Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Wow, for all my life I have looked for a class that I would want to be if I had the chance. Wizard usually fit the bill but... LIBRARY CAT. My life is complete.
Does this mean you'll be going for a different PrC with Bartholomeow?
Neutral Good Elf Druid/Cleric (1st/1st Level) Futhark rune by Icewalker.
Quote:
Originally Posted by Dragonprime
Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.
Neutral Good Elf Druid/Cleric (1st/1st Level) Futhark rune by Icewalker.
Quote:
Originally Posted by Dragonprime
Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.
ENTRY REQUIREMENTS Class Abilities: Kitty Form (Big Cat), Burglaring (Sneak Attack) Feats: Heat Endurance, Sandskimmer (see Sandstorm)
Never read Sandstorm, but Sandskimmer doesn't SOUND like the sort of feat that you can take more than once. Despite this, you both require it, and give it as a bonus feat at first level. Unless Sand Skimmer gives resistance to heatstroke etc, you could probably replace the feat with an Endure Elements effect with respect to heat only, to tide them over until they get to 3rd level (perhaps in addition to a more useful ability?).
Class Skills
The Sand Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Are you sure you want to have Sense Motive and Gather Information in there? These guys don't seem like they are focused on doing much in town. They could have other members of the guild to fence stuff, and beside which they don't have Appraise as a class skill.
Quote:
Originally Posted by Bhu
Skills Points at Each Level : 8 + int
Surprisingly I am OK with this. They have enough class skills...
Quote:
Originally Posted by Bhu
Sandskimmer: At 1st Level you get the Sandskimmer Feat (see Sandstorm pg 52).
As I noted before, this looks like an error to me.
Quote:
Originally Posted by Bhu
Sand Camouflage: At 2nd Level you gain the Sand Camouflage Feat as a Bonus Feat (see Sandstorm pg 51).
I hear that some people dislike feats as class abilities. I have done it myself (with my Society Members), but they got a LOT of feats (probably averaging two per level AT LEAST, especially if you include the two Exotic Weaponry feats that the class grants in a stealthy way), and also gave some very nice unique class features. Will discuss your class features as I come to them.
Quote:
Originally Posted by Bhu
Fire Resistance (Ex): At Level 3 you gain Fire Resistance 5. This increases to 10 at Level 6, and 20 at Level 9..
Boring but reasonably useful.
Quote:
Originally Posted by Bhu
Sandswimmer (Su): You can swim through sand, dust ash and even softsand (but not hard packed dirt, slipsand or rock). You can sandswim through such materials at your base land speed while wearing light armor or carrying a light load. Your speed drops to 5 ft if wearing heavier armor or carrying a medium load. You cannot make headway through sand with a heavy load. You breathe normally while under the sand. This supernatural ability does not allow you to breathe in mediums other than sand or hold their breath to avoid dangerous gases or fumes..
Four levels in and the first INTERESTING ability. Seems fun, but not quite fun enough to justify the long wait. You should probably specify that the speed of the sand (usually zero) counts as the speed of the water, just for maximum clarity. EDIT: Also, upon getting this ability they should add Swim to the class list, perhaps with the proviso that any skillpoints spent on that skill from this PrC ONLY count when swimming through sand... then again, when it DOES rain in the desert you do tend to get flash flooding so... Although depending on GM interpretation (which you might want to clarify) they can survive a flood by burrowing into deep enough sand (as in deep enough not to get washed away). Just because any spaces between the grains happen to be filled with water rather than air doesn't mean they are not in sand.
Quote:
Originally Posted by Bhu
Sand Ambush (Ex):
Don't know what you are planning here, but this could quite easily simply be the ability to see through sand a certain distance (Ideally enough to hide, but not enough to easily find the berried ruins of that ancient city). If not, you should probably add such an ability somewhere else, unless Sandskimmer grants Tremor Sense or something. Being able to travel doesn't help stealth nearly as much if you can't see where you are going or what has shown up.
