 PM
One more thing.
It seems to me like Resist Nature's Lure should precede Esoteric Mind. It seems like a natural midway step that would eventually lead to the latter (couldn't hurt with the class' low Will saves).

Regarding Esoteric Mind: The term "mind-affecting effects" is not specified. It should definitely grant immunity enchantment effects and possession, but I see no reason why it should grant any benefits vs. illusion effects.
Possibly.

Nah, I think it's fine.

Celestia
2017-02-11, 10:12 AM
The Arcane Rager

Prerequisites:
Base Attack Bonus: +3
Feats: Combat Casting
Spellcasting: 2nd level arcane spells
Special: Rage class feature

------------------------------

Hit Die: d10



Level
BAB
Saves
Special
Spellcasting


1
+0
+2/+0/+2
Rage Casting (0th)
+1 to existing spellcasting class


2
+1
+3/+0/+3
Rage Casting (1st)
+1 to existing spellcasting class


3
+2
+3/+1/+3
Armored Casting (Light)
+1 to existing spellcasting class


4
+3
+4/+1/+4
Rage Casting (2nd)
+1 to existing spellcasting class


5
+3
+4/+1/+4
Rage 1/day
+1 to existing spellcasting class


6
+4
+5/+2/+5
Rage Casting (3rd)
+1 to existing spellcasting class


7
+5
+5/+2/+5
Spell Surge Rage



8
+6
+6/+2/+6
Rage Casting (4th)
+1 to existing spellcasting class


9
+6
+6/+3/+6
Armored Casting (Medium)
+1 to existing spellcasting class


10
+7
+7/+3/+7
Rage Casting (5th)
+1 to existing spellcasting class


11
+8
+7/+3/+7
Rage 2/day
+1 to existing spellcasting class


12
+9
+8/+4/+8
Rage Casting (6th)
+1 to existing spellcasting class


Class Skills (2 + Int)
Climb, Concentration, Craft, Intimidate, Jump, Knowledge (All), Listen, Profession, Ride, Search, Spellcraft, Spot

Weapon and Armor Proficiency: An Arcane Rager does not gain any proficiency in weapons or armor.

Rage Casting (Ex): An Arcane Rager has learned how to maintain enough sense while raging to cast spells. She still cannot use certain skills or any other action normally disallowed by raging. At first level, she can cast 0th Level Spells while raging. At every even level after, she can cast the next level of spells.

Armored Casting (Ex): At level three, an Arcane Rager learns how to simplify her somatic components enough to be able to use them in light armor without penalty. At level nine, she can also cast spells in medium armor without penalty.

Rage (Ex): At levels five and eleven, an Arcane Rager gains an additional daily use of Rage.

Spell Surge Rage (Sp): Upon reaching level seven, an Arcane Rager can channel her magic through her anger, increasing it's power. While raging, all spells she casts are treated if she were one level higher, and any spells that offer a save have their DC increased by 2.

nonsi
2017-02-11, 11:07 AM
The Arcane Rager

Prerequisites:
Base Attack Bonus: +3
Feats: Combat Casting
Spellcasting: 2nd level arcane spells
Special: Rage class feature

------------------------------

Hit Die: d10



Level
BAB
Saves
Special
Spellcasting


1
+0
+2/+0/+2
Rage Casting (0th)
+1 to existing spellcasting class


2
+1
+3/+0/+3
Rage Casting (1st)
+1 to existing spellcasting class


3
+2
+3/+1/+3
Armored Casting (Light)
+1 to existing spellcasting class


4
+3
+4/+1/+4
Rage Casting (2nd)
+1 to existing spellcasting class


5
+3
+4/+1/+4
Rage 1/day
+1 to existing spellcasting class


6
+4
+5/+2/+5
Rage Casting (3rd)
+1 to existing spellcasting class


7
+5
+5/+2/+5
Spell Surge Rage



8
+6
+6/+2/+6
Rage Casting (4th)
+1 to existing spellcasting class


9
+6
+6/+3/+6
Armored Casting (Medium)
+1 to existing spellcasting class


10
+7
+7/+3/+7
Rage Casting (5th)
+1 to existing spellcasting class


11
+8
+7/+3/+7
Rage 2/day
+1 to existing spellcasting class


12
+9
+8/+4/+8
Rage Casting (6th)
+1 to existing spellcasting class


Class Skills (2 + Int)
Climb, Concentration, Craft, Intimidate, Jump, Knowledge (All), Listen, Profession, Ride, Search, Spellcraft, Spot

Weapon and Armor Proficiency: An Arcane Rager does not gain any proficiency in weapons or armor.

Rage Casting (Ex): An Arcane Rager has learned how to maintain enough sense while raging to cast spells. She still cannot use certain skills or any other action normally disallowed by raging. At first level, she can cast 0th Level Spells while raging. At every even level after, she can cast the next level of spells.

Armored Casting (Ex): At level three, an Arcane Rager learns how to simplify her somatic components enough to be able to use them in light armor without penalty. At level nine, she can also cast spells in medium armor without penalty.

Rage (Ex): At levels five and eleven, an Arcane Rager gains an additional daily use of Rage.

Spell Surge Rage (Sp): Upon reaching level seven, an Arcane Rager can channel her magic through her anger, increasing it's power. While raging, all spells she casts are treated if she were one level higher, and any spells that offer a save have their DC increased by 2.


For starters, since the Barbarian comes with light armor, Armored Casting (Light) should be a 1st level feature.

Also, what do you think of the following feat as prereq?

Controlled Rage
Requirements: Rage, Concentration 5
Benefit: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreating while raging is now a viable option.

Celestia
2017-02-11, 11:23 AM
For starters, since the Barbarian comes with light armor, Armored Casting (Light) should be a 1st level feature.
I don't think so. You get it early enough, anyways.


