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  1. - Top - End - #1
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    d20 Princess Celestia's Homebrew Corner

    I'm not terribly experienced in actually playing this game, but it certainly sparks my creativity. I have made several homebrew classes as well as my own fixes for the SRD classes. I cannot vouch for their balance, but I tried my best. If anyone has any suggestions or other comments, feel free to leave them here.

    ------------------------------

    SRD Class Fixes:
    Barbarian
    Bard
    Cleric
    Druid
    Fighter
    Monk
    Paladin
    Psion
    Psychic Warrior
    Ranger
    Rogue
    Sorcerer
    Soulknife
    Wilder
    Wizard

    Mundane Paragons:
    Barbarian Paragon
    Monk Paragon
    Rogue Paragon

    Other Class Fixes:
    Grey Guard
    Knight
    Master of Many Forms
    Survivor
    Warlock

    Other SRD Fixes
    Skills
    Power Attack
    Weapon Finesse
    Lycanthrope Template

    ------------------------------

    Homebrew:

    Base Classes:
    Class Hit Die BAB High Saves Skill Points Spellcasting Notes
    Anima Thief d4 Low None 2 + Int N/A Charisma based, ability copying
    Applemancer d8 Medium Fortitude & Will 4 + Int Spontaneous Arcane Wisdom based, joke class
    Beastblood Shifter d10 High Fortitude & Reflex 4 + Int N/A Shapeshifting
    Cliché Villain d4 Low Reflex 8 + Int N/A Charisma based, minionmancy, joke class
    Colossal Champion d12 High Fortitude 2 + Int N/A Transformation, size increase
    Dragon Knight d8 High Fortitude & Will 4 + Int N/A Dragon mount
    Everyman d8 Medium None 4 + Int N/A Jack of all trades
    Fleshwarper Devotee d10 High Fortitude & Reflex 4 + Int N/A Natural weapons, amorphous aberration, insanity
    Ghost Boy d8 Medium Reflex & Will 4 + Int N/A Charisma based, warlock-esque, incoporeal undead
    Hero of Legend d6 High All 4 + Int N/A Melee/ranged martial, some magic
    Hydrablood Warrior d10 High Fortitude & Reflex 2 + Int N/A Fast Healing, extra heads
    Meat Shield d20 Low Fortitude 2 + Int N/A Defense focused, joke class
    Mystic Hunter d12 High All 8 + Int N/A Wisdom based, anti-spellcaster
    Okami Amaterasu d10 High All 4 + Int N/A Wisdom based, spell-like abilities, requisite race
    Pokémon Trainer d6 Low Reflex & Will 4 + Int N/A Charisma based, minionmancy
    Police Cop d12 High All 6 + Int N/A Wisdom based, monk-esque
    Real Man d12 High Fortitude 2 + Int N/A Strength based, joke class, male only
    Ring Bearer d8 Medium Will 4 + Int N/A Will based, warlock-esque
    Sacred Magus d6 Low Will 2 + Int Prepared Arcane & Divine Intelligence based
    Stand User d10 Medium Fortitude & Will 4 + Int N/A You expected a description, but it was me, Dio!
    Stormchild d8 Medium Reflex & Will 4 + Int N/A Charisma based, warlock-esque, electricity focused, psionic
    Soulscarred Blade d10 High Fortitude & Will 4 + Int N/A Charisma based, upgradable weapon
    Talosborn d8 Medium Fortitude & Will 4 + Int N/A Charisma based, breath weapons
    Warforged Warden d10 High Fortitude & Reflex 4 + Int N/A Wisdom based, shapeshifting, Warforged only
    Variant: Vile Warden

    Prestige Classes:
    Class Levels Hit Die BAB High Saves Skill Points Spellcasting Notes
    Arcane Rager 12 d10 Medium Fortitude & Will 2 + Int 11/12 arcane progression Arcane/Barbarian Theurge
    Badass 1 d12 High All 10 + Int 2/1 progression Joke class
    Chicken Bombardier 5 d6 Medium Fortitude & Reflex 6 + Int N/A Thrown weapons, minionmancy, joke class
    Eldritch Soul 10 d6 Medium Fortitude & Will 2 + Int 10/10 progression Binder/Warlock theurge
    Elementalist 10 d4 Low Will 2 + Int 8/10 progression Blaster caster, energy versatility
    Fear Monger 10 d10 Medium Fortitude 2 + Int N/A Charisma based, ring bearer blackguard, fear focused
    Fireball Savant 6 d4 Low Will 2 + Int 5/6 progression Makes Fireball better
    Master Fist 10 d8 High All 4 + Int N/A Monk class, stunning fist based
    Master of the Seven Swords 7 d10 High Fortitude & Will 4 + Int N/A Concentration based, teleporting and plane shifting
    Master Thief 10 d6 Medium Reflex 6 + Int N/A Intelligence based, sleight of hand focused
    Mime Mage 5 d4 Low Will 2 + Int 5/5 progression Joke class
    Shadowknife 10 d4 Medium Reflex & Will 6 + Int 9/10 progression Rogue/caster theurge, illusion focused
    Spellvoid 5 d10 High Fortitude & Will 4 + Int N/A Anti-spellcaster
    Ultimate Warrior 9 d10 High All 4 + Int Prepared Divine Wisdom and Charisma based, joke class
    Unicorn Champion 10 d8 High Fortitude & Reflex 4 + Int Prepared Divine Charisma based, special mount, Elf only, female only

    Playable Races:
    Race Type RHD LA Notes
    Arborean Plant No +0 I am Groot
    Centaurpede Monstrous Humanoid 3 +1 Centipede centaur
    Divine Wolf Magical Beast No +0 Required for Okami Amaterasu
    Elder Scrolls Races Humanoid No +0 Based off of The Elder Scrolls
    Pony Races Magical Beast No +0/+1 Based off of MLP:FiM
    Silverback Jester Magical Beast 3 +2 Psionic monkey clown
    Telepathic Cube Ooze No +1 What it says on the tin

    Creatures:
    Creature Type HD CR Notes
    Bumblebear Magical Beast 4 3 Bee bear
    Centaurpede Monstrous Humanoid 3 3 Centipede centaur
    Dire Angler Fish Animal 3 2
    Octobear Magical Beast 10 12 Octopus bear
    Psycho-Bear Magical Beast 9 11 Psychic bear
    Pyrobear Magical Beast 12 11 Flaming bear
    Silverback Jester Magical Beast 3 3 Psionic monkey clown
    Timeraptor Magical Beast 8 11 Time traveling velociraptor

    Miscellaneous:
    Dracanthropy Template - a draconic version of lycanthropy

    End Him Rightly - A new feat for the honorable knight

    Mark of Geass - Feats based on Code Geass

    Mask of Khaaladesh - Divine artifact of a dead trickster god

    Talismans of Shendu - Artifacts based on Jackie Chan Adventures

    Weapons of RWBY - Weapons based on RWBY
    Last edited by Celestia; 2019-08-07 at 06:50 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  2. - Top - End - #2
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
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    Canterlot, Equestria
    Gender
    Female

    Default Barbarian Fix

    The Barbarian

    Alignment: Any non-lawful
    Hit Die: d12

    Level BAB Saves Special
    1 +1 +2/+2/+0 Fast Movement, Illiteracy, Rage 3/day
    2 +2 +3/+3/+0 Uncanny Dodge
    3 +3 +3/+3/+1 Trap Sense +1
    4 +4 +4/+4/+1 Rage 4/day, Damage Reduction 2/-
    5 +5 +4/+4/+1 Improved Uncanny Dodge, Fighter Bonus Feat
    6 +6 +5/+5/+2 Trap Sense +2
    7 +7 +5/+5/+2 Damage Reduction 4/-
    8 +8 +6/+6/+2 Greater Rage, Rage 5/day
    9 +9 +6/+6/+3 Trap Sense +3
    10 +10 +7/+7/+3 Damage Reduction 6/-, Fighter Bonus Feat
    11 +11 +7/+7/+3 Indomitable Will
    12 +12 +8/+8/+4 Rage 6/day, Trap Sense +4
    13 +13 +8/+8/+4 Damage Reduction 8/-
    14 +14 +9/+9/+4 Tireless Rage
    15 +15 +9/+9/+5 Trap Sense +5, Fighter Bonus Feat
    16 +16 +10/+10/+5 Rage 7/day, Damage Reduction 10/-
    17 +17 +10/+10/+5 Mighty Rage
    18 +18 +11/+11/+6 Trap Sense +6
    19 +19 +11/+11/+6 Damage Reduction 12/-
    20 +20 +12/+12/+6 Fast Healing 5, Rage 8/day, Fighter Bonus Feat
    Class Skills (4 + Int)
    Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Spot, Survival, Swim
    Last edited by Celestia; 2017-03-07 at 12:00 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  3. - Top - End - #3
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Bard Fix

    The Bard

    Alignment: Any non-lawful
    Hit Die: d6

    Level BAB Saves Special
    1 +0 +0/+2/+2 Bardic Music, Bardic Knowledge, Countersong, Inspire Courage +1
    2 +1 +0/+3/+3 Opening Act, Riff (Shatter)
    3 +2 +1/+3/+3 Evasion, Inspire Competence
    4 +3 +1/+4/+4 Riff (Sound Burst)
    5 +3 +1/+4/+4 Skilled Performer +2
    6 +4 +2/+5/+5 Inspire Courage +2
    7 +5 +2/+5/+5 Break the Silence
    8 +6 +2/+6/+6 Riff (Shout)
    9 +6 +3/+6/+6 Limelight
    10 +7 +3/+7/+7 The Sound of Music, Skilled Performer +4
    11 +8 +3/+7/+7 Inspire Courage +3
    12 +9 +4/+8/+8 Song of Freedom
    13 +9 +4/+8/+8 Allegro
    14 +10 +4/+9/+9 Stage Theatrics, Riff (Greater Shout)
    15 +11 +5/+9/+9 Inspire Heroics, Skilled Performer +6
    16 +12 +5/+10/+10 Inspire Courage +4
    17 +12 +5/+10/+10 Song of Storms
    18 +13 +6/+11/+11 Riff (Wail of the Banshee)
    19 +14 +6/+11/+11 Staccato
    20 +15 +6/+12/+12 The Show Must Go On, Skilled Performer +8
    Class Skills (6 + Int)
    Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Infornation, Hide, Jump, Knowledge (All), Listen, Move Silently, Peform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, Use Magic Device

    Level Spells per Day Spells Known
    0|1|2|3|4|5|6 0|1|2|3|4|5|6
    1 2/-/-/-/-/-/- 4/-/-/-/-/-/-
    2 3/-/-/-/-/-/- 4/-/-/-/-/-/-
    3 3/0/-/-/-/-/- 4/2*/-/-/-/-/-
    4 3/1/-/-/-/-/- 4/3/-/-/-/-/-
    5 3/2/0/-/-/-/- 4/3/2*/-/-/-/-
    6 3/3/1/-/-/-/- 5/4/3/-/-/-/-
    7 3/3/2/0/-/-/- 5/4/3/2*/-/-/-
    8 3/3/3/1/-/-/- 5/4/4/3/-/-/-
    9 3/3/3/2/0/-/- 5/4/4/3/2*/-/-
    10 3/3/3/3/1/-/- 5/4/4/4/3/-/-
    11 3/3/3/3/2/0/- 6/4/4/4/3/2*/-
    12 3/3/3/3/3/1/- 6/4/4/4/4/3/-
    13 3/3/3/3/3/2/0 6/4/4/4/4/3/2*
    14 4/3/3/3/3/3/1 6/4/4/4/4/4/3
    15 4/4/3/3/3/3/2 6/5/4/4/4/4/3
    16 4/4/4/3/3/3/3 7/5/5/4/4/4/4
    17 4/4/4/4/3/3/3 7/5/5/5/4/4/4
    18 4/4/4/4/4/3/3 7/5/5/5/5/4/4
    19 4/4/4/4/4/4/3 7/5/5/5/5/5/4
    20 4/4/4/4/4/4/4 7/5/5/5/5/5/5

    Bardic Music: Usable a number of times per day equal to Bard level plus Charisma modifier.

    Opening Act (Ex): A second level Bard is always ready to perform at a moment's notice. He gains Improved Initiative as a bonus feat.

    Riff (Sp): A second level Bard has learned that playing music isn't just about strumming the chords. While performing Bardic Music, a Bard can produce a Riff that acts like a spell-like ability. The first Riff he learns is Shatter. At level four he gains Sound Burst. At level eight, he gets Shout. At level fourteen, he gets Greater Shout. Finally, at level eighteen, he gets Wail of the Banshee. These all act like the spells of the same name with a caster level equal to the Bard's level. They are all Charisma-based. A Bard can Riff a total number of times per day equal to three plus his Charisma modifier.

    Skilled Performer (Ex): Bards are the best musicians in the land due to their ample amounts of practice and experience. At level five, a Bard gains a +2 competence bonus on all Perform checks. This bonus increases by +2 every fifth level after.

    Break the Silence (Su): A Bard's music can overpower any sound or lack thereof. By level seven, a Bard has learned how to use Bardic Music even when Silenced. However, he still cannot use Riffs or any spells that require a verbal component.

    Limelight (Su): Bards love to be the center of attention, even if this sometimes draws the wrong kind of attention. A ninth level Bard has learned how to use his charm and good looks to his advantage in battle. While performing Bardic Music, he can add his Charisma modifier to AC.

    The Sound of Music (Su): By level ten, a Bard has become so narrowly focused on his music that it drowns out all other distractions. While performing Bardic Music, he becomes immune to all mind-affecting effects.

    Allegro (Su): Upon reaching level thirteen, a Bard has learned the secret of Allegro temo and can play much faster than before. His Riffs can now be used as move-equivalent actions.

    Stage Theatrics (Su): A fourteenth level Bard has learned how to seamlessly add acrobatics into his routine. While performing Bardic Music, he acts as if under the effects of a Freedom of Movement spell.