Quote:
Originally Posted by Bhu
Tremorsense Camouflage (Su): At 7th level you can move on or through sand and be invisible to Tremor Sense so long as you do not attack on that round. If you can move out of any squares your opponents threaten the round after you attack, without attacking, you resume invisibility.
Does this count if you then move back in during the same round?
Quote:
Originally Posted by Bhu
The Paw from Below (Ex):
EDIT: No idea what this will be... Sneak Attack damage but only under certain circumstances.
Quote:
Originally Posted by Bhu
Sand Whirlpool (Su):
EDIT: I can imagine what this one will be, and it sounds awesome... my only question is if it involves sandswiming in circles to create and maintain the effect.
Quote:
Originally Posted by Bhu
PLAYING A SAND CAT
Deserts with indigenous wildcat populations tend to produce shy, reclusive animals who kill vermin. On the one hand this means you get left to your r own business and no one bothers you.
Small Typo
Quote:
Originally Posted by Bhu
On the other you can't move as freely because of this, nor can you leave witnesses. Combat: Sand Cats are masters of the ambush, striking from hiding whenever possible. They truly enjoy hamstringing opponents from underneath the sand. Advancement: Sand Cats have certain necessities their survivalist lifestyle demands, so they tend to advance along strict lines that improve their needed skills. Resources: Resources are scarce in the desert, but the Guild will help you IF their survival is also threatened. Or they owe you one.
SAND CATS IN THE WORLD "You will always be lucky if you know how to make friends with strange cats."
Sand Cats live a bit of a harsh existence as desert bandits, but they wouldn't have it any other way. They are quite proud of their survival skills. They are also quite proud of their ability to take on much more powerful forces through the creative use of traps and ambushes. Daily Life: Much of the Sand Cats daily life is taken up by the search for food, water, and essentials. Good scroungers are prized among the Sand Cats. Notables: Organizations: Most Sand Cat Guilds are small bandit families. Very few get large, as large Guilds require large amounts of resources, and squabbles for power erupt when times are thin.
NPC Reaction
NPC's will generally have a great variety of rumors and folklore based on cats if there are Sand Cats nearby. Many will find them terrifying.
SAND CATS IN THE GAME
This assumes the PC has led some pretty hard times, and may be a bit more hard-hearted than other PC's. Trey to avoid this leading to conflict..
Class Skills
The Sand Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex). Skills Points at Each Level : 8 + int
Hit Dice: d6
Code:
BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Sandskimmer
2. +1 +0 +3 +0 Sand Camouflage
3. +2 +1 +3 +1 Fire Resistance 5
4. +3 +1 +4 +1 Sandswimmer
5. +3 +1 +4 +1 Sand Ambush
6. +4 +2 +5 +2 Fire Resistance 10
7. +5 +2 +5 +2 Tremorsense Camouflage
8. +6 +2 +6 +2 The Paw from Below
9. +6 +3 +6 +3 Fire Resistance 20
10.+7 +3 +7 +3 Sand Whirlpool
Weapon Proficiencies: Sand Cats gain no new weapon or armor proficiencies.
Sandskimmer: At 1st Level you get the Sandskimmer Feat (see Sandstorm pg 52).
Sand Camouflage: At 2nd Level you gain the Sand Camouflage Feat as a Bonus Feat (see Sandstorm pg 51).
Fire Resistance (Ex): At Level 3 you gain Fire Resistance 5. This increases to 10 at Level 6, and 20 at Level 9.
Sandswimmer (Su): You can swim through sand, dust ash and even softsand (but not hard packed dirt, slipsand or rock). You can sandswim through such materials at your base land speed while wearing light armor or carrying a light load. Your speed drops to 5 ft if wearing heavier armor or carrying a medium load. You cannot make headway through sand with a heavy load. You breathe normally while under the sand. This supernatural ability does not allow you to breathe in mediums other than sand or hold their breath to avoid dangerous gases or fumes.
Sand Ambush (Ex):
Tremorsense Camouflage (Su): At 7th level you can move on or through sand and be invisible to Tremor Sense so long as you do not attack on that round. If you can move out of any squares your opponents threaten the round after you attack, without attacking, you resume invisibility.
