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  1. - Top - End - #1
    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Base Class Challenge XI - Big Money Weave a Mighty Web

    Big Money Weave a Mighty Web

    Welcome to base class challenge number eleven! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!


    1. You will be creating an original base class based around a theme of the money-making skills (Craft, Perform, and Profession); anything is possible, so have fun! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!

    2. Submissions are due by April 27th, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but make sure the end result is easy on the eyes.

    3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.

    4. Plagiarism is strictly forbidden.


    The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

    Ready?

    Earn!
    Base Class Contest XXIV - Will Breed for Class
    Chat Thread
    Voting Thread

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Base Class Name

    Put an image of your class here!

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    11th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    12th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    13th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    14th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    15th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    16th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    17th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    18th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    19th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):



    Spoiler
    Show
    [CENTER][b][SIZE="3"][U]Base Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
    Base Class Contest XXIV - Will Breed for Class
    Chat Thread
    Voting Thread

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Bugbear in the Playground
     
    Circle of Life's Avatar

    Join Date
    Jul 2010

    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Scavenger



    "Yeah, mebbe it ain't as pretty as yer fancy-pants gear, but it does its job. When yeh live the kinda life I have, yeh get used ta makin' do."

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    11th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    12th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    13th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    14th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    15th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    16th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    17th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    18th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    19th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):]
    Last edited by Circle of Life; 2012-03-21 at 02:59 PM.
    Dealing with massive extended family DRAMAAAAA, posting slow to nonexistent until issues resolved.

    Avatar by the wonderful Ceika. Many praises be unto she.

    Live your life without regrets.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Empedocles's Avatar

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    Post Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    [[withdrawn since it wasn't coming out the way I hoped Plan on resubmitting an entirely new class though]]
    Last edited by Empedocles; 2012-04-09 at 10:04 PM.
    Extended Signature here.

    Darth Vader avatar by Kymme

    SWSE Campaign:
    IC Thread
    OOC Thread

  5. - Top - End - #5
    Ogre in the Playground
     
    bobthe6th's Avatar

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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Quack

    Spoiler
    Show

    by PhilRood

    "Step right up, step right up. Doct'r McGraths magic tonic, good to cure all your ailments. put a spring in your step and a twinkle in the eye! "-Gart'ak McGrath, Doctor trying to sell his latest batch of sugar water.

    Some might call a Quack just a con artist, a purvaior of false tricks and cheap novelties. certenly, a skilled quack passes off his work as miracules, but he must be a wizard in disguise. I mean, even the most skilled quacks potions turn to sugar water by the time a reputable investigator examines them...

    Adventures: Adventurers tend to be on the move, and that is just were a Quack wishes to be.

    Characteristics: A Quacks greatest asset is his concoctions. These are his greatest gift, and his most memorable trick.

    Alignment: Quacks are really diverse, leading to a nigh infinite amount of philosophies.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: Depending on the concoctions for that day,

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: Any
    Hit Die: d4
    Starting Age: Simple
    Starting Gold: 3d10 x10

    Class Skills for the Quack
    The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft(Any) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform(Any) (Cha), Profession (Any) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), 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

    CQuack
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Concoctions Known|Concoction Points
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    ||3|2
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    ||5|6
    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    ||7|11
    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    ||9|17
    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    ||11|25
    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    ||13|35
    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    ||15|46
    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    ||17|58
    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    ||19|72
    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    ||21|88
    11th|
    +5
    |
    +7
    |
    +3
    |
    +7
    ||23|106
    12th|
    +6/1
    |
    +8
    |
    +4
    |
    +8
    ||25|126
    13th|
    +6/1
    |
    +8
    |
    +4
    |
    +8
    ||27|147
    14th|
    +7/2
    |
    +9
    |
    +4
    |
    +9
    ||29|170
    15th|
    +7/2
    |
    +9
    |
    +5
    |
    +9
    ||31|195
    16th|
    +8/3
    |
    +10
    |
    +5
    |
    +10
    ||33|221
    17th|
    +8/3
    |
    +10
    |
    +5
    |
    +10
    ||35|250
    18th|
    +9/4
    |
    +11
    |
    +6
    |
    +11
    ||37|280
    19th|
    +9/4
    |
    +11
    |
    +6
    |
    +11
    ||39|311
    20th|
    +10/5
    |
    +12
    |
    +6
    |
    +12
    ||41|343
    [/table]

    Class Features
    All of the following are class features of the Doctor.

    Weapon and Armor Proficiencies: A doctor is proficient with all simple weapons. He is not proficient with any armor or shields.

    All other class features go here (Use the format shown directly below if you don't know what to do.)!


    Concoctions: A Quacks most basic skill is his concoctions. These are hastily put together alchemicals that are infused with a bit of magical energy. depending on the amount of concoction points invested in the concoction on creation. All concoctions are created from a base of normal water, and creating one takes one minute, after which the concoctions lasts 24 hours before returning to its water base.

    Fast alchemy(Ex): Given a few moments, and the right ingredients, a Quack can make impressive concoctions. At first level, a Quack can create a concoction as a full round action, but it only lasts 3 rounds, after-which it returns to its normal water base. At fifth level this is a standard action and the concoction lasts 4 rounds. At tenth level this is a move action and the concoction lasts 5 rounds. At fifteenth level this is a swift action and the concoction lasts 6 rounds. At twentieth level this is a free action and the concoction lasts 10 rounds.
    Last edited by bobthe6th; 2012-03-22 at 07:07 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

  6. - Top - End - #6
    Troll in the Playground
     
    Silva Stormrage's Avatar

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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Corpsecrafter

    Spoiler
    Show

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +x
    |
    +x
    |
    +x
    |
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    +x
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    14th|
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    +x
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    18th|
    +x
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    +x
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    20th|
    +x
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    +x
    |Class Ability[/table]

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):



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    [CENTER][b][SIZE="3"][U]Base Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Trapsmith



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    ”Watch your step, little one. If you aren’t looking out, you might find yourself gone away...”
    ~Zheng Fangzi, Imperial Trapmaster, Master of the Hunt, to the eldest son of the Emperor


    Adventures: Trapsmiths are often found in dangerous dungeons because they want to find out about the traps and other assorted bits of technology that reside there. They are especially fascinated by the purpose of said traps.

    Characteristics: Trapsmiths, by nature of their profession, tend to be cold and calculating, especially in combat. In order to predict where opponents are going and what opponents are doing to catch them off guard with traps requires a mind so convoluted that not many are able to keep up with a Trapsmith’s logic.

    Alignment: Trapsmiths can be of any alignment, and even their rigid adherence to logic doesn’t necessarily stop there from being Chaotic Trapsmiths.

    Religion: Trapsmiths tend towards cunning and knowledgeable gods, or simple atheism or agnosticism. Trapsmiths tend to not have a very strong racial or cultural identity, and so a racial god is rarely in the picture.

    Background: Trapsmiths can come from any background. Even the poorest hunter uses traps to catch prey sometimes, and this use is what stems the power of the Trapsmith.

    Races: Any race can become a Trapsmith, and Trapsmiths rarely have a racial identity that would prevent them from doing their job. Usually the monstrous races aren’t likely to become Trapsmiths, if only because their minds naturally do not withstand the mental rigours nececssary to become a Trapsmith.

    Other Classes: Trapsmiths tend to be very introverted. The problem with their traps is that, although they have some beneficial effects, they generally use mostly offensive and harmful abilities, and those tend to hit allies as well, so there can be some tension between melee characters and Trapsmiths.

    Role: The Trapsmitih can play a few different roles. Their main function is a combat character and as a skill monkey and utility character. They do gain some minor in combat healing, which can be very useful when healers die or become unable to do anything.


    Abilities: Intelligence is the Trapsmith’s primary ability score, as it determines the save DCs of his Traps, and is useful for skill points. Dexterity is useful for the Trapsmith when he uses ranged combat and places traps from a range. Constitution is important for the Trapsmith’s ability to survive combat.
    Alignment: Any
    Hit Die: d8

    Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skill Points at 1st Level: (6 + Int modifier)*4
    Skill Points at Each Additional Level: 6 + Int modifier

    TRAPSMITH
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mechanisms Known|Mechanisms Prepared

    1st|
    +0
    |
    +0
    |
    +2
    |
    +1
    |Explosive Trap, Wounding Trap|
    4
    |
    3

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +1
    |Sneak Attack +1d6|
    5
    |
    4

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +2
    |Frost Trap|
    5
    |
    4

    4th|
    +3
    |
    +1
    |
    +4
    |
    +2
    |Genius Fighting|
    5
    |
    4

    5th|
    +3
    |
    +1
    |
    +4
    |
    +3
    |Healing Trap|
    6
    |
    4

    6th|
    +4
    |
    +2
    |
    +5
    |
    +3
    |Ranged Trap, Sneak Attack +2d6|
    6
    |
    4

    7th|
    +5
    |
    +2
    |
    +5
    |
    +3
    |Summon Trap|
    6
    |
    5

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +4
    |Strike Trap|
    7
    |
    5

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +4
    |Spell Trap (1st)|
    7
    |
    5

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +5
    |Sneak Attack +1d6|
    7
    |
    5

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +5
    |Spell Trap (2nd)|
    8
    |
    5

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +6
    |Shoot Trap|
    8
    |
    6

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +6
    |Spell Trap (3rd)|
    8
    |
    6

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +6
    |Sneak Attack +3d6|
    9
    |
    6

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +7
    |Spell Trap (4th)|
    9
    |
    6

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +7
    |Lightning Trap|
    9
    |
    6

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +8
    |Spell Trap (5th)|
    10
    |
    7

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +8
    |Sneak Attack +4d6|
    10
    |
    7

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +8
    |Spell Trap (6th)|
    10
    |
    7

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +9
    |Trap Mastery|
    11
    |
    7
    [/table]

    Weapon Proficiencies: The Trapsmith is proficient with all simple weapons and two martial weapons of his choice. The Trapsmith is proficient with Light armor and Light shields.

    Mechanisms: Mechanisms are what determines how the trap is triggered, or are an extra effect placed upon the base trap. The Trapsmith gains 4 Mechanisms at first level, but can only prepare 3 of them. The Trapsmith can use the prepared mechanisms once per encounter, and then they are expended. The Trapsmith may refresh his Mechanisms by spending one full round doing nothing but attacking or moving. Activating a Mechanism is a free action, although the Trapsmith may only activate one Mechanism per trap. Mechanisms provide a bonus to the Craft (Trapmaking) DC, depending on the Mechanism. After a trap has been activated, the trap and all associated mechanisms fade (unless one of the mechanisms was Eternal Trap). The DC to create any Trap is equal to 10 + Trapsmith’s ECL + The Trapsmith’s Intelligence modifier + DC increase from Mechanisms. The Trapsmith may only make one trap per round, and must place it within 5 feet of himself (unless he has the ranged trap ability). The Trapsmith cannot trigger his own traps. The Trapsmith may only have up to his Intelligence modifier in traps active at any time. Traps only last up to a minute, or the end of the encounter, whichever comes first, before fading away. Seeing a trap requires a spot check (DC 10 + Ranks in Craft (Trapmaking) + Intelligence modifier), and then disarming the trap requires a Disable Device check (DC 10 + Ranks in Craft (Trapmaking) + Intelligence modifier), and is a move action. At tenth level, the Trapsmith’s traps become invisible for the duration of their existence, and only a spell that allows the caster to see invisibility can locate the trap.

    Explosive Trap (Ex): Starting at first level, the Trapsmith can make a fairly complicated trap involving minor explosives. It explodes in a 10 foot spread, centered on the trap. The trap trigger effect is the square in which the trap is placed. Any creature that walks over the trapped square must make a Reflex save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or take 1d6 damage per two Trapsmith levels the Trapsmith possesses (minimum 1d6) plus a number of damage equal to the Trapsmith’s Intelligence modifier. Half of this damage is force damage, and the other half is fire damage. Creating and placing this trap is a move action.

    Wounding Trap (Ex): Starting at first level, the Trapsmith can make the least trap possible; a simple wounding trap. Any creature that triggers the trap takes 1d4 physical damage per Trapsmith level. The trap trigger effect is the square in which the trap is placed. Any creature who takes damage in this way has their movement speed reduced by 5 feet until the end of the encounter. At tenth level, this trap gains a bleed effect, which causes the target to take an additional 1d4 damage per five Trapsmith levels the Trapsmith possesses every round, for three rounds. Successive instances of damage do not stack, but refresh the duration.

    Sneak Attack (Ex): Starting at second level, the Trapsmith gains +1d6 sneak attack damage, as the Rogue ability. This damage progresses to +2d6 damage at sixth level, and every four levels thereafter.

    Frost Trap (Ex): Starting at third level, the Trapsmith can make a trap filled with icy liquid. It explodes in a 20 foot spread, centered on the trap. The trap trigger effect is the square in which the trap is placed. Any creature that walks over the trapped square must make a Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or halve their base land speed for the duration. This lasts as long as the affected creature remains in the area of the effect, and for one round afterward as well. The effect of this ability lasts for 3 rounds. Creating and placing this trap is a move action.

    Genius Fighting (Ex): Starting at fourth level, the Trapsmith gains a competency bonus to all melee and ranged attack rolls equal to his Intelligence modifier. At eighth level, this becomes a competency bonus to attack and damage rolls equal to his Intelligence modifier.

    Healing Trap (Su): Starting at fifth level, the Trapsmith can make a trap filled with healing power. It affects the five foot cube over the trap. The trap trigger effect is the square in which the trap is placed. Any creature that walks over the trapped square heals a number of hit points equal to the Trapsmith’s Intelligence modifier d6 plus the Trapsmith’s ranks in Craft (Trapmaking). This effect harms undead. The Trapsmith may not use this trap outside of combat, and the Trapsmith cannot gain the benefits of this trap. Creating and placing this trap is a swift action.

    Ranged Trap (Ex): Starting at sixth level, the Trapsmith can set traps up to 30 feet away from themselves, instead of adjacent to themselves.

    Summon Trap (Su): Starting at seventh level, the Trapsmith can make a trap that summons one creature, as the Summon Monster spell. It appears within 30 feet of the trap. The trap trigger effect is the square in which the trap is placed. The summoned creature lasts for 4 rounds, and then fades away. The Trapsmith may only have up to one Summon Trap in effect at a time. The summoned creature is chosen randomly, and automatically attacks whoever triggers the trap. The level of Summon Monster depends on the Trapsmith’s Trapsmith level, as shown on the following table.
    Spoiler
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    {table=head]Level|Spell

    7th-10th|Summon Monster IV

    11th-14|Summon Monster V

    15th-18th|Summon Monster VI

    19th-20th|Summon Monster VII[/table]


    Strike Trap (Ex): Starting at eighth level, the Trapsmith may create a trap and connect it to their melee weapon, and then attack once as a full round action. If she hits, the trap explodes, hitting the target and affecting them with the trap’s effects (including any mechanisms). If there is a Reflex save component, it is ignored for this affect. If there is a beneficial effect in the trap, the attack does no damage. Otherwise, it deals normal damage.

    Spell Trap (Su): Starting at ninth level, the Trapsmith may create a trap and infuse it with magical energy. The Trapsmith must choose a spell, from the following list, and that spell is cast into the trap. The trap’s trigger effect is the five foot square where the trap is placed. Upon being triggered, the trap casts the stored spell upon the creature that triggered the trap, or centered upon the creature triggering the trap. The caster level for this effect is equal to the Trapsmith’s Trapsmith level. If a spell references a caster, the caster for this effect is considered the Trapsmith. If a spell has a non-somatic, non-verbal component, the Trapsmith must provide it upon creating the trap. Any spell effects that are permanent or that would persist beyond a period of 10 rounds fade after 10 rounds. Otherwise, the spells use their normal duration. If the spell would require additional actions for casting, such as concentration, then the Trapsmith must provide them. Mechanisms may not be applied to spell traps. The DC to make a set a spell trap is increased by a number equal to the spell level of the spell to be placed in the spell trap. Creating and laying this trap is a full round action. If there is a Touch attack component of the spell, the target of the spell counts as being automatically hit by it.
    Spoiler
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    1st-- Cause Fear, Alarm, Obscuring Mist, Silent Image, Ray of Enfeeblement, Reduce Person, and Burning Hands.

    2nd-- Protection From Arrows, Fog Cloud, Glitterdust, Web, Touch of Idiocy, Hideous Laughter, Darkness, Gust of Wind, Invisibility, Ghoul Touch, Bear’s Endurance, Bull’s Strength, Cat’s Grace, and Shatter.

    3rd-- Dispel Magic, Magic Circle Against Chaos/Evil/Good/Law, Stinking Cloud, Sleet Storm, Hold Person, Suggestion, Daylight, Fireball, Major Image, Vampiric Touch, Ray of Exhaustion and Slow.

    4th-- Dimensional Anchor, Black Tentacles, Solid Fog, Confusion, Crushing Despair, Wall of Fire, Wall of Ice, Illusory Wall, Greater Invisibility, Rainbow Pattern, Bestow Curse, Contagion, and Fear.

    5th-- Cloudkill, Wall of Stone, Feeblemind, Sending, Wall of Force, Persistent Image, Waves of Fatigue, and Mind Fog.

    6th-- Greater Dispel Magic, Acid Fog, Wall of Iron, Probe Thoughts, Forceful Hand, Programmed Image, Eyebite, Disintegrate, and Flesh to Stone.


    Shoot Trap (Ex): Starting at twelfth level, the Trapsmith may create a trap and connect it to their ranged weapon, and then attack once as a full round action. If she hits, the trap explodes, hitting the target and affecting them with the trap’s effects (including any mechanisms). If there is a Reflex save component, it is ignored for this effect. If there is a beneficial effect in the trap, the attack does no damage. Otherwise, it deals normal damage.

    Lightning Trap (Su): Starting at sixteenth level, the Trapsmith may create a trap infused with electrical energy. The triggering creature takes a number d6 electrical damage equal to the Trapsmith’s Trapsmith level, and then arcs to one creature within 20 feet. That creature takes one half of that number d6, and this process is repeated, halving each time, until a creature takes 1d6 damage, and then it stops. The halved quantities round down. The trap trigger effect is the five foot square in which the trap is laid. Laying this trap is a move action.

    Trap Mastery (Ex): Starting at twentieth level, the Trapsmith may have up to their Intelligence modifier + 3 traps in existence at a time, and they last as long as the encounter lasts or until they are triggered, whichever comes first. The Trapsmith gains a competency bonus to all Craft (Trapmaking) checks equal to his Intelligence modifier. The Trapsmith may count the target of his attacks as being flat-footed for the purposes of his Sneak Attack ability if they have triggered one of his traps within 3 rounds of being attacked by the Trapsmith.


    Mechanisms
    Spoiler
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    Shaping:
    Spoiler
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    Trip Wire: The trap trigger effect becomes a line 20 feet long.
    Spread Trap: The trap’s effect spreads out into a 20 foot radius around the trap.
    Widen Trap: The trap trigger effect becomes a 20 foot spread, centered on the trap.
    Column Trap: The trap trigger effect becomes one five foot square, and up to 60 feet above the square. All effects that affect the square affect all creatures within 60 feet above the trap.
    Row Trap: The trap’s effect becomes a line 30 feet long.
    Lingering Trap: The trap’s effect occurs the next round as well.


    Poison:
    Spoiler
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    Dragon’s Bane Trap: 1d6 Dex damage.
    Mindfang Trap: 1d6 Intelligence damage.
    Eyeblind Trap: 1d6 Wisdom damage.
    Feeblelimb Trap: 1d6 Strength damage.
    Persona Trap: 1d6 Charisma damage.
    Entrail Trap: 1d6 Constitution damage.
    Corrosive Trap: The target takes an extra 1d6 acid damage per five Trapsmith levels, rounded down. (Minimum 1d6).


    Supplemental:
    Spoiler
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    Trip Wire: Affected creatures must make a Reflex save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or fall prone.
    Grease Trap: A 20 foot spread around the trap becomes greased, as the Grease spell. This effect fades after 3 rounds, as the grease is washed away, or absorbed into the ground.
    Blinding Trap: The activator of the trap must make a Fortitude save or become blind.
    Flashbang Trap: The activator of the trap must make a Reflex save or become deaf.
    Grounding Trap: The activator of the trap loses the ability to fly for the duration of the effect.
    Eternal Trap: The trap can be activated multiple times without fading.
    Stinking Trap: The trap causes affected target to be nauseated.


    Spoiler
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    Trip Wire
    DC Increase: +3
    Effect: The trap trigger effect of the affected trap becomes a 20 foot line. Any creature that enters the space of the line, or moves through the space of the line, triggers the trap.

    Spread Trap
    DC Increase: +5
    Effect: The trap’s effect affects all creatures within 20 feet of the triggered trap. Those creatures may make Reflex saves (DC 10 + 1/2 Trapsmith level + Intelligence modifier) in order to avoid the effects of the trap.

    Widen Trap
    DC Increase: +4
    Effect: The trap trigger effect of the trap becomes a 20 foot spread centered on where the trap is placed. Any creature that enters or moves through that area automatically triggers the trap.

