PDA

View Full Version : D&D 3.x Class Quill Master [3.5 Base Class][Some GMO's included for taste]



gooddragon1
2019-09-03, 01:28 AM
Quill Master

Game Rule Information:

Abilities: A quill master uses their dexterity score for most combat applications. A high constitution score is helpful to a quill master for survival and provides minor combat bonuses. Wisdom enables a quill master to make use of some casting ability much later in their career.

Alignment: Any.

Race: Any non-construct, non-undead (certain exceptions outside these types may exist if they generally are incapable of evolution, also see the Bizarre Evolutionary Leap Feat below)

Hit Die: d8.

Class Skills
The quill master's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) ◊4.
Skill Points at Each Additional Level: 4 + Int modifier.



Level
BAB
Fort
Ref
Will
Special
1st
2nd


1st
+0
+2
+0
+2
Improved Quills +1, Quills, Rapid Evolution
-
-


2nd
+1
+3
+0
+3
Ponder Evolution
-
-


3rd
+2
+3
+1
+3
Rapid Evolution (Standard)
-
-


4th
+3
+4
+1
+4
Improved Quills +2
-
-


5th
+3
+4
+1
+4
Quills (Medium Range)
-
-


6th
+4
+5
+2
+5
Quills (No AoO)
-
-


7th
+5
+5
+2
+5
Rapid Evolution (Swift)
-
-


8th
+6/+1
+6
+2
+6
Improved Quills +3
-
-


9th
+6/+1
+6
+3
+6
Blindsense
-
-


10th
+7/+2
+7
+3
+7
Quills (1/2 Con to Atk)
-
-


11th
+8/+3
+7
+3
+7
-
1
-


12th
+9/+4
+8
+4
+8
Improved Quills +4
2
-


13th
+9/+4
+8
+4
+8
Rapid Evolution (Instant)
3
-


14th
+10/+5
+9
+4
+9
-
4
-


15th
+11/+6/+1
+9
+5
+9
-
5
1


16th
+12/+7/+2
+10
+5
+10
Improved Quills +5
5
2


17th
+12/+7/+2
+10
+5
+10
-
5
3


18th
+13/+8/+3
+11
+6
+11
Blindsense (20% Miss Chance)
5
4


19th
+14/+9/+4
+11
+6
+11
-
5
5


20th
+15/+10/+5
+12
+6
+12
Body Evolution, Improved Quills +6
5
5



Class Features

All of the following are class featuers of the quill master.

Weapons and Armor Proficiencies

A quill master is not proficient with any kind of weapon. A quill master is proficient with padded armor, leather armor, and shields (except tower shields).

Armor with no exposed skin may prevent attacks with quills without appropriate evolutions as the quills would damage the armor instead when being fired. Specialized armor could be created to overcome this setback as well.

Quills (Ex)

A quill master is able to rapidly and abruptly produce quills from any part of their body. These quills can be created or reintegrated into a quill master's body as an immediate action. These quills deal 1d6 piercing damage, are treated as light weapons for melee attacks, and have a range increment of 60 feet if launched at 1st level (they can be launched out to 5 range increments). A quill master's quills provide some defensive benefit as well in the form of a +2 bonus to natural armor (this does not stack with any existing bonus to natural armor). Launching a quill is a biological muscle action rather than one of bodily physical motion. As such, the quill master's strength modifier provides no benefits to ranged quill attacks because they do not need to move at all to launch their quills and gain no benefit from doing so. However, this means that a quill master can launch quills against enemies even while grappling (though their is a possiblity that they may not be able to see their target) and they may add half their constitution modifer (if any, rounded down) to melee and ranged damage rolls with their quills.

At 5th level, a quill master may launch their quills at medium range (100 feet + 10 feet per level) rather than using range increments.

At 6th level, a quill master no longer provokes attacks of opportunity for making ranged quill attacks if they choose to launch their quills at medium range rather than using range increments.

At 10th level, a quill master may add half their constitution modifier (if any, rounded down) to attack rolls with their quills.