Also, what do you think of the following feat as prereq?

Controlled Rage
Requirements: Rage, Concentration 5
Benefit: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreating while raging is now a viable option.
I didn't know that feat existed, but I don't think it needs to be necessary just because it fits thematically.

nonsi
2017-02-11, 02:42 PM
I didn't know that feat existed, but I don't think it needs to be necessary just because it fits thematically.

1. ...homebrew
2. Nothing's necessary. Just thought that it's not such a severe toll and the upside is that almost all skill restrictions are removed and the option of retreat is viable once again - even while raging. That's a big benefit.

Celestia
2017-02-11, 03:36 PM
1. ...homebrew
2. Nothing's necessary. Just thought that it's not such a severe toll and the upside is that almost all skill restrictions are removed and the option of retreat is viable once again - even while raging. That's a big benefit.
But then raging basically has no downsides anymore. I don't feel like doing that.

nonsi
2017-02-11, 04:39 PM
But then raging basically has no downsides anymore. I don't feel like doing that.

- Rage is still limited in #uses per day.
- You still become fatigued when Rage ends.
- You take a -2 level delay to your spell progression and CL.
- It costs another feat.

Given all the above, I'm fine with the character having full control over his mental faculties even while raging.

Celestia
2017-02-11, 04:57 PM
- Rage is still limited in #uses per day.
- You still become fatigued when Rage ends.
- You take a -2 level delay to your spell progression and CL.
- It costs another feat.

Given all the above, I'm fine with the character having full control over his mental faculties even while raging.
Sure, that's fine. I just don't see the point in making it a prerequisite.

Celestia
2017-02-20, 09:45 AM
The Mark of Geass

Legends hold that there is a fantastic power known as Geass that has existed since time immemorial. It is said to be the manifestation of the collective unconscious of mortals. Some individuals, whether blessed or cursed, obtain this wondrous power, and each one of them inevitably changes the course of history.

Lesser Mark of Geass [General]:
Prerequisites: Character level 3rd, Intelligence 3
Choose one mind-affecting spell or power of 3rd level or lower. You can now use it as an at will supernatural ability. Your caster level/manifester level is your hit dice, and a power is automatically augmented up to this manifester level. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.

Moderate Mark of Geass [General]:
Prerequisites: Character level 9th, Intelligence 3
Choose one mind-affecting spell or power of 6th level or lower. You can now use it as an at will supernatural ability. Your caster level/manifester level is your hit dice, and a power is automatically augmented up to this manifester level. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.

Greater Mark of Geass [General]:
Prerequisites: Character level 15th, Intelligence 3
Choose one mind-affecting spell or power of 9th level or lower. You can now use it as an at will supernatural ability. Your caster level/manifester level is your hit dice, and a power is automatically augmented up to this manifester level. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.

Advanced Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Successfully used the Geass ability at least 20 times
Your Geass ability has become more powerful, and you may now use it on creatures multiple times.

Supreme Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Advanced Geass; Successfully used the Geass ability at least 40 times
Your Geass ability has become strong enough to pierce even the most heavily of defended minds. You may now use it on creatures that are normally immune to mind-affecting effects, though such creatures receive a +4 bonus on the save (if any). You still may not use it on constructs, plants, outsiders, or undead, however.

Code Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Advanced Geass; Supreme Geass; Successfully used the Geass ability at least 60 times
You have reached the final stage of Geass. You permanently lose your Geass ability. Instead, you gain several other permanent extraordinary abilities. You cease acquiring aging penalties and can no longer die of old age (you retain any such penalties already acquired, however). You become immune to all poisons and diseases. You become immune to death effects and mind-affecting effects. You further become immune to all Marks of Geass. Lastly, you gain Regeneration 5.

khadgar567
2017-02-20, 11:01 AM
The Mark of Geass

Legends hold that there is a fantastic power known as Geass that has existed since time immemorial. It is said to be the manifestation of the collective unconscious of mortals. Some individuals, whether blessed or cursed, obtain this wondrous power, and each one of them inevitably changes the course of history.

Lesser Mark of Geass [General]:
Prerequisites: Character level 3rd, Intelligence 3
Choose one mind-affecting spell or power of 3rd level or lower. You can now use it as an at will supernatural ability. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.

Moderate Mark of Geass [General]:
Prerequisites: Character level 9th, Intelligence 3
Choose one mind-affecting spell or power of 6th level or lower. You can now use it as an at will supernatural ability. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.

Greater Mark of Geass [General]:
Prerequisites: Character level 15th, Intelligence 3
Choose one mind-affecting spell or power of 9th level or lower. You can now use it as an at will supernatural ability. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.

Advanced Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Successfully used the Geass ability at least 20 times
Your Geass ability has become more powerful, and you may now use it on creatures that you have already used it upon.

Supreme Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Advanced Geass; Successfully used the Geass ability at least 40 times
Your Geass ability has become strong enough to pierce even the most heavily of defended minds. You may now use it on creatures that are normally immune to mind-affecting effects, though such creatures receive a +4 bonus on the save (if any). You still may not use it on constructs, plants, outsiders, or undead, however.

Code Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Advanced Geass; Supreme Geass; Successfully used the Geass ability at least 60 times
You have reached the final stage of Geass. You permanently lose your Geass ability. Instead, you gain several other permanent extraordinary abilities. You cease acquiring aging penalties and can no longer die of old age (you retain any such penalties already acquired, however). You become immune to all poisons and diseases. You become immune to death effects and mind-affecting effects. You further become immune to all Marks of Geass. Lastly, you gain Regeneration 5.
thanks for making dreams come true bless your immortal heart celestai kun. Y ou made my dreams come true.

