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Kiren
2007-08-18, 10:49 AM
My first attempt at a class The Terrain Shifter I need advice to balance it more.

Terrain shifter
Also called, Shifters, are usually born weak and cannot master any art, many have tried to become warriors or mages but fail to learn. They soon realize their special gifts to control whats around them to make up for what they lack. If they cant climb a mountain they will simply make a way through it, if something attacks them they build a wall of stone up in front of them. They use the elements around him to accomplish his tasks.

Alignment: Terrain shifters are always chaotic, they do what they want, leaning more twords neutral, they may be evil

Other classes: barbarians and other fighting classes look at them as weak, lacking physical strength and front line fighter defensive power, mages look at their power as similar as theirs and will see them as friend of foe.

D4

Alignment: must be chaotic and cannot be good

Proficiency's
The shifter cannot wield or use any weapon or item and cannot use armor and shields. It also may not gain any proficiency's or use items by any means.

The shifter has no class skills


Skills 2+ int modifier (x4 at first level)

Base attack bonus: as wizard
fort: as wizard
ref: as wizard
will: as rogue

{table]Level | Ability
1 | Terrain wall. Terrain toss, Weakling
2 | Endure elements,
3 | Fall lightly
4 | Natural armor +1
5 | Age shift
6 | Shift self,
7 | Water shifter
8 | Spot shift
9 | Shadow shift
10 | +1 natural armor
11 | +1 natural armor
12 | Strength isn't everything
13 | Light shifting
14 | Spikes of stone
15 | Meteor Shift
16 | +1 natural armor
17 | Cosmic shift
18 | Air shifting
19 | Improved shift self
20 | Elemental shift+[/Table][/QUOTE]


Multi classing
the shifter cant multi class into other base classes and the shifter has to be picked at level 1 (any other classes can be multi classed into)


Terrain wall
Any Magic or physical that damage have 50 percent chance being blocked, in addition to the normal d20 roll, you must make another with a dc10, (cannot be used on metal surfaces, can be used if water is around, or a large amount of any natural material to build the terrain wall. this power is always on, unless of the terrain shifters will. * Natural 20s that are blocked will do normal damage

Terrain toss
A terrain shifter can move stone, fire, water and other elements and variations of the element( electricity, smoke, ice , lava ect) at the enemy if their is a open source of it (electric storm, fire, river, ect) 1 dice is added every 2 levels, attacks with rounds increase one round every 4 levels
Air: dc5 1d3 +2 in windy conditions +2 in a storm, usable anywhere
fire: 1d6 dc 10*lasts 3 rounds*
Normal object: dc 5 for item sizes small +1 for every size bigger -1 for smaller * small deals 1d4 + 1 dice size for bigger -1 for smaller, 1 damage when dice cant be decreased any more, this may move objects 30 feet +5 dc every extra 5 feet
stone:dc6 1d8 *can deal nonlethal damage if desired*
water: 1d4 dc5* if put on a slippery surface then a dc 10 balance check must be rolled, the effect will last 2 hours
electricity:dc15 1d8, +4 damage if from a electric storm
Smoke: 1, dc10 +5 every round, if held for 4 rounds the target begins to suffocate
ice:dc5 1d6 ( increase dc by 5 for the size of ice you want to hit the enemy with and increase the number of dice by one for each size * dc5 is diminutive*
dust: dc2 1 *dc 10 and you get dust in the targets eyes, blinding them for 1d6 rounds +1 size (max 12) every 3 levels
Snow: dc5 1d3 * every 2 rounds in it causes 1d6 cold damage*
Lava or magma dc 13 damage d12 *lasts as long as the target is standing or touching the area where the lava or magma was thrown * 6 squares,
dirt 1d3+1 dc1 *can soil objects, move objects on or in soil,
mud Dc 5 *anyone can slip on mud, dc 15 balance check, and it can blind for 1 round if you roll above a 10
* at level 7 stone can be walked on by party and the terrain shifter, to get across places that would be inaccessible *can walk across floating stones dc6 for 10 feet, +2 dc for every extra 5 feet, * *also may burrow paths into the elements, same as the dc and increase by walking on stones,

