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    Bugbear in the Playground
     
    NecromancerGuy

    Join Date
    May 2007

    Default Race and race-specific Classes

    Hello!


    The following Race and its 2 race specific Classes are meant for an upcoming, long-in-developement 3.p Game on a Homebrew World.

    I am looking forward to any and all helpful feedback that allows me to balance them within the limits mentioned below.

    I am not looking for feedback alà Wizards/Clerics/etc can do it better", as true as that may be. ;)


    Race:


    The Surthii:

    The Surthii are a Race of "optimized” Humanoids created by a Pantheon of 4 (formerly 6) Mortals Turned Gods (by either killing other gods or somehow stealing their purviews, much is covered with vague Legends) around 800 years ago.

    As they, given their own ascension, knew the danger of allowing ones "Servants” to reach too high (especially the Rogue, that had stolen his own Gods Portfolio), they stunted their magical potential, but since they also wanted and needed Good Servants (TM) for their expansionist plans, they made them overall very powerful.

    By now the Surthii are the Ruling Caste in 2 medium sized Empires, and exclusively make up the High Kingdom of Surth (around 200k inhabitants).



    Basics:

    Advantages:
    All Attributes +2
    All Saves +2
    Elemental Resistance Sonic and Electricity 10
    Diplomacy, Intimidate, Knowledge (The Planes) and Perception +2

    Disadvantages:
    Unable to ever learn any arcane Spells past Level 6.
    When worshiping their Gods never gain Divine Spells past Level 6 (See Class below)
    When worshiping other Gods lose all their Racial Abilities except the Attribute Bonuses and are hunted by their race (and their Gods, usually).

    LA +1 (Buyoff in Place, but starts at L6 no matter the height, and every 4 levels thereafter)


    Number: around 1.4 Million

    Physical Description: Almost always black or gray Hair, with the extremely rare exception of dark red or bright blond, Golden tanned (think light Asian) or pale Skin, unicolor blue, Black or Gray Eyes.
    Short Horns of the same Color as the eyes at forehead or (much rarer) similarly colored Spikes on the center of their heads all the way from forehead to Neck.

    5' 8” to 6' 3” while weighing between 130 (Female minimum) and 240 (male maximum) lbs (Males not taller but around 15% heavier than Females).

    Otherwise they look human (as they were created by experimenting with mostly humans, that is not surprising.

    Now remeber, the Race and Classes are only meant for each other, regarding balance. if there should be a real power problem though, please let me know!



    The Divine Warrior:

    Divine Warriors are the 4`s Version of Paladins.
    Unlike the Original, they have no hard Alignment Restriction, they merely need to be Lawful and faithful to one of the 4, although given the 4`s tendency for expansion and ... less than savoury methods, Lawful Good ones are almost unheard of.


    As long as their Companions are either atheists or venerate the 4, Divine Warriors are willing and able to travel with anybody §useful" or likeable".
    They cannot willingly associate with Clerics of other Gods (they can, grudgingly, with Clerics of Concepts) or Paladins, and have trouble with people dealing with Demons (though not Devils).

    A Divine Warrior needs high Strength and Charisma, also profits from high Constitution and either Intelligence or Wisdom.



    The Divine Warrior
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +2
    Weapon Focus any 3 Holy Weapons
    2nd
    +2
    +3
    +3
    +3
    Divine Flexibility, Smite (Chaos or Good) 2/day OR Lay on hands 2/Day
    3rd
    +3
    +3
    +3
    +3
    Divine Grace
    4th
    +4
    +4
    +4
    +4
    Innate Law
    5th
    +5
    +4
    +4
    +4
    Celestial or Infernal Animal Companion
    6th
    +6/+1
    +5
    +5
    +5
    Charismatic Style, Weapon Spec. For Holy Weapons
    7th
    +7/+2
    +5
    +5
    +5
    ISmite/Lay on Hands now Cha-Mod/Day
    8th
    +8/+3
    +6
    +6
    +6
    Divine Body 1, Armored Uncanny Dodge
    9th
    +9/+4
    +6
    +6
    +6
    Outer Law
    10th
    +10/+5
    +7
    +7
    +7
    Divine Maneuver 1
    11th
    +11/+6/+1
    +7
    +7
    +7
    Divine Mind 1
    12th
    +12/+7/+2
    +8
    +8
    +8
    Divine Health
    13th
    +13/+8/+3
    +8
    +8
    +8
    Divine Body 2
    14th
    +14/+9/+4
    +9
    +9
    +9
    15th
    +15/+10/+5
    +9
    +9
    +9
    Divine Armor
    16th
    +16/+11/+6/+1
    +10
    +10
    +10
    Divine Mind 2, Instant Recovery 2/day
    17th
    +17/+12/+7/+2
    +10
    +10
    +10
    Eternal Warrior
    18th
    +18/+13/+8/+3
    +11
    +11
    +11
    Perfect Maneuver /day, Divine Maneuver 2
    19th
    +19/+14/+9/+4
    11
    +11
    +11
    Divine Body 3, Divine Mind 3l
    20th
    +20/+15/+10/+5
    +12
    +12
    +12
    Divine Avatar