    Song of Storms (Sp): At level seventeen, a Bard's music is so powerful that even the forces of nature move to his rhythm. A Bard with 20 or more ranks in Perform can create an effect equivalent to the Control Weather spell. Using this ability requires ten minutes of uninterrupted concentration and music to initially seize control. Afterwards, the weather will remain under his power even if he stops. Changing to a new weather pattern requires strumming a few notes as a standard action.

    Staccato (Su): At nineteenth level, a Bard has finally mastered the Staccato and can deliver one sharp note in the middle of his music. His Riffs can now be used as swift actions.

    The Show Must Go On (Su): A twentieth level Bard is fully dedicated to the music, and it punctuates every facet of his life. He gains the benefits of Limelight, The Sound of Music, and Stage Theatrics at all times, even when not performing Bardic Music.
    Last edited by Celestia; 2018-08-16 at 02:53 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  4. - Top - End - #4
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
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    Canterlot, Equestria
    Gender
    Female

    Post Fighter Fix

    The Fighter

    Alignment: Any
    Hit Die: d10

    Level BAB Saves Special
    1 +1 +2/+0/+2 Weapon Focus, Fighter Bonus Feat
    2 +2 +3/+0/+3 Superior Resistance, Bonus Feat
    3 +3 +3/+1/+3 Armor Focus, Fighter Bonus Feat
    4 +4 +4/+1/+4 Athleticism, Armor Mastery (Medium), Bonus Feat
    5 +5 +4/+1/+4 Weapon Specialization, Fighter Bonus Feat
    6 +6/+1 +5/+2/+5 Combat Specialist, Bonus Feat
    7 +7/+2 +5/+2/+5 Armor Specialization, Fighter Bonus Feat
    8 +8/+4 +6/+2/+6 Secondary Strike, Armor Mastery (Heavy), Bonus Feat
    9 +9/+5 +6/+3/+6 Greater Weapon Focus, Fighter Bonus Feat
    10 +10/+6 +7/+3/+7 Combat Speed, Bonus Feat
    11 +11/+7/+3 +7/+3/+7 Greater Armor Focus, Fighter Bonus Feat
    12 +12/+9/+6 +8/+4/+8 Improved Combat Specialist, Improved Secondary Strike, Bonus Feat
    13 +13/+10/+7 +8/+4/+8 Greater Weapon Specialization, Fighter Bonus Feat
    14 +14/+11/+8 +9/+4/+9 Adrenaline Rush, Bonus Feat
    15 +15/+12/+9 +9/+5/+9 Greater Armor Specialization, Fighter Bonus Feat
    16 +16/+13/+10/+7 +10/+5/+10 Improved Combat Speed, Bonus Feat
    17 +17/+14/+11/+8 +10/+5/+10 Weapon Supremacy, Fighter Bonus Feat
    18 +18/+16/+14/+12 +11/+6/+11 Greater Combat Specialist, Greater Secondary Strike, Bonus Feat
    19 +19/+17/+15/+13 +11/+6/+11 Armor Supremacy, Fighter Bonus Feat
    20 +20/+18/+16/+14 +12/+6/+12 Combat Mastery, Bonus Feat
    Class Skills (4 + Int)
    Balance, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (Local), Listen, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

    Bonus Feats: A Fighter gets two sets of bonus feats in addition to the weapon and armor feat chains. At every odd level, he gets a feat marked as a Fighter Bonus Feat for which he meets the prerequisites. At every even level, he gets any feat for which he meets the prerequisites.

    Weapon Focus: +1 on attack rolls with selected weapon.

    Armor Focus: -2 on armor check penalty with selected armor.

    Weapon Specialization: +3 on damage rolls with selected weapon.

    Armor Specialization: +2 on AC with selected armor.

    Greater Weapon Focus: +2 on attack rolls with selected weapon.

    Greater Armor Focus: -3 on armor check penalty with selected armor.

    Greater Weapon Specialization: +6 on damage rolls with selected weapon.

    Greater Armor Specialization: +4 on AC with selected armor.

    Weapon Supremacy: As the feat

    Armor Supremacy: Gain DR10/- while wearing selected armor. Gain Freedom of Movement while wearing selected armor. Gain immunity to critical hits and stunning while wearing selected armor.

    Superior Resistance (Ex): A Fighter doesn't live long unless he is good at avoiding even the most unusual of attacks. At level 2, he gains a +2 competence bonus on all saving throws.

    Athleticism (Ex): A Fighter is in the peak of physical condition. At fourth level, he gains a competence bonus on all Strength-based and Dexterity-based skill checks equal to one fourth his Fighter level (rounded down). His Strength and Dexterity bonuses are also doubled for these skills.

    Armor Mastery (Ex): At fourth level, a Fighter begins to wear his armor like a second skin. He no longer takes movement penalties for medium armor. At level 8, he also no longer takes movement penalties for heavy armor.

    Combat Specialist (Ex): A Fighter's entire livelihood is based around fighting, and he does it better than anyone. He gain a competence bonus equal to half his Fighter level (rounded down) when performing or resisting the following special attacks: Bullrush, Disarm, Feint, Grapple, Overrun, Sunder, and Trip.

    He can use these special attacks against targets that are one size category larger than he normally could. At level 12, he can use them against targets that are two size categories larger than normal, and at level 18, he can use them against target's that are three size categories larger than normal.

    If the Fighter has any of the feats Improved Bullrush, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, or Improved Sunder, he gets a free extra attack after successfully performing the respective special attack for which he has the feat.

    Secondary Strike (Ex): Through experience and countless battles, a Fighter learns how to make all his attacks count. At level 8, the penalty on additional attacks from high Base Attack Bonus is reduced from -5 per attack to -4 per attack. At level 12, this penalty is reduced further to -3 per attack, and at level 18, it is again reduced to -2 per attack.

    Combat Speed (Ex): An experienced Fighter knows how to eliminate the unnecessary motions from all his actions and get the most out of his time. Upon reaching level 10, he can make an extra move or swift action each round. At level 16, he becomes even more efficient and can make an extra standard, move, or swift action.

    Adrenaline Rush (Ex): In the heat of battle, even the most grievous of injuries can be temporarily ignored. When a Fighter drops below 0 hit points or would be killed for any reason except ability damage, he can activate a rush of adrenaline to keep going. While in this state, he is immune to death and continues acting at full capacity, though he may still accrue hit point damage, even if it would drop him below -9. This state lasts a number of rounds equal to his Fighter level and can be used a number of times per day equal to his Constitution modifier. When this state ends, the Fighter dies like normal if he was hit with a death effect or if his hit points are still below -9.

    Combat Mastery (Ex): A twentieth level Fighter is truly the master of his craft. When making an attack roll, if he rolls lower than a 10, he can retroactively take 10 on the attack.
    Last edited by Celestia; 2018-08-16 at 02:34 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  5. - Top - End - #5
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2014
    Location
    Yaritagua, Venezuela
    Gender
    Male

    Default Re: Princess Celestia's Homebrew Corner

    a couple of comments on the bard´s riff ability, it is marked as (Su) but in the text it is said to work as a spell-like ability in wich case it should be marked as (Sp). Is the ability at will? because golly, I can hardly think of things that I would like to have at second level in a dungeon environment more than at will shatter. (this doesn´t mean it should be, it means clarify, 2/day seems like stretching it for a class that is already got a lot going for it, that said I like some of the abilities you gave to the bard, and I´ll have to check the others on more detail)
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.


  6. - Top - End - #6
    Ogre in the Playground
     
    Celestia's Avatar

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    Female

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by neriractor View Post
    a couple of comments on the bard´s riff ability, it is marked as (Su) but in the text it is said to work as a spell-like ability in wich case it should be marked as (Sp). Is the ability at will? because golly, I can hardly think of things that I would like to have at second level in a dungeon environment more than at will shatter. (this doesn´t mean it should be, it means clarify, 2/day seems like stretching it for a class that is already got a lot going for it, that said I like some of the abilities you gave to the bard, and I´ll have to check the others on more detail)
    Yeah, that's a typo. Thanks for catching it.
    Princess Celestia's Homebrew Corner
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  7. - Top - End - #7
    Ogre in the Playground
     
    Celestia's Avatar

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    Canterlot, Equestria
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    Default Monk Fix

    The Monk

    Alignment: Any non-chaotic
    Hit Die: d8

    Level BAB Flurry of Blows Saves Special Unarmed Damage AC Bonus Speed Bonus
    1 +1 -1/-1 +2/+2/+2 Unarmed Strike, Flurry of Blows, Bonus Feat 1d8 +0 +10
    2 +2 +0/+0 +3/+3/+3 Ki Strike (Magic) +1, Evasion, Bonus Feat 1d8 +1 +10
    3 +3 +1/+1 +3/+3/+3 Still Mind, Lotus Strike 1d8 +1 +20
    4 +4 +2/+2 +4/+4/+4 Uncanny Dodge, Feather Body, Spring Attack 1d8 +2 +20
    5 +5 +3/+3 +4/+4/+4 Purity of Body, Mantis Jump +10 1d10 +2 +20
    6 +6 +4/+4/-1 +5/+5/+5 Diamond Body, Enlightened Body (Food), Bonus Feat 1d10 +3 +30
    7 +7 +6/+6/+1 +5/+5/+5 Ki Strike (Magic) +2, Ki Strike (Aligned), Wholeness of Body 1d10 +3 +30
    8 +8 +7/+7/+2 +6/+6/+6 Improved Evasion, Improved Uncanny Dodge 1d10 +4 +30
    9 +9 +8/+8/+8/+3 +6/+6/+6 Greater Flurry, Tiger Pounce 2d6 +4 +40
    10 +10 +9/+9/+9/+4 +7/+7/+7 Abundant Step, Mantis Jump +20 2d6 +5 +40
    11 +11 +10/+10/+10/+5/+0 +7/+7/+7 Ki Strike (Keen), Enlightened Body (Sleep) 2d6 +5 +40
    12 +12 +11/+11/+11/+6/+1 +8/+8/+8 Ki Strike (Magic) +3, Diamond Soul, Cat Stride 2d6 +6 +50
    13 +13 +12/+12/+12/+7/+2 +8/+8/+8 Timeless Body 2d8 +6 +50
    14 +14 +14/+14/+14/+9/+4 +9/+9/+9 Quivering Palm 2d8 +7 +50
    15 +15 +15/+15/+15/+10/+5 +9/+9/+9 Ki Strike (Adamantine), Mantis Jump +30 2d8 +7 +60
    16 +16 +16/+16/+16/+11/+6/+1 +10/+10/+10 Enlightened Body (Breath) 2d8 +8 +60
    17 +17 +17/+17/+17/+12/+7/+2 +10/+10/+10 Ki Strike (Magic) +4, Eyes of the Divine 2d10 +8 +60
    18 +18 +18/+18/+18/+13/+8/+3 +11/+11/+11 Empty Body 2d10 +9 +70
    19 +19 +19/+19/+19/+14/+9/+4 +11/+11/+11 Ki Strike (Vorpal) 2d10 +9 +70
    20 +20 +20/+20/+20/+15/+10/+5 +12/+12/+12 Perfect Self, Mantis Jump +40 2d10 +10 +70
    Class Skills (4 + Int)
    Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble

    Flurry of Blows: Can be used with Standard Action attacks. Gain the extra one (or two with Greater Flurry) extra attack(s) and suffer the penalty on all attacks.

    Ki Strike (Magic) (Su): Gain a +1 enhancement bonus on Unarmed Strikes. Improves by one every five levels.

    Lotus Strike (Ex): Can substitute Wisdom modifier on attack and damage rolls with Unarmed Strikes and special Monk weapons.

    Feather Body (Sp): Can use Feather Fall at will, self only.

    Mantis Jump (Ex): At level five, a Monk learns the Mantis Technique. She gains a +10 enlightened bonus on all Jump checks. This bonus improves by ten every five levels.

    Enlightened Body (Ex): A sixth level Monk has reached a stage of enlightenment where she realizes that food is an unnecessary burden on the soul. She no longer needs to eat to survive. At level eleven, she realizes that sleep is also just an illusion which she can transcend. By level sixteen, she has all but left the trapping of mortal needs behind and no longer even breathes.

    Ki Strike (Aligned) (Su): A Monk who possesses a Lawful, Good, or Evil alignment can treat her Unarmed Strikes as weapons of that type for overcoming damage reduction.

    Tiger Pounce (Ex): By level nine, a Monk has learned the Tiger Technique and Pounce on a charge.

    Abundant Step (Sp): At level 10, a Monk has learned how to magically slip between spaces. She can use Dimension Door, as the spell, once every 1d4 rounds, self only. This is a move-equivalent action, and her caster level is equal to one half her Monk level.

    Ki Strike (Keen) (Ex): Gain Improved Critical (Unarmed Strike) as a bonus feat. Unarmed Strikes can do slashing damage if desired.

    Diamond Soul (Su): Gain SR equal to 10 + Monk level + Wisdom modifier.

    Cat Stride (Ex): By level 12, a Monk has learned the Cat Technique and can step softly and carefully. She gains a +20 enlightened bonus to all Balance and Move Silently checks.

    Quivering Palm (Su): Usable a number of times per week equal to Wisdom modifier.

    Eyes of the Divine (Su): A seventeenth level Monk has spent so much time meditating on the truths of the universe that she can now detect falsehoods on sight alone. She gains permanently active True Seeing.

    Empty Body (Sp): Can use Ethereal Jaunt, as the spell, a number of times per day equal to her Wisdom modifier. Caster level equal to Monk level.

    Ki Strike (Vorpal) (Su): Unarmed Strikes as as if they had the Vorpal enchantment, but only when dealing slashing damage.