Celestia
2017-03-07, 11:56 AM
Cliché Villain

"First, the kingdom. And then, the world! Mwahahahaha!" ~Baron von Darksword, Cliché Villain

Throughout history, there have always been stories of Good versus Evil, Right versus Wrong, Hero versus Villain. And in all these stories, the heroes always win. Why? Is it because they are more powerful? Or their bonds of friendship? Maybe it was that ancient artifact that they coveniently found the day before? No. It's because the villains are simply too incompetent to do anything right.

Adventures: Typically, a Cliché Villain doesn't adventure. He sits back in his black tower and orders his minions around. However, villainy tends not to be a family business, and novice villains must get their own hands dirty once in a while. That doomsday device won't build itself, after all.

Characteristics: The Cliché Villain is, above all, charismatic. He can charm and woo his way through almost any situation that his army of strangely loyal minions can't beat into submission. He is also capable of surprising acts of stealth and speed and can always get the drop on the hero, even if his ambushes never work out.

Alignment: Cliché Villains are, of course, always evil. They tend towards law, but they can also be chaotic.

Religion: Most Cliché Villains don't practice religion. They view themselves as equals to, or even superiors to, the gods. Some, however, do use a religion-based gimmick.

Background: A Cliché Villain has no backstory, or at least not one longer than a couple lines. Backgrounds tend to make one sympathetic to others, and that is the opposite reaction that Cliché Villains strive for.

Races: While any race with a propensity for grand evil can become a Cliché Villain, humans are the most numerous. Their typical delusions of grandeur easily lead them down this path. The arrogance and elitism of Elves lends well to the class, as well. However, they lack the ability to grow a suitable mustache.

Other Classes: All good aligned classes, especially the Paladin, are understandably very hostile towards the Cliché Villain. Fighters and Rogues tend to easily find work as minions under the Cliché Villain and are more tolerant of the class. A job is a job, after all.

Role: The Cliché Villain is largely the party face with some skill monkey thrown in, though he can also indirectly participate in combat via his minions.

Adaptation: Cliché Villains can fit into any setting that has conflict as a central theme.

GAME RULE INFORMATION
Cliché Villains have the following game statistics.
Abilities: The most important ability score for a Cliché Villain is Charisma. Dexterity is also important for stealth.
Alignment: Any evil
Hit Die: d4
Starting Age: As a Cleric. Cliché Villains are often older than the heroes for whatever reason.
Starting Gold: As a Fighter. Cliché Villains tend to have some good funding.

Class Skills
The Cliché Villain's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Speak Language (None), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Flamboyant Costume, Dodge


2nd

+1

+0

+3

+0
Evasion, Uncanny Dodge


3rd

+1

+1

+3

+1
Loyal Henchman


4th

+2

+1

+4

+1
Charm Over Brains, Uncanny Stealth


5th

+2

+1

+4

+1
Impressive Opening, Weapon Finesse


6th

+3

+2

+5

+2
Recurring Villain


7th

+3

+2

+5

+2
Improved Evasion, Improved Uncanny Dodge


8th

+4

+2

+6

+2
Mad Inventor


9th

+4

+3

+6

+3
Expert Kidnapper


10th

+5

+3

+7

+3
Minions


11th

+5

+3

+7

+3
Corporate Funding


12th

+6/+1

+4

+8

+4
Behold the MacGuffin


13th

+6/+1

+4

+8

+4
Vanishing Act


14th

+7/+2

+4

+9

+4
Evil Gloating


15th

+7/+2

+5

+9

+5
Spy Drone


16th

+8/+3

+5

+10

+5
Pride Cometh Before the Fall


17th

+8/+3

+5

+10

+5
Death Ray


18th

+9/+4

+6

+11

+6
Abused Monster Pet


19th

+9/+4

+6

+11

+6
Robot Double


20th

+10/+5

+6

+12

+6
Doomsday Weapon



Class Features
All of the following are class features of the Cliché Villain.

Weapon and Armor Proficiencies: All simple and martial light and one-handed weapons, all crossbows, and light and medium armor.

Flamboyant Costume (Ex): Before he can do anything, a Cliché Villain must create his identity. Without a suitable name and costume, he is just another faceless thug to be squashed by the heroes. The Flamboyant Costume grants the Cliché Villain a bonus on all Charisma checks and Charisma-based skill checks equal to half his class level (minimum 1). It also grants him a morale bonus on Will saves equal to his Charisma modifier (minimum 1).

Dodge: A first level Cliché Villain gains Dodge as a bonus feat.

Evasion (Ex): As the Rogue ability.

Uncanny Dodge (Ex): As the Rogue ability.

Loyal Henchman (Ex): At level three, a Cliché Villain finally earns the respect and loyalty of a personal henchman. The henchman is a cohort who is always two levels below the Cliché Villain. He can be of any class, but it must be thematically appropriate with the Cliché Villain's identity. He also wears a costume of his own that is often inspired by the Cliché Villain's Flamboyant Costume. The henchman is always either Lawful Neutral or Lawful Evil and is uncompromisingly loyal to the Cliché Villain. If the henchman dies, the Cliché Villain can recruit a new one which takes one week and costs 100 gp/level.

Charm Over Brains (Ex): While most Cliché Villains claim to be smart and clever, they are, more often than not, moronic and predictable. Nevertheless, they are experts at putting on the facade of intelligence. At level four, a Cliché Villain's Intelligence score drops to 8 (if it is higher), but he can substitute his Charisma modifier on all Intelligence-based skill checks.

Uncanny Stealth (Ex): Despite never having any formal training in the arts of stealth, Cliché Villains have a remarkable level of talent for it. At level four, he can add one half his Cliché Villain level on all Disguise, Hide, Move Silently, And Sleight of Hand checks.