Rapid Evolution (Ex)

As a full round action, a quill master may rapidly evolve their quills to handle a diverse number of situations. While these evolutions are extraordinary, some are not entirely natural and thus animals may be slightly apprehensive around the quill master which causes handle animal and wild empathy checks made by characters within 10 feet of the quill master to be made at a -1 penalty if a bizarre evolution is being used by the quill master. At each quill master level the quill master gains a rapid evolution point. These points may be invested into various evolutions that alter how the quills a quill master has function. Rapid evolutions require a certain amount of time to perform and switch options which improves as the quill master improves in ability. A quill master cannot use a rapid evolution with a point cost more than 1 per 3 levels they have in quill master (minimum 1).

At 3rd level, a quill master may perform rapid evolution as a standard action.

At 7th level, a quill master may perform rapid evolution as a swift action.

At 13th level, a quill master may perform rapid evolution at any time with no action required at all. However, each individual quill attack has a specific set of evolutions applied to it as chosen before making the attack roll for that specific quill attack. Thus, while it is possible to switch evolutions multiple times over the course of a full attack, each attack is locked in with its evolutions before the results of the attack roll are seen.

Bizarre evolutions have a (B) descriptor next to them. Using more than 1 bizarre evolution per 5 levels of quill master the quill master has is perilous. Every round, the quill master has a 10% chance to take 1 point of constitution drain and 1 point of wisdom drain if they have 1 more bizarre evolution over the limit of 1 bizarre evolution per 5 levels of quill master. For every further bizarre evolution past this limit, the chance increases by 10% and the ability score drain increases by 1.

Improved Quills (Ex)

A quill master may have their quills deal an extra point of damage at 1st level, 4th level, and every 4 levels thereafter. This requires 1 rapid evolution point to be invested per point of damage from this ability (less points can be invested for reduced extra damage). If more than 3 rapid evolution points are invested in this ability it counts as a bizarre evolution and grants a bonus to attack rolls with such quills equal to the damage bonus granted by this ability.

Ponder Evolution (Ex)

At 2nd level, a quill master occasionally gets inspiration from events around them for their evolutionary potential. A quill master may choose to meditate on these events to gain access to further rapid evolutions. The amount of time required for meditation can vary depending on the potential evolution.

A quill master may also meditate on one of their evolutions once per day for 10 minutes to reduce the rapid evolution cost for that evolution by 1 (to a minimum of 0).

Blindsense (Ex)

At 9th level, a quill master's quills can sense the presence or absence of energy with extreme sensitivity, but not sufficiently to get a clear picture of it (it's able to differentiate between energies and detect them with very good accuracy, but it doesn't detect how strong the energy is past just enough to know it's there). The quill master has blind sense out to medium range (100 feet + 10 feet per level) while they have their quills in effect. This blindsense can indicate which square something is in, but they still suffer all the penalties of being unable to see a target as applicable.

At 18th level, a quill master can use their blindsense to evade some attacks. While a quill master's quills are in effect attacks that use attack rolls made against them have a 20% miss chance.

Spells

At 11th level, a quill master gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A quill master must choose and prepare their spells in advance (see below).

To prepare or cast a spell, a quill master must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a quill masterís spell is 10 + the spell level + the quill masterís Wisdom modifier.

Like other spellcasters, a quill master can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Quill Master. In addition, they receive bonus spells per day if they have a high Wisdom score.

A quill master prepares and casts spells the way a cleric does, though they cannot lose a prepared spell to cast a cure spell in its place. A quill master may prepare and cast any spell on the quill master spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

Through 3rd level, a quill master has no caster level. At 4th level and higher, their caster level is equal to their quill master level.

Body Evolution (Ex)

At 20th level, a quill master gains partial control over the rest of their body for the purpose of evolution. The quill master reverts to adulthood and cannot be advanced in age naturally or otherwise. They gain many other advantages to enable their longevity such as not requiring food, water, air, or sleep to survive. They also gain increasingly sophisticated genetic memory which allows them to perfectly recall their memories as well as to automatically take an 11 on any ability check or skill check involving a mental ability score (Int, Wis, Cha) as well as any Will Save if the result of that check or save would be less than 11.