    Perfect Self (Su): Type changes to Outsider. Keep all subtypes and gain the Native subtype. Gain DR10/chaotic, +4 Wisdom, +2 Dex, and +2 Con.
    Last edited by Celestia; 2017-03-07 at 12:03 PM.
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    Default Paladin Fix

    The Paladin

    Alignment: Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil
    Hit Die: d10

    Level BAB Saves Special
    1 +1 +2/+0/+2 Aura of Good/Evil, Detect Evil/Good, Smite Evil/Good 3/day
    2 +2 +3/+0/+3 Divine Grace, Lay on Hands/Deadly Touch
    3 +3 +3/+1/+3 Divine Health, Aura of Courage/Resolve/Despair/Debilitation
    4 +4 +4/+1/+4 Special Mount, Turn/Rubuke Undead
    5 +5 +4/+1/+4 Smite Evil/Good 4/day, Remove/Cause Disease 1/day
    6 +6 +5/+2/+5 Mounted Combat
    7 +7 +5/+2/+5 Ride-By Attack
    8 +8 +6/+2/+6 Remove/Cause Disease 2/day
    9 +9 +6/+3/+6 Hallow/Unhallow 1/week
    10 +10 +7/+3/+7 Smite Evil/Good 5/day
    11 +11 +7/+3/+7 Remove/Cause Disease 3/day
    12 +12 +8/+4/+8 Hallow/Unhallow 2/week
    13 +13 +8/+4/+8 Trample
    14 +14 +9/+4/+9 Remove/Cause Disease 4/day
    15 +15 +9/+5/+9 Smite Evil/Good 6/day, Hallow/Unhallow 3/week
    16 +16 +10/+5/+10 Spirited Charge
    17 +17 +10/+5/+10 Remove/Cause Disease 5/day
    18 +18 +11/+6/+11 Hallow/Unhallow 4/week
    19 +19 +11/+6/+11 Holy Word/Blasphemy
    20 +20 +12/+6/+12 Smite Evil/Good 7/day, Remove/Cause Disease 6/day
    Class Skills (4 + Int)
    Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, Sense Motive

    Hallow/Unhallow (Sp): As the spell.

    Holy Word/Blasphemy (Sp): As the spell, usable a number of times per day equal to Charisma modifier.

    Spellcasting: Entirely Charisma-based.

    Level Spells per Day
    0|1|2|3|5
    1 2/-/-/-/-/-
    2 2/-/-/-/-/-
    3 2/-/-/-/-/-
    4 2/0/-/-/-/-
    5 3/1/-/-/-/-
    6 3/1/-/-/-/-
    7 3/2/0/-/-/-
    8 3/2/1/-/-/-
    9 3/2/1/-/-/-
    10 3/2/2/0/-/-
    11 3/3/2/1/-/-
    12 3/3/2/1/-/-
    13 4/3/2/2/0/-
    14 4/3/3/2/1/-
    15 4/3/3/2/1/-
    16 4/3/3/2/2/0
    17 4/3/3/3/2/1
    18 4/3/3/3/2/1
    19 4/3/3/3/2/2
    20 4/3/3/3/3/2

    0th Level Spells:
    Cure Minor Wounds (Good), Detect Magic, Guidance, Inflict Minor Wounds (Evil), Light, Mending, Purify Food and Drink

    5th Level Spells:
    Atonement, Break Enchantment, Commune, Cure Critical Wounds (Good), Disrupting Weapon (Good), Flame Strike, Inflict Critical Wounds (Evil), Animate Dead (Evil), Righteous Might, True Seeing
    Last edited by Celestia; 2017-03-07 at 12:04 PM.
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    Default Ranger Fix

    The Ranger

    Alignment: Any
    Hit Die: d8

    Level BAB Saves Special
    1 +1 +2/+2/+0 Favored Enemy 1, Wild Empathy, Track
    2 +2 +3/+3/+0 Combat Style
    3 +3 +3/+3/+1 Skirmish (+1d6), Endurance
    4 +4 +4/+4/+1 Animal Companion, Woodland Stride
    5 +5 +4/+4/+1 Favored Enemy 2
    6 +6 +5/+5/+2 Improved Combat Style
    7 +7 +5/+5/+2 Swift Tracker, Skirmish (+1d6, +1 AC)
    8 +8 +6/+6/+2 Summon Nature's Ally 1/day
    9 +9 +6/+6/+3 Evasion
    10 +10 +7/+7/+3 Favored Enemy 3
    11 +11 +7/+7/+3 Combat Style Mastery, Skirmish (+2d6, +1 AC)
    12 +12 +8/+8/+4 Summon Nature's Ally 2/day
    13 +13 +8/+8/+4 Camouflage
    14 +14 +9/+9/+4 Trackless Step
    15 +15 +9/+9/+5 Favored Enemy 4, Skirmish (+2d6, +2 AC)
    16 +16 +10/+10/+5 Summon Nature's Ally 3/day
    17 +17 +10/+10/+5 Hide in Plain Sight
    18 +18 +11/+11/+6 Animate Plants
    19 +19 +11/+11/+6 Skirmish (+3d6, +2 AC)
    20 +20 +12/+12/+6 Favored Enemy 5, Summon Nature's Ally 4/day
    Class Skills (6 + Int)
    Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope

    Animal Companion: Advances at full level.

    Summon Nature's Ally (Sp): As the spell. Starts at the 3rd level version. Every three levels, it improves to the next verson.

    Animate Plants (Sp): As the spell, usable a number of times per day equal to Wisdom modifier.

    Level Spells per Day
    0|1|2|3|5
    1 2/-/-/-/-/-
    2 2/-/-/-/-/-
    3 2/-/-/-/-/-
    4 2/0/-/-/-/-
    5 3/1/-/-/-/-
    6 3/1/-/-/-/-
    7 3/2/0/-/-/-
    8 3/2/1/-/-/-
    9 3/2/1/-/-/-
    10 3/2/2/0/-/-
    11 3/3/2/1/-/-
    12 3/3/2/1/-/-
    13 4/3/2/2/0/-
    14 4/3/3/2/1/-
    15 4/3/3/2/1/-
    16 4/3/3/2/2/0
    17 4/3/3/3/2/1
    18 4/3/3/3/2/1
    19 4/3/3/3/2/2
    20 4/3/3/3/3/2

    0th Level Spells:
    Create Water, Cure Minor Wounds, Detect Magic, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Resistance

    5th Level Spells:
    Baleful Polymorph, Cure Critical Wounds, Giant Vermin, Insect Plague, Summon Nature's Ally V, Wall of Thorns
    Last edited by Celestia; 2017-03-07 at 12:05 PM.
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    Default Rogue Fix

    The Rogue

    Alignment: Any
    Hit Die: d6

    Level BAB Saves Special
    1 +0 +0/+2/+0 Sneak Attack +1d6, Trapfinding
    2 +1 +0/+3/+0 Evasion, Weapon Insight
    3 +2 +1/+3/+1 Sneak Attack +2d6, Trap Sense +1
    4 +3 +1/+4/+1 Uncanny Dodge
    5 +3 +1/+4/+1 Sneak Attack +3d6, Special Ability
    6 +4 +2/+5/+2 Trap Sense +2, Skill Mastery 2
    7 +5 +2/+5/+2 Sneak Attack +4d6, Improved Uncanny Dodge
    8 +6 +2/+6/+6 Improved Evasion, Special Ability, Skill Mastery 4
    9 +6 +3/+6/+3 Sneak Attack +5d6, Trap Sense +3
    10 +7 +3/+7/+3 Skill Mastery 6
    11 +8 +3/+7/+3 Sneak Attack +6d6, Special Ability
    12 +9 +4/+8/+4 Trap Sense +4, Skill Mastery 8
    13 +9 +4/+8/+4 Sneak Attack +7d6
    14 +10 +4/+9/+4 Special Ability, Skill Mastery 10
    15 +11 +5/+9/+5 Sneak Attack +8d6, Trap Sense +5
    16 +12 +5/+10/+5 Skill Mastery 12
    17 +12 +5/+10/+5 Sneak Attack +9d6, Special Ability
    18 +13 +6/+11/+6 Trap Sense +6, Skill Mastery 14
    19 +14 +6/+11/+6 Sneak Attack +10d6
    20 +15 +6/+12/+6 Greater Skill Mastery, Special Ability, Skill Mastery 16
    Class Skills (8 + Int)
    Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Infornation, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Peform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope

    Weapon Insight (Ex): Can substitute Intelligence modifier on attack rolls with finesse weapons.

    Special Ability: Defensive Roll, Opportunist, Slippery Mind, Bonus Feat
    Dexterous Strike (Ex): Can Substitute Dexterity modifier on damage rolls with finesse weapons.
    Insightful Strike (Ex): Can substitute Intelligence Modifier on damage rolls with finesse weapons.

    Skill Mastery (Ex): At level six, a Rogue chooses two skills in which she has at least one rank. She can take 10 on those skills even when threatened. Every two levels thereafter, she chooses two more skills.

    Greater Skill Mastery (Ex): At level twenty, a Rogue can now take 15 on all skills that she has mastered.
    Last edited by Celestia; 2017-03-07 at 12:06 PM.
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    Default Sorcerer Fix

    The Sorcerer

    Alignment: Any
    Hit Die: d6

    Level Spells per Day Spells Known
    0|1|2|3|4|5|6|7|8|9 0|1|2|3|4|5|6|7|8|9
    1 5/3/-/-/-/-/-/-/-/- 4/2/-/-/-/-/-/-/-/-
    2 6/4/-/-/-/-/-/-/-/- 5/2/-/-/-/-/-/-/-/-
    3 6/5/3/-/-/-/-/-/-/- 5/3/1/-/-/-/-/-/-/-
    4 6/6/4/-/-/-/-/-/-/- 6/3/2/-/-/-/-/-/-/-
    5 6/6/5/3/-/-/-/-/-/- 6/4/2/1/-/-/-/-/-/-
    6 6/6/5/4/-/-/-/-/-/- 7/4/3/2/-/-/-/-/-/-
    7 6/6/6/5/3/-/-/-/-/- 7/5/3/2/1/-/-/-/-/-
    8 6/6/6/6/4/-/-/-/-/- 8/5/4/3/2/-/-/-/-/-
    9 6/6/6/6/5/3/-/-/-/- 8/5/4/3/2/1/-/-/-/-
    10 6/6/6/6/6/4/-/-/-/- 9/5/5/4/3/2/-/-/-/-
    11 6/6/6/6/6/5/3/-/-/- 9/5/5/4/3/2/1/-/-/-
    12 6/6/6/6/6/6/4/-/-/- 9/5/5/5/4/3/2/-/-/-
    13 6/6/6/6/6/6/5/3/-/- 9/5/5/5/4/3/2/1/-/-
    14 6/6/6/6/6/6/6/4/-/- 9/5/5/5/4/4/3/2/-/-
    15 6/6/6/6/6/6/6/5/3/- 9/5/5/5/4/4/3/2/1/-
    16 6/6/6/6/6/6/6/6/4/- 9/5/5/5/4/4/4/3/2/-
    17 6/6/6/6/6/6/6/6/5/3 9/5/5/5/4/4/4/3/2/1
    18 6/6/6/6/6/6/6/6/6/4 9/5/5/5/4/4/4/3/3/2
    19 6/6/6/6/6/6/6/6/6/5 9/5/5/5/4/4/4/3/3/2
    20 6/6/6/6/6/6/6/6/6/6 9/5/5/5/4/4/4/3/3/3
    Class Skills (2 + Int)
    Bluff, Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession, Spellcraft, Use Magic Device

    Familiar: Advancement is tied to caster level rather than class level.

    Eschew Materials: Gain Eschew Materials as a bonus feat at level 1.
    Last edited by Celestia; 2017-03-07 at 12:07 PM.
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    Default Soulknife Fix

    The Soulknife

    Alignment: Any
    Hit Die: d10

    Level BAB Saves Special
    1 +1 +0/+2/+2 Mind Blade +1, Weapon Focus (Mind Blade), Wild Talent
    2 +2 +0/+3/+3 Throw Mind Blade, Shape Mind Blade (Longsword)
    3 +3 +1/+3/+3 Two-Weapon Fighting, Psychic Strike +1d8
    4 +4 +1/+4/+4 Free Draw, Shape Mind Blade (Bastard Sword)
    5 +5 +1/+4/+4 Mind Blade +2, Speed of Thought
    6 +6 +2/+5/+5 Multiple Throw, Shape Mind Blade (Greatsword)
    7 +7 +2/+5/+5 Mind Blade Enhancement +1, Psychic Strike +2d8
    8 +8 +2/+6/+6 Quick Strike, Improved Two-Weapon Fighting
    9 +9 +3/+6/+6 Mind Blade +3, Greater Weapon Focus (Mind Blade)
    10 +10 +3/+7/+7 Bladewind, Mind Blade Enhancement +2
    11 +11 +3/+7/+7 Psychic Strike +3d8
    12 +12 +4/+8/+8 Knife to the Soul
    13 +13 +4/+8/+8 Mind Blade +4, Mind Blade Enhancement +3
    14 +14 +4/+9/+9 Greater Two-Weapon Fighting
    15 +15 +5/+9/+9 Psychic Strike +4d8
    16 +16 +5/+10/+10 Mind Blade Enhancement +4
    17 +17 +5/+10/+10 Mind Blade +5
    18 +13 +6/+11/+11 Weapon Supremacy (Mind Blade)
    19 +19 +6/+11/+11 Mind Blade Enhancement +5, Psychic Strike +5d8
    20 +20 +6/+12/+12 Greater Bladewind
    Class Skills (4 + Int)
    Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Tumble, Use Psionic Device

    Quick Strike (Su): Imbuing Psychic Strike now takes a swift action.

    Greater Bladewind (Su): The same as Bladewind except that it attacks all opponents within an area equal to the Soulknife's reach plus 25 feet.
    Last edited by Celestia; 2017-03-07 at 12:07 PM.
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    Default Miscellaneous SRD Fixes

    Cleric: Low Fortitude saves.

    Druid: Low Fortitude saves, Animal Companion advances at half Druid level.

    Psion: Gain Psicrystal Affinity as a bonus feat at level 1.