    Skillpts/Level: 4+Int Mod

    Class Skills:
    Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion, Nobility, martial Lore), Perception, any one.

    Proficiencies: All Simple and martial Weapons.
    All Armors, but no shields.

    Initiator: Starts with 5 Maneuvers and 1 Stance, gains another maneuver at Levels 2, 5, 7, 10, 13, 15, 17, 19 and 20. may choose a new instead of an old one at Levels 4, 8, 12, 16.
    Gains an additional Stance at Levels 4, 8, 12, 16 and 20. May exchange an old Stance for a new one at Levels 10 and 20.

    Readied maneuvers:
    2.

    Gains another readied at Levels 3, 6, 10, 14, 18 and 20.

    Maneuver Recovery: Spending a Turn praising the Gods (all maneuvers) or making an attack and not using any maneuvers that turn (1d2).

    Available Martial Disciplines: Diamond Mind, Devoted Spirit, Golden Lion, Eternal Guardian, may replace one of these Schools with either Black Seraph or White Crane if they fulfill the requirements.



    Class Features:

    *The Gods Holy Weapons: Bastard Sword, Falx, Great Sword, Maul, Scimitar, Whip.

    Blessed Flexibility: Starting at Level 2, may once per day expend 2 readied Maneuvers to use one not readied. This increases to twice/Day at Level 6 and 3 times/Day at Level 13.


    Divine Body: Gain +2 to any one Physical Attribute. The same at Divine Body 2 and 3. May stack once.

    Divine Mind: Gain +2 to any Mental Attribute, the same at DM 2 and 3. may stack once.


    Divine Grace: Adds Charisma Bonus to all Saves.


    Innate Law:
    The Divine Warriors structured Mind and soul manifest an advantage for him. Choose Intelligence or Wisdom. You gain + the respective attriubte bonus to Initiative.

    Celestial/Infernal Animal Companion: Choose one of the Basic Animal Companions, apply the Celestial or Infernal Template to it. You count as a Drui of your Level -2 for its advancement.

    Charismatic Style: At Level 6 the Divine Warrior may choose one of the following: Gain + Charisma Bonus to Damage Rolls, Crit Confirmation Rolls or Trip Attempts.


    Outer Law: Starting at Level 9, You gain +the bonus of the attribute chosen for Innate Law to AC (Deflection).


    Divine Maneuver: At Level 10 and again at Level 18 chooses one of the following Divine maneuvers. You may ready and regain them as usual.

    Divine Crush: Strike. Deals an additional 6d6 Crushing Damage to the target and within 15ft around it. All Beings hit by it must succeed on a fort save (DC 10+your Initiator level) or be stunned for 1d3 turns.

    Divine Escape: Counter. When Attacked and below 50% Health, Teleports to a place within at most 1 mile that you know/where you left your Holy Symbol.

    Sunder the False Truths: Boost. Make a regular Melee attack. You dispell all spells on the target of Level 6 or lower (does not count metamagic for levels).

    Endure the Enemy: Boost. You gain DR/- equal to your Level until you are hit 7 times (source does not matter) or until 7 turns have passed, whichever Is less.


    Divine Health: A Divine Warrior of this level gains immunity to any and all poisons, diseases and Attribute Damage.


    Divine Weapons: As long as you are using one of the Holy Weapons, all your Weapons are considered one Size category larger, unbreakable and bypassing any DR of non-epic Sources.

    Divine Armor: After wearing them for a long time, the small amounts of ever-present Divinity have instilled power in the DW`s Armor. Your Armor grants you Level in this Class/2 DR, and the choice of the following: its Armor Bonus increases by 3 OR its AP is reduced to 0.

    Instant Recovery:YOur Mastery of your chosen Disciplines is amazing. Twice per day you may use a free action to recover all spent maneuvers.