    Column Trap
    DC Increase: +3
    Effect: The trap trigger effect is the square where the trap is placed, and 60 feet above that area as well. Any creature that enters that area activates the trap, and the trap’s effect spreads to the whole trap trigger effect area.

    Row Trap
    DC Increase: +3
    Effect: The trap’s effect affects all creatures in a 60 foot line, centered on the square where the trap is placed. The direction of the line is chosen upon placing the trap.

    Lingering Trap
    DC Increase: +4
    Effect: The trap’s effect occurs again the next round on any creature that triggered it or that was hit by its trigger. The creature cannot attempt their save again, and automatically take the effect. If they made their save, they are immune to this effect.

    Dragon’s Bane Trap
    DC Increase: +5
    Effect: The trap deals 1d6 Dexterity damage to the creature that triggered the trap, and only them. A successful Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) halves this damage.

    Mindfang Trap
    DC Increase: +5
    Effect: The trap deals 1d6 Intelligence damage to the creature that triggered the trap, and only them. A successful Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) halves this damage.

    Eyeblind Trap
    DC Increase: +5
    Effect: The trap deals 1d6 Wisdom damage to the creature that triggered the trap, and only them. A successful Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) halves this damage.

    Feeblelimb Trap
    DC Increase: +5
    Effect: The trap deals 1d6 Strength damage to the creature that triggered the trap, and only them. A successful Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) halves this damage.

    Persona Trap
    DC Increase: +5
    Effect: The trap deals 1d6 Charisma damage to the creature that triggered the trap, and only them. A successful Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) halves this damage.

    Entrail Trap
    DC Increase: +6
    Effect: The trap deals 1d6 Constitution damage to the creature that triggered the trap, and only them. A successful Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) halves this damage.

    Corrosive Trap
    DC Increase: +4
    Effect: The trap deals 1d6 Acid damage per five Trapsmith levels the Trapsmith possesses (mininum 1d6) to the creature that triggered the trap, and only them.

    Trip Wire
    DC Increase: +4
    Effect: The creature that triggered the trap and all creatures in a 10 foot line out from the trap in one direction chosen upon laying the trap must make a Reflex save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or fall prone. This effect is instantaneous.

    Grease Trap
    DC Increase: +6
    Effect: A 20 foot spread centered on the trapped square becomes coated in Grease, as the Grease spell. This effect lasts for three rounds, and uses the Trapsmith’s Trapsmith level as the caster level.

    Blinding Trap
    DC Increase: +5
    Effect: The creature who triggered the trap must make a Reflex save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or become blind for two rounds.

    Flashbang Trap
    DC Increase: +5
    Effect: The creature who triggered the trap must make a Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or become deafened for three rounds.

    Grounding Trap
    DC Increase: +4
    Effect: The creature who triggered the trap must make a Reflex save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or become unable to fly for 5 rounds.

    Eternal Trap
    DC Increase: +12
    Effect: The trap lasts for up to 10 minutes, or the end of the encounter, whichever comes first. During that duration, the trap may be activated as many times as people walk over it.

    Stinking Trap
    DC Increase: +6
    Effect: The creatures in the area of the effect of the trap must make a Fortitude save (DC 10 + 1/2 Trapsmith level + Intelligence modifier) or become nauseated for 2 rounds.
    Last edited by unosarta; 2012-05-02 at 06:43 AM.
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  8. - Top - End - #8
    Orc in the Playground
     
    ArkenBrony's Avatar

    Join Date
    Dec 2011
    Location
    Maryland
    Gender
    Male

    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Xtreme firefighter



    fire is just a speed bump for an Xperienced firefighter

    your experience in your field extends to the arcane level, fire fears your name, water bends to your will, and your profession is beloved by any sane person.

    Adventures: your profession causes you to strive for the destruction of flame,and the safety of those effected by it. you travel to keep your party safe from fire.

    Characteristics: you are capable of destroying fire, controlling water, and empowering your axe.

    Alignment: Xtreme firefighters have no required alignment, but they tend towards being good due to their will to help people, but select few evil firefighters cause fires, and then extinguish them to be praised as heroes and gain connections and deals with those you burned.

    Religion: any.

    Background: often, you were in someway effected by a fire, and now strive to destroy it, and keep the unfortunate event from reoccurring.

    Races: all races have fire fighters, except fire based creatures, but those that live in flammable areas often have more Xtreme firefighters then other races.

    Other Classes: firefighters get along with other warriors of good, and are neutral to roguish characters. but under no circumstances do they consort with pyromaniacal spell casters.

    Role: they take the role of a warrior, specialized in killing fire wielding creatures, and gaining few ranged attack abilities

    Adaptation: you could change the anti-fire abilities to enchanted equipment that they automatically get.

    GAME RULE INFORMATION
    Xtreme firefighter's have the following game statistics.
    Abilities: An Xtreme Fire Fighter needs a high strength for their combat capabilities, dexterity for AC, constitution for hit points, and many of the Xtreme firefighter's class features are based off of charisma.
    Alignment: Any
    Hit Die: d8
    Starting Age: as paladin
    Starting Gold: as ranger

    Class Skills
    The Xtreme firefighter class skills are Balance (Dex), Climb (str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handel Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(architecture and engineering) (Int), Knowledge(dungeoneering) (Int), Knowledge(local) (Int), Knowledge(religion) (Int), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Xtreme firefighter
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Good with an axe, Who needs a Hose?, Fire fears me.

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Controlling the current

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Making fire dance around me

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Better with an axe

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Water blast

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Sometimes a firefighters has to use fire

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Axe tricks

    8th|
    +6
    |
    +6
    |
    +6
    |
    +2
    |Water sheath

    9th|
    +6
    |
    +6
    |
    +6
    |
    +3
    |Fight fire with fire

    10th|
    +7
    |
    +7
    |
    +7
    |
    +3
    |Axe trick, Expert axe wielder

    11th|
    +8
    |
    +7
    |
    +7
    |
    +3
    |Water blade

    12th|
    +9
    |
    +8
    |
    +8
    |
    +4
    |Fire walk

    13th|
    +9
    |
    +8
    |
    +8
    |
    +4
    |Axe trick, The best axe wielder...

    14th|
    +10
    |
    +9
    |
    +9
    |
    +4
    |Water weird

    15th|
    +11
    |
    +9
    |
    +9
    |
    +5
    |Riding fire

    16th|
    +12
    |
    +10
    |
    +10
    |
    +5
    |Axe trick, ...But there is always someone better at axes than you...

    17th|
    +12
    |
    +10
    |
    +10
    |
    +5
    |Water shield

    18th|
    +13
    |
    +11
    |
    +11
    |
    +6
    |Removing what feeds fire

    19th|
    +14
    |
    +11
    |
    +11
    |
    +6
    |...But that is probably not the case, Axe trick

    20th|
    +15
    |
    +12
    |
    +12
    |
    +6
    |Xtreme firefighting, Xtreme water control, Xtreme Axe Wielder[/table]

    Class Features
    All of the following are class features of the Xtreme firefighter.

    Weapon and Armor Proficiencies: An Xtreme firefighter is proficient in all simple weapons, all martial and exotic axe weapons, light and medium armor, and all shields (including tower shields)

    Good With an Axe: An Xtreme firefighter makes it their passion to evolve their skill with axes to truly call it, Xtreme. at 1st level, an Xtreme firefighter gains a competence bonus to their attack roles with any weapon with "axe" in its name equal to your ranks in Profession(firefighter) divided by 5 (minimum 1)

    Who Needs a Hose (SP): With a gesture, the Xtreme firefighter forms a link with the elemental plane of water to help dowse flames. at 1st level, you may create water as the spell, create water, without the verbal component, with a caster level equal to your class levels in Xtreme firefighter a number of times per day equal to your ranks in Profession(firefighter). you may use the water created by this ability to add a competence bonus to a profession(firefighter) check equal to your class level.

    Fire Fears Me (ex): Your reputation as an Xtreme firefighter precedes you in the Elemental Plane of Fire. at 1st level, any fire elemental or creature with the fire subtype that notices you and has line of sift to you must make a saving throw vs fear with a DC of 10 + your levels in Xtreme firefighter + charisma modifier or be panicked for 1d6 rounds. even if they succeed, they are still shaken for 1 round, but are rendered immune to the "fire fears me" ability of anyone whose DC is equal to or less than this ones for 24 hours.

    Controlling the current (Su): By concentrating on your link with the water elemental plane, you focus your summoned water into a beam. at 2nd level, an Xtreme firefighter may burn one use of who needs a hose to form of a 1 inch thick ray of pressurized water. On a successful ranged touch, with a range is 20 ft/level and no range increments, you deal 1d6/level force damage to fire elementals or creatures with the fire subtype, 1d4/2 levels bludgeoning damage to a water elemental creature or a creature with the water subtype, and 1d6/2 levels piercing damage to any other creature.

    Making Fire Dance Around Me (Su): Your reputation causes even the largest of fires to think twice when about to strike you. At 3rd level, an Xtreme firefighter is considered to have a deflection bonus to armor class equal to your ranks in profession(firefighter) divided by 5 (minimum 1), this deflection bonus stacks with any other form of armor class. in addition, 1/day/3 levels in Xtreme firefighter, you may cause any spell or spell-like effect that deals fire damage to deal you no fire damage, and cast fire shield with an equivalent caster level of 1/2 the spells level+your Xtreme firefighter level as an immediate action.

    Better With an Axe:

    Water Ray:

    Sometimes a Firefighter has to use fire:

    Axe Trick:

    Water Sheath:

    Fight Fire With Fire:

    Expert Axe Wielder:

    Water Blade:

    Fire Walk:

    The Best Axe Wielder...:

    Water Weird:

    Riding Fire:

    ...But There is Always Someone Better at Axes Than You...:

    Water Shield:

    Removing What Feeds the Fire:

    ...But That is Probably Not the Case:

    Xtreme fire fighting, Xtreme water control, Xtreme Axe Wielder:





    Profession(fire fighting) (Wis)
    you can use this skill to put out a fire, or get cats out of trees.
    The DC to put out a fire is based on the size of the object on fire.

    {table=head]
    Size
    |
    DC
    |
    Example

    fine
    |
    0
    |
    a candle

    diminutive
    |
    2
    |
    a campfire

    tiny
    |
    15
    |
    a stool

    small
    |
    10
    |
    a chair

    medium
    |
    20
    |
    a small table

    large
    |
    30
    |
    a large table

    huge
    |
    40
    |
    a shed

    gargantuan
    |
    50
    |
    a house

    colossal
    |
    60+
    |
    a field

    magical
    |
    +30
    |
    fireball

    live, organic material
    |
    +10
    |
    a human
    [/table]
    Last edited by ArkenBrony; 2012-04-26 at 07:26 PM.

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Nov 2011

    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Virtuoso

    This is an NPC class, and is not expected to win; so i'm not gonna do thorough formatting.
    Virtuosos focus their whole lives specializing in the perfection of a skill, and becoming the best they can at it.

    Adventuring: this class does not adventure, at all.

    Alignment: Any.

    HP: d6
    BAB: as wizards;
    Saves: poor reflex and fortitude, good will.
    Skill Points 2 + int modifier (x4 for level 1)
    Skills: concentration, craft, profession, perform.

    Abilities by level:
    1 limitless skill focus, skill focus.
    2 mastery 10
    3
    4
    5
    6 skill focus
    7
    8
    9
    10 mastery 15
    11 skill focus
    12
    13
    14
    15
    16 skill focus
    17
    18
    19
    20 mastery 20

    all abilities are Ex.

    At first level, a virtuoso much choose one craft, profession, or perform skill; this skill will be the one they focus their life upon, and all of their abilities apply to it and it only.

    Limitless Skill Focus: a virtuoso can take the skill focus feat for their chosen skill any number of times, with the benefit stacking.

    Skill Focus: gain the skill focus feat for their chosen skill;

    Mastery: a virtuoso can always take the number specified instead of rolling for their chosen skill, even when distracted or threatened.


    Epic progression: give Epic skill focus for the chosen skill at level 21, and every 5 levels thereafter.

  10. - Top - End - #10
    Halfling in the Playground
     
    MindFlayer

    Join Date
    Jan 2012

    Thumbs up Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Storyteller



    "Preach what you will, pompous cleric, but true power lies not in the gods you worship but in a handful of commoners sitting at a table."

    A wizard can cast all the divination spells she wants, a druid can learn every secret of nature, and a monk can spend her whole life searching for enlightenment, but none of them will ever understand the true nature of the universe they live in. Only a true storyteller is able to comprehend that his entire world was spawned by the narrative powers of beings not unlike himself. But the story of his universe is incomplete, and he can help revise it . . . one character at a time.

    Adventures: While other classes might make up some reason for why they choose to adventure, the storyteller knows that free will is an illusion and that he is really adventuring only because that's what the creators of his universe want him to do.

    Characteristics: Storytellers know that the universe is a work in progress, and they help advance the story primarily by adding in "character development." At lower levels, a storyteller can only make minor, temporary changes to a character's personality or skills, but as he gains in levels he can permanently increase his allies' abilities, or take an enemy out of the plot altogether. He is knowledgeable enough about what makes a good story that even its creators respect his opinion, and so he can request more drastic changes from them if need be, or simply proofread what they've made so far and gain some more knowledge about his universe.

    Alignment: Because they know that free will is an illusion, most storytellers tend to be lawful. However, their appreciation, and frequent application, of creativity leads many of them toward chaos, so storytellers of any alignment can be found. Storytellers have no particular propensity toward good or evil.

    Religion: Storytellers know that the deities have no real power, and prefer to worship the beings that created them in the first place.

    Background: The mindset required to be a storyteller is usually hereditary, and so most storytellers were taught by their parents. When the universe grows short on storytellers, its creators will often reveal themselves to a promising youth and teach him the secrets of storytelling, in the hope of creating a new line of storytellers.

    Races: Any race can produce storytellers, but especially creative and open-minded races, paricularly humans and gnomes, tend to have the most of them.

    Other Classes: Storytellers get along poorly with divine spellcasters, whose magical powers depend entirely upon their commitment to a belief system that the storyteller knows is false. Arcane spellcasters and psionic classes see no reason to dislike storytellers, and bards in particular often think similarly to them. Nonspellcasting classes often confuse storytellers with arcane spellcasters, but generally respect them and enjoy their company, if only because they can tell good stories.

    Role: A storyteller's knowledge of the true nature of the universe and ability to call upon the knowledge of his creator makes him a good source of information. His ability to revise reality allows him to buff and debuff himself and others, and in times of need he can even force the introduction of plot twists to the story of his universe, which can result in nearly any effect.

    Adaptation: This class should work fine in most campaigns which allow complete annihilation of the fourth wall, but in more serious games it could perhaps be refluffed as a reality-altering spellcaster, similar to a wizard or sorcerer but less predictable and more limited in scope.

    GAME RULE INFORMATION
    Storytellers have the following game statistics.
    Abilities: Charisma determines how hard a storyteller's revisions are to resist, and Wisdom determines how hard his scribed stories are to resist. A storyteller's daily plot points are determined by Wisdom or Charisma, whichever is higher. Dexterity and Constitution are just as important to a storyteller as they are to any other fragile, unarmored class.
    Alignment: Any.
    Hit Die: d4
    Starting Age: As bard.
    Starting Gold: As sorcerer.
    Class Skills
    The storyteller's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (scribe) (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Use Magic Device (Cha).

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

    Storyteller
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Plot Points/Day|Revisions Known|Revision Level Known

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Bardic Knowledge, Scribe Story|
    2
    |
    2
    |
    1st

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Plot Twist I|
    6
    |
    3
    |
    1st

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |-|
    11
    |
    4
    |
    2nd

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Plot Twist II|
    17
    |
    5
    |
    2nd

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Insight|
    25
    |
    6
    |
    3rd

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Plot Twist III|
    35
    |
    7
    |
    3rd

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |-|
    46
    |
    8
    |
    4th

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Plot Twist IV|
    58
    |
    9
    |
    4th

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Insight|
    72
    |
    10
    |
    5th

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Plot Twist V|
    88
    |
    11
    |
    5th

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |-|
    106
    |
    12
    |
    6th

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Plot Twist VI|
    126
    |
    13
    |
    6th

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Insight|
    147
    |
    14
    |
    7th

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Plot Twist VII|
    170
    |
    15
    |
    7th

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |-|
    195
    |
    16
    |
    8th

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Plot Twist VIII|
    221
    |
    17
    |
    8th

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Insight|
    250
    |
    18
    |
    9th

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Plot Twist IX|
    280
    |
    19
    |
    9th


    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |-|
    311
    |
    20
    |
    10th

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Plot Twist X|
    343
    |
    21
    |
    10th
    [/table]

    Class Features
    All of the following are class features of the storyteller.

    Weapon and Armor Proficiencies: Storytellers are proficient with all simple weapons, but not with any type of armor or shield.

    Plot Points/Day: A storyteller's ability to introduce revisions, suggest plot twists, and recieve insights is limited by the number of plot points he has available. His base daily allotment of plot points is given on Table: The Storyteller. In addition, a storyteller recieves bonus plot points per day equal to 1/2 his storyteller level × his Wisdom modifier or his Charisma modifier, whichever is higher. A storyteller must get a good night's sleep each day to regain all his spent plot points.

    Revisions Known (Sp): A storyteller's primary feature is his ability to revise the story of his universe by altering the characters within it. A storyteller begins play knowing two revisions of your choice. Each time he achieves a new level, he unlocks the knowledge of a new revision.

    Choose the revisions known from the revision list. A storyteller can introduce any revision that has a plot point cost equal to or lower than his class level.

    All revisions target a single creature within 30 feet of the storyteller, although augmenting a revision may allow it to affect additional creatures.

    To introduce a revision, a storyteller must spend 1 standard action speaking and gesturing (as if he was casting a spell with both verbal and somatic components) and must make a Perform (oratory) check. He may not take 10 or take 20 on this check. Each target of the revision is affected by it only if the check equals or exceeds 10 + the target's Hit Dice + the target's Charisma bonus (if any). A willing target does not add its Charisma bonus to this number. Spell resistance applies to revisions, but they never allow a saving throw. Introducing a revision provokes attacks of opportunity, but it is possible to introduce defensively just as it is to cast defensively.

    The number of times a storyteller can introduce revisions in a day is limited only by his daily plot points.

    Upon reaching 3rd level, and at every odd-numbered storyteller level after that (5th, 7th, and so on), a storyteller can choose to learn a new revision in place of one he already knows. In effect, the storyteller “loses” the old revision in exchange for the new one. The new revision’s level must be the same as that of the revision being exchanged, and it must be at least one level lower than the highest-level revision the storyteller can cast. For instance, upon reaching 3rd level, a storyteller could trade in a single 1st-level revision (one revision level below the highest-level revision he can cast, which is 2nd) for a different 1st-level revision. At 5th level, he could trade in a single 1st-level or 2nd-level revision (since he now can cast 3rd-level revisions) for a different revision of the same level. A storyteller may swap only a single revision at any given level, and must choose whether or not to swap the revision at the same time that he gains new revisions known for the level.

    A storyteller simply knows his revisions; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells).

    A storyteller can spend only a total number of plot points on a revision less than or equal to his class level.

    Maximum Revision Level Known: A storyteller begins play with the ability to learn 1st-level revisions. As he attains higher levels, a storyteller may gain the ability to master more complex revisions.

    Metagaming (Su): Every storyteller knows that free will is an illusion, and one of the creators of their universe is still controlling them. With practice, a storyteller can look into his controller's mind and find bits of information that he would not otherwise know. He may make a special metagaming check with a bonus equal to his storyteller level + his Intelligence modifier to see whether he can find some relevant information about something the player or DM controlling him knows about. A storyteller may not take 10 or take 20 on this check; the availability of his controller's knowledge is essentially random. The Difficulty Class of the check is the same as the Difficulty Class of a Knowledge check about the same subject.

    Scribe Story: Storytellers are skilled in writing stories as well as telling them. A storyteller can scribe stories that produce the effects of a revision or a plot twist when read. This works just like scribing a scroll, except that scribed stories cost 20% less in both gp and XP to make than scrolls and are worth 20% less on the open market, are neither divine nor arcane, and can only be used by storytellers or characters who succeed on a Use Magic Device check to introduce the revision or plot twist from it. When a storyteller scribes a story, he must make a Profession (scribe) check. The result of this check replaces the Perform (oratory) check required to introduce a revision or plot twist without a scribed story. He may not take 10 or take 20 on this check.

    Plot Twist (Sp): All good storytellers know that characters alone do not make for an interesting story . . . there also needs to be a plot. And in a story that takes up an entire universe, there need to be a lot of twists to that plot to keep it interesting.

    At 2nd level, a storyteller can spend 2 plot points to request the creators of said universe to include a specific plot twist. The storyteller simply sends them a message of ten words or less about what should happen in the story of his world, such as "the high priest should die of mysterious causes" or "that tunnel should lead into a room filled with treasure," and makes a Perform (oratory) check against DC 17. He may not take 10 or take 20 on this check.

    On a success, his request is granted in such a way that the effect's power level is in line with a 1st-level spell. For example, the high priest might contract a strange incurable disease and take 1 point of Constitution damage each day until he dies, or the tunnel might lead into a very small room containing 1000 copper pieces per storyteller level.