    Psychic Warrior: Full BAB and high Will saves

    Wilder: Gain an extra two powers known at level 1.

    Wizard: Familiar advancement is tied to caster level rather than class level.

    ------------------------------

    Intimidate: Can use Strength modifier instead of Charisma modifier if it is higher.

    Spellcraft/Psicraft: Tied to whichever ability score is that class's primary casting/manifesting stat.

    Power Attack: Combat special action rather than feat.

    Weapon Finesse: Weapon property rather than feat.
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    Default Survivor Fix

    The Survivor

    Prerequisites:
    Base Save Bonus: Highest base save bonus must be lower than HD.

    ------------------------------

    Hit Die: d12

    Level BAB Saves Special
    1 +0 +2/+2/+2 Evasion, Uncanny Dodge, Damage Reduction 5/-
    2 +0 +3/+3/+3 Mettle, Spell Resistance 10+HD, Endurance
    3 +0 +3/+3/+3 Improved Evasion, Intuitive Dodge, Damage Reduction 10/-
    4 +0 +4/+4/+4 Impetuous Endurance, Diehard
    5 +0 +4/+4/+4 Stalwart, Regeneration 1, Spell Resistance 15+HD, Damage Reduction 15/-
    Class Skills (2 + Int)
    Autohypnosis, Concentration, Escape Artist, Hide, Listen, Move Silently, Spot, Survival

    Intuitive Dodge (Ex): As Improved Uncanny Dodge but based off total HD.

    Impetuous Endurance (Ex): No longer auto fail saving throws on a natural 1.

    Stalwart (Ex): Once per day, reroll any failed roll that would result in death.
    Last edited by Celestia; 2018-08-16 at 03:10 PM.
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    Default Warlock Fix

    The Warlock

    Alignment: Any Chaotic or Evil
    Hit Die: d8

    Level BAB Saves Special Invocations Known
    1 +0 +2/+0/+2 Eldritch Blast 1d6, Invocation (Least) 1
    2 +1 +3/+0/+3 Detect Magic 2
    3 +2 +3/+1/+3 Eldritch Blast 2d6, Damage Reduction 2/cold iron 3
    4 +3 +4/+1/+4 Deceive Item 3
    5 +3 +4/+1/+4 Eldritch Blast 3d6, Energy Resistance 5 4
    6 +4 +5/+2/+5 Invocation (Lesser) 5
    7 +5 +5/+2/+5 Eldritch Blast 4d6, Damage Reduction 4/cold iron 6
    8 +6 +6/+2/+6 Fiendish Resilience 2 7
    9 +6 +6/+3/+6 Eldritch Blast 5d6 7
    10 +7 +7/+3/+7 Energy Resistance 10 8
    11 +8 +7/+3/+7 Eldritch Blast 6d6, Invocation (Greater), Damage Reduction 6/cold iron 9
    12 +9 +8/+4/+8 Imbue Item 10
    13 +9 +8/+4/+8 Eldritch Blast 7d6 11
    14 +10 +9/+4/+9 Fiendish Resilience 5 11
    15 +11 +9/+5/+9 Eldritch Blast 8d6, Damage Reduction 8/cold iron, Energy Resistance 15 12
    16 +12 +10/+5/+10 Invocation (Dark) 13
    17 +12 +10/+5/+10 Eldritch Blast 9d6 14
    18 +13 +11/+6/+11 Fiendish Resilience 10 15
    19 +14 +11/+6/+11 Eldritch Blast 10d6, Damage Reduction 10/cold iron 15
    20 +15 +12/+6/+12 Exploit Item, Energy Resistance 20 16
    Class Skills (4 + Int)
    Bluff, Concentration, Craft, Decipher Script, Disguise, Gather Information, Intimidate, Jump, Knowledge (All), Profession, Sense Motive, Spellcraft, Use Magic Device

    Exploit Item (Su): A twentieth level Warlock can use his own endless supply of magic to power his items. When using items that have charges, he no longer expends those charges to activate its effects.
    Last edited by Celestia; 2017-03-07 at 12:09 PM.
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    Default Applemancer

    The Applemancer

    "Well, what's you're hungering for? Caramel apple? Apple pie? Apple fritter? Apple fries?" ~Applejack, Earth Pony Applemancer

    In all the stories, the Applemancer is the one in the background. The Applemancer is the one no one cares about. The Applemancer is the random farmer who gets killed to show how evil the villain is. The Applemancer is the true peasant's hero.

    Adventures: The only reason an Applemancer ever leaves home is to sell her apples in new markets.

    Characteristics: Applemancers are capable of the mystic arts of Applemancy, a forbidden magic once thought forgotten in ages past.

    Alignment: Applemancers tend towards respecting honesty, loyalty, and friendship. This leaves them leaning towards Law and Good, but there are plenty of Chaotic or Evil Applemancers in the world.

    Religion: Applemancers tend to worship the gods of nature, agriculture, weather, and the sun. Though, religion tends not to be a very important part of their lives.

    Background: One becomes an Applemancer when one feels the call of the apple. It is an ephemeral thing that few can understand, but when you hear it, you'll know.

    Races: Any race with strong farming tendencies or a reverance for nature can become an Applemancer. Races that predominantly live underground rarely feel the call of the apple.

    Other Classes: Applemancers tend to have trouble with classes that rely on deception and trickery, like the Rogue or Illusionist. They also usually feel that other spellcasters, wizards in particular, are arrogant and elitist. Otherwise, they have little trouble fitting in with a variety of classes.

    Role: The Applemancer fills primarily a support role with healing and secondary spellcasting.

    Adaptation: While highly unusual, it is possible to change the Applemancer to something that focuses on a different kind of fruit, like bananas or pineapples.

    GAME RULE INFORMATION
    Applemancers have the following game statistics.
    Abilities: Wisdom determines the power of an Applemancer's spellcasting ability and several class features.
    Alignment: Any
    Hit Die: d8
    Starting Age: As Bard
    Starting Gold: As Fighter

    Class Skills
    The Applemancer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Perform (String Instrument) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

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

    Level BAB Saves Special
    1 +0 +2/+0/+2 Applemancy, Apple Sack
    2 +1 +3/+0/+3 Apple Sustenance, Apple of Courage +1
    3 +2 +3/+1/+3 Apple of Cure Light Wounds
    4 +3 +4/+1/+4 Applemorphing (Plants)
    5 +3 +4/+1/+4 Apple of Power +2
    6 +4 +5/+2/+5 Apple of Cure Moderate Wounds, Apple of Courage +2
    7 +5 +5/+2/+5 Apple of Lesser Restoration
    8 +6 +6/+2/+6 Apple of Growth
    9 +6 +6/+3/+6 Apple of Cure Serious Wounds
    10 +7 +7/+3/+7 Applemorphing (Non-Living Matter), Apple of Courage +3
    11 +8 +7/+3/+7 Apple of Power +4
    12 +9 +8/+4/+8 Apple of Cure Critical Wounds
    13 +9 +8/+4/+8 Apple Crafting
    14 +10 +9/+4/+9 Apple of Restoration, Apple of Courage +4
    15 +11 +9/+5/+9 Apple of Healing
    16 +12 +10/+5/+10 Applemorphing (Anything)
    17 +12 +10/+5/+10 Apple of Power +6
    18 +13 +11/+6/+11 Apple of Courage +5
    19 +14 +11/+6/+11 Advanced Applemancy
    20 +15 +12/+6/+12 Apple Transformation

    Class Features
    The following are class features of the Applemancer.

    Weapon and Armor Proficiency: All simple weapons and light armor. Applemancers do not suffer arcane spell failure from light armor. However, they still cannot wear medium or heavy armor or shields.

    Spellcasting: An Applemancer is a spontaneous arcane caster drawing her spells off the Sorcerer list. Her primary casting ability is Wisdom.

    Level Spells per Day Spells Known
    0|1|2|3|4|5|6|7 0|1|2|3|4|5|6|7
    1 4/0/-/-/-/-/-/- 6/2*/-/-/-/-/-/-
    2 5/1/-/-/-/-/-/- 7/3/-/-/-/-/-/-
    3 6/2/-/-/-/-/-/- 8/3/-/-/-/-/-/-
    4 6/3/0/-/-/-/-/- 8/3/2*/-/-/-/-/-
    5 6/3/1/-/-/-/-/- 8/3/3/-/-/-/-/-
    6 6/3/2/-/-/-/-/- 8/3/3/-/-/-/-/-
    7 7/3/3/0/-/-/-/- 8/3/3/2*/-/-/-/-
    8 7/4/3/1/-/-/-/- 8/4/3/3/-/-/-/-
    9 7/4/3/2/-/-/-/- 9/4/3/3/-/-/-/-
    10 7/4/3/3/0/-/-/- 9/4/3/3/2*/-/-/-
    11 8/4/4/3/1/-/-/- 9/4/4/3/3/-/-/-
    12 8/5/4/3/2/-/-/- 9/4/4/3/3/-/-/-
    13 8/5/4/3/3/0/-/- 9/4/4/3/3/2*/-/-
    14 8/5/4/4/3/1/-/- 9/5/4/4/3/3/-/-
    15 9/5/5/4/3/2/-/- 10/5/4/4/3/3/-/-
    16 9/6/5/4/3/3/0/- 10/5/4/4/3/3/2*/-
    17 9/6/5/4/4/3/1/- 10/5/5/4/4/3/3/-
    18 9/6/5/5/4/3/2/- 10/5/5/4/4/3/3/
    19 10/6/6/5/4/3/3/0 10/5/5/4/4/3/3/2*
    20 10/7/6/5/4/4/3/2 10/6/5/5/4/4/3/3

    Applemancy (Su): An Applemancer can substitute an apple for any material component or arcane focus when casting Applemancer spells.

    Apple Sack (Su): An Applemancer is in possession of a magic sack that acts as a Bag of Holding. However, it can only ever hold apples. Drawing apples from the Apple Sack is a free action. The sack always weighs five pounds no matter how many apples are inside it, and it can hold a number of apples equal to the square of the Applemancer's level multiplied by her Wisdom score. Apples within the Apple Sack never rot and remain fresh and edible forever.

    Apple Sustenance (Ex): A level two Applemancer can subsist on a diet solely consisting of apples. She must eat at least at least 16 apples a day (if small) or 32 apples a day (if medium).

    Applemorphing (Sp): At level four, an Applemancer gains the ability to permanently transform any form of plant matter into an equal volume of apples. Fine sized objects and creatures turn into one apple. For each size category larger, multiply that number by eight. Creatures are entitled to a Fortitude save (DC10 + 1/2 level + Wisdom modifier) to negate this effect. Creatures immune to polymorphing are immune to this ability. At level ten, she can transform any non-living matter into apples. At level sixteen, she can transform any and all matter into apples. This ability is usable at will.

    Apple Crafting (Su): A thirteenth level Applemancer can substitute an apple for any gold cost required in crafting magic items. Items made with this ability are always either bright red or bright green and smell like apple pie.

    Advanced Applemancy (Su): At level ninteen, an Applemancer can substitute an apple for any XP component when casting Applemancy spells.

    Apple Transformation (Su): By level twenty, an Applemancer has become one with the apples and turns herself into a giant, human-shaped apple. Her type changes to Plant, and she keeps all subtypes. She gains DR10/slashing, Cold Resistance 20, and +4 Constitution.

    Magic Apples (Sp): Applemancers can Imbue apples with marvelous and mystical powers. These apples bestow their effects when consumed, similar to potions. An Applemancer can create a number of magic apples per day equal to 1/2 her level. The apples remain potent for a number of days equal to her Wisdom modifier. After that, they lose their magic. The Apple Sack does not prevent this loss of potency.
    Apple of Courage: Applies an apple bonus to attack rolls, damage rolls, and saving throws for a number of rounds equal to the Applemancer's caster level.
    Apple of Cure X Wounds: Functions as the Cleric spell of the same name using the Applemancer's caster level.
    Apple of Power: Applies an apple bonus to one ability score for a number of minutes equal to the Applemancer's caster level.
    Apple of (Lesser) Restoration: Functions as the Cleric spell of the same name using the Applemancer's caster level.
    Apple of Growth: Functions as the Enlarge Person spell using the Applemancer's caster level.
    Apple of Healing: Functions as the Heal spell using the Applemancer's caster level.
    Last edited by Celestia; 2018-08-16 at 03:31 PM.
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    Default Re: Applemancer

    Can you maybe expand a bit on what your goals are with these various fixes? Are you trying to adjust balance? Enjoyability of play? Headache level for DMs? Ability for fluff to meet crunch?

    Also, as minor feedback, the Applemancer worries me. Although it looks really fun to play, being able to substitute an apple for any material component is going to read some amount of abuse with very high cost material component spells. Even with only getting 7th level spells, that's still pretty strong. Maybe at level 1, an apple can substitute for any material component costing at most 1 gp, and then have the amount scale up at some amount by level. Other than that, I'd allow this in my own campaigns, and probably would want to play one at some point.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Default Re: Princess Celestia's Homebrew Corner

    .

    That's a real solid work you did with the Bard features. Very impressive.

    One thing about both Bard and Ranger/Paladin – you overdid it with the spell progression. While the Ranger/Paladin could use a little boost, they don't need that much boost and the core Bard's spell progression is fine as it is.

    Your Fighter fix doesn't really fix the core Fighter's problems, which are numerous. The Fighter needs a lot more class skills and more skill points, to count for something outside of battle. It also needs means to handle its inferior action economy and mobility, and it badly lacks self-sufficiency.

    Your Monk fix improves the core Monk, but creates a new problem: so many attacks per round means a lot of dice rolling – means slowing down the game.

    The Barbarian/Rogue/Soulknife/Warlock are all a step in the right direction, but still not versatile enough.

    The Survivor is poorly designed. It seems not to synergize with any class I know of, and except for surviving you can't do a whole lot with it.

    Applemancer - . . . ??!