The Paw from Below (Ex):
Sand Whirlpool (Su):
PLAYING A SAND CAT
Deserts with indigenous wildcat populations tend to produce shy, reclusive animals who kill vermin. On the one hand this means you get left to your r own business and no one bothers you. On the other you can't move as freely because of this, nor can you leave witnesses. Combat: Sand Cats are masters of the ambush, striking from hiding whenever possible. They truly enjoy hamstringing opponents from underneath the sand. Advancement: Sand Cats have certain necessities their survivalist lifestyle demands, so they tend to advance along strict lines that improve their needed skills. Resources: Resources are scarce in the desert, but the Guild will help you IF their survival is also threatened. Or they owe you one.
SAND CATS IN THE WORLD "You will always be lucky if you know how to make friends with strange cats."
Sand Cats live a bit of a harsh existence as desert bandits, but they wouldn't have it any other way. They are quite proud of their survival skills. They are also quite proud of their ability to take on much more powerful forces through the creative use of traps and ambushes. Daily Life: Much of the Sand Cats daily life is taken up by the search for food, water, and essentials. Good scroungers are prized among the Sand Cats. Notables: Organizations: Most Sand Cat Guilds are small bandit families. Very few get large, as large Guilds require large amounts of resources, and squabbles for power erupt when times are thin.
NPC Reaction
NPC's will generally have a great variety of rumors and folklore based on cats if there are Sand Cats nearby. Many will find them terrifying.
SAND CATS IN THE GAME
This assumes the PC has led some pretty hard times, and may be a bit more hard-hearted than other PC's. Trey to avoid this leading to conflict. Adaptation: This could be adapted to horror campaigns as well as silly ones. Encounters: PC's will generally encounter Sand Cats when they try robbing caravans, or when they blunder into a nest.
Sample Encounter EL 12: The PC's have been followed for days by a lone wildcat in teh desert. The party scout took pity on it and has been giving it food and water from her rations. It has killed a number of small animals in return, which have been added to the cooking pots. Almost like it was paying for it's keep...
Name
alignment/Gender/Race/Levels Init +0, Senses: Listen +, Spot +, Languages
------------------------------------------------ AC , touch , flat-footed () hp ( HD) Fort +, Ref +, Will +
------------------------------------------------ Speed ft. ( squares) Melee Base Atk +, Grp + Atk Options Combat Gear Spells Prepared Supernatural Abilities
----------------------------------------------- Abilities Str , Dex , Con , Int , Wis , Cha SQ Feats Skills Possessions
EPIC SAND CAT
Hit Die: d6 Skills Points at Each Level : 8 + int Class Ability Class Ability Bonus Feats: The Epic Sand Cat gains a Bonus Feat every x levels higher than 20th
10' Tremorsense only helps against invisible foes really, since you can already see through sand... still good, just not AS good.
Which reminds me... unless one of the feats does this, you might consider stealing a trick from my Wing Dragon's Fog Immunity and allow the sand-vision to also let them see through airborn sand... IE sandstorms are much much less of a problem. Dunno if the class really needs the help or not, but it would be cool.
Job is done, hoping for new stuff tomorrow or the weekend. SPeaking of which i have till Monday to get paid pr the isp shuts off. If this happens have no fear i shall return
Well, I don't have Stormwrack, so I can't fully comment.
You mention people with Sandswim being allowed to use swim checks in place of a save... but you never specified if it counts as a swim speed (thus getting a +8 bonus), and they still don't have swim as a class skill, or bonuses to swim checks when sandswimming or anything, so I am not sure how much it will come up.
Well, I don't have Stormwrack, so I can't fully comment.
You mention people with Sandswim being allowed to use swim checks in place of a save... but you never specified if it counts as a swim speed (thus getting a +8 bonus), and they still don't have swim as a class skill, or bonuses to swim checks when sandswimming or anything, so I am not sure how much it will come up.
I edited sandswim a lil to make it clearer. The maelstrom spell does 3f8 damage per round i think. Ill edit the text for the cap a lil too