    On a failure, his request is also granted, but in a literal but undesirable way, or only in a partial way. For example, the high priest might "die" by turning into a lich, or the tunnel might lead into a room containing a cursed item.

    Even successful requests may not always end up being granted. For example, the high priest might simply be able to endure the damage until he gets killed in some other way, or the tunnel might collapse due to an earthquake and the treasure buried forever.

    Requesting a plot twist takes 1 standard action and provokes an attack of opportunity.

    At 4th level, and at every even-numbered storyteller level after that (6th, 8th, and so on), a storyteller can spend 2 additional plot points whenever he requests a plot twist. Every 2 additional plot points spent this way increase the plot twist's power level to be in line with a spell of one level higher but also increase the DC of the Perform (oratory) check required to request it successfully by 2.

    Insights: At 5th level, and every four storyteller levels thereafter (9th, 13th, and 17th), a storyteller develops further understanding of the true nature of his universe, giving him one insight of your choice from among the following options.

    An insight can be activated or dismissed as a swift action. Each insight a storyteller activates uses up 1 plot point. A storyteller's insights also cause him to lose additional plot points over time while they remain active, as noted in the insight's description.

    Insight List
    Spoiler
    Show
    Detect Challenge Rating (Su): You know that the creators of your universe have a way of measuring the difficulty of each challenge you face. While this insight is active, you detect the Challenge Ratings of encounters in a 60 ft. cone emanating from you. The amount of information revealed depends on how long you study a particular area or encounter. You must concentrate to use this insight.

    1st Round: Presence or absence of encounters.

    2nd Round: Number of encounters and the highest Challenge Rating among encounters present. If the highest Challenge Rating is 15 or higher (and at least 8 points higher than your own Challenge Rating), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the encounters if you can’t see the encounters whose Challenge Ratings you are detecting.

    3rd Round: The Challenge Rating and location of each encounter. If an encounter is outside your line of sight, then you discern its direction but not its exact location.

    Each round, you can turn to detect Challenge Ratings in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    You lose 1 plot point every hour this insight is active. If you have no plot points remaining, this insight is automatically dismissed.

    Know Fate (Su): You know that your universe is created and controlled, not just by the power of Narrative, but also through the forces of Chance. While this insight is active, you know the result of all die rolls you make, even if they would normally be made in secret.

    You lose 1 plot point every hour this insight is active. If you have no plot points remaining, this insight is automatically dismissed.


    REVISION LIST

    1st—feat retraining, luck adjustment, skill retraining.

    2nd—ability adjustment, fate adjustment.

    3rd—emotion adjustment, sanity adjustment, valor adjustment.

    4th—memory adjustment, race adjustment.

    5th—loyalty adjustment, species adjustment.

    6th—alignment adjustment, life adjustment.

    7th—quest adjustment.

    8th—

    9th—

    10th—existence adjustment, fealty adjustment.

    Spoiler
    Show
    ABILITY ADJUSTMENT
    Transmutation
    Level: Storyteller 2
    Duration: 1 min./level
    Plot Points: 3

    The target creature gains a +2 bonus to one ability score and takes a -2 penalty to another ability score.

    Augment
    You can augment this revision in one or both of the following ways.

    For every 2 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same bonus and penalty.

    For every 2 additional plot points you spend, the revision gives an additional +2 bonus to the ability score given the bonus and an additional -2 penalty to the ability score given the penalty.

    ALIGNMENT ADJUSTMENT
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Storyteller 6
    Duration: Instantaneous
    Plot Points: 11

    The target creature’s alignment changes to an alignment of your choice. This overrides any previous magical alignment changes. The change in alignment is mental as well as moral, and the creature changed by the spell thoroughly enjoys its new outlook. Only a wish or miracle spell or another alignment adjustment revision can restore former alignment, and the affected creature does not make any attempt to return to the former alignment (in fact, it views the prospect with horror and avoids it in any way possible.) If a creature of a class with an alignment requirement is affected, an atonement spell is needed as well if the change is to be obliterated.

    Augment
    For every 6 additional plot points you spend, the revision affects an additional creature within range. All affected creatures change to the same alignment.

    EMOTION ADJUSTMENT
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Storyteller 3
    Duration: 1 min./level
    Plot Points: 5

    The target creature either gains a +2 morale bonus or takes a -2 morale penalty to attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This ends any previous morale or otherwise emotion-related bonuses or penalties the target creature had.

    Augment
    You can augment this revision in one or both of the following ways.

    For every 3 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same bonus or penalty.

    For every 3 additional plot points you spend, the morale bonus or penalty granted by the revision increases by 2.

    EXISTENCE ADJUSTMENT
    Transmutation
    Level: Storyteller 10
    Duration: Instantaneous
    Plot Points: 19

    The target creature ceases to exist. It cannot be brought back except by divine intervention or by another existence adjustment revision cast at the spot where it was when it ceased to exist. There is a 50% chance that the target creature is only banished to an extradimensional space rather than being destroyed, allowing the creature to also be brought back by a wish or miracle spell cast at the spot where it was when it ceased to exist.

    FATE ADJUSTMENT
    Evocation
    Level: Storyteller 2
    Duration: 1 round/level or until discharged
    Plot Points: 3

    You may reroll one roll that the target creature makes during the duration of the revision immediately after the DM declares whether the roll results in success or failure. The target creature must take the result of the reroll, even if it’s worse than the original roll.

    Augment
    You can augment this revision in one or both of the following ways.

    For every 2 additional plot points you spend, the revision affects an additional creature within range. The duration of the revision is divided evenly among the affected creatures.

    For every 2 additional plot points you spend, the revision allows you to reroll one additional roll made by each creature affected by it.

    FEALTY ADJUSTMENT
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Storyteller 10
    Duration: One day/level
    Plot Points: 19

    The target creature immediately becomes unquestioningly obedient to you or another creature within range of this revision that you select. You establish a telepathic link between the subject and the creature it obeys, as though that creature had cast dominate monster on it. You may instead choose to have the creature become unquestioningly obedient to itself, which ends any previous dominate spells or fealty adjustment revisions cast on it.

    FEAT RETRAINING
    Transmutation
    Level: Storyteller 1
    Duration: 1 min./level
    Plot Points: 1

    Any one feat the target creature has is replaced by another feat of your choice that it meets the prerequisites for. This revision can’t replace a feat that is a prerequisite for another feat the target creature has.

    Augment
    If you spend 5 additional plot points, the revision is instantaneous.

    LIFE ADJUSTMENT
    Necromancy
    Level: Storyteller 6
    Duration: Instantaneous
    Plot Points: 11

    The target creature dies. Only living creatures are affected by this revision.

    Unlike other revisions, this revision can target a dead body within range instead of a creature. When it does, that creature is brought back to life as though by a raise dead spell.

    Augment
    For every 6 additional plot points you spend, the revision affects an additional creature or dead body within range. The same revision cannot affect both a creature and a dead body.

    LOYALTY ADJUSTMENT
    Enchantment (Charm) [Mind-Affecting]
    Level: Storyteller 5
    Duration: One day/level
    Plot Points: 9

    The target creature immediately begins to regard as its trusted friend and ally you or another creature within range of this revision that you select, as though that creature had cast charm monster on it. This ends any previous enchantment (charm) spells and effects cast on the target creature.

    Augment
    For every 5 additional plot points you spend, the revision affects an additional creature within range. All affected creatures regard the same creature as their trusted friend and ally.

    LUCK ADJUSTMENT
    Evocation
    Level: Storyteller 1
    Duration: 1 round/level or until discharged
    Plot Points: 1

    You may reroll one roll that the target creature makes during the duration of the revision before the DM declares whether the roll results in success or failure. The target creature must take the result of the reroll, even if it’s worse than the original roll.

    Augment
    You can augment this revision in one or both of the following ways.

    For every additional plot point you spend, the revision affects an additional creature within range. The duration of the revision is divided evenly among the affected creatures.

    For every additional plot point you spend, the revision allows you to reroll one additional roll made by each creature affected by it.

    MEMORY ADJUSTMENT
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Storyteller 4
    Duration: Permanent
    Plot Points: 7

    You can modify as many as 5 minutes of the target creature’s memories, as though you had cast modify memory on it.

    Augment
    For every 4 additional plot points you spend, you can modify up to 5 additional minutes of the target creature’s memories.

    QUEST ADJUSTMENT
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Storyteller 7
    Duration: One day/level or until discharged
    Plot Points: 13

    You or another creature within range of this revision that you select may place a magical command on the target creature to carry out some service or to refrain from some action or course of activity, as decided by the creature placing the command, as though that creature had cast geas/quest on it. Whether or not any magical command is actually placed on the target creature, this revision ends any previous geas/quest or lesser geas spells or quest adjustment revisions cast on it.

    RACE ADJUSTMENT
    Transmutation
    Level: Storyteller 4
    Duration: One day/level
    Plot Points: 7

    The target creature’s race changes to another race of your choice with the same combined racial Hit Dice and level adjustment as its former race.

    Augment
    If you spend 4 additional plot points, the revision is instantaneous.

    SANITY ADJUSTMENT
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Storyteller 3
    Duration: 1 round/level
    Plot Points: 5

    The target creature becomes confused, making it unable to independently determine what it will do. See the confusion spell to determine the exact effect on the subject. If the target creature is already confused, the revision immediately ends its confusion.

    Augment
    You can augment this revision in one or two of the following ways.

    For every 3 additional plot points you spend, the revision affects an additional creature within range. The same revision cannot affect both a creature that is already confused and one that is not.

    For every additional plot point you spend, each creature affected by the revision that is already confused subtracts 10 from the d% roll to see what it does in each round as long as it remains confused the next time it becomes confused.

    For every additional plot point you spend, each creature affected by the revision that is not already confused adds 10 to the d% roll to see what it does in each round as long as it remains confused.

    SKILL RETRAINING
    Transmutation
    Level: Storyteller 1
    Duration: 1 min./level
    Plot Points: 1

    The target creature gains a number of skill ranks equal to (3 + its Hit Dice) × 2 in any two skills of your choice in which it has no ranks and loses a number of skill ranks equal to (3 + its Hit Dice) × 2 in any number of skills of your choice in which it has at least 1 rank. Each skill rank in a cross-class skill is treated as 2 skill ranks in this manner.

    Augment
    If you spend 5 additional plot points, the revision is instantaneous.

    SPECIES ADJUSTMENT
    Transmutation
    Level: Storyteller 5
    Duration: 1 min./level
    Plot Points: 9

    The target creature changes into another aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of your choice, as though polymorph had been cast on it, even if it was not a willing target. Only creatures of the above types are affected by this revision. This revision ends any previous polymorph spells or species adjustment revisions cast on the target creature.

    Augment
    For every 5 additional plot points you spend, the revision affects an additional creature within range. All affected creatures change into the same creature.

    VALOR ADJUSTMENT
    Necromancy [Fear, Mind-Affecting]
    Level: Storyteller 3
    Duration: 1 round/level
    Plot Points: 5

    The target creature becomes your choice of not fearful, shaken, or frightened. This ends any previous fear effects affecting the target creature.

    Augment
    You can augment this revision in one or both of the following ways.

    For every 2 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same fear effect or lack of a fear effect.

    If you spend 2 additional plot points, the revision causes each creature affected by it to become panicked instead of receiving any other fear effect or lack of a fear effect.
    Last edited by Tarvon000; 2012-04-15 at 09:13 PM.

  11. - Top - End - #11
    Barbarian in the Playground
     
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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Auretus Mercenary



    You see, I suffer from a sickness of the heart, and gold is the only cure.

    An Auretus Mercenary is an armored caster/warrior who crafts his own magic weapons and armor, and has a primal link with gold, which they smith and hoard.

    Adventures: Auretus Mercenaries are quite obsessed with gold.

    Characteristics: Auretus Mercenaries have a slow progression in spells known and in the amount of spells they can cast, but they cast them in armor. This is an outgrowth of their obsession with crafting magical weapons and armor, which they are as skilled in using as they are in making.

    Alignment: Greed and obsession plays a huge part in the Auretus Mercenary's personality, but they can be of any alignment. Indeed, some of them see the profound link between gold and the sun as a sign that they are meant to carry out the will of the divine. Like sorcerers, they have a personal magnetism and strong personality.

    Religion: Many worship gods of the sun, fire, wealth, and light or good because of the close link they have with gold.

    Background: An obsession with beauty and craftsmanship and what they describe as "golden souls" eventually cause Auretus Mercenaries to unlock the secret of forging gold into functional weapons and armor. Most start out as smiths.

    Races: Dwarves are highly disadvantaged when becoming Auretus Mercenaries, but no other race fits as well personality-wise. Elves are a close second with their love of fine craftsmanship, and halflings are often covetous enough to have the "gold-fever" that may lead to the initial breakthrough. Tinkering gnomes also have a chance to discover the secret, and curious humans may as well.

    Other Classes: Auretus Mercenaries do not cooperate well with other classes, since they do not like to share gold. They fulfill many roles, and often have a chip on their shoulder about both their martial prowess and their spells.

    Role: The Auretus Mercenary can be the party face, a respectable melee tank, or a backup spellcaster, depending on their skill and feat selection.

    Adaptation: Little adaptation should be necessary; adventuring for gold is almost universal.

    GAME RULE INFORMATION
    Auretus Mercenaries have the following game statistics.
    Abilities: The Auretus Mercenary needs charisma to cast his spells, but he thirsts for the chance to use his weapons on foes. He can make a respectable archer or melee combatant, so either dexterity or strength should be high, and his hit dice is a little worse than most martial classes so constitution can play a big role. He has a nice skill selection, so more skill points from intelligence can be useful
    Alignment: Any.
    Hit Die: d8
    Starting Age: As wizard
    Starting Gold: 12d4x10 gp (300 gp average)
    Class Skills
    The Auretus Mercenary's class skills (and the key ability for each skill) are Appraise (Str), Jump (Str), Ride (Dex), Handle Animal (Cha), Bluff (Cha), Intimidate(Cha), Diplomacy (Cha), Craft (Int), Profession (Int), Perform (Cha), Spellcraft (Int), Use Magic Device (Cha), and Climb (Str).

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

    CLASS NAME{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6t h|7th|8th|9th
    1st|+1|+2|+0|+2|The Riddle of Gold, I Know My Own Work |0|-|-|-|-|-|-|-|-
    2nd|+2|+3|+0|+3| Bonus Feat |1|0|-|-|-|-|-|-|-
    3rd|+3|+3|+1|+3| |1|1|-|-|-|-|-|-|-
    4th|+4|+4|+1|+4| |1|1|0|-|-|-|-|-|-
    5th|+5|+4|+1|+4|Craft Magic Arms and Armor |1|1|1|-|-|-|-|-|-
    6th|+6/+1|+5|+2|+5| |2|1|1|0|-|-|-|-|-
    7th|+7/+2|+5|+2|+5| |2|1|1|1|-|-|-|-|-
    8th|+8/+3|+6|+2|+6| Bonus Feat |2|1|1|1|0|-|-|-|-
    9th|+9/+4|+6|+3|+6| |2|1|1|1|1|-|-|-|-
    10th|+10/+5|+7|+3|+7| |3|2|1|1|1|0|-|-|-
    11th|+11/+6/+1|+7|+3|+7| Bonus Feat |3|2|1|1|1|1|-|-|-
    12th|+12/+7/+2|+8|+4|+8| |3|2|1|1|1|1|0|-|-
    13th|+13/+8/+3|+8|+4|+8| |3|2|1|1|1|1|1|-|-
    14th|+14/+9/+4|+9|+4|+9| Bonus Feat |3|3|2|1|1|1|1|0|-
    15th|+15+/10/+5|+9|+5|+9| |3|3|2|1|1|1|1|1|-
    16th|+16/+11/+6/+1|+10|+5|+10| |3|3|2|1|1|1|1|1|0
    17th|+17/+12/+7/+2|+10|+5|+10|Bonus Feat |3|3|2|1|1|1|1|1|1
    18th|+18/+13/+8/+3|+11|+6|+11| |3|3|3|2|1|1|1|1|1
    19th|+19/+14/+9/+4|+11|+6|+11| |3|3|3|3|1|1|1|1|1
    20th|+20/+15/+10/+5|+12|+6|+12| Bonus Feat |3|3|3|3|2|1|1|1|1[/table]

    Weapon and armor proficiencies: Auretus Mercenaries are proficient with all simple weapons and all armors and shields, including tower shields.

    The Riddle of Gold: An Auretus Mercenary with the Craft (Weaponsmithing) skill may create Auretus weapons and armor. Using secret smithing techniques known only to those with gold in their souls, an Auretus Mercenary may make weapons and armor out of pure gold. Forging an Auretus weapon or suit of armor costs twice as much as normal, but thereafter it may be enchanted for half of the normal cost in materials- but only by an Auretus Mercenary. Auretus weapons and armor weigh only 25% more than their counterparts and are just as hard, unlike the material would suggest. Auretus weapons and armor count as masterwork for the purposes of enhancing them. Weapons and armor normally made out of wood or leather or other materials can still be emulated.

    I know My Own Work: An Auretus Mercenary may treat any weapon he has made as if he had the appropriate weapon proficiency to use it; this does not grant him proficiency with other weapons of the same type.

    Bonus Feat: An Auretus Mercenary may use his bonus feats to gain a feat from the special fighter's bonus feat list, a metamagic feat, or an item creation feat.

    Spellcasting: An Auretus Mercenary becomes obsessed with the crafting of magic arms and armor. Thus, he learns to draw forth the golden glow of his soul and cast spells. He learns one spell every level to be distributed among any spell levels he can cast or has a 0/per day on the spell progression chart, plus four spells that he "knows" for the purposes of crafting items. He prepares spells ahead of time as a wizard does, but his relevant ability is charisma; he must have a charisma score equal to the spell's level plus ten to be able to cast it. At certain level he gains 0 spells per day. This means that he can only cast spells of that level if he gets bonus spells from a high Charisma. Although they do not use spellbooks, an Auretus Mercenary can learn spells from scrolls and wizard's spellbooks. He can also teach spells he knows to wizards or other Auretus Mercenaries. In either case, it requires a ritual that costs the same as it would for a wizard to do the equivalent. Mostly, the Auretus Mercenary learns spells from the sorcerer/wizard spell list, but he can learn divine spells from scrolls, and there are a small number of Auretus Mercenary spells. Auretus Mercenaries must rest for 8 hours to prepare spells. The Difficulty Class for a saving throw against an Auretus Mercenary’s spell is 10 + the spell level + the Auretus Mercenary’s Charisma modifier. Although they cast arcane spells, the Auretus Mercenary does not suffer an arcane spell failure chance when they cast in armor. Spells from other classes that have arcane spellcasting still have the same failure chance.
    Spontaneous Enhancement: An Auretus Mercenary can lose a prepared spell to give an Auretus weapon a temporary enhancement bonus. The bonus is equal to the level of the spell lost plus one and lasts for one round per level of Auretus Mercenary. At higher levels, they can sacrifice points of enhancement to add special abilities as well, as long as they are high enough level and know the proper spells. For example, a 6th level Auretus Mercenary can sacrifice a 1st level spell to add a +2 enhancement bonus for 6 rounds, or they could add a +1 enhancement bonus and the Distance property if they know the Clairaudience/clairvoyance spell (the Distance property is equivalent to a +1 enhancement and requires caster level 6th and the Clairaudience/clairvoyance spell). They do not need to have the required spells prepared, they only need to have them in their spell list. If the Auretus weapon being enhanced already has an enhancement bonus or special abilities, they are suppressed and replaced by the ones that the Spontaneous Enhancement ability grants. Only spells gained from levels in Auretus Mercenary can be sacrificed for spontaneous enhancement.
    Last edited by sengmeng; 2012-03-28 at 09:32 AM.
    High Priest of Banjo

    Thanks for the splashy butt-washing thing!

    To Bloodfeast the Extreme-inator: Truly, he was the best of us.

    Notable Homebrew:
    Spoiler
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    Redshirt: A doomed warrior for Base Class Challenge IX.

    Archaeologist:
    Indiana Jones, yo.


    Durkon as Salvador Avatar done by me.

  12. - Top - End - #12
    Barbarian in the Playground
     
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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    New Spells:
    Spoiler
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    Charge of the Cheetah
    Transmutation
    Level: Aur 1
    Components: V, F
    Casting Time: 1 Swift action
    Range: Personal
    Target: Self
    Duration: see text

    Charge of the Cheetah adds to the distance you may charge in a round. If you charge in the round you cast this spell, the maximum distance you may charge is equal to twice your movement rate + 5ft per caster level. Additionally, you deal extra damage equal to the number of squares you charged, though it cannot exceed your level (Max +20). If you do not charge in the turn it is cast, the spell has no effect.

    Focus: An Auretus weapon


    Charge of the Lion
    Transmutation
    Level: Aur 2
    Components: V, F
    Casting time: 1 swift action
    Range: Personal
    Target: Self
    Duration: Instantaneous

    You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round.
    You can cast this spell with an instant thought, quickly enough to gain the benefit of the power as you charge. Casting this spell is a swift action. You cannot cast this spell when it isn’t your turn.