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    Default Re: Applemancer

    Quote Originally Posted by Celestia View Post
    The Applemancer

    Alignment: Any
    Hit Die: d8

    Level BAB Saves Special
    1 +0 +2/+0/+2 Applemancy, Apple Sack
    2 +1 +3/+0/+3 Apple Sustenance, Apple of Courage +1
    3 +2 +3/+1/+3 Apple of Cure Light Wounds
    4 +3 +4/+1/+4 Applemorphing (Plants)
    5 +3 +4/+1/+4 Apple of Power +2
    6 +4 +5/+2/+5 Apple of Cure Moderate Wounds, Apple of Courage +2
    7 +5 +5/+2/+5 Apple of Lesser Restoration
    8 +6 +6/+2/+6 Apple of Growth
    9 +6 +6/+3/+6 Apple of Cure Serious Wounds
    10 +7 +7/+3/+7 Applemorphing (Non-Living Matter), Apple of Courage +3
    11 +8 +7/+3/+7 Apple of Power +4
    12 +9 +8/+4/+8 Apple of Cure Critical Wounds
    13 +9 +8/+4/+8 Apple Crafting
    14 +10 +9/+4/+9 Apple of Restoration, Apple of Courage +4
    15 +11 +9/+5/+9 Apple of Healing
    16 +12 +10/+5/+10 Applemorphing (Anything)
    17 +12 +10/+5/+10 Apple of Power +6
    18 +13 +11/+6/+11 Apple of Courage +5
    19 +14 +11/+6/+11 Advanced Applemancy
    20 +15 +12/+6/+12 Apple Transformation
    Class Skills (4 + Int)
    Appraise, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Geography), Knowledge (Nature), Listen, Perform (String Instrument), Profession, Ride, Sense Motive, Spellcraft, Spot, Survival

    Weapon and Armor Proficiency: All simple weapons and light armor. Applemancers do not suffer arcane spell failure from light armor. However, they still cannot wear medium or heavy armor or shields.

    Spellcasting: An Applemancer is a spontaneous arcane caster drawing her spells off the Sorcerer list. Her primary casting ability is Wisdom.

    Level Spells per Day Spells Known
    0|1|2|3|4|5|6|7 0|1|2|3|4|5|6|7
    1 4/0/-/-/-/-/-/- 6/2*/-/-/-/-/-/-
    2 5/1/-/-/-/-/-/- 7/3/-/-/-/-/-/-
    3 6/2/-/-/-/-/-/- 8/3/-/-/-/-/-/-
    4 6/3/0/-/-/-/-/- 8/3/2*/-/-/-/-/-
    5 6/3/1/-/-/-/-/- 8/3/3/-/-/-/-/-
    6 6/3/2/-/-/-/-/- 8/3/3/-/-/-/-/-
    7 7/3/3/0/-/-/-/- 8/3/3/2*/-/-/-/-
    8 7/4/3/1/-/-/-/- 8/4/3/3/-/-/-/-
    9 7/4/3/2/-/-/-/- 9/4/3/3/-/-/-/-
    10 7/4/3/3/0/-/-/- 9/4/3/3/2*/-/-/-
    11 8/4/4/3/1/-/-/- 9/4/4/3/3/-/-/-
    12 8/5/4/3/2/-/-/- 9/4/4/3/3/-/-/-
    13 8/5/4/3/3/0/-/- 9/4/4/3/3/2*/-/-
    14 8/5/4/4/3/1/-/- 9/5/4/4/3/3/-/-
    15 9/5/5/4/3/2/-/- 10/5/4/4/3/3/-/-
    16 9/6/5/4/3/3/0/- 10/5/4/4/3/3/2*/-
    17 9/6/5/4/4/3/1/- 10/5/5/4/4/3/3/-
    18 9/6/5/5/4/3/2/- 10/5/5/4/4/3/3/
    19 10/6/6/5/4/3/3/0 10/5/5/4/4/3/3/2*
    20 10/7/6/5/4/4/3/2 10/6/5/5/4/4/3/3


    Applemancy (Su): An Applemancer can substitute an apple for any material component or arcane focus when casting Applemancer spells.

    Apple Sack (Su): An Applemancer is in possession of a magic sack that acts as a Bag of Holding. However, it can only ever hold apples. Drawing apples from the Apple Sack is a free action. The sack always weighs five pounds no matter how many apples are inside it, and it can hold a number of apples equal to the square of the Applemancer's level multiplied by her Wisdom score. Apples within the Apple Sack never rot and remain fresh and edible forever.

    Apple Sustenance (Ex): A level two Applemancer can subsist on a diet solely comrised of apples.

    Applemorphing (Sp): At level four, an Applemancer gains the ability to permanently transform any form of plant matter into an equal volume of apples. Creatures are entitled to a Fortitude save (DC10 + 1/2 level + Wisdom modifier) to negate this effect. Creatures immune to polymorphing are immune to this ability. At level ten, she can transform any non-living matter into apples. At level sixteen, she can transform any and all matter into apples. This ability is usable at will.

    Apple Crafting (Su): A thirteenth level Applemancer can substitute an apple for any gold cost required in crafting magic items. Items made with this ability are always bright red and smell like apple pie.

    Advanced Applemancy (Su): At level ninteen, an Applemancer can substitute an apple for any XP component when casting Applemancy spells.

    Apple Transformation (Su): By level twenty, an Applemancer has become one with the apples and turns herself into a giant, humanoid apple. Her type changes to Plant, and she keeps all subtypes. She gains DR10/slashing, Cold Resistance 20, and +4 Constitution.

    Magic Apples (Sp): Applemancers can Imbue apples with marvelous and mystical powers. These apples bestow their effects when consumed, similar to potions. An Applemancer can create a number of magic apples per day equal to 1/2 her level. The apples remain potent for a number of days equal to her Wisdom modifier. After that, they lose their magic. The Apple Sack does not prevent this loss.
    Apple of Courage: Applies an apple bonus to attack rolls, Damage rolls, and saving throws for a number of rounds equal to the Applemancer's caster level.
    Apple of Cure X Wounds: Functions as the Cleric spell of the same name using the Applemancer's caster level.
    Apple of Power: Applies an apple bonus to one ability score for a number of minutes equal to the Applemancer's caster level.
    Apple of (Lesser) Restoration: Functions as the Cleric spell of the same name using the Applemancer's caster level.
    Apple of Growth: Functions as the Enlarge Person spell using the Applemancer's caster level.
    Apple of Healing: Functions as the Cleric spell of the same name using the Applemancer's caster level.
    But I thought Earth Pony magic didn't use spells...
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
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    Default Re: Applemancer

    Quote Originally Posted by JoshuaZ View Post
    Can you maybe expand a bit on what your goals are with these various fixes? Are you trying to adjust balance? Enjoyability of play? Headache level for DMs? Ability for fluff to meet crunch?
    Mostly balance. Though, I did try to fluff it up a bit, too, especially with the Bard. I always felt like the core Bard is a caster first with some extra stuff on top.

    Also, as minor feedback, the Applemancer worries me. Although it looks really fun to play, being able to substitute an apple for any material component is going to read some amount of abuse with very high cost material component spells. Even with only getting 7th level spells, that's still pretty strong. Maybe at level 1, an apple can substitute for any material component costing at most 1 gp, and then have the amount scale up at some amount by level. Other than that, I'd allow this in my own campaigns, and probably would want to play one at some point.
    First off, this is basically just a joke class, so I didn't worry too much about it. Second, I'd basically just have to make it a clone of eschew materials for balance. Scaling it up to ignore everything won't fix the problem. Low level spells aren't that expensive, anyways, and by the time you do get the expensive ones, it won't matter. I just shoved it all into one class feature for simllicity.

    Quote Originally Posted by nonsi View Post
    .

    That's a real solid work you did with the Bard features. Very impressive.

    One thing about both Bard and Ranger/Paladin – you overdid it with the spell progression. While the Ranger/Paladin could use a little boost, they don't need that much boost and the core Bard's spell progression is fine as it is.
    Thanks. I do think the Bard is the one I did best.

    I'm not sure how getting three fifth level spells by level twenty is too much. For the Bard, I'll admit that I mostly just didn't like the way the progression looks in core. It's bothersome with its lack of a simple, elegant pattern. Still, it would be easy enough to just use the default spell progression.

    Your Fighter fix doesn't really fix the core Fighter's problems, which are numerous. The Fighter needs a lot more class skills and more skill points, to count for something outside of battle. It also needs means to handle its inferior action economy and mobility, and it badly lacks self-sufficiency.
    Yeah, but how do I fix that while keeping the class within its prexisting fluff? If I do too much, then it'll basically be Swordsage or something, and then you might as well just play a Swordsage. I think the Fighter with its one and only class feature (feats) is simply to broke to fix.

    Your Monk fix improves the core Monk, but creates a new problem: so many attacks per round means a lot of dice rolling – means slowing down the game.
    Perhaps, but I'm not sure what else to do. Making the Monk hit harder wouldn't really work with its fluff and would start stepping on the toes of the Barbarian. It would also mean abandoning one of the Monk's core class features. My goal was to primarily take what was already there and make it better. Making a lot of attacks is the Monk's thing.

    The Barbarian/Rogue/Soulknife/Warlock are all a step in the right direction, but still not versatile enough.
    I was afraid of that. What would you suggest?

    The Survivor is poorly designed. It seems not to synergize with any class I know of, and except for surviving you can't do a whole lot with it.
    Well...yeah. That's kind of what the Survivor has always been; it's even in the name. What I fixed was making the Survivor actually good at surviving.

    Applemancer - . . . ??!
    I was in a peculiar mood.

    Quote Originally Posted by digiman619 View Post
    But I thought Earth Pony magic didn't use spells...
    Ha! Took less time than I thought for someone to get it.
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    Default Master of Many Forms Fix

    The Master of Many Forms

    Prerequisites:
    Feats: Alertness, Endurance
    Special: Wild Shape class feature

    ------------------------------

    Hit Die: d10

    Level BAB Saves Special
    1 +1 +2/+2/+0 Shifter's Speech, Improved Wild Shape (Humanoid)
    2 +2 +3/+3/+0 Improved Wild Shape (Giant, Large)
    3 +3 +3/+3/+1 Fast Wild Shape, Improved Wild Shape (Monstrous Humanoid)
    4 +4 +4/+4/+1 Improved Wild Shape (Fey, Tiny)
    5 +5 +4/+4/+1 Extraordinary Wild Shape, Improved Wild Shape (Vermin)
    6 +6 +5/+5/+2 Improved Wild Shape (Aberration, Huge)
    7 +7 +5/+5/+2 Supernatural Wild Shape, Improved Wild Shape (Plant)
    8 +8 +6/+6/+2 Improved Wild Shape (Ooze, Diminutive)
    9 +9 +6/+6/+3 Improved Wild Shape (Elemental)
    10 +10 +7/+7/+3 Evershifting Form, Improved Wild Shape (Dragon, Gargantuan)
    Class Skills (4 + Int)
    Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Jump, Knowledge (Nature), Listen, Spot, Survival, Swim

    Wild Shape: Master of Many Forms stacks with all classes that grant Wild Shape for the purposes of duration and HD limit. Each level of Master of Many Forms grants one additional daily use of Wild Shape.

    Supernatural Wild Shape (Su): Gain the supernatural abilities of any form assumed with Wild Shape.

    Evershifting Form: Gain the Shapchanger subtype. Gain immunity to transmutation effects unless willing. Gain immunity to aging penalties and magical aging effects. Wild Shape becomes an at will ability.
    Last edited by Celestia; 2017-03-07 at 12:11 PM.
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    Default Grey Guard Fix

    The Grey Guard

    Prerequisites:
    Alignment: Lawful Good
    Skills: Knowledge (Religion) 8 ranks, Sense Motive 4 ranks
    Special: Lay on Hands class feature, Code of Conduct

    ------------------------------

    Hit Die: d10

    Level BAB Saves Special Spellcasting
    1 +1 +2/+0/+2 Sacrement of Trust, Lay on Hands, Debilitating Touch
    2 +2 +3/+0/+3 Smite Evil 1/day, Justice Blade (Chaos) +1 Spellcasting Level
    3 +3 +3/+1/+3 Devastating Touch, Unbound Justice +1 Spellcasting Level
    4 +4 +4/+1/+4 Justice Blade (All Alignments) +1 Spellcasting Level
    5 +5 +4/+2/+4 Sacrement of the True Faith, Smite Evil 2/day
    Class Skills (2 + Int)
    Bluff, Concentration, Disguise, Forgery, Handle Animal, Heal, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Ride, Sense Motive
    Last edited by Celestia; 2017-03-07 at 12:12 PM.
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    Default Mystic Hunter

    The Mystic Hunter

    Alignment: Any
    Hit Die: d12

    Level BAB Saves Special
    1 +1 +2/+2/+2 Magic Hatred, Intensive Training, Smite Magic 3/day, Mage Slayer
    2 +2 +3/+3/+3 Evasion , Mettle, Tough Skin +1
    3 +3 +3/+3/+3 Advanced Weaponry +1, Pierce Magical Protection
    4 +4 +4/+4/+4 Dispelling Strike
    5 +5 +4/+5/+4 Smite Magic 4/day, Tough Skin +2
    6 +6 +5/+5/+5 Hardened Mind, Pierce Magical Concealment
    7 +7 +5/+5/+5 Improved Evasion, Advanced Weaponry +2
    8 +8 +6/+6/+6 Tough Skin +3
    9 +9 +6/+6/+6 Enhanced Agility, Smite Magic 5/day
    10 +10 +7/+7/+7 Aura of Negation, Improved Mettle
    11 +11 +7/+7/+7 Advanced Weaponry +3, Tough Skin +4
    12 +12 +8/+8/+8 Pure Soul
    13 +13 +8/+8/+8 Smite Magic 6/day
    14 +14 +9/+9/+9 Keen Eyes, Tough Skin +5
    15 +15 +9/+9/+9 Advanced Weaponry +4
    16 +16 +10/+10/+10 Perfect Mind
    17 +17 +10/+10/+10 Smite Magic 7/day, Tough Skin +6
    18 +18 +11/+11/+11 Hardy Body
    19 +19 +11/+11/+11 Greater Dispelling Strike, Advanced Weaponry +5
    20 +20 +12/+12/+12 Aura of Anti-Magic, Tough Skin +7
    Class Skills (8 + Int)
    Balance, Climb, Craft, Decipher Script, Escape Artist, Gather Information, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope

    Weapon All simple and martial weapons and light armor and shields (except tower shields)

    Magic Hatred: A Mystic Hunter abhors magic of any kind, considering it a sick perversion of nature. He gains Spell Resistance equal to 15 + his Mystic Hunter level which cannot be voluntarily suppressed. A Mystic Hunter who willingly uses a spell, spell-like ability, or a magic item loses all features of the class except for proficiencies and Intensive Training and can no longer gain levels in the class. An ex-Mystic Hunter can atone by destroying a magic item with a gp value of at least 1000 times his level or by killing a Spellcasting of equal or higher ECL. This hatred does not extend to Psionics but does apply to Psionic items. Being a Mystic Hunter requires utter devotion to the cause, and if he ever multiclasses into any other class, he permanently loses the ability to continue progressing as a Mystic Hunter.