===


Rapid Evolutions

Each option may only be selected once. If an improved or greater option is selected, it's lesser versions can't be selected.

(B) represents a bizarre evolution.

1 point cost

Aquatic Quills: These quills can travel through water after being launched without any penalty. They can also be used for floatation as a swift action which causes the quill master to ascend upwards at a rate of 100 feet per round.

Heatsink Quills (B): These quills equalize temperatures which provides a number of benefits. Firstly, for the quill master they are treated as having resistance to fire 1 if the temperature is greater than 70 degrees or resistance to cold 1 if the temperature is 70 degrees or less. Secondly, the quill master may treat the temperature as being between 60 and 80 degrees (but no more than the actual temperature if above 70 degrees and if the temperature is less than -50 degrees or greater than 140 degrees, it can only adjust it by up to 100 degrees towards this 60 to 80 degree range) within a 10 foot radius around them. Lastly, the quill master may choose to have these quills deal 1 point of cold damage if they grant resistance to fire or 1 point of fire damage if they grant resistance to cold (this cold or fire damage is in addition to the damage the quills would ordinarily deal).

Quasimagic Quills (B): These quills can count as magical for all purposes other than overcoming damage reduction.

Shaped Quills: These quills can deal bludgeoning, piercing, or slashing damage or any combination of these damage types.

2 points cost

Armormelding Quills (B): These quills can treat armor you are wearing as though it were not there by partially ignoring its existence.

Breakthrough Quills: These quills ignore up to 5 points of damage reduction and hardness.

Improved Aquatic Quills: These quills travel through water after being launched without penalty. Some of these quills can strain out air from the water to allow the quill master to breathe under water by funneling the air into their lungs. Furthermore, the quill master gains a swim speed of 30 feet and can act underwater as though they had the benefits that the freedom of movement spell bestows specifically related to its interactions with being underwater. Lastly, the quill master is unaffected by pressure damage and may extend this benefit to a radius of up to 10 feet around themselves.

Rapid Fire Quills: These quills can be fired more rapidly allowing for an extra ranged quill attack at full base attack bonus.

3 points cost

Ghostly Quills (B): These quills strike both corporeal and incorporeal targets with no miss chance due to the target being incorporeal.

Improved Breakthrough Quills: These quills ignore up to 10 points of damage reduction and hardness.

Swarmbreaker Quills (B): These quills deal normal damage instead of reduced or no damage when used against swarms.

Windgrace Quills (B): These quills ignore up to 10 miles per hour of winds per two quill master levels you have (treat wind as being 10 miles per hour less intense). They also prevent the quill master from taking falling damage. They also allow the quill master to ignore up to 10 miles per hour of winds per quill master level they have with regards to themselves and if desired up to a 10 foot radius around themselves.

4 points cost

Gravitic Quills (B): These quills allow the quill master to fly at a speed of up to 60 feet by manipulating the effects of gravity on themselves as well as for allies within a radius of up to 10 feet of the quill master. They also completely normalize (prevent it from being harmful) gravity for the quill master and themselves if desired as well as a radius up to 10 feet around the quill master. Lastly, these quills grant moderate fortification (as the armor ability) to the quill master as well as to allies within a radius up to 10 feet around the quill master.

Greater Breakthrough Quills (B): These quills ignore damage reduction and hardness.

Improved Rapid Fire Quills: These quills can be fired much more rapidly allowing for two extra ranged quill attacks at full base attack bonus.

Lifeforce Quills (B): These quills are capable of inflicting critical hits against undead targets. They also negate any effects of harmful negative or positive energy for the quill master as well as allies in a radius up to 10 feet from the quill master.