    Focus: An Auretus Weapon


    Golden Hammer
    Conjuration
    Level: Aur 3
    Components: V, S
    Casting time: 1 standard action
    Range: Personal
    Target: One Golden Hammer
    Duration: 1 min./level (D)

    When you cast this spell, a shining golden warhammer appears in your hands. Unlike a normal warhammer, it has a range increment of 30 ft and deals 1d10 damage +1 per two caster levels (max +10). It has an enhanced version of the returning special ability; instead of returning at the beginning of the following round, it instantly teleports back into your hand after striking the target, so it is possible to make a full attack with it. It also deals double damage when thrown.

    Bloodbath
    Transmutation
    Level: Aur 4
    Components: V, S, F
    Casting time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 round/level (D)

    Each time you successfully hit an opponent with a melee attack while this spell is in effect, you may make an additional free attack against them with the same weapon and the same penalties or bonuses to attack and damage. You do not get another attack from the free attacks hitting. Touch spells do not allow you to make extra attacks.

    Focus: An Auretus weapon.

    Dimension Step
    Conjuration
    Level: Aur 5
    Components:V, S, F
    Casting time: 1 standard action
    Range: Close (25ft + 5ft/2 level)
    Target: Self
    Duration: 1 round/level (D)

    While dimension step lasts, you may teleport up to the range of the spell, as dimension door, as a swift action.

    Focus: An Auretus weapon.

    Aegis
    Conjuration
    Level: Aur 6
    Components:V, S, F
    Casting time: 1 standard action
    Range: Touch
    Target: One Auretus shield
    Duration: 1 round/level or see below (D)

    This spell is cast on an Auretus shield, imbuing it with several magical properties. Whatever type of shield it started out as, it becomes an animated tower shield with a +1 enhancement bonus per four caster levels (max +5), and the special ability to make independent shield bash attacks dealing damage equal to 2d6 + your cha bonus + its enhancement bonus. The shield attacks on its own at your base attack bonus + your charisma bonus + its enhancement bonus, meaning that it can make iterative attacks if you have them. If you move in a round, the shield can still make a full attack. Finally, the shield protects you from spells. You gain SR equal to 10 + your caster level as long as the spell endures, but the spell ends the first time a spell overcomes your SR.

    Disjunctive Strike
    Transmutation
    Level: Aur 7
    Components:V, S, F
    Casting time: 1 standard action
    Range: Touch
    Target: An Auretus melee weapon
    Duration: 1 round/level or until discharged(D)
    Saving Throw: Will negates (object)
    Spell Resistance: No

    When you cast this spell, you imbue one Auretus weapon with powerful anti-magic properties. Thereafter, if you strike an opponent with that weapon in melee, they come under the effects of a disjunction spell that affects only them and their possessions.

    Focus: An Auretus weapon





    Gold Body
    Transmutation
    Level: Aur 9
    Components:V, S, F
    Casting time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)

    This spell transforms your body into living gold, which grants you several powerful resistances and abilities.
    You gain damage reduction 30/epic. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds.
    You gain a +8 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
    Your unarmed attacks deal 1d10 if you are medium sized or 1d8 if you are small, and you are considered armed when making unarmed attacks. Your fists also count as Auretus weapons and can be enhanced by Spontaneous Enhancement.
    Your weight increases by a factor of thirty, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

    Focus: A suit of Auretus armor, which must be worn.


    New Feats
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    Sorcerous Emulation
    Prerequisites: Auretus Mercenary level 6th

    Benefits: Once per day, you may drop a prepared spell to cast any spell you know of the same level or lower, including spells known only for the purposes of crafting.

    Weapon Focus: Auretus
    Prerequisites: Ability to craft Auretus weapons

    Benefit: You gain a +1 to your attack bonus when using an Auretus weapon. This feat does not stack with any other weapon focus feat.


    Weapon Specialization: Auretus
    Prerequisites: Weapon Focus: Auretus, Auretus Mercenary level 4th

    Benefit: You gain a +2 to damage when wielding an Auretus weapon. Weapon Specialization: Auretus does not stack with any other weapon specialization feat.

    Enduring Enhancement
    Prerequisites: Ability to spontaneously enhance Auretus weapons

    Benefit: When you use your spontaneous enhancement ability, the duration is doubled.


    Weapon and Armor Special Abilities
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    Holy Burst
    A holy burst weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows two negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. In addition, on a successful critical hit, it deals an additional 1d10 points of divine damage if the critical multiplier is x2, and 2d10 if it is x3, and 3d10 if it is x4. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

    Moderate evocation [good]; CL 9th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +3 bonus.

    Greater Bane
    A greater bane functions just like a bane weapon except it deals 2d8 extra damage instead of 2d6, becomes +5 vs the specific foe, and has a vorpal effect against that enemy. A weapon cannot be both bane and greater bane. A non-slashing greater bane weapon does not have the vorpal effect and is cheaper to enchant.

    Moderate conjuration; CL 12th; Craft Magic Arms and Armor, summon monster I; Price +3 bonus (vorpal), +2 (non-vorpal).

    Heartseeker
    A heartseeker weapon has four effects: its threat range increases by one, it gains another multiplier on its critical, it gains a +5 bonus on rolls to confirm criticals, and its damage dice increases as if it was one size larger.

    Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +2 bonus.


    Rending
    A rending weapon allows you to deal extra damage to an opponent if you hit them with the rending weapon and another weapon in your other hand in the same round. The extra damage is equal to the rending weapon's base damage, plus any enhancements, plus 1.5x your Str bonus. If you have a rending weapon in each hand and both hit the same opponent, they each deal this damage.

    Moderate transmutation; CL 10th; Craft Magic Arms and Armor, true strike; Price +1 bonus.

    Bouncing
    The bouncing property can only be applied to thrown weapons. After successfully hitting an opponent by throwing a bouncing weapon, you may immediately make another attack against another opponent within one range increment of the first opponent. This attack is at the same attack bonus as the original -2. If that attack hits as well, another attack can be made at the first opponent or a different opponent within one range increment, with a further -2 penalty. You may keep making attacks with a cumulative -2 penalty until one misses.

    Moderate transmutation; CL 10th; Craft Magic Arms and Armor, dimension door; Price +2 bonus.

    Greater Magebane
    A greater magebane weapon functions like a magebane weapon (+2d6 damage, effective enhancement bonus +2 vs arcane spellcasters) but it also deals double damage any time it forces a concentration check to cast an arcane spell, whether it was a readied action to attack or an attack of opportunity.

    Moderate conjuration; CL 10th; Craft Magic Arms and Armor, dispel magic; Price +2 bonus.

    Mageslayer
    A mageslayer weapon functions like a greater magebane weapon (+2d6 damage, effective enhancement bonus +2 vs arcane spellcasters, double damage when it forces a concentration check to cast a spell) but if the target loses a spell by failing a concentration check forced by the mageslayer weapon, they also take 1d6 damage per level of the spell they attempted to cast.

    Moderate conjuration; CL 17th; Craft Magic Arms and Armor, Mordenkainen's disjunction; Price +3 bonus.

    Bloodthirsty
    A bloodthirsty weapon deals double damage on attacks of opportunity and when set against a charge. If an opponent charges and provokes an attack of opportunity, it inflicts triple damage. If it is normally a weapon that deals double damage when set against a charge, it also deals triple damage. If it is a weapon that normally deals double damage when set against a charge, and an opponent charges and provokes an attack of opportunity, then it deals quadruple damage.

    Moderate necromancy; CL 11th; Craft Magic Arms and Armor, blade barrier; Price +2 bonus.


    Spell Aegis
    A suit of armor or a shield with the Spell Aegis ability grants you Spell Resistance equal to your armor class. Additionally, if a spell targeting you fails to overcome your SR and you are an Auretus Mercenary, that spell is added to your spell list, providing you can learn spells of its level. Using a shield and a suit of armor which both have the spell aegis ability has no additional effect.

    Strong abjuration; CL 17th; Craft Magic Arms and Armor, protection from spells; Price +8 bonus
    Last edited by sengmeng; 2012-03-31 at 10:46 AM.
    High Priest of Banjo

    Thanks for the splashy butt-washing thing!

    To Bloodfeast the Extreme-inator: Truly, he was the best of us.

    Notable Homebrew:
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    Redshirt: A doomed warrior for Base Class Challenge IX.

    Archaeologist:
    Indiana Jones, yo.


    Durkon as Salvador Avatar done by me.

  13. - Top - End - #13
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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    The Executioner



    One chop, One Kill - The Executioner's Ideal

    In realms less savoury, where the death penalty is enforced in enough of a way to warrant specialists, the Executioner exists as a way of making people dead.

    Adventures: An adventuring Executioner's main job is to cut off the heads of escaped criminals, and to go and train their blade on the worthy necks of monsters and legends.

    Characteristics: The Executioner's main job is to kill people. Not hard. He does this with the idea of overwhelming attacks - if they're dead, they can't counter.

    Alignment: Good Executioners don't exist. They just don't. You don't choose a job where the main idea is chopping heads off if you're Good. Neutral Executioners try their best to keep their job to one side in their life while Evil Executioners revel in the blood.

    Religion: Nerull gains the most worship from Executioners, while Erythnul and Orcus trail not that far behind.

    Background: Executioners are normally either dregs of society hired into the job or a family job, with axes passed down the generations.

    Races: Generally, the Human views on execution vary by specific culture, while Orcs and Hobgoblins can easily pick up the axe and have fun. Elves and Halflings do not usually apply, unless we're talking about Drow and Jerren.

    Other Classes: The Executioner himself really doesn't care for the skills of other classes, as long as their fellows make themselves useful.

    Role: The Executioner kills people. NEXT!

    Adaptation: In a game that wants to refluff the idea of an Executioner, there are ways of changing the theme into things like a Death Cultist or simply a warrior obsessed with the One Hit, One Kill philosophy.

    Game Rule Information
    Executioners have the following game statistics.
    Abilities: An Executioner needs Strength and Constitution, without exception. Wisdom is also a vital stat if the Executioner wants to make good Profession checks. The other stats are less useful. You don't need to be pretty, smart, or agile to be an Executioner.
    Alignment: Any non-Good.
    Hit Die: d12
    Starting Age: As Fighter.
    Starting Gold: As Fighter.

    Class Skills
    The Executioner's class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Profession (Executioner) (Wis), Ride (Dex), and Use Rope (Dex).

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    The Executioner
    {table=head]Level| BAB| Fort| Ref| Will| Special| Maneuvers Known| Maneuvers Readied| Stances
    1 |+1 |+2 |+0 |+2 |Stance of the Executioner|4 |3 |1
    2 |+2 |+3 |+0 |+3 |Skill Focus|5 |3 |1
    3 |+3 |+3 |+1 |+3 |---|6 |3 |1
    4 |+4 |+4 |+1 |+4 |Executioner's Skill +2, Quick Death Exaltation |6 |4 |1
    5 |+5 |+4 |+1 |+4 |---|7 |4 |2
    6 |+6/+1 |+5 |+2 |+5 |Multi-Chop I|7 |4 |2
    7 |+7/+2 |+5 |+2 |+5 |---|8 |4 |2
    8 |+8/+3 |+6 |+2 |+6 |Executioner's Skill +4, Power Chop|8 |4 |2
    9 |+9/+4 |+6 |+3 |+6 |---|9 |4 |3
    10 |+10/+5 |+7 |+3 |+7 |Multichop II|9 |5 |3
    11 |+11/+6/+1 |+7 |+3 |+7 |---|10 |5 |3
    12 |+12/+7/+2 |+8 |+4 |+8 |Executioner's Skill +6, Blood for the Crowd|10 |5 |3
    13 |+13/+8/+3 |+8 |+4 |+8 |---|11 |5 |4
    14 |+14/+9/+4 |+9 |+4 |+9 |Multichop III|11 |5 |4
    15 |+15/+10/+5 |+9 |+5 |+9 |---|12 |6 |4
    16 |+16/+11/+6/+1 |+10 |+5 |+10 |Executioner's Skill +8, One Chop, One Kill|12 |6 |4
    17 |+17/+12/+7/+2 |+10 |+5 |+10 |---|13 |6 |5
    18 |+18/+13/+8/+3 |+11 |+6 |+11 |Multichop IV|13 |6 |5
    19 |+19/+14/+9/+4 |+11 |+6 |+11 |---|14 |6 |5
    20 |+20/+15/+10/+5 |+12 |+6 |+12 |Executioner's Skill +10, Off with your Head!|14 |7 |5[/table]

    Class Features
    All of the following are class features of the Exeecutioner.

    Weapon and Armor Proficiencies: The Executioner gains proficiency with all types of armour and shields, Simple and Martial Weaponry.

    Maneuvers: A 1st-level Executioner has knowledge of four schools of martial manoeuvres, and basically a collection of tricks that the Executioner would find useful in killing people. Executioner have access to the Diamond Mind, Iron Heart and Stone Dragon disciplines.

    In order to use a maneuver, an Executioner must first ready it. Their maneuvers are extraordinary abilities unless otherwise stated. Their maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity. The maximum manoeuvres an Executioner can know and ready are listed above, and an Executioner's Initiator level is equal to their class level.

    An Executioner can learn additional maneuvers as they gain more levels. They must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, the Executioner can exchange one of their maneuvers known for another maneuver of any level they are capable of initiating.
    An Executioner's Save DCs for their manoeuvres are 10 + 1/2 IL + Wis Mod.

    The manoeuvres the Executioner chooses remain readied until they choose to ready new manoeuvres. An Executioner begins an encounter with all their readied maneuvers unexpended, but once an Executioner initiates it, it is expended. An Executioner can refresh all of their expended manoeuvres by quickly adjusting their form and chops as a swift action, though they cannot initiate a maneuver or change stances in the same round you refresh your manoeuvres.

    Stances: A 1st-level Executioner knows one stance of any discipline available to them. At 4th, 10th, and 16th levels, they learn an additional stance. Stances do not have to be readied, and are never expended. En Executioner can enter a stance or change stances as a swift action. Stances are extraordinary abilities unless otherwise noted.

    Stance of the Executioner: At 1st level, the Executioner gains a bonus stance known, not included in the Executioner's maximum Stances Known. It is a 1st level stance with no affiliated school, and grants the Executioner a bonus to critical confirmation rolls equal to 1/2 the Executioner's IL.

    Skill Focus: At 2nd level, the Executioner gains Skill Focus (Profession) (Executioner) as a bonus feat.

    Executioner's Skill: At 4th level and higher, the Executioner gains the indicated bonus to all Iaijutsu Focus and Profession (Executioner) checks.

    Quick Death Exaltation: At 4th level, killing becomes that much quicker and more invigorating. An Executioner of this level may deliver a Coup de Grace as a free action, and may Coup de Grace multiple victims in reach as a free action if they qualify to be Coup de Graced. Every time an Executioner successfully kills a creature, they gain the benefits of a Death Knell (minus the caster level boost), only the Strength boost is capped at 1/2 of the Executioner's IL. While the Executioner is in the Stance of the Executioner, this ability automatically activates if a creatures dies within 60ft of your presence, like the Consumptive Field spell.

    Multichop: At 6th level and onwards, the Executioner learns to bring death to all who oppose him.
    At 6th level, the Executioner gains Whirlwind Attack as a bonus feat.
    At 10th level, the Executioner gains an extra attack against each enemy within reach when using the Whirlwind Attack feat.
    At 14th level, the amount of attacks made against each enemy increases to 3, and the Executioner no longer forfeits any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).
    At 18th level, the Executioner is a cyclone of annihilation. Once per encounter, the Executioner may make a full attack against every enemy within reach of the Executioner, which only takes up one full attack action.

    Power Chop: At the end of the day, an Executioner's job is to remove heads, and that does need a heavy force behind the axe to make it happen. Firstly at 8th level, the Executioner gains Power Attack if they didn't already have the feat (huh?), and secondly, the Executioner may use Power Attack while making a Coup de Grace. When the Executioner makes the Coup the Grace or Profession (Executioner) check, he may take a penalty to his Attack Rolls for 5 rounds as a free action and then apply this penalty as a bonus to the Executioner's Coup de Grace DC's and to all Profession (Executioner) checks for the same 5 rounds. This penalty may not exceed the Executioner's BaB.
    If the Executioner already had Power Attack as a bonus feat before gaining this ability, then they gain an extra ability. When an Executioner makes a Power Attack, they may also make a DC 20 Profession (Executioner) check as a free action. For every 2 points the Executioner exceeds the check, the Executioner negates a -1 penalty created by Power Attack (this is cumulative), up to the full penalty chosen when making the Power Attack.

    Blood for the Crowd: At 12th level, you've figured out how to buckle and twist the arteries just right to ensure that lovely blood splatter people love to see at an Execution, and enemies hate to even think of. Whenever the Executioner makes a successful Coup de Grace, all allies within 60ft are emboldened by this falling of an enemy and gain the benefits of a Bless spell while enemies within 60ft must make a Will Save with a DC equal to 10 + 1/2 IL + Wis Mod, or suffer the effects of a Doom spell. Both effects have a Caster Level equal to the Executioner's Initiator Level.

    One Chop, One Kill: At 16th level, the Executioner has finally reached his ideal tactic - one chop, one kill. Once per encounter, the Executioner may use this ability as a full-attack action. The Executioner makes one attack, and if it strikes then the victim makes a Reflex Save (DC 10 + 1/2 IL + Wis Mod). If the save succeeds, then the victim still takes 5d6 damage from contorting its body in such a way to avoid the attack, while a failed save means the victim dies horribly. Normally involving blood, but sometimes bones shredding their brains or something.

    Off with your Head!: At 20th level, any weapon is deadly in the hands of an Executioner. An axe, a sword, a blade of grass. All means death to the Executioner's enemies. All weapons the Executioner wields gain the Vorpal quality, only that the beheading effect activates on any critical hit instead of a natural 20.
    Last edited by TheGeckoKing; 2012-03-30 at 10:20 AM.
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  14. - Top - End - #14
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    Thumbs up Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Enterprising Manager



    "I manage an empire of minion craftsmen - like a boss" - Urzulu 'Craftmaster' and Enterprising Manager

    A master of human resources, macro and micro economics. The Enterprising Manager knows how to really expand into a market and make money.

    Adventures: Adventuring is a good way to build character and gain vital experience in the 'real world'. Many Enterprising Managers of a lower level see this as a good way to explore the local communities for potential niche markets to exploit.

    Characteristics: The Enterprising Manager excels at amassing large volumes of non-combat NPCs to generate vast sums of wealth.

    Alignment: Any. Lawful and Neutral alignments on the Law/Chaos axis work better. Chaotic Enterprising Managers are not likely to be able to coordinate larger mercantile empires. Good Enterprising Managers are unlikely but not impossible. Lawful Neutral and Lawful Evil are the most common alignments.

    Religion: Any related to people or wealth and sometimes even nature. The secret to good business is not just being able to handle money, but also understanding the balances between Labour and Resource management.

    Background: Often born to a noble family or well educated. Some hard working intelligent individuals can perhaps do well at this class and excel.

    Races: Any. Though Humans, Dwarves, Gnomes and Halflings are all very common. Not usually a focus for elves or more savages races like Orcs.

    Other Classes: Works well with most classes. Some Clerics and most Paladins might view the Enterprising Manager in a poor light regarding his looser ethics and tendency to bend the laws of the land to his personal gain. His non-combat diplomatic abilities can make up for these issues often however. Fighters might view him as being weak due to lacking very much ability in combat and Rogues may simply view him as a 'bank' waiting to happen.

    Role: Front man. Negotiator. Can provide NPCs to supplement party numbers, convince the King to aid their cause etc. Perfer to hang back and direct battles instead of participating in them. Better suited to intrigue or business campaigns.

    Adaptation: All worlds have potential masters of money and people. Large civilized societies are where you will find the most Enterprising Managers however.

    GAME RULE INFORMATION
    Enterprising Manager's have the following game statistics.
    Abilities: Charisma is the main ability score used by Enterprising Managers. Most class features are tied to this ability score as are the skills. Intelligence and Wisdom are the next most important as they provide more skill points and better modifiers for many skills.
    Alignment: Any
    Hit Die: D6
    Starting Age: As Bard
    Starting Gold: Special* See below.

    Class Skills
    The Enterprising Manager's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Nobility and Royalty) (Int), Knowledge (Local) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Arithmetic and Geometry) (Int), Knowledge (Economics and Business) (Int), Knowledge (Law) (Int), Profession (Wis), Ride (Cha), Search (Wis), Sense Motive (Wis), Survival (Wis), Spellcraft(Int), Use Magic Device (Cha)

    Skill Points at First Level: (8 + Int modifier) x 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Enterprising Manager
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Life Savings, Primary Talents, Negotiator

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Resources, Please Don't Hurt Me!