    Intensive Training (Ex): In order to better fight his sworn enemy, a Mystic Hunter pushes his body to its limits and achieves untold levels of physical fitness. At every level gained, he can increase his strength, dexterity, or constitution score by one point. This is in addition to the normal increases gained at every fourth level.

    Smite Magic (Ex): A Mystic Hunter has learned how to channel his hatred for magic into a single, concentrated strike. Three times per day plus one for every four levels, he can declare his next attack to be a Smite. He gets a bonus on the attack roll equal to his Wisdom modifier and a bonus on the damage roll equal to his level. This ability works only on creatures with spellcasting or spell-like abilities. If he misses or attacks a non-magical creature, the attempt is wasted.

    Bonus Feats: At first, third, and sixth levels, a Mystic Hunter receives the feats Mage Slayer, Pierce Magical Protection, and Pierce Magical Concealment, respectively. He need not meet their prerequisites.

    Tough Skin (Ex): At level two, a Mystic Hunter's has trained to toughen his body against blows. His natural armor score increases by +1. It increases by a further +1 every three levels.

    Advanced Weaponry (Ex): By level three, a Mystic Hunter has learned how to engineer even deadlier weapons. With a DC15 craft check and using materials costing fifty times his level, he can upgrade a masterwork weapon and grant it an effective +1 enhancement bonus. It is not, however, a magic item and cannot bypass DR/magic or be given enchantments. At every four levels after, the bonus granted improves by one. The crafting cost doubles for each additional point of bonus.

    Dispelling Strike (Su): A fourth level Mystic Hunter has discovered a critical flaw in the flow of magic. By swinging his weapon in a certain way, he can negate and cancel it's effects. Every attack that hits an opponent acts as a targeted Greater Dispel Magic with a caster level equal to the Mystic Hunter's class level. At level ninteen, his attacks have the effect of a Mage's Disjunction on the target.

    Hardened Mind (Ex): By level six, a Mystic Hunter has learner how to protect his mind from the vile influence of magic. He gains a bonus on saves vs. mind-affecting effects equal to one half his Mystic Hunter level.

    Enhanced Agility (Ex): At level nine, a Mystic Hunter has become supremely agile in battle. He is permanently under the effects of Freedom of Movement and gains a miss chance equal to twice his level plus his Dexterity score. This ability can only be used in light or no armor or when carrying a light load.

    Aura of Negation (Su): Upon reaching level ten, a Mystic Hunter's sheer force of will warps the world around him, making the use of magic more difficult. Any creature within 20 feet who attempts to use a spell, spell-like ability, or spell trigger or spell completion item must make a caster level check against a DC of 10 + the Mystic Hunter's level + the Mystic Hunter's Wisdom modifier. If successful, the effect happens normally. Otherwise, it fails and the attempt is wasted. At level twenty, the radius of this Aura increases to 50 feet.

    Pure Soul (Ex): At level twelve, a Mystic Hunter has purified himself to ward against the most vile of evil magics. He becomes immune to death effects, energy drain, ability drain, and necromancy spells.

    Keen Eyes (Ex): By level fourteen, a Mystic Hunter has enough experience with the deceitful ways of magic to easily see past it's ruses. He gains permanent True Seeing.

    Perfect Mind (Ex): A Mystic Hunter who reaches level sixteen has built up impenetrable mental defenses. He is permanently under the effects of Mind Blank.

    Hardy Body (Ex): By level eighteen, a Mystic Hunter has toughened his body to resist even the strongest of blows. He becomes immune to stunning, dazing, and death from massive damage.

    Aura of Anti-Magic (Su): The unbridled rage and hatred of a twentieth level Mystic Hunter has reached its absolute apex. His body becomes an endless void of magical suppression. He continuously emanates a 30 foot antimagic field. This field is even strong enough to suppress artifacts and dieties, though it only has a 1% per 1/2 level chance of doing so. If this field is affected by a Mage's Disjuntion, it is suppressed for 1d4 rounds. Dispelling Strike can still be used within this aura.
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    Default Meat Shield

    The Meat Shield

    Alignment: Any
    Hit Die: d20

    Level BAB Saves Special
    1 +0 +2/+0/+0 Juicy Flesh, Dual-Shield Technique, Toughness
    2 +1 +3/+0/+0 Stocky Build, Toughness
    3 +2 +3/+1/+1 Endurance, Toughness
    4 +2 +4/+1/+1 Toughness
    5 +2 +4/+1/+1 Wall of Flesh, Toughness
    6 +3 +5/+2/+2 Full-Body Defense, Toughness
    7 +3 +5/+2/+2 Steadfast Determination, Toughness
    8 +4 +6/+2/+2 Toughened Hide, Toughness
    9 +4 +6/+3/+3 Multi-Shield Technique, Toughness
    10 +5 +7/+3/+3 Toughness
    11 +5 +7/+3/+3 Toughness
    12 +6 +8/+4/+4 Immovable Object, Toughness
    13 +6 +8/+4/+4 Toughness
    14 +7 +9/+4/+4 Fortified Frame, Toughness
    15 +7 +9/+5/+5 Flesh and Steel, Toughness
    16 +8 +10/+5/+5 Toughness
    17 +8 +10/+5/+5 Toughness
    18 +9 +11/+6/+6 Expert at Not Dying, Toughness
    19 +9 +11/+6/+6 Greater Fortified Frame, Toughness
    20 +10 +12/+6/+6 The Incredible Bulk, Toughness
    Class Skills (2 + Int)
    Climb, Craft, Heal, Jump, Listen, Profession, Ride, Spot, Swim

    Weapon and Armor Proficiency: One simple weapon and all armor and shields (including tower shields).

    Juicy Flesh (Ex): A Meat Shield is made of succulent, fatty flesh. All creatures with an Intelligence score less than three must focus on attacking the Meat Shield if he is within 100 feet (or 200 feet if upwind). Creatures with an Intelligence score of three or higher must make a Will save (DC10 + 1/2 level + Constitution modifier) or likewise be forced to attack the Meat Shield. This is a mind-affecting effect.

    Dual-Shield Technique (Ex): A Meat Shield is trained only in defense and knows the fabled Dual-Shield Technique. While wielding a shield in each hand, he can gain the AC bonuses of both. However, he also suffers both armor check penalties.

    Bonus Feats: A Meat Shield gains Toughness as a bonus feat at every level. He also gains Endurance at level three and Steadfast Determination at level seven.

    Stocky Build (Ex): A second level Meat Shield can use his advanced weight to his advantage. For the purposes of opposed Bull Rush, Grapple, Overrun, and Trip attempts, he is treated as having full BAB and being one size category larger. This does not stack with Powerful Build.

    Wall of Flesh (Ex): By level five, a Meat Shield has learned how to move with surprising grace. When fighting defensively or using the total defense action, he gains double the normal dodge bonus to AC.

    Full-Body Defense (Ex): At level six, a Meat Shield has enough experience defending himself from attack that he can easily guard all sides of his body at once. While using a shield in each hand, he cannot be flanked.

    Toughened Hide (Ex): A clever Meat Shield knows how to guard against more than just weapons. At level eight, whenever a spell or effect allows a Reflex save for half damage, he can substitute his Fortitude save, instead.

    Multi-Shield Technique (Ex): At level nine, a Meat Shield learns the legendary Multi-Shield Technique which allows any number of shields to be worn. There is no limit to the number of shield bonuses to AC that he can stack, provided he has some method of acquiring them. Strapping shields to his body works, but he gains double the normal armor check penalty for doing so.

    Immovable Object (Ex): By level twelve, a Meat Shield has become so heavy that he cannot be moved against his will. He becomes immune to any effect that would move him or knock him prone.

    Fortified Frame (Ex): At level twelve, a Meat Shield's weight once again proves to be an asset as his folds of fat protect his vulnerable organs. He gains 50% Fortification. At level ninteen, he becomes immune to critical hits.

    Flesh and Steel (Ex): A fifteenth level Meat Shield's skill in defense has progressed to even greater heights. When fighting defensively or using the total defense action, he now gains triple the dodge bonus to AC. This ability supersedes and replaces Wall of Flesh.

    Expert at Not Dying (Ex): A Meat Shield who survives to reach level eighteen is one hardy bastard who laughs in the face of death. He gains double his Constitution modifier on Fortitude saves and bonus hit points, and he becomes immune to death effects. In addition, when knocked below zero hit points, he automatically becomes stable.

    The Incredible Bulk (Ex): By level twenty, a Meat Shield has endured so many blows that his body has adapted and become better at repairing itself. He gains Fast Healing equal to his Constitution modifier.
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    Default Talosborn

    The Talosborn

    Race: Any non-dragon
    Alignment: Any
    Hit Die: d8

    Level BAB Saves Special
    1 +0 +2/+0/+2 Dragonblood, Soul Siphon, Dragon Shout (Unrelenting Force)
    2 +1 +3/+0/+3 Dragon Shout (Fire Breath), Dragon Shout (Frost Breath)
    3 +2 +3/+1/+3 Born of the North, Dragon Shout (Kyne's Peace)
    4 +3 +4/+1/+4 Dragon Shout (Animal Allegiance), Dragon Shout (Disarm)
    5 +3 +4/+1/+4 Way of the Voice, Dragon Shout (Marked for Death)
    6 +4 +5/+2/+5 Mettle, Dragon Shout (Whirlwind Sprint)
    7 +5 +5/+2/+5 Dragon Shout (Aura Whisper), Dragon Shout (Throw Voice)
    8 +6 +6/+2/+6 Dragon Shout (Elemental Fury), Dragon Shout (Battle Fury)
    9 +6 +6/+3/+6 Dragon Shout (Call of Valor), Dragon Shout (Dismay)
    10 +7 +7/+3/+7 Voice of the Sky, Dragon Shout (Drain Vitality)
    11 +8 +7/+3/+7 Dragon Shout (Become Ethereal), Dragon Shout (Ice Form)
    12 +9 +8/+4/+8 Akaviri Dragonslayer, Dragon Shout (Dragonrend)
    13 +9 +8/+4/+8 Dragon Shout (Clear Skies), Dragon Shout (Storm Call)
    14 +10 +9/+4/+9 Dragon Shout (Cyclone)
    15 +11 +9/+5/+9 Dragon Shout (Bend Will)
    16 +12 +10/+5/+10 Dragon Shout (Soul Tear)
    17 +12 +10/+5/+10 Dragon Shout (Call Dragon)
    18 +13 +11/+6/+11 Dragon Shout (Slow Time)
    19 +14 +11/+6/+11 Dragon Shout (Dragon Aspect)
    20 +15 +12/+6/+12 Child of Prophecy
    Class Skills (4 + Int)
    Appraise, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (CHIM), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim

    Weapon and Armor Proficiency: All simple and martial weapons, light and heavy armor (but not medium armor), and shields (except tower shields).

    Dragonblood (Ex): Born with the soul of a dragon, a Talosborn shares some qualities with his dragon bretheren. He has the Dragonblood subtype, immunity to paralysis and magic sleep effects, and automatically speaks Draconic.

    Soul Siphon (Su): A Talosborn increases his own power by stealing it from dragons. Whenever a Talosborn is present at a dragon's death (within 600 feet), he absorbs its soul to acquire its power. This process completely destroys the dragon's soul and prevents all forms of resurrection. Every two souls the Dragonborn acquires applies a cumulative +1 bonus on the save DCs of his Shouts. These souls can also be spent to increase the power of his Shouts in a manner similar to metamagic. By spending one soul, he can Enlarge or Extend any of his Shouts. For two souls, he can Empower any Shout with a variable numeric effect. For three, he can Maximize or Repeat his Shouts. Finally, for four souls, he can Quicken his Shouts. Once spent, a soul must be recharged. It takes one day to recharge a soul, and only one recharges at a time. Thus, if he spends two souls to Empower a Shout, it will take two days to recover them, one day for the first soul then another day for the second. While souls are spent, they do not count for the DC bonus. A Talosborn can possess a total number of souls equal to his Will save bonus.

    Dragon Shouts (Su): The main weapon of a Talosborn is the power of his Voice. He can shape the raw power of his soul into a Thu'um, or Shout. Each Shout has its own effects and recharge time, but they all take a standard action to use. Any Shout that offers a saving throw has a DC of 10 + 1/2 level + Charisma modifier. Shouts make a lot of noise and are easily heard by any creature within a quarter mile. Shouts that affect other creatures in a cone are considered breath weapons.