    Eternal Warrior:
    A Divine Warrior of Level 17 and more does not age physically, is immune to Attribute and Level Drain and Instant Death Effects.


    Perfect Maneuver: You have mastered the Use of Martial maneuvers. 2 times/Day you may consider all rolls made for a single Maneuver use to be maxxed.


    Divine Avatar: After a Lifetime of serving the 4, a Divine Warrior has reached the pinnacle of connection to them and their realms. He may channel the Power of the 4 once/Day.
    Doing so grants: +6d6 Sneak Attack, 2 Level 1 Spells as at Will SLA, +1 Attack at maximum Attack Bonus, and 2 Domain Abilities of your choice. Duration 5 Minutes/Level in this class.


    Archetype:

    Ultimate Warrior:


    Some Divine Warriors (mostly those not as ... connected to the 4) forgoe some of its Blessings for more Martial prowess.

    Ultimate Warriors do not gain the Following Class Features:

    Divine Grace, Divine Health, Divine Avatar.

    Instead they gain an additional Maneuver at Levels 3, 11 and 20, and may use as many of their regular Feats to buy Martial Studay as they want.

    They also gain the following new Capstone Ability at Level 20:

    Dual Stance: An Ultimate Warrior of Level 20 or higher may assume 2 Stances at once.





    Chosen of the 4:


    THis is the 4`s "Cleric Equivalent". I am still working on the exact Spell Lists of the Archetypes, and would be very grateful for help in that regard, but for now I`ll post the basic Stuff.


    Chosen of the 4 are, as the title suggests, chosen. As the 4 do not want clerics for fearing them becoming too powerful, and avoid arcane Casters of high power for much the same reason, they pooled their ressouces and created a very widely capable class, that however stops at the amount of magical power they deem safe".


    Chosen must be within one Step of the Gods alignment that chose them. if they ever stray further, they lose access to their spellcasting until they atone.




    Chosen of the 4
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +0
    Skill Focus Knowledge Religion and one of: Bluff, Diplomacy, Intimidate, Sense Motive
    2nd
    +1
    +3
    +3
    +0
    Impressive Repertoire 1
    3rd
    +1
    +3
    +3
    +0
    Spell Focus (one of your Schools)
    4th
    +2
    +4
    +4
    +1
    Blessed Bloodline 1
    5th
    +2
    +4
    +4
    +1
    Weapon Focus (one of the Holy Weapons)
    6th
    +3
    +5
    +5
    +2
    Domain (see Domains of the 4)
    7th
    +5
    +5
    +5
    +2
    Good Instincts, Impressive Repertoire 2
    8th
    +6/+1
    +6
    +6
    +2
    Blessed Bloodline 2
    9th
    +6/+1
    +6
    +6
    +3
    Hammer of the Faith
    10th
    +7/+2
    +7
    +7
    +3
    Loyal Follower
    11th
    +8/+3
    +7
    +7
    +3
    Domain 2
    12th [center]+9/+4/center]
    +8
    +8
    +4
    Blessed Bloodline 3
    13th
    +9/+4
    +8
    +8
    +4
    Arcane Attunement
    14th
    +10/+5
    +9
    +9
    +4
    Spell Focus with second School or Greater with First
    15th
    +11/+6/+1
    +9
    +9
    +5
    Impressive Repertoire 3
    16th
    +12/+7/+2
    +10
    +10
    +5
    Divine Attunement
    17th
    +12/+7/+2
    +10
    +10
    +5
    Blessed Bloodline 4
    18th
    +13/+8/+3
    +11
    +11
    +6
    Divine Inspiration
    19th
    +14/+9/+4
    11
    +11
    +6
    Domain 3l
    20th
    +15/+10/+5
    +12
    +12
    +6
    Ascension



    Skillpts:
    4+Int Mod

    Class Skills: Bluff, Diplomacy, Heal, Intimidate, Knowledge (Religion, Arcane, any one), Perception, Sense Motive, Spellcraft.

    Weapon/Armor: Medium Armor, all simple weapons, 3 of the Holy Weapons.

    Spellcasting: up to L6, fixed List+Domains (Domain Spells have no Slots but are simply added to Spells Known), casts spontaneously.


    Spells Known:





    Spell Lists: Still working on them. I have never yet designed a fixed List caster, and am asking for the forums Help in this.

    All Spells on the Fixed Lists must come from the mentioned Schools. the ones added via Class Features dont.
    Allowed Lists are Wizard, Bard, Paladin and Cleric.