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | Followers, Persuasive

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | Resources, To Him His Due

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | Economic Inspiration +1, Open For Business

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | Resources, Business Savvy

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | Economic Inspiration +2

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    | Resources, Wise Thinker

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    | Economic Inspiration +3, Favoured In-Guild

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Resources, Expanded Office

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Economic Inspiration +4

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    | Resources, Extra Followers

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    | Economic Inspiration +5

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    | Resources

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    | Guildmaster, Branching Out, Economic Inspiration +6

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | Resources, Charismatic Manager

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | Economic Inspiration +7

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    | Resources, Skill Focus

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    | Economic Inspiration +8

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    | Resources, Branching Out[/table]

    Class Features
    All of the following are class features of the Enterprising Manager.

    Weapon and Armor Proficiencies: Proficient with all simple weapons plus the rapier, short sword, shortbow, longbow, and quarterstaff. Enterprising Manager's are proficient with light armor, but not with shields.


    Life Savings (Ex):
    The character starts with the sum of his Intelligence Bonus, Charisma bonus and Wisdom Bonus times 55 in gold pieces at first level. If he already has HD then he still receives half of this amount (rounded down).

    Primary Talents (Ex):
    Upon taking the first level of Enterprising Manager the character chooses 3 skills. These skills may be any in the game. If these are not class skills then they become class skills. If they are already class skills then the Enterprising Manager adds his Charisma Bonus as a bonus to these skills. The chosen skills have ramifications as noted in "Open For Business" below.

    You also gain the bonus class feature as listed in the "Open For Business" table below at level 3. At level 6 you may add the bonus class skill as a Primary talent skill (and can add your Charisma as a bonus to that skill).

    Negotiator (Ex):
    Gain Negotiator as a bonus feat. If you already have this feat then you gain Skill Focus (Any) instead.

    Resources (Ex):
    Each time the Enterprising Manager gains this ability he receives a number of gold pieces equal to his current HD squared (after taking this current class level) times 100.

    Please Don't Hurt Me! (Ex):
    In combat anyone wishing to use any Melee attack or Melee attack action, or touch ranged Spell or Su ability against the Enterprising Manager must first make a Will save where the DC is equal to the Enterprising Manager's Diplomacy skill bonus (not a roll).
    If the Enterprising Manager or any of his Followers/Cohort/Mount/Companion/Familiar (or any of such belonging to any Follower or Cohort) has dealt any damage to his attacker in previous rounds or combats then this ability cannot be used against that attacker.

    Followers (Ex):
    Gain Followers as per the Leadership feat. This ability does not grant a Cohort. Should the Enterprising Manager also take the Leadership feat or any feat that grants a Cohort he only gains a Cohort. Should the Enterprising Manager also take the Leadership feat or any feat that also grants Followers he only gains +2 to his Leadership score.
    All followers MUST be Commoners, Aristocrats or Experts with ranks in a profession and/or craft.
    Any subsequent Cohort must be an Enterprising Manager, Aristocrat, The Master (Dragon Lance) or Expert base classes with ranks in Diplomacy and in a profession and/or craft.

    Persuasive (Ex):
    Gain Persuasive as a bonus feat. If you already have this feat then you gain Skill Focus (Any) instead.

    To Him His Due (Ex):
    Any followers who make a profession/craft roll or who run a business (as per DMG II) provide 25% of their earnings or profit (if any) to the Enterprising Manager at the end of every month.

    Economic Inspiration (Ex):
    All Followers gain the bonus indicated to Profession or Craft rolls made each month for earning a living. If they are running a business (Page 180 DMG II) then they receive double the bonus to profit rolls instead for that month.
    This bonus increases as indicated in the Enterprising Manager table above.

    Open For Business (Ex):
    You gain a free Business (Page 180 DMG II) as noted below. If the GM is not using the running a business rules you instead gain a small office as property and +5 to your personal profession or craft rolls to earn an income.

    {table=head] Primary Talents Skill | Business Type Gained | Class Ability | Bonus Skill
    Intimidate and either Tumble or Iajutsu Focus | Fighting School | Bonus Fighter Feat | Survival
    Intimidate and either Hide or Move Silently | Criminal Organization | Trapfinding | Search
    Profession (bookkeeper) and diplomacy or Appraise | Moneylender | Still mind | Sense Motive
    Profession (other) and Appraise | Service of your choice. | None | Sense Motive
    Profession (Shopkeeper) and Appraise | Shop of your choice. | None | Sense Motive
    Two Knowledge skills not in class list and Profession (Teacher) | University | Bardic Knowledge | Spellcraft
    [/table]

    Business Savvy (Ex):
    Gain Business Savvy as a bonus feat. If you are not using the running a business rules or already have this feat then you gain Skill Focus (Profession - any) instead.

    Wise Thinker (Ex):
    The Enterprising Manager may add his Wisdom Bonus to all Intelligence skills he has ranks in.

    Favoured In-Guild (Ex):
    Gain Favoured In-Guild as a bonus feat. If you are not using the Guild rules (DMG II) or already have this feat then you gain Skill Focus (Any) instead.

    Expanded Office (Ex):
    If you are using the running a business rules then you may select one of your Followers or your Cohort (if you have one). They gain a free business of the same type you selected in Open For Business. You gain 30% of all profits made by the business at the end of each month.

    Extra Followers (Ex):
    Gain Extra Followers as a bonus feat (doubles numbers of Followers). If you already have this feat then you gain +2 to your Leadership Score instead.

    Guildmaster (Ex):
    Gain Guildmaster as a bonus feat. If you are not using the Guild rules (DMG II) or already have this feat then you gain Skill Focus (Any) instead.

    Branching Out (Ex):
    Select one business you personally own. This business gains another office of the same type in a new location. Add the resulting profit rolls (before subtracting 25) together to determine if the business is making a profit as a whole. If you are not using the running a business rules then you may roll two different profession/craft rolls for your income each month and gain full income from both. The same business may be selected when you receive this for the second time.

    Charismatic Manager (Ex):
    The Enterprising Manager may add his Charisma Bonus to all Wisdom skills he has ranks in. This stacks with Primary Focus.

    Skill Focus (Ex):
    Gain Skill Focus (Any) as a bonus feat.
    Last edited by Gaiyamato; 2012-04-13 at 11:28 PM.
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  15. - Top - End - #15
    Pixie in the Playground
    Join Date
    Mar 2012

    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    companion


    A companion always knows whats best

    Companions are a secret organization of the best spies, infiltrators, and masters of disguise in the world. They are true masters of social immersion, able to seamlessly transition from profession to profession, with out a moments notice. It is possible that a companion is in your party already, and you didn't even know it.

    Adventures: A companion could have many reasons for adventuring, the thrill, the challenge, a secret plot to over throw the empire, the search for the best loaf of bread, friendship, or simply gold. Companions often find it best not to stay in one place to long, and so take to the adventuring life naturally.

    Characteristics: A companion's capabilities are vast, able to fill most any role you could imagine. Their secret is versatility, and at that they are truly masters. One minute, they are posing as the tough fighter, the next, the sneaky rouge. Tomorrow the wise mystic, the day after that, laughable court jester.

    Alignment: A companion may be of any alignment. As versatile as the life they lead, so to are their alignments. As companions grow and develop, they often have to put aside their personal ideals, in order to maintain the rouses in which they often find themselves.

    Religion: A religious companion often follows a deity whose tenants are those of secrecy, trickery, and deceit. They typically uphold the ideal of self preservation, possibly extending to those they hold close, while seeing all others as pawns in their game.

    Background: Anyone who possesses, a proclivity towards subterfuge, misdirection, or persuasion is a prime contender for a place in the companions. Often times scouted as children, the companions look for those gifted with a silver tongue, and a keen sense of understanding. Those who wish to enter later in life simply seek out a companion and learn from them. This task may be precarious as companions are not easily found, but if the seeker is found worthy, the sought will make them selves known.

    Races: While any race may become a companion, the most common are doppelgangers, humans, and any naturally charismatic race. Those races with an inborn lack of personality, have a tougher time becoming a companion, but a little determination can fix anything.

    Other Classes: Rogues, bards, and beguilers, tend to admire companions for they also see importance of subterfuge and the virtue of being versatile. Most classes see them as foolish, and believe them to simply be stage hogs, attempting to step on everyone's feet at all times. When people get to know them however they see that the aren't trying to replace anyone, simply lend a hand where ever its required.

    Role: Companion serve as mostly support characters, as with great versatility comes one major draw back, they don't master much. The phrase "a jack of all trades, but a master of none", is truly applicable to them. While they make great social characters, and can easily be the public face of any adventuring party, a face is nothing without a body.

    Adaptation: The idea of an organization of companions might not fit every campaign, conversely that concept could be emphasized strongly. For campaigns where an organization doesn't fit, they could instead be well trained diplomats, understanding that its good to have a a variety of skills to impress figure heads as you travel. Alternatively they could be the stuff of legends, rumors of them abound but no one believes the exist. For role-playing purposes, the gm could require that the payers keep their classes a secret to aid in the companion player in maintaining his disguises, even to the other players. The purpose of the class is to be adaptable, so it would be easy to fit into any game, and I couldn't derive all the possibilities on my own.

    GAME RULE INFORMATION
    companion's have the following game statistics.
    Abilities: Charisma is the most important ability to a companion, as it affects their spell casting, it modifies their skills, and it limits their personas. next would be dexterity as a high ac is important to avoiding damage. Third is intelligence as for them there can never be to many skills. Fourth is wisdom, as an understanding of people is key to their survival. Neither strength nor constitution mean much for the companions as it modifies nothing about which they care.
    Alignment: any
    Hit Die: d6
    Starting Age: as bard.
    Starting Gold: as bard
    Class Skills
    The companion's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n.a.), Spell craft (int), Spot(Wis),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

    Ccompanion
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |understanding, 1st persona, ac bonus

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |pressure point +1d6, master of disguise

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |poison use, bonus language

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |pressure point +2d6, sensitive

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |2nd persona, glib lie

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |pressure point +3d6, slippery mind

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |confidence, bonus language

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |pressure point +4d6, kiss

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |what ever you need

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |pressure point +5d6, 3rd persona

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |interrogator, bonus language

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |pressure point +6d6, mask alignment

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |hide in plain sight

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |pressure point +7d6

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |4th persona, trustworthy, bonus language

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |pressure point +8d6,

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |shrewd instruction

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |pressure point +9d6, improved master of disguise

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |observant, bonus language, crippling attack

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |pressure point +10d6, 5th persona, mind blank[/table]

    Spells Per Day
    {table=head]1st|2nd|3rd|4th|5th|6th

    1|
    -
    |
    -
    |
    -
    |
    -
    |-

    2|
    -
    |
    -
    |
    -
    |
    -
    |-

    3|
    -
    |
    -
    |
    -
    |
    -
    |-

    3|
    1
    |
    -
    |
    -
    |
    -
    |-

    4|
    2
    |
    -
    |
    -
    |
    -
    |-

    4|
    3
    |
    -
    |
    -
    |
    -
    |-

    4|
    3
    |
    1
    |
    -
    |
    -
    |-

    4|
    4
    |
    2
    |
    -
    |
    -
    |-

    5|
    4
    |
    3
    |
    -
    |
    -
    |-

    5|
    4
    |
    3
    |
    1
    |
    -
    |-

    5|
    4
    |
    4
    |
    2
    |
    -
    |-

    5|
    5
    |
    4
    |
    3
    |
    -
    |-

    5|
    5
    |
    4
    |
    3
    |
    1
    |-

    5|
    5
    |
    4
    |
    4
    |
    2
    |-

    5|
    5
    |
    5
    |
    4
    |
    3
    |-

    5|
    5
    |
    5
    |
    4
    |
    3
    |1

    5|
    5
    |
    5
    |
    4
    |
    4
    |2

    5|
    5
    |
    5
    |
    5
    |
    4
    |3

    5|
    5
    |
    5
    |
    5
    |
    5
    |4

    5|
    5
    |
    5
    |
    5
    |
    5
    |5[/table]

    Spells Known
    {table=head]Spell Level|0|1st|2nd|3rd|4th|5th|6th

    1st|
    4
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    2nd|
    5
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    3rd|
    6
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    4th|
    6
    |
    4
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -

    5th|
    6
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -

    6th|
    6
    |
    4
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -

    7th|
    6
    |
    5
    |
    4
    |
    2
    |
    -
    |
    -
    |
    -

    8th|
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -

    9th|
    6
    |
    5
    |
    4
    |
    4
    |
    -
    |
    -
    |
    -

    10th|
    6
    |
    5
    |
    5
    |
    4
    |
    2
    |
    -
    |
    -

    11th|
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -
    |
    -

    12th|
    6
    |
    6
    |
    5
    |
    4
    |
    4
    |
    -
    |
    -

    13th|
    6
    |
    6
    |
    5
    |
    5
    |
    4
    |
    2
    |
    -

    14th|
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3
    |
    -

    15th|
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    4
    |
    -

    16th|
    6
    |
    6
    |
    6
    |
    5
    |
    5
    |
    4
    |
    2

    17th|
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    3

    18th|
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    4
    |
    4

    19th|
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    5
    |
    4

    20th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    5
    [/table]
    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: a companion is proficient with no armors, and only daggers

    spell casting: A companion casts arcane spells which are drawn from the companion spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a companion must have a Charisma score equal to at least 10 + the spell level . The Difficulty Class for a saving throw against a companion's spell is 10 + the spell level + the companion's Charisma modifier. Like other spell casters, a companion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Charisma score.The companion's selection of spells is extremely limited. A companion begins play knowing four 0-level spells of your choice.
    At most new companion levels, he gains one or more new spells, as
    indicated above. Unlike spells per day, a companions spells known are not affected by a high charisma score. The numbers indicated are fixed.
    Upon reaching 5th level, and at every third companion level after that, a companion can choose to learn a new spell in place of one he already knows. In effect, the companion “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level companion spell the companion can cast.. A companion may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A companion need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
    understanding: beginning at first level a companion receives a +2 enhancement bonus to his bluff, diplomacy, and sense motive skill checks. this bonus increases by +1 at 2nd level and every other level thereafter.
    persona: companions are so well versed at the art of impersonation, and servicing others that they develop completely different identities. a companion may enter a persona a number of times per day equal 3+(her cha modifier)+(1 per two companion levels he possesses). Entering a persona is a standard action requiring, a perform impersonation check, and can be maintained for a number of minutes equal to the result of the check used to enter the persona. Only one persona may be active at a time. Any one interacting with the companion is entitled to a will save disbelief to negate the effects of the persona, the dc is equal to perform impersonation check used to enter the persona. ending a persona is a free action, and does not provoke an attack of opportunity.
    {table=head] persona | effect
    old man | +2 to all mental stats, -2 to all physical stats gain ranks in knowledge history equal to your companion level |
    athlete | +2 to all physical stats, -2 to all mental stats gain ranks equal to your companion level in climb, and jump equal to your companion level |
    fighter | gain a bab equal to your companion level, chose one weapon proficiency (at the time this persona is chosen), and gain temporary hp equal to your companion level, while in this persona you lose your understanding bonus, and you can not make int or cha based skill checks |
    rogue | gain evasion and a bonus to your hide and move silently skill checks equal to 1/2 your companion level |
    tinkerer | pick two craft skills (at the time this persona is chosen), and gain ranks in the equal to your companion level, also gain a bonus equal to 1/4 your companion level on disable device skill checks |
    wise man | pick two knowledges (at the time this persona is chosen), and gain ranks in the equal to your companion level, also pick two languages (at the time this persona is chosen), you may speak them fluently |
    gambler | gain ranks in profession gambler equal to your companion level, and gain a bonus equal 1/2 your companion level on sleight of hand checks|
    sailor | gain ranks in profession sailor equal to your companion level, gain ranks in swim equal to your companion level, and gain a +2 dodge bonus to your ac|
    merchant | gain ranks in profession merchant equal to your companion level, sell items at 50% above normal selling value, and buy items at 25% below normal buying value. |
    woodsman | gain ranks in survival, and knowledge nature, and handle animal equal to your companion level|
    noble|gain a bonus diplomacy checks equal to 1/2 your class level, and gain ranks in knowledge nobility equal to your class level|
    peasant| gain a bonus equal to 1/2 your companion level on gather information, and bluff, and gain ranks in knowledge local equal to your companion level|
    bard|gain a bonus to equal to 1/2 your companion level on perform checks, and tumble checks, and gain bardic knowledge as a bard of 1/2 your level |
    healer | gain ranks in heal equal to your companion level, your cure spells have no maximum, and any excess healing is added as temporary hp |
    witch | gain wild shape and wild empathy as a druid of 1/2 your level, and add inflict light wounds, inflict moderate wounds, inflict serious wounds, and inflict critical wounds to your list o spells known |
    magi | gain scribe scroll, and arcane preparation as bonus feats, and add magic missile, fire ball, and tensers transformation to your list of spells known. |[/table]
    (to clear up confusion, any reference to your companion level is referring to your level t the time you enter the persona, not when you chose it. The choices on which skills etc. are chosen at the same time as the persona, as indicated, but that has no bearing on what your level is for the benefit. I couldn't think of a better way to phrase things, so i would like to apologize, and clear up any confusion a head of time)(in addition the persona list is unfinished and as i can i will try to add to it)
    ac bonus; companions are naturally adept at avoiding danger and as such receive an armor bonus to their ac equal to 1/3 of their companion level
    pressure point: If a companion can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the companion's attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the companion flanks her target. This extra damage is indicated on the chart. Should the companion score a critical hit with a pressure point attack, this extra damage is not multiplied. Ranged attacks can count as pressure point attacks only if the target is within 30 feet. A companion can pressure point attack only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to pressure point attacks. The extra damage is non lethal, and as such any creature immune to nonlethal damage is also not vulnerable to a pressure point attack.
    master of disguise: a companion of second level or higher can make a disguise in half the time normally required to make it, and does not suffer the penalty for disguising as the opposite gender.
    poison use: a companion of third level or higher never risks accidentally poisoning them selves
    bonus language: at the indicated levels a companion may learn an additional language, this language may be any language the companion would not normally be allowed to learn (i.e secret languages like druidic)
    sensitive: a companion of fourth level or higher may convert any damage to nonlethal damage without penalty (this includes damage which couldn't normally be nonlethal i.e spell damage)
    glib lie: a companion of fifth level or higher can deceive truth telling magic, in order to use such magic against the companion the caster must first make a caster level check equal to 10+(1/2 the companions level )+(the companions cha modifier)
    slippery mind: if a companion of sixth level or higher fails a will save vs a mind affecting spell, she may attempt a will save the following round to end the effect.
    confidence: as a standard action a companion of 7th level or higher may confer a bonus to an ally's next skill check or will save, equal to her cha mod. She may only confer one bonus at a time, and only a number of times per day equal to her cha mod.
    kiss: at eighth level or higher a companion may add four to the save dcs of enchantment spells she casts by delivering them as a melee touch attack
    what ever you need: beginning at 9th level a companion may attempt a sense motive check equal to 10+(the target's hit dice)+9the targets cha modifier) to ascertain the basic likes and dislikes of the target, beating the dc by five reveals phobias, and passions, and beating the dc by ten reveals secret fears, obsessions, guilty pleasures, hates, loves, etc.
    interrogator: after ten minutes of continuous conversation with a companion of at least 11th level, the target must succeed on a will save dc equal to 10+(1/2 the companion's level)+(the companion's cha modifier) or answer 3 questions truthfully, and completely, failing the save by five allows for five questions, and failing by ten or more allows for seven questions.
    mask alignment: beginning at 12th level a companion may alter his displayed alignment to any he choses, or none at all. this does not change her alignment for magical effects based on alignment, such as smite.
    hide in plain sight: At 8th level, a companion can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an companion can hide himself from view in the open without having anything to actually hide behind.
    trustworthy: all npc's begin with an initial attitude of helpful towards a companion of 15th level or higher.
    shrewd instruction: after 10 min of continuous conversation with a companion o 17th level or higher the, target must succeed on a will save dc of 10+(1/2 the companion's level)+(the companion's cha modifier) or follow her instructions with out question, this functions like guise/quest.
    improved master of disguise: a companion of 18th level may make a disguise check as a free action
    observant: beginning at 19th level a companion gains blind sense out to 20 ft and gain a +10 bonus on spot and search checks.
    crippling attack If a companion studies his victim for 3 rounds and then makes a pressure point attack with a melee weapon that successfully deals damage, the pressure point attack has the additional effect of possibly paralyzing the target. While studying the victim, the companion can undertake other actions so long as his attention stays focused on the target and the target does not detect the companion or recognize the companion as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the companion class level + the companion's cha modifier) the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the companion. If the victim’s saving throw succeeds, the attack is just a normal pressure point attack. Once the companion has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
    If a crippling attack is attempted and fails (the victim makes her save) or if the companion does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another crippling attack.
    mind blank: at 20th level the companion becomes immune to all mind affecting spells and divinations, she also gains the ability to sense all divination attempts against her, and may attempt to mislead the caster by making a caster level check to re-route the divination to any place she knows
    companion spells
    {table=head]spell level|spell names
    0 | Dancing Lights,Daze,Detect Magic,Flare,Ghost Sound,Know Direction,light,Lullaby,Mage Hand,Mending,Message,Open/Close,Prestidigitation,Read Magic,Resistance |
    1| Alarm,Animate Rope,Cause Fear,Charm Person,Comprehend Language,Confusion Lesser,Cure Light Wounds,Detect Secret Doors,Disguise Self,Erase,Expeditious Retreat,Feather Fall,Grease,Hypnotism,Identify,Magic Mouth,Nystul's Magic Aura,Obscure Object,Remove Fear,Silent Image,Sleep,Tasha's Hideous Laugh,Undetectable Alignment,Unseen Servant,Ventriloquism, whelm |
    2| Alter Self,Animal Messenger,Animal Trance,Blindness/Deafness,Blur,Calm,Emotions,Cat's Grace,Cure Moderate Wounds,Darkness Daze Monster,Delay Poison,Detect Thoughts,Eagle's Splendor,Enthrall,Fox's,Cunning,Glitterdust,Herois m,Hold Person,Hypnotic Pattern,Invisibility,Locate Object,Minor Image,Mirror Image,Misdirection,Pyrotechnics,Rage,Scare,Shatter ,Silence,Sound Burst,Suggestion,Tongues,Whispering Wind, whelming burst |
    3 | Blink,Charm Monster,Clairaudience/Clairvoyance,Confusion,Crushing Despair,Cure Serious Wounds,Daylight,Deep Slumber,Dispel Magic,Displacement,Fear,Gaseous Form,Geas Lesser,Glibness,Good Hope,Haste,Illusory Script,Invisibility Sphere,Leomund's Tiny Hut,Major Image,Phantom Steed,Remove Curse,Scrying,Sculpt Sound,Secret Page,See Invisibility,Sepia Snake Sigil,Slow,Speak with Animals |
    4 | Break Enchantment,Cure Critical Wounds,Detect Scrying,Dimension Door,Dominate Person,Freedom of Movement,hallucinatory Terrain,Hold Monster,Invisibility Greater,Legend Lore,Leomund's Secure shelter,Locate Creature,Modify Memory,Neutralize Poison,Rainbow Pattern,Repel Vermin,Shadow Conjuration,Shout,Speak with Plants,zone of Silence |
    5 | Cure Light Wounds Mass,Dispel Magic Greater,Dream,False Vision,Heroism Greater,Mind Fog,Mirage Arcana,Mislead,nightmare,Persistent Image,Seeming,Shadow Evocation,Shadow Walk,Suggestion Mass |
    6 | Analyze Dweomer,Animate Objects,Cat's Grace, Mass,Cure Moderate Wounds Mass,Eagle's Splendor Mass,Eyebite,find the Path,fox's Cunning Mass,Geas / Quest,Heroes' Feast,Otto's Irresistible Dance,overwhelm,Permanent Image,Programmed Image,Project Image,Scrying Greater,Shout Greater,Sympathetic Vibration,Veil | [/table]
    Spoiler
    Show
    new feats {table] feat name| prerequisite | benefit|
    favored persona | persona class feature, cha 17| you may always take a ten on the perform impersonation check required to start a persona, eben in combat or any situation which wouldn't normally allow it|
    skilled consort |rogue level 5 companion level 5 |your rogue and companion class levels stack for overcoming improved uncanny dodge, sneak attack damage, level variable effects from personas, and understanding|
    private performance| bard level 5, companion level 5 | your bard and companion levels stack for persona usage and level variable effects, bardic music usage, and types of performances, understanding, and bardic knowledge |
    extra persona | companion level 7 | you gain 1 extra persona |
    additional performance | companion level 5 | you may enter a persona an additional 6 times per day |
    improved favored persona | companion level 9, favored persona| when you your favored persona active, you may start an additional persona and retain your the benefits of your favored persona for a number of rounds equal to your companion level (if you have chosen the bard persona as your favored persona, you do not get the additional half level bonus to the initial perform impersonation check made to start the new persona, you do however get it for any subsequent checks using that skill)|
    skilled impersonator | companion level 3 | whenever you have a persona active you gain a bonus to your disguise check equal to your companion level |
    suave | companion level 11 | you no longer suffer any negatives to your disguise checks for familiar viewers, or disguising as a different race of the same size and type, and you lessen the negatives to your bluff checks by two steps |
    smooth | companion level 11 | you may use the knowledge local skill after only 24 hours in an area, and you may add your understanding bonus to your gather information checks. |
    companion's resolve | companion level 15 | you may add you cha modifier as a magical modifier to your saves |
    companion's reflexes | companion level 15 | you may add your cha mod as a dodge bonus to your ac |
    student of rhetoric |companion level 3| you may add your int modifier to you bluff, sense motive, gather information, or diplomacy checks. chosen at the time you choose this feat. this is in addition to your normal ability modifier. this feat may be taken multiple times. |[/table]
    Last edited by titanreaver; 2012-04-15 at 11:32 PM.