    Born of the North (Ex): Talosborn share an ephemeral link to the frozen tundra of the North and can better survive its harsh beauty. At level three, a Talosborn constantly acts as if under the effects of an Endure Elements spell, but only in cold climates. In addition, he possesses 5 points of Cold Resistance. As he gains levels, the Cold Resistance improves. At level five, it becomes 10 points; at level nine, it becomes 20 points; and at level thirteen, it becomes 30 points. At level seventeen, he gains Cold Immunity. Finally, at level nine, he also gains 5 points of Electricity Resistance which improves to 10 at level thirteen and to 20 at level seventeen.

    Way of the Voice: Though many Talosborn give in to the domineering nature of their dragon soul, some find a way to rise above and seek to use their gifts in wisdom and restraint. At level five, any Talosborn with at least one neutral aspect to his alignment may spend ten minutes meditating under the open sky to give himself over to the Way of the Voice. If he does so, then, for the rest of the day, he may use his Wisdom modifier instead of his Charisma modifier on all effects of his Shouts. However, this does not apply to the Shouts Marked for Death, Dismay, Drain Vitality, Dragonrend, Bend Will, or Soul Tear as these Shouts violate the teachings of the Way of the Voice.

    A Talosborn with a true neutral alignment may gain even further enlightenment. By meditating under the open sky for an hour, he gains the following three abilities for the rest of the day. However, he must be fully committed to the Way of the Voice to maintain these abilities. If he uses any of the six forbidden Shouts, he immediately loses these abilities and cannot meditate to regain them until a full week has passed.

    Force Without Effort (Su): The weight limit and knock back distance of Unrelenting Force are doubled, and the save DC is increased by 2. You also gain a bonus to resist Bull Rush, Trip, and Overrun attempts equal to your Wisdom modifier. At level ten, Unrelenting Force deals 1d6/2 levels force damage, and the save DC is increased by 4 instead of 2. At level 15, you become immune to Bull Rush, Trip, and Overrun, and the save DC of Unrelenting Force increases by 6 instead of 4.

    The Fire Within (Su): Your Fire Breath Shout deals 1d8/2 levels fire damage, and the save DC is increased by 2. At level 10, Fire Breath deals 1d10/2 levels fire damage, and the DC is increased by 4 instead of 2. At level 15, Fire Breath deals 1d12/2 levels fire damage, and the save DC is increased by 6 instead of 4.

    Eternal Spirit (Su): While ethereal, you gain Fast Healing equal to your Wisdom modifier. At level 15, you also gain DR X/- while ethereal where X is equal to twice your Wisdom modifier.

    Mettle (Ex): At 6th level, a Talosborn can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Talosborn does not gain the benefit of mettle.

    Voice of the Sky (Su): Upon reaching level 10, a Talosborn with at least one neutral aspect to his alignment has spent so much time in peaceful meditation that wild animals intrinsically trust him. All uncontrolled animals are at least Friendly towards the Talosborn, and anyone directing an animal to take hostile action against him must make a Charisma check opposed by the Talosborn's Wisdom check. If the Charisma check fails, the animal refuses to perform that action.

    Uncontrolled magical beasts are at least Indifferent towards the Talosborn, and anyone directing a magical beast to take hostile action against him must make a Charisma check with a +4 bonus opposed by the Talosborn's Wisdom check. If the Charisma check fails, the magical beast refuses to perform that action.

    Akaviri Dragonslayer (Ex): After much training and experience, a Talosborn becomes exceptionally skilled at killing dragons. At level twelve, he receives a bonus equal to his class level on all attack and damage rolls against creatures of the Dragon type, and he receives a bonus equal to 1/2 his level on saving throws made against effects produced by dragons. In addition, he is treated as having Improved Evasion against all breath weapons which functions in any armor type.

    Child of Prophecy (Su): All Talosborn are special and guided by the hands of fate, but only one who has reached level 20 has enough insight and power to manipulate destiny. The Talosborn acquires an Elder Scroll, a mystical artifact from before the world was made. It is indestructible and cannot be removed from his possession by any effect, not even by godly powers. If any other than him attempt to read the Scroll, they are struck irrevocably blind and must make a DC30 Will save or become permanently insane. Once per week, the Talosborn can read this Elder Scroll and receive visions of the future as if using a Commune spell.

    A Talosborn can also, at any time, spend a soul to immediately reroll any failed roll with a +10 divine bonus. A roll can only be rerolled once, however, even if the reroll still fails. Sometimes, even destiny is unavoidable.

    Shouts:
    Unrelenting Force (Fus Ro Dah):
    Your Voice propels a burst of pure kinetic energy towards your foes. Every creature and object within a 30 foot cone takes 1d4/2 levels force damage. Creatures and objects weighing up to 50 lbs/level must make a strength check against the Talosborn's save DC or be flung backwards 10 feet per point of Charisma modifier (minimum 10 feet) and fall prone. Targets that hit a wall or other obstacle stop and take falling damage for each 10 foot segment they failed to move. Creatures that weigh too much instead make a Fortitude save or become dazed for one round. Unrelenting Force can be used once every 1d4 rounds. At level eight, its range increases to 60 feet, and at level twelve, it increases to 90 feet.

    Fire Breath (Yol Toor Shul): Your Voice reaches a fire deep within you and expels the flames of a dragon. Creatures and flammable objects within a 30 foot cone take 1d6/2 levels fire damage, Reflex half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

    Frost Breath (Fo Krah Diin): Your Voice chills the air like the howling of the North Wind. Creatures within a 30 foot cone take 1d6/2 levels cold damage, Fortitude half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

    Kyne's Peace (Kaan Drem Ov): Your Voice comforts and calms wild beasts. Animals within a 40 foot cone must make a Will save or be affected as by a Calm Animals spell for 1 min/level with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save. At level twelve, the range increases to 80 feet, and at level sixteen, it increases to 120 feet.

    Animal Allegiance (Raan Mir Tah): Your Voice pleads to the beasts of the wild who come to your aid. A target Animal must make a Will save or be affected as by a Dominate Animal spell for 1 round/level with a caster level equal to your Talosborn level. This Shout is a ray with a range of 25 ft + 5 ft/2 levels and can be used once ever 1d8 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save.

    Disarm (Zun Haal Viik): Your Voice defies steel and tears the weapons from your opponents' hands. Creatures within a 20 foot cone must make a Fortitude save or drop their weapon in their square. Any bonuses the creature has to avoid being disarmed (except for size bonuses) apply to the saving throw. Disarm can be used once every 1d6 rounds. At level twelve, the range increases to 40 feet, and at level sixteen, it increases to 60 feet.

    Marked for Death (Krii Lun Aus): Your Voice heralds doom upon your foes. Creatures within a 20 foot cone must make a Will save or suffer a penalty to AC and saves equal to your Charisma modifier (minimum 1) for 1 round/level. Marked for Death can be used once every 1d10 rounds. At level thirteen, the range increases to 40 feet, and at level seventeen, it increases to 60 feet.

    Whirlwind Sprint (Wuld Nah Kest): Your Voice pulls you forward with the speed of a tempest. You instantly move either three, five, or seven times your speed (chosen when the Shout is used) in a straight, horizontal line, ignoring gravity until after you stop moving. If you hit a wall or other obstacle, you stop moving and take 1d6 damage. Whirlwind Sprint can be used once every 1d4 rounds.

    Aura Whisper (Las Yah Nir): Your Voice reveals the life forces of those around you. After using this Shout, you can see the auras of all creatures within 20 feet per point of Charisma modifier (minimum 20 feet) of you for 10 min/level. You know their number and location, but you cannot detect any other information about the creatures. This Shout is blocked by one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt. It can also be blocked by any effect that protects against divinations. Unlike most Shouts, Aura Whisper is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. Aura Whisper can be used once every 1d10 rounds.

    Throw Voice (Zul Mey Gut): Your Voice originates from a distant source. You can choose any square within 20 feet per point of Charisma modifier (minimum 20 feet) to be the origin point for your voice, and you can say anything up to 25 words in length. Unlike most Shouts, Throw Voice is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. This Shout can be used at will.

    Elemental Fury (Su Grah Dun): Your Voice imbues you with the speed of the wind. After using this Shout you act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). Elemental Fury can be used once every 1d10 rounds.

    Battle Fury (Mid Vur Shaan): Your Voice empowers your allies with the speed of the wind. Up to one creature/level, excluding yourself, can act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). This Shout has a range of 25 ft + 5 ft/2 levels and can be used once every 1d10 rounds.

    Call of Valor (Hun Kaal Zoor): Your Voice transcends space and time to summon an ancient hero of the past. You can call one of three to aid you in battle for 1 min/level, all of whom are two levels below you and have the elite array of stats. The Fighter comes equipped with a longsword, a heavy shield, and full plate armor. The Ranger has a longbow with 30 arrows, two shortswords, and a chain shirt. Finally, the Barbarian has a great axe and a breastplate. They are all humans and have access to the Shouts Unrelenting Force and either Fire Breath or Frost Breath. Once you reach level fifteen, they also have access to Dragonrend. They all speak Common and Draconic and can be directed like a cohort. Call of Valor can be used three times per day, once for each of the heroes.

    Dismay (Faas Ru Maar): Your Voice is terrifying to behold. Every creature within 20 feet per point of Charisma modifier (minimum 20 feet) that can hear you must make a Will save or become panicked for 1 round/level. Creatures who succeed are still frightened for one round. This is a mind-affecting effect. Dismay can be used once every 1d6 rounds.

    Drain Vitality (Gaan Lah Haas): Your Voice drains the life out of your foes. Creatures within a 20 foot cone must make a Will save or suffer one negative level per two points of Charisma modifier (minimum 1 level). This Shout can be used once every 1d8 rounds. At level fifteen, the range increases to 40 feet, and at level twenty, it increases to 60 feet.

    Become Ethereal (Feim Zii Gron): Your Voice reaches beyond the physical world and brings you into the Ethereal Plane. You are affected as by an Ethereal Jaunt spell with a caster level equal to your caster level. This Shout can be used once every 1d4 minutes.

    Ice Form (Iiz Slen Nus): Your Voice freezes an opponent solid. A creature within 10 feet per point of Charisma modifier (minimum 10 feet) must make a Fortitude save or become paralyzed for 1 round/level. While paralyzed, the target takes 1d4 cold damage every round. Each round, the target may make a new saving throw as a full-round action to attempt to break free. Ice Form can be used once every 1d6 rounds.

    Dragonrend (Joor Zah Frul): Your Voice lashes out at the very soul of a dragon, forcing it to land. A dragon within 600 feet that is targeted by this Shout cannot fly for 1 round/level. If it is in the air while affected, it safely glides to the ground but is stunned for one round due to the hard landing. A dragon has no defense against this and is not entitled to a saving throw. This Shout can be used once every 1d4 rounds.

    Clear Skies (Lok Vah Koor): Your Voice commands the sky, itself, which yields to your will. This Shout removes all inclement weather, natural or otherwise, from within a two mile radius. The change takes 1d4 rounds to occur. When attempting to clear weather caused by a spell or other magical source, you must succeed at an opposed caster level check with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 minutes.

    Storm Call (Strun Bah Qo): Your Voice awakens the destructive forces of the storm. This Shout conjures a powerful storm that gradually appears after 1d12 minutes. The Storm lasts for 10 min/level and covers an area with a two mile radius. For the duration of the Shout, 1d4+1 lightning bolts will strike random creatures every round, dealing 5d10 electricity damage each (Reflex save negates). The bolts will never strike you or your allies. Storm Call can be used once every 1d3 hours.

    Cyclone (Ven Gaar Nos): Your Voice twists the air into a swirling vortex. You create a powerful Cyclone at a designated point within 200 feet. This Shout acts as the spell Whirlwind with a caster level equal to your Talosborn level except that the Cyclone does not move and cannot be controlled. This Shout can be used once every 1d12 rounds.

    Bend Will (Gol Hah Dou): Your Voice bends the minds of others. A creature within 20 feet per point of Charisma modifier (minimum 20 feet) must make a Will save or be affected as by a Dominate Monster spell with a caster level equal to your Talosborn level for 1 hour/level. This Shout can be used once every 1d3 hours.

    Soul Tear (Rii Vaaz Zol): Your Voice cuts through flesh and tears the soul. Creatures within a 15 foot cone take 1d8/2 levels negative energy damage, Fortitude half. If a target takes damage this way and dies within 1 round per point of Charisma modifier (minimum 1 round), its soul is bound into a gem as by a Soul Bind spell with a caster level equal to your Talosborn level, Will negates. In addition, if the target was successfully soul bound, its body (if it has one) is animated as either a skeleton or zombie under your control. Soul Tear can be used once every 1d6 minutes. At level eighteen, the range increases to 30 feet, and at level twenty, it increases to 45 feet.

    Call Dragon (Od Ah Viing): Your Voice calls out to a nearby dragon that comes to your aid. An adult dragon appears within 1d4 rounds and fights your foes to the best of its abilities. It is not under your direct control, however, and you cannot give it orders. The type of dragon called is a random type of either metallic (if you are good), chromatic (if you are evil), or either (if you are neutral). The dragon will fight for at least 1 round per point of Charisma modifier (minimum 1 round) before it is freed of service. Once the duration of the Shout ends, the dragon returns to it's normal behavior. Call Dragon can be used once per day.

    Slow Time (Tiid Klo Ul): Your Voice shatters time, itself, as the world around you slows to a standstill. This Shout functions like the spell Time Stop with a caster level equal to your Talosborn level. Slow Time can be used once every 1d8 minutes.