    At the Moment I am thinking 9 Level 1, 8 Level , 7 level 3, 6 Level 4, 5 Level 5 and 3 level 6 Spells known.


    Agressor: Necromancy and Conjuration
    These Chosen are meant to terrify the Enemies of the 4, and remove direct threats. They enjoy the highest renown (also because they die most often^^) among the Chosen.


    Inquisitor/Judge:
    Divination and Illusion
    The most stable and lawful of the Chosen. Not as well liked as the Agressors, as they fulfill a role more alike to internal police.



    Protector:
    Abjuration Transformation
    The beloved of the normal People. least influental among the Chosen themselves.




    Impressive Repertoire: Some research allowed the Chosen to learn a Spell not provided by the 4.
    Choose one Spell that is not on your Spell List and add it to your Spells known. The same every time this feat is gained.


    Blessed Bloodline: The Divine Energy the 4 pooled into the chosen manifests in making him more than mortal. Starting at Level 4 gain the following abilities (in Order): Elemental Resistance Lightning and Fire 5, Elemental Resistance Sonic and Cold 5, Fast healing 2, +2 to 2 Attributes.


    Good Instincts: At this Level, the Chosen is more aware of anybody wishing him and the 4 ill. Gain +1/2 your level to all Sense motive or perception rolls to find people aiming to hurt you or finding out if they are enemies of the faith.


    Hammer of the Faith: Channeling the 4`s Powers has made the Chosen stronger at dispersing punishment to those deserving of it. Whenever striking an enemy of the 4 in melee or with a Spell that deals Damage, roll all damage dice twice and take the better rolls.



    Loyal Follower: Gains a Follower of Level -2 that must be of a Noncaster Class (Warlocks, Initiators and similar allowed if GM agrees) that must be a Follower of the 4. If that follower dies, it is immediately revived once per year. If it dies a second time, may be raised normally.
    If Leadership and its Ilk are forbidden, instead gain a Bonus of 2+1/4 your Level in Chosen of the 4 to 2 of the following. All Diplomacy Checks, all Sense Motive Checks, all Spellcraft Checks or Hitpoints regained through rest.


    Arcane Attunement: At this level the Chosen has fully understood his Arcane Powers. Once per day per 5 levels of Chosen of the 4, he may spend 2 Spells/Day to cast a single Spell of the same Level and that belongs to one of his Schools that he does not know. This Spell must be from the Bard or Sorcerer Spell Lists.


    Divine Attunement: t this level the Chosen has fully understood his Divine Powers. Once per day per 5 levels of Chosen of the 4, he may spend 2 Spells/Day to cast a single Spell of the same Level and that belongs to one of his Schools that he does not know. This Spell must be from the Paladin or Cleric Spell List.


    Divine Inspiration: The Chosen now has a dircet link to the 4, almost as if he were a true cleric. Once per day he may spend 1 full round to pray.
    In prayer he can ask for one of the following things: One casting of a single Level 6 Spell, regaining 1d4+1 Spells/Day on the Level he mentions, Revival of a Follower of the 4 that died serving the cause of the 4, or healing his whole party (as per Heal Spell).
    Attention: The 4 are practical Gods. If asked too often, they will conlcude you too much of a hassle. So while this ability is once/day, most Chosen only use it in REALLY dire situations.


    Ascension: After spending his whole Life serving the 4, the Chosen is uplifted as high as any servant of the 4 can ever hope to be. He gains the Outsider Type (Native), gains +10 Resistance versus all types of Energy Damage, Wings that give him 60ft (good) flight, and his choice of 2 arcane and divine First Level Spells to use at Will.
    At this point however, retraining or changing the gods he venerates becomes impossible unless someone else uses a Wish or similar powerful magic to achieve it.



    Domains of the 4 are: Animal, Charm, Competition, Death, Domination, Evil, Greed, Law, Passion, Protection, Trickery, War.


    Thanks for your help. :)
    Last edited by GrayDeath; 2018-01-05 at 11:42 AM.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”


    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

  2. - Top - End - #2
    Bugbear in the Playground
     
    NecromancerGuy

    Join Date
    May 2007

    Default Re: Race and race-specific Classes

    Fixed some typoes.


    I`d stillv ery much appreciate both Feedback and suggestions for the fixed Spell Lists of the Chosen, as again, never done a FIxed List Caster before and dont want to mess it up. ;)
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”


    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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