  16. - Top - End - #16
    Dwarf in the Playground
     
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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    The Treasurer

    Spoiler
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    image by AishaxNekox

    “The economy? Bah! The power of gold isn’t something so simple and fleeting!”
    --Peirs Stasheff, head of the merchant house of Thune


    If one asks an ordinary individual what a gold piece is worth, the most likely answer would be confused stares. To the everyday layperson, a gold piece is worth a gold piece, or ten silver, or a hundred copper. But in truth, gold—and money as a whole—has no inherent value. It is only worth something due to the agreement between government and the people that the gold piece has “worth”, worth that is equal to the deferred payment it represents.

    However, nearly every culture lives and dies over gold. People war and kill over gold, marry into wealthy houses for it, work every day of their adult lives to earn more. It funds wars, buys houses, feeds children, gives orphans homes, and buys sacrifices for one’s god. In locations where great evil has been done, one can feel the malevolence in the air. None can resist the feelings of joy felt where angels were born. Where gods once walked the earth the very air sings their praises. Money, used in deeds ranging from the heinous to the glorious, has likewise taken on aspects of power, made mighty from the combined agreement of value that consists of nearly every sentient culture across the multiverse.

    It is from this power of agreed value that the Treasurer gains his power.

    Much as the bard gains magic through her devotion to music, so too does the treasurer gain power from his devotion to money—and through money, to the very concept of what it means to value something.


    Adventures: There are a multitude of reasons why a treasurer might adventure. Adventuring is well known as the greatest of all get-rich-quick schemes; nothing pays off as greatly, but likewise nothing is as risky. Traveling treasurers may also be pulled into adventure, sometimes against their will; people with skill or magic will oft find that the world has ways of forcing action upon them. Merchant treasurers may also travel to sell their wares, or if part of (or head of) a larger organization to spread their business to new places. Furthermore, one of the intrinsic focuses of the treasurer is an understanding of the concept of worth and value; primarily that it is all subjective. Saving a child can be as much of a reward by itself as earning more coins. To reverse a proverb, “not all that is gold glitters”.

    Characteristics: Treasurers have a keen sense for finding that which people value. While at first they can only detect money, the most common source of agreed value, they can later increase their detection powers to locate anything that someone considers precious. As symbolism is a potent force in the wielding of magic, treasurers can use the symbolic worth of money to influence other people concepts of worth, cast spells, or even fill their body with the force of a billion people’s beliefs. As might be expected, they are money-earners par excellence. At their highest levels of power, they can understand the connection value and worth has across the multiverse, and can use the symbolism of wealth to affect the world. Much as music, in knowledgeable and focused hands, can change reality, so too can money.

    Alignment: Everybody desires money, and almost everybody needs more just to survive. But to be a treasurer requires more than just needing to get enough money to buy food, or wanting money for political purposes, or even (heavens forbid) worshipping money. It takes a certain level of dedication to look beyond the immediate use of money to see what it truly is—to see what it represents. Most treasurers are thus of lawful alignment; money is the medium via which they work their power, and coin only has value when given by the government and the people. There is a notable tendency towards neutrality on the good-evil axis, and people who know about treasurers often consider them to be rather mercenary in their attitudes because of this.

    Religion: Despite rumors to the contrary, it is exceedingly rare to find a treasurer that worships gold. It is, after all, worthless in and of itself—that people give it value is the only reason it is of any use at all. The concept of value itself, though, is revered (though not outright worshipped), much as druids worship nature. Value, worth, and wealth are all words that only exist due to sentient thought and have shaped all of history. For money, for land, for family, for glory, for religion—it is for these causes and the value people give them that nations have been made and torn down.

    Many treasurers are actually quite religious—they understand the concept of something being greater than they quite readily. It isn’t uncommon to find treasurers mixed in amongst clerics in the priesthood of gods of commerce. Deities of the city and of travel are often revered, as are luck gods. Less scrupulous members of this class may secretly pray to gods of thievery and lies.

    Background: It is rare to intentionally become a treasurer. Most start out as apprentices for a normal business, most frequently learning at a bank, under a senior tax collector, or as a moneylender; jobs where they can often see the exchange of money, can see how it changes lives. For most people, they simply recognize it as part of their job, but a treasurer is not most people. The young treasurer-to-be realizes, often in a sparking moment of comprehension (a comprehension beyond simply reading of the idea in a book, but the ingrained knowing that is worked into one’s very soul), that the money isn’t important; it what the coins represent, and in the space of the mind lit by this knowledge shines a torch fueled by the thoughts and beliefs of every sentient being. Like the first communion with nature or the first gift granted by one’s goddess, it is a life-changing moment.

    Other treasurers encounter this truth in other ways. The noble’s family loses money and influence, but realize that because they are still together and still love that the loss of money was not so great as they thought. The beggar sits on her corner and chants out entreaties for money, thinking endlessly on her want and need for coin—and eventually, on why keeping money is more important than helping a homeless and crippled woman. The thief watches lives crumble from the money he stole, and ponders its meaning. The philosopher talks in forums, creating discourses on the meaning of wealth and life and why men must always hunger for more gold. The prince is unhappy despite his mountains of gold, and realizes that what he values is not money. A priest of a dragon cult enters his master’s caverns and is overwhelmed by the endless piles of lucre, and in the juxtaposition of religious loyalty and boundless riches understands his own greed. The merchant works his way into riches and considers the source of his success. The mercenary determines the price of taking a life, and charges for it.

    Races: It is most common to see treasurers amongst the halflings, dwarvenkind, and the races of man. A large number of halflings travel the world during their life, travelling in caravans and visiting a great number of nations. In doing so, they would doubtlessly come across many different economies; societies where the only trade is bartering, where shells were given more value than metal, where iron is more precious than gold, or where copper is the rarest of all materials. Such experiences, and knowing how flexible the concept of value is, make it easy for halflings to pick up this class. Dwarves are renowned for their mining and for their love of gold, and many a dwarf banker or philosopher has come across the deeper meaning to the mineral their race adores (in campaigns set in Eberron, where House Kundarak is the bank of… pretty much everyone, this class is especially easy to integrate into dwarvenkind). The sheer number of humans spread across the world has led to the races of man having perhaps the largest number of treasurers out of all the races.

    Other Classes: Because treasurers realize that value is always subjective, they have an easy time getting along with other classes. Not all wealth is measured in gold pieces, which means that the asceticism of the monk, the piety of a cleric, and the wizard’s hunt for knowledge are in a sense one and the same. They all hunt for that which they think is of worth.

    Role: Treasurers can fill a variety of roles in a party. They are only average in melee, but get spells quickly enough that enable them to boost their combat prowess, an ability that is only boosted once they can convert the force of the concept of wealth into a useable form. Their ability to find money—and at later levels, to find anything that someone values—makes them excellent treasure hunters and investigators. They typically have good social skills, which is important for a class that is most at home in urban environment. Each treasurer follows a particular monetary path, a route by which they look at the world and values and attempt to use it; each path can grant drastically different abilities, so an individual treasurer may be able to fulfill more roles than just these.

    Adaptation: Not all priests need be clerics; in another world, the favored of the goddess of commerce and trade are treasurers, and their power comes from their deity rather than from the beliefs of others. Or perhaps the treasurers are trained from youth to serve as tax collectors in a society ruled by magic, using their unique abilities to circumvent the protections others layer over their wealth. Maybe they are the advisors to nobles and kings, helping not only to keep the economy but the nation itself healthy. Maybe the country has but a single bank, and in-debt parents sell their children to be raised up there. In a campaign with psionics, perhaps the treasurer is a type of psychic who gains power from the collective consciousness that the thoughts of a trillion lives have given to money.

    For less drastic adaptations, one should consider that this class, and its abilities, are based on the assumption that the standard cooper<silver<gold<platinum economy is being used. In a different society, a different flavor for the class could be achieved simply by altering what is used for payment.

    GAME RULE INFORMATION
    Treasurers have the following game statistics.
    Abilities: Treasurers draw their power from an outside source via their understanding of the concept of value, and as such their spellcasting and the DC for their special abilities are based on their Wisdom score. However, treasurers are often called upon to speak for the party, and have strong skills in the social arena, making Charisma another important skill. Intelligence is also important, as treasurers can always use more skill points. As with any class that values living, treasurers benefit from high Dexterity and Constitution.
    Alignment: Any
    Hit Die: d6
    Starting Age: As wizard
    Starting Gold: As aristocrat

    Class Skills
    The Treasurer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    The Treasurer
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Components of Prosperity, Copper Path to Riches, Detect Wealth, Weight of Agreed Value 1d8|
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Touch of Affluence 1/Day|
    3
    |
    0
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Equivalent Exchange, Who You Know|
    3
    |
    1
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Flow of Wealth|
    3
    |
    2
    |
    0
    |
    -
    |
    -
    |
    -
    |
    -

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Spend Money to Make Money|
    3
    |
    3
    |
    1
    |
    -
    |
    -
    |
    -
    |
    -

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Silver Path to Riches|
    3
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |The Attraction of Treasure|
    3
    |
    3
    |
    2
    |
    0
    |
    -
    |
    -
    |
    -

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Detect Worth, Touch of Affluence 2/Day|
    3
    |
    3
    |
    3
    |
    1
    |
    -
    |
    -
    |
    -

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Current of Currency|
    3
    |
    3
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Weight of Agreed Value 2d8|
    3
    |
    3
    |
    3
    |
    2
    |
    0
    |
    -
    |
    -

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |The Draw of Wealth|
    3
    |
    3
    |
    3
    |
    3
    |
    1
    |
    -
    |
    -

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Gold Path to Riches|
    3
    |
    3
    |
    3
    |
    3
    |
    2
    |
    -
    |
    -

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Imbuement|
    3
    |
    3
    |
    3
    |
    3
    |
    2
    |
    0
    |
    -

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |For Great Commerce, Touch of Affluence 3/Day|
    4
    |
    3
    |
    3
    |
    3
    |
    3
    |
    1
    |
    -

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |The Conceptual Relationship|
    4
    |
    4
    |
    3
    |
    3
    |
    3
    |
    2
    |
    -

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Weight of Agreed Value 3d8|
    4
    |
    4
    |
    4
    |
    3
    |
    3
    |
    2
    |
    0

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Economic Heartbeat|
    4
    |
    4
    |
    4
    |
    4
    |
    3
    |
    3
    |
    1

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Platinum Path to Riches|
    4
    |
    4
    |
    4
    |
    4
    |
    4
    |
    3
    |
    2

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Everything Has a Price|
    4
    |
    4
    |
    4
    |
    4
    |
    4
    |
    4
    |
    3

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Collective Concept of Wealth, Touch of Affluence 4/Day|
    4
    |
    4
    |
    4
    |
    4
    |
    4
    |
    4
    |
    4
    [/table]


    Treasurer Spell List
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th

    1st|
    4
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    2nd|
    5
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    3rd|
    6
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    4th|
    6
    |
    3
    |
    2
    |
    -
    |
    -
    |
    -
    |
    -

    5th|
    6
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -

    6th|
    6
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -

    7th|
    6
    |
    4
    |
    4
    |
    2
    |
    -
    |
    -
    |
    -

    8th|
    6
    |
    4
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -

    9th|
    6
    |
    4
    |
    4
    |
    3
    |
    -
    |
    -
    |
    -

    10th|
    6
    |
    4
    |
    4
    |
    4
    |
    2
    |
    -
    |
    -

    11th|
    6
    |
    4
    |
    4
    |
    4
    |
    3
    |
    -
    |
    -

    12th|
    6
    |
    4
    |
    4
    |
    4
    |
    3
    |
    -
    |
    -

    13th|
    6
    |
    4
    |
    4
    |
    4
    |
    4
    |
    2
    |
    -

    14th|
    6
    |
    4
    |
    4
    |
    4
    |
    4
    |
    3
    |
    -

    15th|
    6
    |
    4
    |
    4
    |
    4
    |
    4
    |
    3
    |
    -

    16th|
    6
    |
    5
    |
    4
    |
    4
    |
    4
    |
    4
    |
    2

    17th|
    6
    |
    5
    |
    5
    |
    4
    |
    4
    |
    4
    |
    3

    18th|
    6
    |
    5
    |
    5
    |
    5
    |
    4
    |
    4
    |
    3

    19th|
    6
    |
    5
    |
    5
    |
    5
    |
    5
    |
    4
    |
    4

    20th|
    6
    |
    5
    |
    5
    |
    5
    |
    5
    |
    5
    |
    4
    [/table]

    Class Features
    All of the following are class features of the Treasurer.

    Weapon and Armor Proficiencies: Treasurers are proficient with all simple weapons and with light and medium armor, along with shields (except for tower shields).

    Spells: A treasurer casts divine spells, which are drawn from the treasurer spell list. He can cast any spell he knows without preparing it ahead of time. Every treasurer spell has a focus component of at ten gold pieces, although only one need be held in hand to cast a spell; the others need only be on the treasurer’s person. To learn or cast a spell, a treasurer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a treasurer’s spell is 10 + the spell level + the treasurer’s Wisdom modifier.
    Like other spellcasters, a treasurer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Treasurer. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Treasurer indicates that the treasurer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
    The treasurer’s selection of spells is extremely limited. A treasurer begins play knowing four 0-level spells of your choice. At most new treasurer levels, he gains one or more new spells, as indicated on Table: Treasurer Spells Known. (Unlike spells per day, the number of spells a treasurer knows is not affected by his Wisdom score; the numbers on Table: Treasurer Spells Known are fixed.)
    Upon reaching 5th level, and at every third divine spellcaster level after that (8th, 11th, and so on), a treasurer can choose to learn a new spell in place of one he already knows. In effect, the treasurer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level treasurer spell the treasurer can cast. A treasurer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    As noted above, a treasurer need not prepare his spells in advance. However, to refill his spell slots for the day he must spend an hour communing with the concepts of spirit, worth, and commerce after receiving 8 hours of sleep. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

    Components of Prosperity (ex): The treasurer’s trade is already steeped in symbolism, and he understands that there is nothing with inherent value. Whenever the treasurer casts a spell that requires an expensive material component or focus, the treasurer does not need to have the component on hand as long as he has enough gold on hand equal to the cost of the component, which are expended in the casting of the spell.

    Copper Path to Riches: The treasurer takes his first steps down the Path to Riches. The treasurer selects one of the Paths to Riches described at the end of this class. He gains the associated skills as class skills and receives the special ability associated with the copper step of that path. Although all treasurers receive the additional class skills, they only receive the special abilities if they have at least 4 ranks in one of the following Profession skills (at the DM’s decision, these skills may be altered): moneylender, banker, accountant, beggar, merchant, storekeeper, treasurer, con artist, manager, philosopher, peddler, politician, lawyer, or pickpocket.

    Detect Wealth (sp): The treasurer can, to a limited extent, extend his senses into the realm of the conceptual, drawn like a loadstone towards that which people value. At this stage of power, he is only able to detect the simplest form of worth, that of money, and then only if he has the requisite 3 ranks in Appraise. By spending a standard action, the treasurer can attempt to detect any standard of currency within 60 feet. The first round that the treasurer uses this ability, he determines that there is money within the area of effect. If the treasurer continues to use it in the next round, he determines where the money is. The third round allows the treasurer to determine approximately how much there is, an ability that grows less precise the more wealth there is in the area.

    Unlike many detection effects, Detect Wealth can bypass solid barriers of all sorts and all thicknesses, although a barrier of at least 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt cut the range in half. It cannot penetrate a thin sheet of lead, and as a divination effect is vulnerable to protections against such.

    Weight of Agreed Value (su): Across the multiverse there are countless billions of individuals that use currency every day and entire societies have been built around money. The symbolical power this generates is staggering, and it is this power that the treasurer harnesses. The treasurer can take that which is valued and use the force of this power to make it into a weapon. Coins are what are typically used, and as each coin is valued differently they are charged with power to different extents. Using the Weight of Agreed Value to attack is determined as by a thrown weapon with a range of 15 feet, and adding the treasurer’s Wisdom modifier to damage in place of Strength. They inflict a critical on a roll of 20, dealing x2 damage, and inflict bludgeoning damage.

    A gold piece deals the damage listed on the class table: 1d8 points of damage at 1st level, 2d8 at 10th, and 3d8 at 16th. A silver coin does only half damage, while a copper coin does the lowest damage possible per die. Platinum coins, on the other hand, treats all rolls of 3 or less as 4s instead. Gems worth at least 50 gp can be used to deal maximum damage in place of coins. Expensive items can also be used, adding an additional die of damage per 1,000 gp of its price, to a maximum additional damage equal to the treasurer’s class level (artifacts, cursed items, and intelligent items cannot be used in this fashion). Jewels expensive enough to add additional damage dice maximize half of the total dice of the attack. Items of significant personal, rather than economic, value to someone deal damage as platinum pieces that cause double normal damage (although it would be the cruel treasurer indeed who steals a child’s toys to wield as weapons) in place of their normal damage, so long as the treasurer is aware that they are thusly valued.

