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    Default Re: Push it to the Limit [D&D 3.5, Brainstorming]

    Limit Breakers: Classes 101

    The Sage
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    Alignment: Any
    Hit Die: 1d6

    Level BAB Fort Ref Will Special
    Tome Reserve
    Break Level
    Breaks Known
    1st +0 +0 +0 +2 Craft Alchemical Item, Day Break, Loremaster's Tome, Scribe Scroll
    20
    1st
    2
    2nd +1 +0 +0 +3 Brew Potion
    40
    1st
    4
    3rd +1 +1 +1 +3
    60
    2nd
    6
    4th +2 +1 +1 +4 Knowledge Devotion +1
    90
    2nd
    8
    5th +2 +1 +1 +4
    120
    3rd
    10
    6th +3 +2 +2 +5 Craft Magic Arms and Armor
    150
    3rd
    12
    7th +3 +2 +2 +5
    200
    4th
    14
    8th +4 +2 +2 +6 Knowledge Devotion +2
    300
    4th
    16
    9th +4 +3 +3 +6
    400
    5th
    18
    10th +5 +3 +3 +7 Craft Wondrous Item
    500
    5th
    20
    11th +5 +3 +3 +7
    700
    6th
    22
    12th +6/+1 +4 +4 +8 Knowledge Devotion +3
    900
    6th
    24
    13th +6/+1 +4 +4 +8
    1100
    7th
    26
    14th +7/+2 +4 +4 +9 Craft Wand
    1400
    7th
    28
    15th +7/+2 +5 +5 +9
    1700
    8th
    30
    16th +8/+3 +5 +5 +10 Knowledge Devotion +4
    2000
    8th
    32
    17th +8/+3 +5 +5 +10
    2500
    9th
    34
    18th +9/+4 +6 +6 +11 Craft Staff
    3000
    9th
    36
    19th +9/+4 +6 +6 +11
    4000
    10th
    38
    20th +10/+5 +6 +6 +12 Knowledge Devotion +5
    5000
    10th
    40

    Class Skills (4 + Int modifier): Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (Any), Profession, Speak Language, Spellcraft, and Use Magic Device.

    Weapon & Armor Proficiency
    A Sage is proficient with the dagger, club, quarterstaff, light crossbow, and sling, but is not proficient with any armors or shields.

    Limit Breaker
    A Sage is a Limit Breaker with a Breaker Level equal to his class level + ½ his levels in other classes. He begins play with the knowledge of two 1st level Limit Breaks and as he gains levels he learns new Limit Breaks and is able to learn higher level Limit Breaks as shown in the table above. The saving throw DC of any Limit Break used by a Sage is equal to 10 + ½ his Breaker Level + his Intelligence modifier.

    Item Creation
    A Sage gains the Craft Alchemical Item and Scribe Scroll feats as bonus feats at 1st level, the Brew Potion feat at 2nd level, the Craft Magic Arms and Armor feat at 6th level, Craft Wondrous Item at 10th level, Craft Wand at 14th level, and Craft Staff at 18th level. He does not need to meet the prerequisite of any feat gained this way.

    Day Break (Ex): At the start of each day, a Sage gains a number of break points equal to 5 × his class level, up to the maximum number of BP his Limit Gauge is able to store.

    Loremaster's Tome (Ex): A Sage is a collector of valuable information, and perhaps the most valuable bits information are the details of how to cast specific arcane spells. While the Sage himself is unable to cast these spells he keeps a detailed recording of many of them, much like a Wizard would, in a spellbook.

    A Sage begins play with a number of cantrips recorded in his Tome equal to his Intelligence modifier and two 1st level arcane spells recorded in his Tome. At each level beyond 1st, a Sage may record up to two additional arcane spells up to the highest level of Limit Break he can use.

    Using the information recorded in his Tome, a Sage may craft and use magic items as though he had a caster level equal to his Breaker level and without needing to cast any spells he has recorded in his Tome. Spells recorded in his Tome are considered to be on the Sage's spell list for the purposes of using spell completion or spell trigger items.

    As long as the Sage has his Tome with him at all times during crafting, he may substitute an amount of Tome Reserve (as listed in the table above) for an equal amount of required XP when he crafts a magic item. When the Sage gains a level, any unspent Tome Reserve is lost.

    Knowledge Devotion (Ex): At 4th level, the Sage gains the Knowledge Devotion feat as a bonus feat, even if he does not meet its prerequisites. Furthermore, he gains a +1 bonus to all Knowledge and Use Magic Device checks. This bonus increases by +1 at every fourth level hereafter.