Impressive Opening (Ex): A Cliché Villain dominates the battlefield, at least until the hero learns to believe in himself and inevitably turns the tables. When the Cliché Villain designates a creature as the target of his Dodge feat, he gains a bonus on attack rolls equal to the target's total number of hit dice as long as the target has over half it's health left. When the target drops to half health, the Cliché Villain, instead, receives a penalty to attack and AC equal to the target's total number of hit dice against that creature, even if he switches his Dodge feat to a different target.

Weapon Finesse: A fifth level Cliché Villain gains Weapon Finesse as a bonus feat.

Recurring Villain (Su): By level six, a Cliché Villain has become prominent enough to earn recurring villain status. He gains a bonus on Escape Artist and Open Lock checks equal to his Cliché Villain level, and once per day, when he drops below 25% health, he can, as an immediate action, use Dimension Door with a caster level equal to his Cliché Villain level.

Improved Evasion (Ex): As the Rogue ability.

Improved Uncanny Dodge (Ex): As the Rogue ability.

Mad Inventor (Su): Cliché Villains do not possess intrinsic powers like the heroes do. Instead, they builds gadgets and robots to close the gap. At level eight, a Cliché Villain gains Craft Construct as well as any other item creation feat as bonus feats. He never needs to know spells to craft magic items. Instead, he makes a Use Magic Device check against a DC of 15 + the level of the highest spell necessary to build his items. If he fails this check, 25% of the time and raw materials are wasted.

Expert Kidnapper (Ex): There is nothing a Cliché Villain likes doing more than kidnapping. Whether it be for ransom, to taunt the hero, or to find a future wife, there is always a practical reason for a good kidnapping. A ninth level Cliché Villain gains a competence bonus on all skill checks involved in kidnapping-related actions equal to one half his class level.

Minions (Ex): By level ten, a Cliché Villain has finally become infamous enough to start attracting minions. Minions are much like followers and are acquired as per the table below. First level minions are always Fighters, but higher level minions can be of any classes that are thematically appropriate to the Cliché Villain's identity. Minions all wear uniforms inspired by the Cliché Villain's Flamboyant Costume with a face concealing helmet. All minions, regardless of level, have a maximum of 1 hit point. Minions that die are replaced within 1d4 days.

Corporate Funding (Ex): At level eleven, a Cliché Villain has managed to seduce his way into the lap of some powerful and rich benefactor and receives monetary aid. He does not need to pay to hire a new henchman, nor does he need to pay the gp cost for crafting items, magical or otherwise. In addition, he only needs to pay half the cost for constructing or upgrading a stronghold or other headquarters However, this mysterious benefactor expects a return of investment, and from this point forward, the Cliché Villain must sacrifice 20% of all money he receives through adventuring, looting, or random acts of villainy.

Behold the MacGuffin (Ex): At level twelve, a Cliché Villain has finally gotten his hands on the MacGuffin, the device necessary to complete his dastardly plan. He hasn't figured out how to use it, yet, but he will. Possibly. The MacGuffin gives the Cliché Villain a +1 bonus on all d20 rolls. If this MacGuffin is ever lost or stolen, he suffers a -2 penalty on all d20 rolls until it is regained. The MacGuffin is an indestructible item that weighs 5 pounds.

Vanishing Act (Ex): Heroes are often stupid and easily distrected. If a thirteenth level Cliché Villain ever fails a Hide or Move Silently check, he can make an immediate Bluff check to draw attention away from himself. If successful, he can reattempt his Hide or Move Silently check as if the failure never happened. However, most people won't fall for the same gag twice. He can only use this ability once per person per day.

Evil Gloating (Ex): A true Cliché Villain knows the value of a good gloat. At level fourteen, whenever the Cliché Villain attempts a coup de grace against a good-aligned creature, he must spend a number of rounds equal to his Charisma modifier gloating about it first. If he then successfully kills the creature, he gains a morale bonus on attack and damage rolls equal to his Charisma modifier for a number of rounds equal to his Cliché Villain level.

Spy Drone (Sp): Upon reaching level fifteen, a Cliché Villain has crafted a device that allows him to spy on the heroes over great distances. He can use Scrying as a spell-like ability with a caster level equal to his Cliché Villain level at will. This ability can only be used against creatures with a good alignment.

Pride Cometh Before the Fall (Ex): A sixteenth level Cliché Villain is on the cusp of success. This has inflated his ego to such incredible proportions that he can use it as a tool to intimidate and dominate others. As a standard action that provokes attacks of opportunity, a Cliché Villain can enter into an ego battle with a chosen target as long as both he and the target can see each other. Though a series of fabulous moves and powerful glares, he attempts to assert his dominance. Both he and the target make an opposed Charisma check. If the Cliché Villain succeds, the target's attitude becomes Fanatic for a number of rounds equal to twice the amount by which he succeeded the check. If he fails, then he suffers a morale penalty on all d20 rolls by the amount he failed for the rest of the encounter.

Death Ray (Sp): By level seventeen, a Cliché Villain has finally completed his Death Ray, a device that allows him to fight the heroes more competently. He makes a ranged touch attack against an creature within 100 feet. If successful, the creature makes a Fortitude save versus a DC of 10 + 1/2 Cliché Villain level + his Charisma modifier. If the target fails this save, it is instantly slain. Otherwise, it is stunned for one round. Creatures of a good alignment receive a +2 luck bonus on the save, and are brought to 1 hit point on a failed save. The heroes are, of course, protected by the plot. This ability is usable once every 1d4 rounds.

