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Old 03-27-2012, 04:10 PM   Top  -  End  -  #1
mucco
Ogre in the Playground
 
ClericGuy
 
Join Date: Jan 2010
Default [3.5] A... flavourful base class: The Stoner

So, this began as an attempt by me and my friend to make a class that united the mechanics of Pact Magic and of Incarnum, which we think are two well-designed and fun mechanics. So, basically, we wanted to make vestiges with essentia. And then our usual wackiness kicked in and we somehow thought that making the class a drug addict would be a good thing. So, yeah. We think it's T2, have fun.

The Stoner


Fluff coming soon, as soon as I stop laughing at the thought of having to write some fluff for it.
Making a Stoner
Abilities: Charisma determines the save DCs of most of the stoner's abilities. Constitution helps the character improve her abilities and survival chances.
Races: Halflings were the first acolytes of this class. Its use has spread to many other smaller races such as gnomes, but also to elves. It is not unheard of humans to take levels in this class, too.
Alignment: Stoners can be of any alignment. The class, however requires a certain open-mindedness, so many stoners usually veer toward chaotic alignments.
Starting gold: 4d4x10 gp.
Starting age: as Barbarian.

Hit Die: d8
LvlBABFortRefWillSpecialSpices per DayMax level
1+0+2+0+2Blends, Spices11
2+1+3+0+3Strong lungs11
3+1+3+1+3Blend enrichments21
4+2+4+1+4-32
5+2+4+1+4More flavours (2)32
6+3+5+2+5-42
7+3+5+2+5Bonus feat53
8+4+6+2+6Unleash the smoke63
9+4+6+3+6Lungs of steel63
10+5+7+3+7More flavours (3)74
11+5+7+3+7Mistwalker84
12+6+8+4+8Bonus feat94
13+6+8+4+8-95
14+7+9+4+9Change of tastes105
15+7+9+5+9More flavours (4)115
16+8+10+5+10Chain smoker125
17+8+10+5+10Bonus feat126
18+9+11+6+11-136
19+9+11+6+11Adamantine lungs146
20+10+12+6+12More flavours (5), smoke tornado166
Class skills (4+Int per level): Autohypnosis, Bluff, Craft, Diplomacy, Gather Information, Heal, Knowledge (Dungeoneering, Local, Nature), Perform (any), Profession, Sense Motive, Sleight of Hand, Survival

Weapon and Armor Proficiency: Stoners are proficient with all simple weapons and with light armors (but not shields).

Blends: At first level, the stoner acquires the ability to craft powerful herb mixtures. Blends provide their benefits only to their creators; if another creature consumes them, she must make a Fortitude save (at the standard DC) to avoid being dazed for 1d4 minutes per stoner level. To gain the benefits of any blends, you need to have one hand free to hold them unless otherwise specified. It takes ten minutes to craft all the blends the Stoner can make, and they last for one day (even if they are not consumed). During the process, the Stoner may add spices to the blends (see below). If not otherwise specified, all abilities have a range fixed at 60 feet. A Blend is a Supernatural ability unless otherwise specified. A Stoner may only have one Blend active at any given time (but see More Flavours below). Unless otherwise noted, all abilities obtained through blends are supernatural.

Spices: At first level, a stoner learns to build and maintain a secret stash where she grows spices. She can use the spices to empower his regular blends. As she gains levels, her secret stash increases in size and can accommodate more and better herbs. A stoner can not add to a single blend more spices than her Constitution modifier.

More flavours (Ex): Starting at fifth level, and then again at 10th, 15th, and 20th level, you can use one more blend simultaneously.

Strong lungs (Ex): You gain a +2 competence bonus on saving throws against sickening and nauseating effects.

Blend enrichments (Ex): For every blend you are able to use simultaneously, you can choose to have one of these bonuses. You can select the same effect more than once, and they stack.
  • +2 luck to hit
  • +4 luck damage
  • +2 luck AC
  • +1 luck saving throws
  • +10 luck to all speed modes
  • +1 enhancement to any stat

Unleash the Smoke (Ex): As a full-round action, you can use up one of your daily blends to gain its Ultimate Power. You may not regain the benefits granted by that blend until the next day (but see the Feat section below). You are still under the normal benefits of the blend while you are using this power.

Lungs of Steel (Ex): Whenever you would be sickened, you are not. Whenever you would be nauseated, you are considered sickened instead.

Mistwalker (Su): As a standard action, you can tread on the mist around you, as per the Air Walk spell. The duration is limited to a number of rounds equal to your Con modifier. You can only use this ability while standing on solid ground.

Change of Tastes: Once per day, the stoner can substitute an active blend for another. This operation takes 10 minutes.

Chain Smoker (Ex): You gain an extra standard action that you can only use on abilities granted by your blends.

Adamantine Lungs (Ex): The stoner's lungs become so resilient that they hedge out many harmful effects. You gain immunity to nauseating and sickening effects. You no longer need to breathe air, as long as there is a source of smoke nearby (your blends count for this purpose).

Smoke Tornado (Ex): Once per day, you can use your Unleash the smoke power simultaneously on all your active blends. The blends are renewed at the start of your next turn.

Blend list
LevelBlend
1Pipeweed
1Howling trip
1Blacktar
2Pumpkin extract
2Sourleaf
2The Shadow
3(Un)Holy smoke
3Purple 'shroom
3Blowpipe
4Greensalt powder
4Deep voyage dust
4Peace calumet
5Fighting fog
5Brown's mixture
5Tea leaves
6Cigarette DMC-42
6Mindcopter
6Hookah of the Almighty

First level blends
Spoiler


Second level blends
Spoiler


Third level blends
Spoiler


Fourth level blends
Spoiler


Fifth level blends
Spoiler


Sixth level blends
Spoiler


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Feats
Metablend Feats
Metablend feats are feats that only provide their benefits when they are applied to a blend. A blend may have at most one metablend effect, and a metablend feat may not enhance more than one blend at the same time. A blend modified by a metablend feat is considered to have 1 spice extra for the purposes of its abilities.

Blend Focus [Metablend]
Benefit: The save DCs for the selected blend are 2 higher.

Cinder Surge
Prerequisite: Stoner level 6
Benefit: You may use a Supernatural ability from any blend that takes one standard action or less to activate with greater power. You gain these three benefits: +50% to all damage dealt; +50% to all damage cured; +2 to the DCs of any saving throw. You lose all benefits of this blend until the end of your next round.

Enduring Blend [Metablend]
This particular blend is twice as long.
Prerequisites: Unleash the smoke class feature
Benefit: Once per day, you can use the Ultimate Power of a blend and retain its benefits afterward.

Heart of the Volcano [Metablend]
Benefit: You gain a luck bonus on Fortitude saving throws equal to the spices mixed in the selected blend.

Heart of the Jungle [Metablend]
Benefit: You gain a luck bonus on Reflex saving throws equal to the spices mixed in the selected blend.

Heart of the City [Metablend]
Benefit: You gain a luck bonus on Will saving throws equal to the spices mixed in the selected blend.

Intense Blend [Metablend]
Benefit: The stoner level for the selected blend is 2 higher.

Pungent Spices [Metablend]
Prerequisite: Stoner level 6
Benefit: The spice bonus this feat gives is 2, instead of 1.

Quick Blow [Metablend]
Prerequisite: Stoner level 9
Benefit: Three times per day, you may use as a swift action any ability from the selected blend that normally takes a standard action to use. You may not use the ability again until the end of the next round.

Toothgrip
Benefit: You no longer need a hand free to hold your blends.

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Races and Items coming soon.

Last edited by mucco : 07-09-2012 at 07:03 PM.
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