    The Veteran
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    Alignment: Any
    Hit Die: 1d10

    Level BAB Fort Ref Will Special
    Break Level
    Breaks Known
    1st +1 +2 +0 +0 Bonus Feat, Weapon Aptitude
    1st
    1
    2nd +2 +3 +0 +0 Bonus Feat
    1st
    2
    3rd +3 +3 +1 +1
    2nd
    3
    4th +4 +4 +1 +1 Veteran's Aura
    2nd
    4
    5th +5 +4 +1 +1
    3rd
    5
    6th +6/+1 +5 +2 +2 Bonus Feat
    3rd
    6
    7th +7/+2 +5 +2 +2
    4th
    7
    8th +8/+3 +6 +2 +2 Command +1
    4th
    8
    9th +9/+4 +6 +3 +3
    5th
    9
    10th +10/+5 +7 +3 +3 Extra Aura (2)
    5th
    10
    11th +11/+6/+1 +7 +3 +3
    6th
    11
    12th +12/+7/+2 +8 +4 +4 Bonus Feat
    6th
    12
    13th +13/+8/+3 +8 +4 +4
    7th
    13
    14th +14/+9/+4 +9 +4 +4 Command +2
    7th
    14
    15th +15/+10/+5 +9 +5 +5
    8th
    15
    16th +16/+11/+6/+1 +10 +5 +5 Extra Aura (3)
    8th
    16
    17th +17/+12/+7/+2 +10 +5 +5
    9th
    17
    18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
    9th
    18
    19th +19/+14/+9/+4 +11 +6 +6
    10th
    19
    20th +20/+15/+10/+5 +12 +6 +6 Command +3
    10th
    20

    Class Skills (6 + Int modifier): Autohypnosis, Appraise, Balance, Climb, Concentration, Craft, Handle Animal, Iaijutsu Focus, Intimidate, Jump, Knowledge (Geography), Knowledge (History), Knowledge (Local), Listen, Martial Lore, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, and Use Magic Device.

    Weapon & Armor Proficiency
    A Veteran is proficient with all simple and martial weapons as well as all armors and shields.

    Limit Breaker
    A Veteran is a Limit Breaker with a Breaker Level equal to his class level + ½ his levels in other classes. He begins play with the knowledge of a single, 1st level Limit Break and as he gains levels he learns new Limit Breaks and is able to learn higher level Limit Breaks as shown in the table above. The saving throw DC of any Limit Break used by a Veteran is equal to 10 + ½ his Breaker Level + his Wisdom modifier.

    Bonus Feats
    At 1st, 2nd, 6th, 12th, and 18th levels a Veteran gains a bonus feat drawn from the Fighter's list of bonus feats. He must meet all prerequisites of feats gained in this way and is considered to be a Fighter of his class level -2 for this purpose.

    Weapon Aptitude (Ex): A Veteran applies any weapon-specific feats he has to all weapons he is proficient with, not simply the particular weapon designated by the feat. This allows him to apply the benefit of feats such as Weapon Focus, Three Mountains Style, or Boomerang Daze to any weapon he wields.

    Veteran's Aura (Ex): Starting at 4th level, a Veteran may spend a swift action and choose a minor aura or major aura from the Marshal's lists of auras (Miniature's Handbook pgs 11-13). Thereafter he projects that aura as a Marshal would until he spends a free action to dismiss its effect or until he spends another swift action to choose a new aura. The bonus of any minor aura projected by the Veteran is equal to his Wisdom modifier (minimum +1), while the bonus of a major aura is simply +1.

    Command (Ex): At 8th level, and at every sixth level thereafter, the bonus of a Veteran's minor or major auras, as well as the Veteran's Leadership Score (if he has one) and the level of the Veteran's followers (if he has any) increases by +1. A follower's level cannot exceed the Veteran's character level - 2 in this way.

    Extra Aura (Ex): Starting at 10th level, when a Veteran spends a swift action to choose and project an aura he may choose two any two auras, minor or major, and project both. At 16th level he may choose three auras and project all three.