Abused Monster Pet (Ex): When all else fails, a Cliché Villain knows to always have a last resort in his back pocket, a trump card to play when the going gets tough. At level eighteen, a Cliché Villain acquires a monstrous pet which he convinces to serve him through physical abuse. The pet can be any creature of large size or larger with an Intelligence score less than 3. It's CR can be no more than the Cliché Villain's level plus five. The creature can have any number of templates or additional HD so long as its modified CR does not pass this limit. The pet is unfriendly towards the Cliché Villain and only follows orders with a successful Intimidate check. If the pet dies, the Cliché Villain can find and train a new one in after one week.

Robot Double (Su): At level ninteen, a Cliché Villain can construct a perfect duplicate of himself. It has all the same stats and abilities of the Cliché Villain except that it does not have its own henchman or minions and can't create another robot double. The double follows all orders given by the Cliché Villain. It also has a duplicate of his mind and acts just like him even when not ordered. The robot double is nearly impossible to identify, and nothing short of True Seeing can detect it. If the Cliché Villain ever dies while his robot double still lives, he can declare that he was actually the double the whole time. He retroactively switches places with the double who then dies instead. If the double ever dies, the Cliché Villain can build a new one taking a week to finish.

Doomsday Weapon (Sp): Eventually, after all the grueling struggle, a Cliché Villain finally manages to build his Doomsday Weapon at level twenty. He must be in possession of his MacGuffin for it to work. The Doomsday Weapon allows the Cliché Villain to use Wish as a spell-like ability once per month.




Level 1 Minions
Level 2 Minions
Level 3 Minions
Level 4 Minions
Level 5 Minions
Level 6 Minions


Level 10
4
---
---
---
---
---


Level 11
6
2
---
---
---
---


Level 12
9
3
---
---
---
---


Level 13
13
4
1
---
---
---


Level 14
19
6
2
---
---
---


Level 15
28
9
3
1
---
---


Level 16
42
13
4
2
---
---


Level 17
63
19
6
3
1
---


Level 18
94
28
9
4
2
---


Level 19
141
42
13
6
3
1


Level 20
211
63
19
9
4
2


Level 21+
×1.5/level
×1.5/level
×1.5/level
×1.5/level
×1.5/level
×1.5/level

Morphic tide
2017-03-07, 12:52 PM
Okay, Cliché Villain actually has quite a terrifying ability to power level in Epic games. Being able to summon four equivalent ECL entities without fail as often as you like is amazing for a sufficiently prepared person. The fluff is fightable, the mechanics of the fail conditions are fightable, you can optimize your way through all the difficulties of the Cliché Villain.

The Death Ray's failure condition of leaving the hero at 1 HP is dealt with by the Cliché Villain getting a henchmen to finish the hero off. And there's nothing stopping them from getting Leadership to bloat their number of Henchmen beyond measure with useful Followers and get an extra Cohort, leaving the Henchmen to be auxiliaries of people with at-base skills.

There's also the fact that they are nigh-impossible to actually kill off permanently. Mad Inventor is Artificer Light, and helps them make gear to deal with that 8 Intelligence restriction getting in the way of their plans. Corporate Funding makes them take off like a goddamn rocket because they now can get basically infinite power with disgusting ease.

Abused Monster Pet can be made very, very dangerous with the right understanding of the game. Template stacked Monstrous Crabs are attractive, because you have so much room to stack them in.

To understand how the class takes off at level 20, you have only thematic restrictions on your Minions and can grab Leadership to get more useful minions. You now have two cohorts and a massive, massive pile of minions to toss at enemies. You can spam save-or-dies to kill off three of the four enemies, then make the last a Fanatic long enough to tie them down and get them permanently enslaved. You now have a new "party member" to send out to do your dirty work. Repeat as desired to power level enough to start drawing the Gods themselves after you. Which leads to them being dog piled by armies of summoned and mind controlled minions summoned by your massive army of followers.

Yes, this is taking it far too seriously, and yes, scry or die tactics on the ECL 20 kill team makes most attempts at optimizing fall flat, but the class is terrifying when managed by a guy used to abusing Leadership as hard as possible. The horde of 1st level Fighters can be used as fodder for quite a few types of things, like undead armies risen by the higher-ups that can actually take a hit.

Celestia
2017-03-07, 10:26 PM
I've changed the Doomsday Weapon to actually be rational. In retrospect, it was a bad idea to make such a stupid class feature even if it did fit the theme of the class. I don't know how it stacks up power level wise, however, but then again, I didn't much care about balance while making this class. And as Morphic tide so elaborately pointed out, it's pretty unbalanced already. :p

Celestia
2017-03-14, 04:42 PM
The Colossal Champion

"I crush all my enemies underfoot! Fear me!" ~Gortek, Orc Colossal Champion

Sometimes, having a clever strategy or great skill will win the day, but sometimes you just need an overwhelming amount of pure strength. The Colossal Champion is that strength.

Adventures: A Colossal Champion adventures for much the same reasons as any: fame, fortune, power, the desire to do good. Many also do it simply for the freedom of the outdoors. Ceilings are far too restricting.

Characteristics: Colossal Champions are known for their ability to change size. Specifically, they can get bigger, much bigger. They tower over the battlefield, figuratively and literally crushing their opponents with raw might.

Alignment: Colossal Champions are no more drawn to certain alignments than others of their kind. Some use their strength to protect the weak, while others use it to subjugate them. They run the whole gamut.

Religion: The Colossal Champions who choose faith tend to worship gods of strength and power.

Background: Colossal Champions can have many backgrounds. Maybe their power comes from the gods, or maybe it's a natural ability. Maybe it's created by some form of magic or science. It could be any number of things.

Races: Races that are already predisposed to physical strength tend to choose the path of a Colossal Champion, such as orcs, but there are also a number of smaller races who pick the class as a form of compensation for their height.

Other Classes: Colossal Champions tend to view other melee classes as being weak and misguided but respect their value for physical prowess, nonetheless. They have no strong opinions on other classes.