    Any item used as a weapon for Weight of Agreed Value is completely destroyed by the energies coursing through it, leaving not even dust behind.

    Touch of Affluence (su): By reaching out and touching upon the concept of money the treasurer can fill himself with a measure of its power. By taking a standard action and focusing upon a gold coin, platinum coin, or gem of any value, he may gain the following benefits for a number of rounds equal to 2 + his Wisdom modifier. The treasurer gains a +4 bonus to Charisma, spells are cast with +2 to DC, and attempts to counter or dispel them are made with a -2 penalty. The treasurer also gains a number of temporary hit points equal to his class level + his new Charisma modifier. This change is marked by a change in eye color to what the treasurer used to focus into this state, and those around him find it difficult to keep their eyes off of him. Touch of Affluence can be used once per day at 2nd level, and an additional time per day each six levels later, at 8th, 14th, and 20th.

    Equivalent Exchange (su): Although most people never consider it, every action has a cost, even if only in time and energy; every affection trades in for affection in return or for the feeling of satisfaction in the giving of affection; every kindness is paid with the good that it brings, and perhaps by the good that comes around in turn to the giver of said kindness; every murder is paid in blood and by the fear and worry of eventual punishment that lies over the killer’s head. It is a currency of concepts, a commerce of abstracts, that keeps the economy of life flowing. The power of equivalent exchange allows a 3rd level treasurer to bypass the actions normally required the transaction; he makes a payment, and the world gives him his “purchase”. But this price is not paid in gold.

    A treasurer with at least 6 ranks in Profession may, by making the appropriate payment, accomplish one of the following:
    *Deal direct damage to an enemy, bypassing damage reduction and spell resistance. The treasurer may inflict an amount of damage equal 1d6/class level: however, the treasurer likewise takes 1d6 damage/class level himself. This requires a ranged touch attack: failure still deals damage to both parties, but only half what it would have been. This is a standard action.
    *He may allow an ally to cast a spell without expending a spell slot. Doing so costs the treasurer a spell slot of the same level and is an immediate action.
    *He may allow an ally to use a class ability with a limited number of uses per day without expending the use per day. This costs the treasurer one of his daily uses of Touch of Affluence.
    *Inflict ability damage on to an enemy. This inflicts 1d6 points of damage to a single ability score, allowing a Fortitude save for attacks on Strength, Dexterity , or Constitution and a Will save for attacks of Intelligence, Wisdom, or Charisma, with a successful save dealing only half damage. The treasurer suffers the same amount as the target. A single individual may only be affected by this form of equivalent exchange once per day, even if the treasurer intends to attack different abilities. This is a standard action.

    Who You Know (ex): Regardless of what pursuit someone seeks in life, a successful career depends on who you know: what contacts you form, people who can give good recommendations, making trade agreements, advertising, and many more important aspects of business depend on being skilled in social circles. As the treasurer knows, all of life is an economy, every culture its own industry, and every conversation a type of trade, which makes knowing the right people all the more important.

    The treasurer may add his Charisma modifier to all Profession checks. He may also make a Profession check in place of a Gather Information or Diplomacy check, to the same effect.

    Flow of Wealth (su): The treasurers communion with the essence of commerce grants him a preternatural skill in his own monetary endeavors. At fourth level he may, as a standard action, make an Appraise check (DC 20) to determine whether a given business in the same city is doing well or is having difficulties. The treasurer may take an hour to determine the same for all businesses, large or small, in the city, and may also determine where in the city you would go to buy certain types of equipment, which stores hold what items, and which stores would be able to get ahold of an item if they don’t have it. He also knows which stores are pricing too high or too low. Finally, the treasurer’s understanding of how money moves lets you him more money on Profession checks: a check yields a number of gold pieces equal to the full result of the treasurer’s roll.

    Spend Money to Make Money: Success requires a certain calculated level of risk, a concept that the treasurer can take advantage of for his own use. A treasurer with 8 ranks in Profession may reduce the caster level of a spell that he casts to increase the DC: by each 2 levels the caster level is reduced, the DC increases by 1.

    Alternatively, the treasurer may use this ability with the weight of agreed value for a different effect. By reducing the attack role of the coin by up to the treasurer’s base attack bonus, he may add an equal amount to the damage it would deal on a successful attack. Once the treasurer reaches 10th level, he may reduce the damage die of the weight of agreed value by one die to increase the threat range to 18-20 and the critical multiplier to x3 (the treasurer cannot do this again once he achieves a third damage dice: only once).

    Finally, the treasurer may elect to spend 5 gold pieces before making a Profession check, which are lost regardless of the outcome of the check. If the roll lands on 16-20, the treasurer adds fifteen gold pieces to the end result.

    Silver Path to Riches: The treasurer has grown in his understanding of wealth and has advanced further down the Path to Riches he chose at first level. The treasurer must have at least 9 ranks in a relevant Profession skill to make use of the silver tier special abilities of his Path.

    The Attraction of Treasure (su): Gold is the most visible representation of wealth, and the one most people are familiar with. The treasurer can take advantage of this to temporarily multiply the apparent value of an object, making it more attractive to anyone who sees it. By throwing a coin, jewelry, or gem into an empty space as a full-round action, the treasurer can make the perceived value of the object increase exponentially. Everyone within 30 feet will be distracted by its presence, taking a -1 penalty to attacks and a -2 penalty to skill checks because they feel the need to keep an eye on it.

    Additionally anyone coming within 30 feet of the item for the duration of effect must make a Will save (DC 10 + ½ class level + Wisdom modifier) or be consumed by the desire to possess the object for themselves. They will do everything in their power to possess the object. The penalties last for 1 round for every 2 treasurer levels, while the need to take the item lasts for only two rounds after a failed Will save (although they may still try to get it, they are not magically compelled to do so). This is a mind-affecting and compulsion effect: however, even subjects immune to these effects take the penalty, although they automatically succeed at the Will save; this ability enhances the perceived value of an object, not the perceiver. Mindless creatures are immune to The Attraction of Treasure.

    This ability may be used once per day.

    Detect Worth (sp): Your senses are finely attuned to revealing the connections formed by perceptions of value. When you use Detect Wealth, you receive both the 1st and 2nd round of information on the first round, and the 3rd round of information on the second. However, you are now much clearer of sight than you once were, and what was once hidden from you is revealed. After the second round of Detect Wealth, you can begin making use of Detect Worth, so long as you have at least 11 ranks in Appraise. The first stage of Detect Worth allows you to take a standard action to make an Appraise check with a +10 modifier for purposes of determining the precise value of an object in gold pieces. The second round requires you to focus on a specific item examined in the first round, and lets you know whether anyone finds it personally valuable for any reason other than its marketable price. The third round of Detect Worth lets you know what they find valuable about it in general terms: family heirloom, fond memories, historical knowledge, etc. The fourth round of Detect Worth gives you a vague idea of what direction the person who values the object most is (north, south, east, or west only: nothing more precise is possible).

    Detect Worth is bound by the same constraints as Detect Wealth in regards to what barriers it can pass through: however, Detect Worth also requires a line of sight in order to visually examine an item.

    Current of Currency (su): The treasurer can see the flow of coin and money throughout a city, like rivers flowing through the land, as clouds strewn across the sky, as an eternally shifting constellation. The treasurer adds one-half his class level as a modifier to all Profession checks due to his uncanny ability to see how the lifeblood of the city flows.

    There are further benefits to this ability. By spending a full hour wandering around and sending his thoughts along the trails carved by the exchange of goods, the treasurer can gain a strong understanding of the economic situation within five miles. He gains a basic understanding of who owes whom money, and with an Appraise check (DC 25) knows why they owe it. He immediately becomes aware of all recent events where large sums of money changed hands (although he knows only why it changed hands, not where or who did it).

    For a number of days equal to ½ his class level, the treasurer also gains the following benefits while within 5 mile radius. He immediately becomes aware of any event where a great deal of money changes hands. He knows of any outstanding debts that are owed in the region. He may, as a standard action, focus on an individual within 100 feet: he becomes aware of how wealthy the individual is, and of how much of that wealth is on his person. This use also reveals spiritual and emotional wealth.

    The treasurer may only be attuned to the flow of money in one 5 mile area at a time. If he travels to a new region, he may elect to negate his previous attunement to realign himself with the new location. The treasurer may only gain an understanding of one area in a single day.

    The Draw of Wealth (su): The treasurer may alter the perception of another individual. By reaching out and altering the values of others and by changing how the concepts of worth surround an individual, he can accomplish one of three effects (none of which can target the treasurer).

    *The treasurer may cause others to consider an individual to be of more worth. People will try to engage in conversation with him, give more heed to his words, and consider him to be a greater threat (if in a threatening situation). The individual gains a +4 bonus to Bluff, Diplomacy, and Intimidate checks, but attacks targeting him also gain a +1 to hit. Both effects apply out to 30 feet. This is a charm and mind-affecting effect.
    *The treasurer exponentially increases the value of all items in the individual’s possession while tweaking the other’s conceptions of worth: the end result being that everyone within 30 feet desperately desires his money, equipment, and jewelry, believing it to be theirs by right. Everyone in range (save for the treasurer) must make a Will save (DC 10 + ½ class level + Wisdom modifier) to resist attacking the individual to take his belongings. Those affected may make new Will saves every other round: the individual may also make a Will save. If the individual succeeds the effect continues, but the people attacking him may make a Will save every round to resist, with a +2 modifier. A single successful save from the people affected ends the compulsion to attack. This is a compulsion and mind-affecting effect.
    *The treasurer makes an individual and all his possessions seem completely worthless. No one will pay attention to him or notice him at all: they won’t speak to him, react to him unless he attacks them, or even look at him. The target is, for all intents and purposes, invisible and inaudible. This is a compulsion and mind-affecting effect, but one that can effect even creatures immune to mind-affecting effects (though not mindless creatures).

    All of these effects last for a number of rounds equal to ½ the treasurer’s class level. He may use this ability once per day.

    Gold Path to Riches: The treasurer nears mastery of his Path in this, the golden step. A treasurer with at least 15 ranks in a relevant Profession skill may receive the benefits of this step, as suits their Path.

    Imbuement (su): The treasurer may draw inordinate amounts of value into himself, the flows of energy transforming him into a minor avatar of wealth and commerce. When the treasurer uses Touch of Affluence, his body alters to look as though it were made of coins, gems, and half-remembered childhood treasures. He gains Damage Reduction 3/silver while using touch of Affluence, and anyone with a line of sight to the treasurer within 20 feet takes a -1 penalty to saving throws and AC as flitting memories of things they once cared for and are now gone drift through their minds.

    When making a Profession check for a week of work, the treasurer may voluntarily give up all his uses of Imbuement for that week. As long as the treasurer manages to work at least three days of that week, he receives money as though he had done the entire week. If he does work the whole week, he gains a +5 modifier to the end result and a +1 moral bonus to skill checks made the next week.

    For Great Commerce (su): The world is an economy, and the treasurer has reached his trade beyond the limits defined by the physical. When he makes a Profession check for a week’s worth of work (or for five days of work if he are using Imbuement, with no additional benefits for working the whole week), he may gain one of the following benefits for the next week:

    *The treasurer gains a +2 modifier to attack rolls and damage rolls.
    *The treasurer heals every day as though he had received long-term care.
    *The treasurer may use The Draw of Wealth on himself.
    *The treasurer may use Touch of Affluence one additional time per day.
    *The treasurer may use Attraction of Treasure two additional times per day.
    *The treasurer may use Draw of Wealth one additional time per day.
    *The treasurer may increase the DC for the saving throws of his class abilities (but not spells) by 2.
    *The treasurer may increase the Damage Reduction while using Touch of Affluence by 2 (to a total of 5/silver).
    *The treasurer may resolve melee touch attack spells as ranged touch attacks with a range of 15 feet.
    *The treasurer may cast one additional spell of the highest spell available to him per day.
    *The treasurer may, for that week only, treat a single spell on the treasurer spell list he does not know as a known spell
    *The treasurer may accomplish a week’s worth of work for creating magic items each day (this does not affect the money or xp cost of the creation).
    *The treasurer may get one luck reroll per day, allowing him to reroll one failed roll and take the best of the two results.
    *The treasurer may gain a +4 modifier on his Profession check for the next week.

    The Conceptual Relationship (su): Rather than solely sacrifice himself, the treasurer of this level has attracted enough of the attention of the world that he may sacrifice money alongside his own essence to alter the world. This ability modifies Equivalent Exchange, allowing the treasurer to sacrifice a minimum amount of gold (or objects worth a certain amount of gold) to reduce the effect on himself. He may perform the following, or elect to do the normal uses described in Equivalent Exchange:

    *He may deal direct damage to an enemy, bypassing damage reduction and spell resistance. The treasurer may inflict an amount of damage equal 1d6/class level: if the treasurer sacrifices at least 10 gp for each dice, he takes only a single point of damage per die. This requires a ranged touch attack: failure still deals damage to both parties, but only half what it would have been. This is a standard action.
    If the treasurer instead sacrifices 50 gp for each dice, it does not require an attack and deals 1d8/class level damage.
    *He may allow an ally to cast a spell without expending a spell slot. If the treasurer sacrifices at least 10 gp per level of the ally’s spell, he need only sacrifice a spell slot one level lower than his ally’s.
    If he sacrifices 20 gp per spell level, he can also increase the caster level and DC of the spell by 1.
    *He may allow an ally to use a class ability with a limited number of uses per day without expending the use per day. This costs the treasurer one of his daily uses of Touch of Affluence, but if the treasurer pays 50 gp there is a 50% chance he doesn’t lose the daily use.
    For 500 gp, the treasurer does not lose his use of Touch of Affluence at all.
    *Inflict ability damage on to an enemy. This inflicts 1d6 points of damage to a single ability score, allowing a Fortitude save for attacks on Strength, Dexterity , or Constitution and a Will save for attacks of Intelligence, Wisdom, or Charisma, with a successful save dealing only half damage. If the treasurer offers 100 gp per point of damage dealt to the enemy, the treasurer takes only 1 point of ability damage himself. A single individual may only be affected by this form of equivalent exchange once per day, even if the treasurer intends to attack different abilities. This is a standard action.
    The treasurer may sacrifice another 300 gp to increase the damage to 2d4.

    Aside from the modification of Equivalent Exchange, The Conceptual Relationship also provides the following options, so long as the treasurer has at least 18 ranks in a Profession skill:

    *He may bring a dead individual back to life, as per the resurrection spell. The cost for this ability is the life of the treasurer. This is a spell-like ability.
    If the treasurer spends 10,000 gp, he does not die, although he does suffer 2 points of Constitution damage that cannot be healed for a week. If the treasurer spends another 200 gp per Hit Dice of the subject, the resurrected individual suffers no negative levels or Constitution drain. If the treasurer spends 50 gp for each of his own Hit Dice, the Consitution damage heals normally.
    *The treasurer may pull a fraction of the concept of value and fill it in a physical vessel. Treat as Summon Monster VII, summoning a Huge Earth Elemental with the ability to use Rusting Grasp once per day and Metal Shape (treat as Stone Shape, but affecting metal) once per day. This costs one spell slot of at least 5th level and 15 hit points. This is a spell-like ability.
    The treasurer may instead pay 150 gp to expend no hit points, or a spell slot of 6th level and 30 hit points to cast it as Summon Monster VIII to summon a Greater Earth Elemental. In this case, the treasurer may choose to spend 300 gp to take no damage. The treasurer may spend 500 gp to change the duration of the spell from rounds to minutes. The treasurer may spend 500 gp, 6th level spell, and 50 hp to replicate the spell [/i]Planar Ally[/i].
    *The treasurer may use money to pay off any xp cost they may have to pay, at a price of 20 gp per point of experience.
    *The treasurer may determine the location of a person who has stolen anything belonging to the treasurer, sacrificing 100 gp per HD of the thief. This location reveals the distance (if applicable), city or town (or nearest city or town), direction (if applicable), and plane of the thief.
    *He may sacrifice 50 gp to gain a bonus to a single skill check equal to ½ his class level. For 150 gp, he may gain a bonus equal to his class level.

    The money thus sacrificed is transformed into a concept and absorbed into the value systems interwoven with the world. If the treasurer sacrifices an item with a cost in excess of that is necessary to get the ability, the extra cost is lost as well.

    Economic Heartbeat (su): The pulse of trade and commerce; the exchange of words and feelings; money and effort and time; these things throb through the veins of the treasurer and he can feel them echoing the world around him. When the treasurer makes a Profession check, he receives gold equal to twice his Profession check. When the treasurer makes a successful Profession check after a full week of work (or 4 days of work with Imbuement, but still after a week of time), he may rid himself of unwanted magical effects as though targeted by Greater Dispel Magic cast by a cleric of his caster level. When a treasurer casts a spell in an area he has attuned himself to via Current of Currency, he gains 2 hit points.

    Platinum Path to Riches: The path that the treasurer has followed has reached its ultimate conclusion. So long as the treasurer has at least 21 ranks in a relevant Profession, he receives the final bonus

    Everything Has a Price (su): And the treasurer knows how to pay it. By sacrificing 2,000 gp the treasurer may cast Wish once per month. The treasurer need only pay 4,000 experience points (and additional xp costs, as needed), but is unable to reduce the cost of the spell below 4,000 through use of The Conceptual Relationship.

    Common Concept of Wealth The treasurer has reached the pinnacle of his art, and reaches out and touches the heartstrings of value—and thus, everything from money to love to national pride—as easily as he breathes. The DCs of The Attraction of Treasure and Draw of Wealth are increased by 2, the desire he creates brushing against the common needs of all sentience; power, acceptance, love, family, friendship, death, wealth—everything both great and detestable that the heart and mind want.
    The treasurer may sacrifice 100 gp to increase the caster level of a spell any spell cast within 30 feet by 1 as an immediate action. He doubles his Wisdom modifier to his Profession checks. Finally, when the treasurer accomplishes a week of work in his Profession he gains two of the benefits provided by For Great Commerce.

  17. - Top - End - #17
    Dwarf in the Playground
     
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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

    Treasurer Spell List
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    0 Level: Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Message, Open/Close, Read Magic, Resistance
    1st Level: Alarm, Bane, Bless, Cause Fear, Charm Person, Coin Counter, Command, Comprehend Languages, Cure Light Wounds, Disguise Self, Divine Favor, Expeditious Retreat, Hypnotism, Identify, Lesser Confusion, Magic Weapon, Remove Fear, Shocking Grasp, Silent Image, Summon Money Weaver I
    2nd Level: Aid, Alter Self, Augury, Blindness/Deafness, Bear’s Endurance, Blur, Bull’s Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Daze Monster, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Fox’s Cunning, Glitterdust, Heat Metal, Heroism, Hold Person, Invisibility, Locate Object, Make Whole, Minor Image, Owl’s Wisdom, Rage, Remove Blindness/Deafness, Scare, Suggestion, Summon Money Weaver II, Tongues, Undetectable Alignment, Web, Zone of Truth
    3rd Level: Bestow Curse, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, Dispel Magic, Fear, Glibness, Glyph of Warding, Good Hope, Haste, Invisibility Sphere, Magic Vestment, Major Image, Obscure Object, Remove Curse, Scrying, See Invisibility, Sepia Snake Sigil, Slow, Summon Money Weaver III, Vampiric Touch, Water Breathing
    4th Level: Cure Critical Wounds, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Dominate Person, Flame Arrow, Freedom of Movement, Greater Invisibility, Greater Magic Weapon, Hold Monster, Locate Creature, Restoration, Summon Money Weaver VI, Zone of Silence
    5th Level: Commune, Explosive Runes, Greater Command, Greater Dispel Magic, Greater Heroism, Legend Lore, Mass Cure Light Wounds, Mass Suggestion, Mind Fog, Persistent Image, Righteous Might, Seeming, Summon Money Weaver V
    6th Level: Animate Objects, Banishment, Find the Path, Geas/Quest, Greater Scrying, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Charm Monster, Mass Cure Moderate Wounds, Mass Eagle’s Splendor, Mass Fox’s Cunning, Mass Owl’s Wisdom, Permanent Image, Plane Shift, Programmed Image, Summon Money Weaver VI, True Seeing, Veil, Word of Recall



    Treasurer Paths to Riches
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    The following are the Paths to Riches available to a treasurer.