    Dragon Aspect (Mul Qah Diiv): Your Voice fills you with the might and power of a dragon. This Shout lasts for 1 round per point of Charisma modifier (minimum 1 round) and contains several effects. You gain a +22 enhancement bonus to Strength, a +12 enhancement bonus to Constitution, and a +24 deflection bonus to AC. You become immune to fire and gain DR10/magic. All your Shouts are automatically Enlarged and Empowered for free, and it only takes one soul to Maximize or Quicken them. Your Fire Breath can be used at will, and all other Shouts have their recharge time reduced by 1 round (minimum 1 round). Lastly, if you are dropped to or below half health, an Ancient Talosborn instantly appears and attacks your foes. It has the stats as if it were a Simulacrum of you. However, it does not have the shouts Call of Valor, Bend Will, Call Dragon, or Dragon Aspect. It is immune to all physical, but not magical damage and exists until it is killed or until it can no longer perceive any enemies. Dragon Aspect can be used once per day.
    Last edited by Celestia; 2018-11-16 at 01:29 AM.
    Princess Celestia's Homebrew Corner
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  26. - Top - End - #26
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    Default Re: Applemancer

    Quote Originally Posted by Celestia View Post
    I'm not sure how getting three fifth level spells by level twenty is too much.
    Level 20 is ok. It's what in between that's problematic - level 11 for instance.




    Quote Originally Posted by Celestia View Post
    For the Bard, I'll admit that I mostly just didn't like the way the progression looks in core. It's bothersome with its lack of a simple, elegant pattern. Still, it would be easy enough to just use the default spell progression.
    Your Bard's features are not far behind mine in terms of effectiveness. This makes the slight SL progression delay acceptable (expand 1st spoiler, then expand the inner 3rd spoiler)




    Quote Originally Posted by Celestia View Post
    Yeah, but how do I fix that while keeping the class within its prexisting fluff? If I do too much, then it'll basically be Swordsage or something, and then you might as well just play a Swordsage. I think the Fighter with its one and only class feature (feats) is simply to broke to fix.
    Here's one that comes to mind (the simplest and "closest to home")
    Here's another (relatively simple powerhouse)
    And here's my personal favorite (though a bit complicated, this one solves all of the Fighter's issues, w/o overshadowing other classes)




    Quote Originally Posted by Celestia View Post
    Perhaps, but I'm not sure what else to do. Making the Monk hit harder wouldn't really work with its fluff and would start stepping on the toes of the Barbarian. It would also mean abandoning one of the Monk's core class features. My goal was to primarily take what was already there and make it better. Making a lot of attacks is the Monk's thing.
    Here's my solution, perhaps you'll find something in it useful to draw from.




    Quote Originally Posted by Celestia View Post
    I was afraid of that. What would you suggest?
    Just go over my codex' classes and see if you find anything useful for your needs.




    Quote Originally Posted by Celestia View Post
    Well...yeah. That's kind of what the Survivor has always been; it's even in the name. What I fixed was making the Survivor actually good at surviving.
    When designing a class, ask yourself one thing: "how badly would I want to play this class?".
    If the answer is "not so much", then you're probably doing something wrong. In such case, before throwing it away, ask yourself "what do I need the change that would make me want to play it?".

  27. - Top - End - #27
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    Default Re: Applemancer

    Quote Originally Posted by nonsi View Post
    Level 20 is ok. It's what in between that's problematic - level 11 for instance.
    A paladin with a Charisma score of twenty gets one fifth level spell while everyone else is throwing around sixth level spells? I'm sorry, but you're going to have to elaborate. I'm not seeing where the problem is.

    Your Bard's features are not far behind mine in terms of effectiveness. This makes the slight SL progression delay acceptable (expand 1st spoiler, then expand the inner 3rd spoiler)
    I honestly don't know what your homebrew subsystem has to do with my version of the Bard? Could you maybe be a bit more explicit in what you're saying?

    Here's one that comes to mind (the simplest and "closest to home")
    Here's another (relatively simple powerhouse)
    And here's my personal favorite (though a bit complicated, this one solves all of the Fighter's issues, w/o overshadowing other classes)
    Those first two look to be stronger but don't really fix any of the Fighter's problems. The third one seems interesting but is way too complicated to be a Fighter.

    Here's my solution, perhaps you'll find something in it useful to draw from.
    Your complaint was that my Monk rolls too many dice, but it's only getting one more attack per round than yours. And it's only one more than the core Monk, too. Six versus five. That seems like a rather superficial complaint, honestly.

    Just go over my codex' classes and see if you find anything useful for your needs.
    I'm not much of a fan of just taking stuff from other homebrews. Then it's not really mine, is it? What I'm looking for are more specific problems being pointed out so that I can figure out my own way to fix them.

    When designing a class, ask yourself one thing: "how badly would I want to play this class?".
    If the answer is "not so much", then you're probably doing something wrong. In such case, before throwing it away, ask yourself "what do I need the change that would make me want to play it?".
    *shrug*
    I didn't design the Survivor, so that's not my problem. I just made it better at the thing it was designed to do.
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  28. - Top - End - #28
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    Default Re: Applemancer

    Quote Originally Posted by Celestia View Post
    A paladin with a Charisma score of twenty gets one fifth level spell while everyone else is throwing around sixth level spells? I'm sorry, but you're going to have to elaborate. I'm not seeing where the problem is.
    1. Trust me, in your system every paladin will have Cha-score 20 by level 11 (unless the DM intervenes).
    2. The core Sorcerer is almost as capable as the core Wizard (arguably the strongest class in 3.5). Being just 1 level behind the Sorc when having full BAB and a decent combat suit is plain simple unfair to fullcasters.



    Quote Originally Posted by Celestia View Post
    I honestly don't know what your homebrew subsystem has to do with my version of the Bard? Could you maybe be a bit more explicit in what you're saying?
    It's not about my system at all.
    You said "I mostly just didn't like the way the progression looks in core". I pointed you to a streamlined progression rate that could work for you.



    Quote Originally Posted by Celestia View Post
    Those first two look to be stronger but don't really fix any of the Fighter's problems. The third one seems interesting but is way too complicated to be a Fighter.
    #1 tops your proposed Fighter on all the following parameters:
    - Raw power
    - Survivability
    - Versatility
    - Battlefield control
    - Out-of-conmbat utility
    - More things to do in and out of combat.
    (all of the above are among the Fighter's issues)

    #2 Even more so than #.



    Quote Originally Posted by Celestia View Post
    Your complaint was that my Monk rolls too many dice, but it's only getting one more attack per round than yours. And it's only one more than the core Monk, too. Six versus five. That seems like a rather superficial complaint, honestly.
    You're forgetting TWF - that's two more attacks. My Monk doesn't allow stacking FoB with TWF... and yet, I'll pit mine (with its med. BAB) vs. yours any day.



    Quote Originally Posted by Celestia View Post
    I'm not much of a fan of just taking stuff from other homebrews. Then it's not really mine, is it? What I'm looking for are more specific problems being pointed out so that I can figure out my own way to fix them.
    You don't have to take things as they are. You can draw inspiration and twist it to your heart's content.



    Quote Originally Posted by Celestia View Post
    *shrug*
    I didn't design the Survivor, so that's not my problem. I just made it better at the thing it was designed to do.
    Making something terrible a bit better doesn't help a lot if it's still terrible.

  29. - Top - End - #29
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    Default Re: Applemancer

    Quote Originally Posted by nonsi View Post
    1. Trust me, in your system every paladin will have Cha-score 20 by level 11 (unless the DM intervenes).
    2. The core Sorcerer is almost as capable as the core Wizard (arguably the strongest class in 3.5). Being just 1 level behind the Sorc when having full BAB and a decent combat suit is plain simple unfair to fullcasters.
    What's unfair is comparing the eight fifth level spells of my Paladin to the Sorcerer spell list and saying that they are somehow equatable. If you can achieve tier one and two level power with Flame Strike and Atonement, then you don't need full BAB and Armor to overshadow the party.

    It's not about my system at all.
    You said "I mostly just didn't like the way the progression looks in core". I pointed you to a streamlined progression rate that could work for you.
    Ah, I see what you mean now. Yeah that's not bad. I might consider something like it.

    #1 tops your proposed Fighter on all the following parameters:
    - Raw power
    - Survivability
    - Versatility
    - Battlefield control
    - Out-of-conmbat utility
    - More things to do in and out of combat.
    (all of the above are among the Fighter's issues)

    #2 Even more so than #.
    I suppose. Though I still feeling like adding class features makes it feel non-fightery to me.

    You're forgetting TWF - that's two more attacks. My Monk doesn't allow stacking FoB with TWF... and yet, I'll pit mine (with its med. BAB) vs. yours any day.
    Do Unarmed Strikes even work with Two-Weapon fighting? I'm pretty sure they don't.
    And it's not a contest. I don't care whether you think your Monk is stronger than mine.

    You don't have to take things as they are. You can draw inspiration and twist it to your heart's content.
    I would still like examples of specific problems rather than a vague statement about inspiration. I can't fix what I don't know is wrong.

    Making something terrible a bit better doesn't help a lot if it's still terrible.
    Not everything has to be good and amazing. I'm not going to homebrew a tier one Commoner. I just thought the class was unique and decided to mess with it one day. It doesn't have to be more than that.
    Princess Celestia's Homebrew Corner
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    Thanks to AsteriskAmp for the avatar!

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    Default Re: Princess Celestia's Homebrew Corner

    Followed the link through ponythread, out of curiousity. Haven't got much to comment on (your houserules verses my houserules and all that), but a couple of things stand out:

    Quote Originally Posted by nonsi View Post
    Your Monk fix improves the core Monk, but creates a new problem: so many attacks per round means a lot of dice rolling – means slowing down the game.
    In what sense?

    Switching to full BAB gives one extra attack, unless I'm misreading something.

    Any TWF will be exceeding that number of attacks long before. Five attacks a round at level twenty isn't even TRYING.

    Hell, we have had characters with twice that number of attacks at level 16 (TWF dagger-throwing fighter, four iteratives, plus rapid shot plus haste plus TWF, ITWF, GTWF and (admittedly houseruled) perfect TWF).

    We have FREQUENTLY had characters with five attacks a round. (And, for that matter, we have usually between seven and eight characters in a party. And sometimes, when the module slash adventure path is being awkward with NPCs, sometimes as many as eleven...)

    Actually, Celestia's done pretty much one of the things I did: made Monks full BAB plus allowed Flurry on more than a Full Attack. (I went one step further and granted Flurry as part of an attack action.)

    Quote Originally Posted by nonsi View Post
    Here's my solution, perhaps you'll find something in it useful to draw from.
    I have to completely disagree with you about stacking TWF and flurry, I'm afraid. Though it is, of course, your call in your game, at the end of the day.



    Rolling (say) ten attacks doesn't take any more time than resolving the large number of high-level spells that you get at that sort of level (espcially since there are so many that you have to look them up nearly every time). Maybe if you own only one D20, but then you, y'know, start rolling up your attacks while you're waiting for everyone else's turns to go (same as you spend your time not on your turn looking up your spells or otherwise deciding what you're doing).



    Quote Originally Posted by Celestia View Post
    Do Unarmed Strikes even work with Two-Weapon fighting? I'm pretty sure they don't.
    Back in the day, there was a long series of questions on unarmed and flurry and TWF in the FAQ and Rules of the Game articles. (But for a kick-off, you can flurry with monk weapons, so even if you choose to not let unarmed be used as an off-hand, you can do it with two kamas or something.) The answer is, there isn't any particular reason why you can't allow offhand unarmed attacks (following the logical that you make make natural weapon attacks if you haven't got a weapon in that hand, for example), but it somewhat depends on the DM.

    It is a bit of a grey area, though.

    (I personally say you can make only one set of off-hand attacks regardless of whether unarmed or armed; if unarmed, you could, say, make an off-"hand" attack while wielding a greatsword (feet, elbows etc), but you couldn't wield two weapons AND make a further set of off-hand unarmed attacks.)



    My personal fix to Fighter was to simply give it a feat every level (with the new ones allowed to be any feat, not just a Fighter feat) and grant some selected feats a bonus if you have class levels of fighter. (We also use the Pathfinder skill mechanics (i.e. no x4 at level one, all skills cost 1 point and get a +3 trained bonus for class skills) as well as having folding a few skills together. (Spot/Listen => Perception, Hide/Move Silently => Stealth, Balance/Tumble => Acrobatics.)

    Works fine for our paradigm; out Epic-level party had a pure Fighter 21 and a Monk 15/16/Swordsage 6/5 or something and both were devastating.



    @Celestia
    Meatshield, on the other hand, is... *sigh* I can't really put it any more lightly than "terrible in every respect." Sorry. (Unless it was intended to be a joke class a la the infamous "Lightning Warrior;" in which case, you may ignore the following.)

    If you wrote that in seriousness:

    It gives you NO things to do apart from "make attack" with one weapon; even the only class features that it gets aside from "more hit points" are passive (and Juicey Flesh is vastly too powerful for what it is, and poorly worded; does it mean "attack" as with a weapon? What about spells? If you fail the save, must you attack it with your spells or be compelled to attack with weapons or what?). D20 hit dice is silly, that's far too large a range. (You really want to give something massive amount of hit points, give it a D12 and static bonus per level, but I really think D12 should be the sensible maximum.) It would be impossibly dull to play and would serve only to frustrate the DM (or the players, if used as an NPC class).

    And don't even get me started on the shields. I actually had a proper-sized shield, based on the Roman Legionary Scutum, during the very brief period I did some LARPing, and I can assure you that there is no way you can use more than one, as it is essentially phsyically impossilble. And saying you can stack shields by strapping them to the body is literally asking for abuse. Say hello to "only be hit a on a natural twenty AC" without even trying. Why bother spending money on magic items, when you can just buy dozens of Masterwork Bucklers (because while Light Shields are cheaper, you could arguably strap more bucklers to yorself if you even making some attempt at considering that aspect). The price of a Ring of Protection +1 buys you a dozen Masterwork Bucklers for a +12 AC bonus. Shield Ward then means even your Touch AC is insane (because why wouldn't you pick Shield Specialisation and Shield Ward?)

    Combined with Juicy Flesh, even without a deliberate attempt to spam the DC of the save (but why would you play this class at all if you were not going to maximise it?), it would essentially render a signficant proportion of enemy monsters unable to do anything at all, which would lead to very one-sided combats (and unless your player dervive pleasure from all-out curbstomps that's just not very fun).
    Last edited by Aotrs Commander; 2016-12-21 at 07:58 AM.

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