Role: A Colossal Champion is a martial character through and through and can't do much else.

Adaptation: Colossal Champions are difficult to fit in games with a lot of dungeon delving and cave exploring due to the low ceilings, but they can otherwise fit in most any campaign with primarily outdoor battles.

GAME RULE INFORMATION
Colossal Champions have the following game statistics.
Abilities: Like any martial character, Strength and Constitution are the most important ability scores.
Alignment: Any
Size: A Colossal Champion must be medium size or smaller.
Hit Die: d12
Starting Age: As Barbarian
Starting Gold: As Fighter

Class Skills
The Colossal Champion's class skills (and the key ability for each skill) are Climb (Str), Craft (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier



Level
BAB
Saves
Special


1
+1
+2/+0/+0
Colossal Form (Large), Form Augmentation, Fighter Bonus Feat


2
+2
+3/+0/+0
Damage Reduction 1/-


3
+3
+3/+1/+1
Natural Armor +1, Fast Healing 1


4
+4
+4/+1/+1
Damage Reduction 2/-


5
+5
+4/+1/+1
Colossal Form (Huge), Form Augmentation


6
+6
+5/+2/+2
Damage Reduction 3/-, Natural Armor +2, Fighter Bonus Feat


7
+7
+5/+2/+2
Fast Healing 2


8
+8
+6/+2/+2
Damage Reduction 4/-


9
+9
+6/+3/+3
Natural Armor +3, Form Augmentation


10
+10
+7/+3/+3
Colossal Form (Huge), Damage Reduction 5/-


11
+11
+7/+3/+3
Regeneration 3, Fighter Bonus Feat


12
+12
+8/+4/+4
Damage Reduction 6/-, Natural Armor +4


13
+13
+8/+4/+4
Form Augmentation


14
+14
+9/+4/+4
Damage Reduction 7/-


15
+15
+9/+5/+5
Colossal Form (Colossal), Natural Armor +5, Regeneration 4


16
+16
+10/+5/+5
Damage Reduction 8/-, Fighter Bonus Feat


17
+17
+10/+5/+5
Form Augmentation


18
+18
+11/+6/+6
Damage Reduction 9/-, Natural Armor +6


19
+19
+11/+6/+6
Regeneration 5


20
+20
+12/+6/+6
Colossal Form (Colossal+), Damage Reduction 10/-



Class Features
The following are class features of the Colossal Champion.

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (except tower shields).

Colossal Form (Su): A Colossal Champion's primary ability is to increase his size. Doing so is a move action that does not provoke attacks of opportunity. At first level, he can become Large size, increasing his Strength by 4 and his Constitution by 2. All his equipment increases in size with him. He can maintain this form for a number of rounds equal to his class level plus his new Constitution modifier. He can use this ability a number of times per day equal to half his Colossal Champion level (minimum 1).

While transformed, A Colossal Champion gains two Slam attacks that do 1d8 bludgeoning damage each. He also gains the ability to throw rocks and other large objects. Thrown objects can weigh up to 100 pounds per point of his Strength modifier and do 1d6 bludgeoning damage per 100 pounds of weight. Thrown objects function similarly to grenade weapons and deal half damage to creatures and objects within five feet of the target, Reflex negates (DC10 + 1/2 Colossal Champion level + Strength modifier). The range increment for thrown objects is 20 feet.

If, due to the Colossal Champion's increase in size, any creatures would be within his new space, they are forcibly moved to the closest safe square. They take 1d8 bludgeoning damage per five feet moved in this fashion, Reflex save for half (DC10 + 1/2 Colossal Champion level + Strength modifier).

While in Colossal Form, he cannot speak, cast spells or use spell-like abilities, or use any intelligence, wisdom, or charisma-based skills except Intimidate, Listen, and Spot.

As he increases in level, a Colossal Champion can become larger sizes. When he transforms, he can choose which size to become. At level five, he can become Huge, increasing his Strength by 8, his Constitution by 4, and his Slam damage to 1d10 and decreasing his Dexterity by 2. At level ten, he can become Gargantuan, increasing his Strength by 12, his Constitution by 6, and his Slam damage to 2d6 and decreasing his Dexterity by 4. At level 15, he can become Colossal, increasing his Strength by 16, his Constitution by 8, and his Slam damage to 2d8 and decreasing his Dexterity by 6. Finally, at level 20, he can become Colossal+, increasing his Strength by 20, his Constitution by 10, and his Slam damage to 2d10 and decreasing his Dexterity by 8.

Form Augmentation: At level one and every four levels after, a Colossal Champion can choose to acquire one of the following abilities.

Armored Form (Ex): Your natural armor bonus triples instead of doubles when in Colossal Form.

Cloudy Change (Su): Your transformation creates a thick cloud of steam. When you change into Colossal Form, the area within 30 feet of you becomes filled with a fog that blocks all line of sight. The fog lasts 1d4+1 rounds.

Durable Form (Ex): Your damage reduction triples instead of doubles when in Colossal Form.

Elemental Form (Su): You become encased in an aura of one of the following energy types: acid, cold, electricity, fire, or sonic. Whenever you are hit in melee combat, your enemy takes 1d4/2 levels damage of that type (minimum 1d4), and all your melee attacks deal 2d6 damage of that type. You also gain immunity to that type. The energy type chosen cannot be one that bypasses your regeneration. If you gain this ability before regeneration, you cannot pick this energy type to deal you normal damage.

Explosive Change (Su): Your transformation releases a shockwave of sheer force that blasts everything around you. When you change into Colossal Form, everything within 30 feet of you takes 1d4/level force damage and must make a Fortitude save (DC10 + 1/2 Colossal Champion level + Strength modifier) or be knocked prone.