    Path of Filthy Lucre
    Treasurers following the Path of Filthy Lucre are willing to stoop to unscrupulous ends to get what they desire. Criminals and Con Artists are the most common adherents to this path.
    Class Skills: Disguise (Cha), Forgery (Int), Intimidate (Cha)
    Copper: Dirty Tricks (ex): The treasurer gains the feat Improved Feint even if he does not fulfill the prerequisites. He deals an additional 1d4 points of damage on an attack or damaging spell made after a successful feint, with a minimum damage of 2.
    Silver: Underhanded Dealings (ex): After rolling a Profession check, the treasurer may make a Bluff, Forgery, or Intimidate check with a DC equal to the result of the Profession check minus four. If the check succeeds, the treasurer adds a circumstance bonus of +4 to the Profession check to determine how much gold is earned. Successful feints now deal 1d8 additional points of damage, with a minimum damage of 4.
    Gold: The Dastard (su and ex): When a treasurer feints in combat, rather than make an attack he may expend a spell slot of 3rd level or higher as a standard action to force the opponent to give him whatever item he is holding or, if holding nothing, to tear off his money pouch and hand it to the treasurer. The target may resist by making a Sense Motive check opposed by the treasurer’s Bluff check. When the treasurer attacks after feinting in combat he now deals an additional 1d12 points of damage, with a minimum damage of 6.
    Platinum: Prince of Lies (su and ex): When making Profession checks, the treasurer may also make a Bluff, Forgery, or Intimidate check, adding ½ the result to the total Profession roll. Once per day, upon making a successful feint attempt, the treasurer may cast an enchantment or illusion spell on his target as a swift action with +2 to DC. Attacks made after feinting in combat now deal an additional 1d20 points of damage, with a minimum damage of 8.

    Path of the Miser
    Often called the Beggar’s Path, the Path of the Miser does indeed wish to attain that which they value, but are loath to give up that which they already possess. They gain fewer abilities in comparison to other Paths, but can use their existing class abilities more effectively.
    Class Skills: Heal (Wis), Perform (Cha), Survival (Wis)
    Copper: Spare No Coin (su): This is the first ability of the treasurer of the Beggar’s Path. When the treasurer uses coins to attack with Weight of Agreed Value (and only coins), the coin is not destroyed upon use; instead, the warping of value around it leaves some remnant that transforms it, turning a platinum piece into a gold coin, a gold coin into a silver, a silver coin into a copper, and a copper coin into copper dust. Ten ruined coins worth of copper dust can be sold for a copper piece. However, they start the game with money equal to that of a druid, rather than an aristocrat.
    Silver: Don’t Let Go (su): The treasurer is fantastically stubborn and refuses to let his belongings disappear. In addition to receiving a +4 bonus on rolls to resist being disarmed, he gains the ability to keep hold of that which he should have otherwise lost. When the treasurer has to spend a gold piece cost on a spell or class ability, he may spend 10% less money than he ordinarily would, his grasping fingers actually forming new coins from the value of what goes missing (for instance, if he spends five gold for Spend Money to Make Money, the treasure would only lose 4 gold, 5 silver; 5 silver pieces would appear out of nowhere into his belt pouch). Likewise, if he sacrifices an expensive item, he gains back money equal to 10% of the item’s cost.
    Gold: The Cheapskate (su): If the treasurer succeeds at an Appraise check (DC = 10 + class level + Wisdom modifier) after using an ability that requires the treasurer to sacrifice an item or money, he uses the ability as normal but loses only half of the money he would have (in the case of an expensive item, the money equal to half the item’s cost materializes before him).
    Platinum: Rich Pauper (su): Whenever the treasurer uses a class ability requiring that he spend money or casts a spell with an expensive spell component, there is a thirty percent chance that he loses no money in the doing.

    Path of Barter
    Those treasurers who follow the Path of Barter aren’t content with what is offered. They wheedle and implore and haggle. By comparing values and ignoring the component of money even more than treasurers already do, they can draw potent powers from the shared concept of value. For a price, of course.
    Class Skills: Knowledge (all skills, taken individually) (Int)
    Copper: Supernal Haggling (ex): The treasurer gains a +2 modifier to Appraise and Diplomacy. At each level, they may select one spell from any spell list of a level they are capable of casting and add it to their class spell list: they do not gain this spell as a spell known, but it is available for the next time the treasurer can learn new spells.
    Silver: Paid in Full (su): When someone deals damage to the treasurer, he may expend a spell slot of his highest level of spell known. Make a ranged or melee touch attack: success deals damage equal to what they dealt to him. A failed attack does not consume the spell slot. If anyone successfully counterspells one of his spells, a number of gold pieces equal to the level of the countered spell disappears from their pockets and reappears in the treasurer’s.
    Gold: [/i]The Exchange[/i] (su): Each day, you may select one spell you know, and unlearn it in favor of another spell from the treasurer spell list. Whenever someone deals ability damage to you, you may spend a spell slot of your highest available level to deal ½ the ability damage inflicted on you to your enemy in turn. This is an immediate action.
    Platinum: Trading Favors (su): Each day, you may select one spell slot of any level you can cast, and one spell of any spell list of any level you capable of casting. You may use this one spell slot to cast that one spell, although you cannot modify it with any metamagic feat that would add to its level. Whenever an ally casts a beneficial spell on you, the next beneficial spell you cast on that ally within the next day is cast at +1 caster level.

    Hoarder’s Path
    There are benefits to be had from the possession of wealth, quite aside from what it can be used for. Those following the Hoarder’s Path extend this philosophy of modesty and reserve throughout their life.
    Class Skills: No new skills, instead receives a +2 bonus to Concentration, Sense Motive, and Profession
    Copper: To Preserve, To Persevere (su): So long as the treasurer still has at least half of his spells per day uncast, he receives a bonus to his saving throws equal to the level of the highest uncast spell, to a maximum bonus of the treasurer’s Wisdom modifier. When a treasurer of this path expends his money, it is a thing to behold, if only for how rare it is: their Weight of Agreed Value does damage in d10 rather than d8.
    Silver: Conservation of Magic (su): By withholding power, the treasurer stores it for greater purposes. If the treasurer has cast at least half his spells for the day, but has not used Touch of Affluence, he may spend two uses of his Touch of Affluence to enter into the state with greater power. He gains four spell levels that he may extend for free in this state, and if he possesses any metamagic feats he may select one: he may use this one feat freely while under the Touch of Affluence without modifying the level of his spells, so long as he succeeds at a Profession check for each spell (DC = 10 + (level of the spell times 3)).
    Gold: The Enduring (sp): If the treasurer has an Reserve Feats (see Complete Mage any spells he has are considered to be two levels higher for purposes of the benefits provided by his Reserve Feats. If Reserve Feats aren’t being used, the treasurer instead gains the following: select one 1st level spell. So long as the treasurer has at least one 4th level spell slot, he may cast this 1st level spell at will. Once the treasurer gains access to 5th level spells, choose a 2nd level spell, which he can cast at will so long as he still has a 5th level spell slot uncast. Once the treasurer gains access to 6th level spells, choose a 3rd level spell, which he can cast at will so long as he has a 6th level spell slot left uncast.
    Platinum: Playing it Safe (su): When the treasurer has not cast any spells or used Touch of Affluence for the day, he receives his Wisdom modifier as a deflection modifier to Armor Class and as a luck bonus to attack and damage rolls. He increases the damage of Weight of Affluence by another die, to 4d10. These benefits disappear once the treasurer uses up his first spell slot or uses Touch of Affluence for that day.

    Philosopher’s Path
    Even more so than other treasurers, those following the Path of the Philosopher are concerned with what the concept of “value” is. Their alterations of this concept allow them to manipulate other people like puppets on a string, if they so chose—but then again, does not freedom have its own value?

    Class Skills: Decipher Script (Int), Disable Device (Int), Knowledge (religion) (Int)
    Copper: Inquiries (su): The treasurer can ask a question loaded with magic, asking about what a single target within 30 feet values most. The target makes a Will save against DC (10 + ½ class level + Wisdom modifier), or is dazed for one round, taking no actions (but not helpless). A single target may only be affected by Inquiries once in a given combat. This is a mind-affecting, language-dependant effect that takes a standard action.
    Silver: Realignment (su): The treasurer can engage in discourse against a dazed target, inquiring as to what his purpose in life is and what value that serves. The target must make another Will save, this time with a -1 penalty, or be charmed for a number of rounds equal to the treasurer’s Wisdom modifier. This is a mind-affecting, language-dependant effect. The duration of the daze caused by Inquiries increases by one round. Realignment may only be used on a given target once during a single combat and takes a full round to perform.
    Gold: The Question (su): The treasurer can ask a most potent question, confusing a target as per the spell that fails a Will save (DC = 10 + ½ class level + Wisdom modifier) for a number of rounds equal to the treasurer’s Wisdom modifier. If The Question is asked of a dazed or charmed target, they receive a dazed target, they receive a -1 penalty to their saving throw: against a charmed target, a -2 penalty. The duration of Inquiries is increased to a number of rounds equal to the treasurer’s Wisdom modifier. The Question can only be asked of a single individual in a given combat. It is a mind-affecting, language-dependant effect that may only be attempted once per combat for a given target. It takes a full round action to ask The Question.
    Platinum: Repurposing (su): The treasurer can speak further of the temporary and subjective nature of worth and value to a dazed, charmed, or confused individual to sway them over to his point of view. The target makes a Will save with a -1 penalty if dazed, -2 if charmed, or -3 penalty if confused. If the target fails his saving throw, he is dominated for a number of rounds equal to the treasurer’s Wisdom modifier. If the target has failed his saving throws in successive rounds against Inquiries, Realignment, The Question, and Repurposing, the duration of the domination is permanent, ending only in the event of an order that would allow an additional saving throw. A treasurer can only have one permanently dominated individual at a time. Repurposing can only ever be attempted on a given individual once. It is a mind-affecting, language-dependant effect that takes a full round action to perform.

    Path of Plunder
    There are always those who believe that they can take that which is valued by force. Treasurers realize that this is not so: by deceit perhaps, but not everything valuable is something that can be taken from someone. Fortunately, the most common medium of value, gold, can be. Those following this Path and who don’t want to get in trouble with the law often focus their efforts on taking money from dragons, savage humanoids, and similar undesirables.
    Class Skills: Hide (Dex), Move Silently (Dex), Open Lock (Int), Disable Device (Int), Sleight of Hand (Dex)
    Copper: Multitalented (ex): The treasurer gains additional class skills. He also gains an additional 8 skill points at 1st level and 2 more skill points at each level after. He gains either Trapfinding as the rogue class ability, or Skill Focus.
    Silver: Aggressive Negotions (su): Any damage-dealing spell the treasurer casts deals an additional amount of damage equal to the treasurer’s Wisdom modifier. Any spell the treasurer casts with a duration longer than instantaneous adds two more of the increments of time associated with it (ex, a spell with a duration in minutes adds 2 minutes, a spell with a duration in hours adds 2 hours, etc).
    Gold: The Appropriation (su): The treasurer can sacrifice a spell slot of at least 3rd level to create a special teleportation effect. Small unattended objects, coins or gems in pockets, and worn non-magical jewelry in a thirty foot burst centered on the treasurer is teleported into the treasurer’s pockets (or backpack, as the case may be). If the owner of the object is within the 30 foot burst, he or she may make a Will save (DC 10 + ½ class level + treasurer’s Wisdom modifier) in order to sub-consciously redirect the item to themselves via the draw of their possession of the object. When the treasurer casts a spell at a target denied their Dexterity bonus to AC, the DC of the spell is increased by 2.
    Platinum: Staying Power: The treasurer may cast one more spell of each spell level available to him per day, as though obtained from a higher Wisdom modifier.



    Treasurer Feats
    Spoiler
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    A Heavy Burden
    You can weigh down an enemy with the force of the burden that you bear through your communion with the forces that keep the transactions of the world flowing.
    Prerequisites: Weight of Agreed Value 2d8 class feature
    Benefits: You may choose to reduce the damage of the Weight of Agreed Value by one die in order to force the target struck to make a Will save (DC 10 + ½ treasurer levels + Wisdom modifier). A failed save makes the target be heavily encumbered for 1 round for of your levels.

    Big Money [General]
    Money talks with its own voice.
    Prerequisites: Appraise 5 ranks
    Benefits: When you have at least 100 gold pieces worth of jewelry prominently displayed on your person, you gain a +2 circumstance modifier to Diplomacy and Intimidate. When you have at least 1,000 gold pieces worth of jewelry prominently displayed on your person, this bonus increases to +4. When you have at least 10,000 gold pieces worth of jewelry prominently displayed on your person, this bonus increases again to +6. These bonuses are reduced by 2 when directed towards someone displaying more expensive jewelry than you.

    Cost-Effective
    You have mastered many small techniques to save money with your magic.
    Prerequisites: Ability to cast 1st level spells
    Benefits: Whenever you cast spells with an expensive material component, you may purchase that component for 75% its standard market price. Furthermore, you reduce the gp cost of making magic items by 10% (but not the xp cost).
    Special: You may take this feat a second time. This reduces the cost of expensive spell components to 50%, and reduces the cost of making magic items by 20%.

    Extra Affluence
    You have a closer connection to the wealth of the world than most.
    Prerequisites: Touch of Affluence class feature
    Benefits: You may use Touch of Affluence one additional time per day.
    Special: This feat may be taken more than once. The effects stack.

    Fine Manipulation of Value
    You are can control your manipulations of others more, allowing you to do so more times in a day.
    Prerequisites: Attraction of Treasure class ability
    Benefits: You gain one additional use of Attraction of Treasure per day. Once you gain access to the Draw of Wealth class feature, you may use this additional use per day for either class feature.
    Special: This feat may be taken more than once. Each time, you gain an additional use per day than may be used for Attraction of Treasure or for Draw of Wealth.

    Harness the Urban Sprawl
    Nowhere in the world are the currents of commerce more fluid than in the cities. Nowhere else can one find such radically different values, personalities, and alignments—nor so great a divide between those who are rich and those who are not. There is power in a city, power that you are able to use towards your own ends.
    Prerequisites: Path to Riches class feature, ability to cast 3rd level spells.
    Benefits:When you have rested and refilled your spells in an urban area, you gain the ability to use the shifting values of the city. You gain a +2 bonus which you can apply to any two skills, chosen when your spells are refilled. You can also select one spell you know of each spell level: so long as you are in an urban environment, you cast that spell at +1 caster level or with +1 to DC. The spells and the bonuses for each spell can be reassigned each time you rest and refill your spells.
    Finally, if you have the Current of Currency class feature, you may use Touch of Affluence one more time per day while within the area you are attuned to.

    Totem of Riches
    You have a fetish allowing you to focus your connection to the values of the world.
    Prerequisites: Touch of Affluence class ability
    Benefits: You may spend one hour and 200 gold pieces to create a special totem, similar to a holy symbol. This totem now serves as your divine focus in place of money, and grants a +1 bonus to the caster level of any spell with an expensive material component, and a +1 sacred bonus to Profession checks with it in your possession. If your totem is ever destroyed, or lost and not recovered within a week, you take 1d4 points of damage per character level from resulting shock. You may make another totem a week later.

    Transfer of Concept
    As you force the power of worth and wealth onto an opponent, you damage them in a more than physical manner: the pressure infringes upon their very existence.
    Prerequisites: Weight of Agreed Value class feature
    Benefits: The damage you deal through Weight of Agreed Value is force damage, rather than bludgeoning.

    Urban Arcana
    There is a pulse of life in the city that is unique. And where something is unique, there are magical properties that can be exploited.
    Prerequisites: Ability to cast 1st level spells
    Benefits: When you have rested and refilled your spells in an urban setting, you gain one additional spell slot, which you can apply to any spell level at least one level lower than the highest level of spell you can cast. This additional slot may only be used while you are in a city.



    New Treasurer Spells
    Spoiler
    Show
    Coin Counter
    Divination
    Level: Treasurer 0, Brd 0, Clr 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 move action
    Range: Close (25 ft. + 5ft/2levels)
    Effect: Instant counting and simple math
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: None

    Casting this spell allows you to instantly count how much or how many pieces of a certain substance there are within the area, that you would be able to find without requiring a Search check: this spell can be used to quickly count specific coins, books, students, quills, etc. within the range. It can also be used to instantly perform simple, pre-algebraic equations.


    Summon Money Weaver I
    Conjuration (Summoning)
    Level: Treasurer 1
    Components: V, S, DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft/2 levels)
    Effect: One summoned creature
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: None

    This spell summons an extraplanar creature, a special arachnid creature drawn from the realm of the conceptual to the physical. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. Money weavers do not speak, but they can understand all languages, so you can direct it not to attack, to attack particular enemies, or to perform other actions.
    The spell summons a Small Monstrous Spider with the Money Weaver template.
    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

    Summon Money Weaver II
    Conjuration (Summoning)
    Level: Treasurer 2
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Money Weaver I, except that you can summon a Medium Monstrous Spider with the Money Weaver template or 1d3 Small Monstrous Spiders with the Money Weaver template

    Summon Money Weaver III
    Conjuration (Summoning)
    Level: Treasurer 3
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Money Weaver I, except that you can summon 1d3 Medium Monstrous Spiders with the Money Weaver template or 1d4+1 Small Monstrous Spiders with the Money Weaver template.

    Summon Money Weaver IV
    Conjuration (Summoning)
    Level: Treasurer 4
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Money Weaver I, except that you can summon 1 Large Monstrous Spider with the Money Weaver Template or 1d4+1 creatures from a previous Summon Money Weaver.

    Summon Money Weaver V
    Conjuration (Summoning)
    Level: Treasurer 5
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Money Weaver I, except that you can summon 1 Araneas or Ettercaps with the Money Weaver template, 1d3 Large Monstrous Spiders with the Money Weaver template, or 1d4+1 Small or Medium Monstrous Spiders with the Money Weaver template.

    Summon Money Weaver VI
    Conjuration (Summoning)
    Level: Treasurer 6
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Money Weaver I, except that you can summon 1 Drider or Huge Monstrous Spider with the Money Weaver template, 1d3 Araneas or Ettercaps with the Money Weaver template, or 1d4+1 Small, Medium, or Large Monstrous Spiders with the Money Weaver template.

    Weave a Mighty Web
    Transmutation
    Level: Treasurer 6
    Components: V, S, DF
    Casting Time: 1 round
    Range: Personal
    Effect: Transform into a powerful Money Weaver
    Duration: 1 round/2 levels (D)
    Saving Throw: None
    Spell Resistance: None

    You draw into yourself wealth and power and the might of that which you have followed for so long, allowing you to take on aspects of the great web society has woven throughout the multiverse. You resemble a golden drider, and gain the following benefits: you grow to Large size, gain +6 to Str, +4 Dex, +4 Con, +4 Natural Armor, a climb speed equal to your movement speed, the ability to form a web like a Money Weaver, and the ability to transform yourself into concept, letting you assume gaseous form as per the spell as a standard action, and to leave said form as a standard action, for the duration of Weave a Mighty Web. You have darkvision out to a range of 60 feet, SR equal to 5 + your class levels, resistance 10 to acid, fire, and sonic damage, and DR 10/magic.



    New Treasurer Template
    Spoiler
    Show
    Money Weaver
    A money weaver is a being composed of concepts, the ideas of value and trade distilled to its essence and woven into physical form. Money weavers look and feel like they are made of metal, though they are not nearly so durable. They have little interaction with the realm of the physical save when conjured by magic.

    Creating a Money Weaver
    Money weaver is an inherited template that can be added to any arachnid creature (referred to hereafter as the base creature).

    A money weaver uses all the base creatures abilities and statistics except as noted here. Do not recalculate the base creatures Hit Dice, base attack bonus, saves, or skill points if its type changes.

    Size and Type: All money weavers are outsiders. Because they do not normally exist in a physical sense, in any situation in which they would be encountered and interacted with they would be considered to have the extraplanar subtype. Money weavers retain the size of the base creature.

    Speed: Money weavers have a climb speed equal to their normal speed.

    Special Attacks: Money weavers retain the attacks of the base creature. If the base creature did not have the Web special attacks, they gain the following.
    Money weaver can throw a pseudo-metallic web six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to the money weaver’s size. The web anchors the target in place, allowing no movement.
    An entangled creature can escape with a DC (10 + ½ HD + Constitution modifier) Escape Artist check or burst the web with a DC (14 + ½ HD + Constitution modifier) Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 11 hit points, hardness 0, and takes half damage from fire.
    Money weavers can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 11 hit points, hardness 0, and takes half damage from fire.
    Money weaver can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
    Special Qualities: The money weaver retains the special qualities of the base creature and also gains the following qualities.
    Darkvision: Money weavers have darkvision out to a range of 60 feet.
    Resistance to acid, fire, and sonic according to the following table.
    Damage reduction according to the following table.
    Spell resistance equal to 5 + HD (maximum 25).

    {table=head]Hit Dice|Resistance to acid, fire, sonic|Damage Reduction

    1-3
    |
    5
    |
    -

    4-7
    |
    5
    |
    5/magic

    8-11
    |
    10
    |
    5/magic

    12 or more
    |
    10
    |
    10/magic
    [/table]

    Abilities: Same as base creature, but Intelligence is at least 3.

    Challenge Rating: HD 3 or less: as base creature. HD 4-7: as base creature + 1. HD 8 and up: as base creature + 2.

    Environment: Realms of concepts and abstracts: can be found summoned to any plane.

    Alignment: Always True Neutral.

    Level Adjustment: As base creature +2.
    Last edited by dragonjek; 2012-04-27 at 04:35 AM.

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    Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

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