Weakling
A terrain shifter has always been weak with physical activity, and were weak from birth, they take have a -2 penalty on con and strength

Fall lightly
as spell feather fall, always on, by shifting air around you , you always fall lighter then usually

Endure elements
As the spell, always active

Shift self
The power of shifting has grown stronger, the Terrain shifter can change his or her appearance into and small, medium or large humanoid , though regular armor and clothes don't shift with the terrain shifter, this inst illusionary, its a real change, * improved shift self allows shifting into any corporal thing that is small medium or large, besides plants, oozes, and dragons*

Age shift
The Terrain shifters power of shifting take affect on the body, the terrain shifter can no longer age and can change how old he looks from 15- 20, he also loses any penalty's of aging he has gotten and cant age magicaly, the Terrain shifter now cannot die of old age

Cosmic shift
In the morning, 3 times a day the terrain shifter can use the spell sunbeam at the highest level or sunburst
at night you can make the moon appear full or use any spell with the word shadow in it 3 times a night

Shadow shifter
as hide in plain sight in shadows

Spot shift
As shadow jump but can jump in any elements that are move able with terrain toss, may move 50 feet a day , can be split into multiple jumps but every jump counts at least a 10 feet jump

Light shifting
You can shift the light around you *Must be day or must have a source of light, and become invisable for 10 rounds, this can only be done once a week.

Strength isn't everything
A Shifter may use any other stat like wisdom or charisma in place of strength checks
Water shifter
The terrain shifters ability to shift water increases, breathing under water becomes possible
Air shifting
The power of shifting become almost mastered, you may fly with average maneuverability, at any weight with a 30 flight speed, you cannot set off weight traps, you may turn this on or off at will

Spikes of stone
A Shifter can lift of spikes of steel like stone, covering a square of 16 squares, dealing 1d6+1 every level of shifter after level 14,damage on anyone that walks on that area, the spikes are destroyed when they attack the first person that enters the area, they remain under till someone walks over

Meteor Shift
As spell meteor swarm, once a day

Elemental shift
The Terrain shifters powers have advanced so far that their power of shifting the elements, makes them part of the elements, they become the elemental subtype with the following exceptions

They cant transform into elemental form
doesn't gain save bonuses
doesn't gain proficiency's
can be raised by normal means
bab doesn't change
doesn't gain hit dice

Kiren
2007-08-18, 03:54 PM
This needs alot of work

Kiren
2007-08-18, 05:38 PM
bump, i would appreciate any help

Kiren
2007-08-18, 08:56 PM
can anyone help?

Carrion_Humanoid
2007-08-18, 09:32 PM
For one, mabye you should put what level you get the abilities at in the texts, and make a table.

Kiren
2007-08-18, 09:37 PM
For one, mabye you should put what level you get the abilities at in the texts, and make a table.


i did, its in there

Carrion_Humanoid
2007-08-18, 09:49 PM
No I mean actualy in the text, and perhaps use a table.

{table]Level | Ability
1 | Terrain wall. Terrain toss, Weakling
2 | Endure elements,
3 | Fall lightly
4 | Natural armor +1
5 | Age shift
6 | Shift self,
7 | Water shifter
8 | Spot shift
9 | Shadow shift
10 | +1 natural armor
11 | +1 natural armor
12 | Strength isn't everything
13 | Light shifting
14 | Spikes of stone
15 | Meteor Shift
16 | +1 natural armor
17 | Cosmic shift
18 | Air shifting
19 | Improved shift self
20 | Elemental shift+[/Table]

Kiren
2007-08-18, 10:39 PM
No I mean actualy in the text, and perhaps use a table.

{table]Level | Ability
1 | Terrain wall. Terrain toss, Weakling
2 | Endure elements,
3 | Fall lightly
4 | Natural armor +1
5 | Age shift
6 | Shift self,
7 | Water shifter
8 | Spot shift
9 | Shadow shift
10 | +1 natural armor
11 | +1 natural armor
12 | Strength isn't everything
13 | Light shifting
14 | Spikes of stone
15 | Meteor Shift
16 | +1 natural armor
17 | Cosmic shift
18 | Air shifting
19 | Improved shift self
20 | Elemental shift+[/Table]

ok so is it good?