Powerful Form (Ex): Your Colossal Form is even stronger than normal, granting you an extra 4 points of Strength and increasing your Slam attacks by one die step. You also gain the Awesome Blow feat while transformed, even if you don't qualify for it.

Rapid Change (Su): You can now change into your Colossal Form as a swift action.

Regenerative Form (Ex): Your fast healing/regeneration triples instead of doubles when in Colossal Form.

Terrifying Change (Ex): The sight of your transformation is horrifying to behold. When you change into Colossal Form, you can make a free Intimidate check against all creatures that can see you, substituting your Colossal Form's Strength modifier for your Charisma modifier. Any creature that fails becomes panicked for as long at you remain in Colossal Form. A successful roll reduces this to shaken.

Thunderous Change (Su): Your transformation creates a loud crack of sound, like thunder. When you change into Colossal Form, all creatures within 60 feet of you must make a Fortitude save (DC10 + 1/2 Colossal Champion level + Strength modifier) or become permanently deafened. A successful save reduces this to 1d4+1 rounds of temporary deafness.

Bonus Feats: At first level and every five levels after, a Colossal Champion can acquire one Fighter Bonus Feat for which he qualifies.

Damage Reduction (Ex): At second level, a Colossal Champion's skin grows tougher, granting him damage reduction of 1/-, which increases by one every even level. When adopting his Colossal Form, this damage reduction doubles.

Natural Armor (Ex): At third level, a Colossal Champion becomes more resistant to blows and gains a natural armor bonus of +1 or increases any existing natural armor bonus by one. This bonus increases every three levels. When he enters his Colossal Form state, this bonus doubles.

Fast Healing (Ex): At level three, a Colossal Champion can utilize the process that allows him to rapidly grow body tissue when he increases in size to also heal himself. He gains fast healing 1, which doubles in his Colossal Form. This fast healing increases by 1 ever four levels.

At level eleven, his fast healing is replaced by regeneration. He takes normal damage from two of the following energy types chosen when he acquires the regeneration: acid, cold, electricity, fire, or sonic. He can regrow missing limbs in 1d4 minutes or reattach them in one round by holding the limb to the stump.

neriractor
2017-03-14, 08:09 PM
I've changed the Doomsday Weapon to actually be rational. In retrospect, it was a bad idea to make such a stupid class feature even if it did fit the theme of the class. I don't know how it stacks up power level wise, however, but then again, I didn't much care about balance while making this class. And as Morphic tide so elaborately pointed out, it's pretty unbalanced already. :p

that´s sad to hear, I really liked that class feature, and balance be damned, you just took 20 levels on a class in one of the most dip and prc encouraging of the d20 class systems, you deserve your cool capstone :smallsmile: (maybe just keeping a the old version on a spoiler tab, perhaps with a warning:unbalanced sign and lots of exclamation marks wouldn´t be too bad.)

Celestia
2017-03-14, 10:53 PM
that´s sad to hear, I really liked that class feature, and balance be damned, you just took 20 levels on a class in one of the most dip and prc encouraging of the d20 class systems, you deserve your cool capstone :smallsmile: (maybe just keeping a the old version on a spoiler tab, perhaps with a warning:unbalanced sign and lots of exclamation marks wouldn´t be too bad.)
It can still be found in the contest thread. Sure, that's not convenient since I don't link to it, but I don't really care. :smalltongue:

neriractor
2017-03-14, 11:16 PM
It can still be found in the contest thread. Sure, that's not convenient since I don't link to it, but I don't really care. :smalltongue:

fair enough :smallbiggrin:

Celestia
2017-03-15, 09:26 AM
Okay, I've finished the Colossal Champion.

Celestia
2017-03-27, 09:29 AM
Anima Thief

"My power is the strength of my enemies." ~Shira, Human Anima Thief

There are those who study and train for years to gain new abilities and perfect their skills. They put their very heart and soul into bettering themselves the hard way. Then their are those who walk the easy path and take the shortcut to power. The Anima Thief is the shortest of all shortcuts.

Adventures: Most Anima Thieves value power, especially power that is easy to use. They adventure to acquire that power, typically through whatever means they can. Some pursue specific goals or ambitions, but they all value power.

Characteristics: An Anima Thief is typically arrogant and egotistical, often unjustifiably. They flaunt and exaggerate whatever strength they have, but when the going gets tough, they usually run or hide.

Alignment: Anima Thieves are usually evil or chaotic, but they can be of any alignment.

Religion: Some Anima Thieves worship gods, hoping to buoy favor. Others reject such faith and trust only in themselves. There are, ironically, few who walk the middle ground.

Background: The back stories of most Anima Thieves are characterized by cheating and cutting corners. If they tended towards responsibility and hard work, they'd pick a different class.

Races: The short lived races are more likely to become Anima Thieves than those with more time to devote to training. Humans, especially, seem to be the most common.

Other Classes: Anima Thieves like adventuring with a wide variety of classes, giving them a larger selection of abilities that they can siphon. Some classes, most notably paladins, tend to have concerns, however, with the way Anima Thieves function.

Role: An Anima Thief can literally fill any role in the party given the proper material to work with.

Adaptation: Anima Thieves can probably fit most settings.

GAME RULE INFORMATION
Anima Thieves have the following game statistics.
Abilities: The most important ability score for an Anima Thief is Charisma as it govern her Soul Siphon ability.
Alignment: Any
Hit Die: d4
Starting Age: As a Barbarian.
Starting Gold: As a Cleric.