5 points cost

Planar Quills (B): These quills allow the quill master to partially tunnel through a quasi natural dimension to reach other planes of existence. A tunnel made in this fashion accomodates only the quill master and allies within up to a 10 foot radius of the quill master. Making a tunnel requires 1 hour unless the quill master expends 5 rapid evolution points to accelerate the process to an immediate action (these expended points cannot be used for 2d4 days thereafter). A tunnel made via planar quills is almost always safe, but it is possible to encounter unfriendly entities in the quasi natural dimension (even in extremely unusual cases when using a tunnel made with an immediate action). By necessity, these quills also normalize time to an extent for the quill master (preventing any temporal abnormalities that would affect againg by more than 1 day after which they completely block any such unusual aging effects) and allow the quill master to survive without oxygen and sleep if necessary. The quill master may extend this effect to allies within up to a 10 foot radius of themselves.

Quasi-Real Quills (B): These quills exist only with regards to the essence of the target they are used to strike (either in ranged or melee) and the quill master. They ignore all other things besides what they are designated to exist for. The range of these quills is close range (25 feet + 5 feet per 2 levels). Deflect arrows and similar effects that use the body of a target may still affect these quills (though snatching them is treated as deflection as holding them with essence is not possible).

Truestrike Quills (B): These quills ignore 10% of any miss chances on a target (to a minimum of 20% miss chance) and cause deflect arrows and similar effects to instead grant a 50% miss chance (which does not stack with other miss chances). If the quill would "miss" it is deflected, caught, etc. as normal.

Variable points cost

Purifying Quills (B): These quills make the quill master immune to all mundane poisons and diseases by purifying their bodies continually, but the quill master takes 1 point of damage per hit dice (up to 10 damage) whenever these quills prevent them from being affected by a poison or disease. The rapid evolution point cost of this rapid evolution is 2, but for every extra rapid evolution point spent the hit point damage from preventing a poison or disease is reduced by 2 (if 7 rapid evolution points or more are spent, the quill master takes no damage from their prevention). If 4 rapid evolution points or more are spent, the quill master is immune to all poisons and diseases whether they are mundane or not. If 6 rapid evolution points or more are spent, the quill master may choose to add 1d6 points of acid damage to their quill attacks in addition to the damage they normally deal.

Weapon Mimicry (B): These quills can mimic the magical and material qualities of a held weapon or substance. While multiple subtances can be used, only one weapon's worth of enhancement bonuses can be used for this ability. While this evolution is applied, the quills mimic the effective results of the material composition of the materials held at the time this evolution is enacted until a material is no longer held. In the case of weapon enhancements, only enhancement bonuses and unlimited use effects on the weapon are mimicked. Any magical enhancements mimicked by these quills are affected by effects that interact with magic. In some cases, use magic device checks may be necessary to gain the full effects of mimicked magical abilities. The rapid evolution point cost of this rapid evolution is 2 + 1 per point of enhancement bonus if a weapon is used.


===

Bizarre Evolutionary Leap [Rapid Evolution Feat]

Benefit

The quill master may treat their quill master level as 5 higher for the purpose of determining the handling of the bizarre evolutions limits.

Special

If a construct, undead, or potentially another subject takes this feat they do not gain the normal benefit and are instead capable of taking levels in quill master.

Normal

Constructs, undead, and certain extremely abnormal (not generally prone to evolution) subjects are not able to take levels in quill master.

===

Somewhere along making this class I thought... I'm not so sure about this one... well let's see how far I can take this. I then proceeded to see how far I felt like taking it. I took it this far (see above class).

Well, that was interesting.

Commentary:

+If a DM ever says "You should be able to handle this at your level", point them to the ponder evolution class feature and ask nicely.
+I didn't cover every possible scenario that could come up, but see commentary instance just above this one.
++Though I covered a lot.
+This class scales nicely (imo) into epic beyond epic (A term I'll call as when you go beyond level 100) because you can eventually get both epic spell casting and appropriately scaling combat stats (some feats and class dips may be required to get some of this though).
+Weaknesses? It's damage isn't exactly the greatest.
+I'm going to need to be more specific in some areas.