    The Knave
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    Alignment: Any
    Hit Die: 1d8

    Level BAB Fort Ref Will Special
    Break Level
    Breaks Known
    1st +0 +0 +2 +0 Camisado, Courage, Trapfinding
    1st
    1
    2nd +1 +0 +3 +0 AC Bonus, Evasion
    1st
    3
    3rd +2 +1 +3 +1
    2nd
    4
    4th +3 +1 +4 +1 Inspiration (5)
    2nd
    6
    5th +3 +1 +4 +1
    3rd
    7
    6th +4 +2 +5 +2 Brave and Bold
    3rd
    9
    7th +5 +2 +5 +2
    4th
    10
    8th +6/+1 +2 +6 +2 Inspiration (10)
    4th
    12
    9th +6/+1 +3 +6 +3
    5th
    13
    10th +7/+2 +3 +7 +3 Rejection
    5th
    15
    11th +8/+3 +3 +7 +3
    6th
    16
    12th +9/+4 +4 +8 +4 Inspiration (15)
    6th
    18
    13th +9/+4 +4 +8 +4
    7th
    19
    14th +10/+5 +4 +9 +4 Improved Evasion
    7th
    21
    15th +11/+6/+1 +5 +9 +5
    8th
    22
    16th +12/+7/+2 +5 +10 +5 Inspiration (20)
    8th
    24
    17th +12/+7/+2 +5 +10 +5
    9th
    25
    18th +13/+8/+3 +6 +11 +6 Timeless Body
    9th
    27
    19th +14/+9/+4 +6 +11 +6
    10th
    28
    20th +15/+10/+5 +6 +12 +6 Inspiration (25)
    10th
    30

    Class Skills (8 + Int modifier): All skills are class skills to the Knave.

    Weapon & Armor Proficiency
    A Knave is proficient with all simple weapons, plus the bastard sword, bolas, longbow, longsword, net, rapier, sap, short sword, shortbow, and whip. Additionally, Knaves are proficient with light armor but are not proficient with shields.

    Limit Breaker
    A Knave is a Limit Breaker with a Breaker Level equal to her class level + ½ her levels in other classes. She begins play with the knowledge of a single, 1st level Limit Break and as she gains levels she learns new Limit Breaks and is able to learn higher level Limit Breaks as shown in the table above. The saving throw DC of any Limit Break used by a Knave is equal to 10 + ½ her Breaker Level + her Charisma modifier.

    Camisado (Ex): When a Knave makes an attack if she has moved at least 10ft prior to her attack, or if she is attacking an opponent that is denied its dexterity bonus to AC, then she gains a bonus to her attack roll and damage roll equal to her Charisma modifier.

    Courage (Ex): A Knave is immune to fear effects, unless the effect has a caster level at least four higher than her Breaker Level or is the extraordinary or supernatural ability of a creature that has at least four more HD than she does. In which case, she is subject to the effect as normal, but adds her Charisma modifier to her will save to resist it.

    Trapfinding (Ex): Knaves can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    Knaves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Knave who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    AC Bonus (Ex): Starting at 2nd level, a Knave adds her Charisma modifier to AC as long as she is not carrying a shield, wears light or no armor, and carries no more than a light load. She loses this bonus if she is denied her Dexterity bonus to AC or if she is Shaken, Frightened, Panicked, or Cowered.

    Evasion (Ex): At 2nd level or higher if a Knave makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Knave is wearing light armor or no armor. A helpless Knave does not gain the benefit of evasion.

    Inspiration (Ex): Starting at 4th level, a Knave gains 5 break points at the start of each encounter. The number of break points she gains at the start of each encounter increases by 5 at every fourth level hereafter. Any break points gained in this way that are unspent at the end of the encounter are lost.

    Brave and Bold (Ex): Starting at 6th level, a Knave adds her Charisma modifier to all Strength, Dexterity, and Constitution based skill checks and ability checks. This includes initiative but does not include saving throws.

    Rejection (Ex): Starting at 10th level, a Knave gains spell resistance equal to 10 + her Knave level + her Charisma modifier.

    Improved Evasion (Ex): At 14th level, a Knave’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Knave does not gain the benefit of improved evasion.

    Timeless Body (Ex): Starting at 18th level a Knave no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken are removed and she appears to be whatever age she wishes. Bonuses still accrue, and the Knave still dies of old age when her time is up.

    The Knave may convert lethal damage into nonlethal damage dealt to her by any source other than a critical hit, a cursed weapon attack, acid damage, or negative energy damage, as a free action, usable even when it isn't her turn. She also heals nonlethal damage at a rate equal to her Charisma modifier per hour.
    Last edited by Ziegander; 2015-04-22 at 02:07 PM.
    Homebrew


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