Class Skills
The Anima Thief's class skills (and the key ability for each skill) are Listen (Wis), Hide (Dex), Move Silently (Dex), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Psionic Device (Cha)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+0
Soul Siphon


2nd

+1

+0

+0

+0



3rd

+1

+1

+1

+1



4th

+2

+1

+1

+1



5th

+2

+1

+1

+1
Reactive Soul Siphon


6th

+3

+2

+2

+2



7th

+3

+2

+2

+2



8th

+4

+2

+2

+2



9th

+4

+3

+3

+3



10th

+5

+3

+3

+3
Greater Soul Siphon


11th

+5

+3

+3

+3



12th

+6

+4

+4

+4



13th

+6

+4

+4

+4



14th

+7

+4

+4

+4



15th

+7

+5

+5

+5
Fatal Soul Siphon


16th

+8

+5

+5

+5



17th

+8

+5

+5

+5



18th

+9

+6

+6

+6



19th

+9

+6

+6

+6



20th

+10

+6

+6

+6
Soul Absorption



Class Features
All of the following are class features of the Anima Thief.

Weapon and Armor Proficiencies: One simple weapon and light armor. If the Anima Thief is proficient in a light or one-handed weapon, then she is also proficient in light shields.

Soul Siphon (Su): The one and only trick that an Anima Thief learns is the ability to tap into the soul of another and siphon off some of its power for herself. She can use this ability at will by making a melee touch attack. If the attack is successful, she acquires some of the skills and abilities of her target. She chooses a number of features off the following list equal to one plus one half her Anima Thief level. She gains those features for a number of rounds equal to twice her Anima Thief level plus her Charisma modifier.

Acquirable features:

Increase one of her ability scores to the target's respective value. (Can be selected multiple times, once per ability score.)
Increase one of her saving throw bonuses to the target's respective value. (Can be selected multiple times, once per saving throw.)
Increase her base attack bonus to the target's base attack bonus.
Gain temporary hit points equal to one half the target's hit point total.
Gain ranks in one skill equal to the target's respective value. (Can be selected multiple times, choosing a different skill each time.)
Gain one feat possessed by the target. (The perquisites need not be met.) (Can be selected multiple times, choosing a different feat each time.)
Gain one class feature possessed by the target. (Spellcasting grants a number of random memorized spells or spells known/spell slots equal to her Charisma modifier and must be ones that the target has memorized or knows, starting with the highest level the target can cast.) (Manifesting grants power points equal to one quarter the amount of the target and a number of random powers known equal to her Charisma modifier and must be ones the target knows, starting with the highest level the target can manifest) (Can be selected multiple times, choosing a different class feature each time.)
Gain one special ability possessed by the target. (Can be selected multiple times, choosing a different special ability each time.)

An Anima Thief can only possess the features of one target at a time. She can, as a swift action, choose to prematurely give up her siphoned features before the duration expires to gain the features of another target.

When an Anima Thief uses her Soul Siphon ability on an unwilling opponent, the target must make a Fortitude save (DC10 + 1/2 Anima Thief level + Charisma modifier). On a failed save, the target is stunned for 1d4 rounds and fatigued for 1d4+1 minutes. On a successful save, the target is, instead, dazed for one round.

The Soul Siphon can only work on creatures with a soul. Non-living creatures, thus, are immune to this ability.

Reactive Soul Siphon (Su): At level five, an Anima Thief learns how to use her Soul Siphon ability defensively. When she is hit with an unarmed strike or natural weapon, when she is grappled, or when she is otherwise touched by an opponent, her Soul Siphon ability automatically activates without an attack roll if she can acquire the features of the target.

Greater Soul Siphon (Su): By level ten, an Anima Thief's Soul Siphon ability has grown more powerful. She can now acquire the features of multiple targets, up to a limit equal to her Charisma modifier. In addition, targets who fail their Fortitude save are knocked unconscious for 1d4 minutes and fatigued for one hour. Targets who succeed are also fatigued for 1d4 minutes.

Fatal Soul Siphon (Su): At level fifteen, the Anima Thief has grown strong enough in her ability to steal souls that she can rip them straight out of their bodies. When using her Soul Siphon ability, she can choose to attempt to kill her target instead of merely knocking them unconscious. A target who fails the save is instantly slain, and the Anima Thief gains the target's features for twice the normal length. A target that succeeds the save is only dazed for one round and is not fatigued. In addition, if the save is successful, the Anima Thief gains none of the target's features. This ability can be used a number of times per day equal to her Charisma modifier.

Soul Absorption (Su): By level twenty, an Anima Thief has reached the pinnacle of soul stealing and can fully absorb a target's life force. By maintaining physical contact with a target for one minute, she can force the target to make a Fortitude or Will save (whichever is higher). If the save is unsuccessful, the Anima Thief merges the target's soul with her own. The target dies and cannot be resurrected by mortal magic until the Anima Thief dies. She gains the target's features as with her Soul Siphon ability, except she keeps them permanently. Once the Soul Absorption is complete, the Anima Thief must make an opposed Charisma check against the target. If she loses, the target's mind takes over her body, and the Anima Thief's personality is permanently destroyed. She can only be restored by the use of Psychic Chirurgery. This ability can only be used once per month.

The Anima Thief cannot gain temporary hit points with this ability. Instead, she increases her Anima Thief hit dice to that of the target's highest hit die and rerolls her hit point total. Neither spellcasting nor manifesting can be acquired with this ability.

Morphic tide
2017-03-27, 09:39 AM
In Gestalt, that class will go for a Charisma caster or manifester basically always, and will often be used as a dip for MAD characters.

Generally, the Anima Thief will be acting as a copy of whatever abilities prove most needed, taking exactly the tricks that are most useful for the fight. Of note is being able to heal effectively by copying a Paladin's Lay on Hands pool. The capstone makes for a character that is quickly going to assimilate the powers of everything the party fights, attaining Godlike power fairly quickly. Sure, they can't take casting, but they can loot every SLA from every summoned creature.

Overall, it's broken in an easily manageable way.