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Homebrew Design Roll 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.

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Old 05-13-2011, 07:15 PM   Top  -  End  -  #1
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
Freljord
Default Base Class Challenge VI - Let's Play Dress Up!

Let's Play Dress Up!

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

1. You will be creating an original base class based around clothes. Be it socialites in haute couture, simple peasant's clothing making you badass or changing stuff on the go to give you magical bonuses inherent in your clothes. There are no other restrictions other than that you cannot have posted your entry anywhere else before. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!
2. Submissions are due by June 14th, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.
3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.
4. Plagiarism is strictly forbidden.

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

Ready?

DRESS!
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Last edited by Morph Bark : 05-15-2011 at 04:20 AM.
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Old 05-13-2011, 07:16 PM   Top  -  End  -  #2
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
Freljord
Default Re: Base Class Challenge VI - Princesses with Power!

Base Class Name

Put an image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
+x
+x
+x
+x
Class Ability
3rd
+x
+x
+x
+x
Class Ability
4th
+x
+x
+x
+x
Class Ability
5th
+x
+x
+x
+x
Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
+x
+x
+x
Class Ability
8th
+x
+x
+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
+x
+x
+x
Class Ability
11th
+x
+x
+x
+x
Class Ability
12th
+x
+x
+x
+x
Class Ability
13th
+x
+x
+x
+x
Class Ability
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability

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

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

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

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
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Old 05-16-2011, 02:18 AM   Top  -  End  -  #3
Thugorp
Orc in the Playground
 
GreenSorcererElf
 
Join Date: Apr 2007
Gender: Male
Default Re: Base Class Challenge VI - Let's Play Dress Up!

no one had anything for this? that makes me sad. :-( I suppose that might have to do with finals time being now... maybe I will try something for this when the finals end. Can an N.P.C. class be made for this contest?
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Old 05-16-2011, 08:03 PM   Top  -  End  -  #4
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge VI - Let's Play Dress Up!

Quote:
Originally Posted by Thugorp View Post
no one had anything for this? that makes me sad. :-( I suppose that might have to do with finals time being now... maybe I will try something for this when the finals end. Can an N.P.C. class be made for this contest?
Direct questions to the chat thread, please.

If the class is a base class, you can make it for this contest.
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Old 05-16-2011, 10:25 PM   Top  -  End  -  #5
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Base Class Challenge VI - Resplendant Mistress of Ribbons

Resplendent Mistress of Ribbons

Spoiler


Respectfully, sir, I am required to bring about your death. No hard feelings, de arimasu.

A general description of what your class is!

Adventures: Why would anyone adventure? For prestige, new and interesting materials, or some other reason; Resplendent Mistresses of Ribbons adventure for practically any reason under the sun.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d8
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

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

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances KnownSpells KnownRibbon Length
1st
+0
+0
+2
+2
Beautiful Dress, Extrude Ribbon (1st)331-5'
2nd
+1
+0
+3
+3
Imbue Ribbon (1st)43115'
3rd
+2
+1
+3
+3
 531210'
4th
+3
+1
+4
+4
Extrude Ribbon (2nd)542210'
5th
+3
+1
+4
+4
Imbue Ribbon (2nd)642310'
6th
+4
+2
+5
+5
Extrude Ribbon (3rd)642415'
7th
+5
+2
+5
+5
 742415'
8th
+6/+1
+2
+6
+6
Extrude Ribbon (4th), Imbue Ribbon (3rd)742515'
9th
+6/+1
+3
+6
+6
 842620'
10th
+7/+2
+3
+7
+7
Extrude Ribbon (5th)853620'
11th
+8/+3
+3
+7
+7
Imbue Ribbon (4th)953720'
12th
+9/+4
+4
+8
+8
Extrude Ribbon (6th)953825'
13th
+9/+4
+4
+8
+8
 1053825'
14th
+10/+5
+4
+9
+9
Imbue Ribbon (5th), Extrude Ribbon (7th)1053925'
15th
+11/+6/+1
+5
+9
+9
 11631030'
16th
+12/+7/+2
+5
+10
+10
Extrude Ribbon (8th)11641030'
17th
+12/+7/+2
+5
+10
+10
Imbue Ribbon (6th)12641130'
18th
+13/+8/+3
+6
+11
+11
Extrude Ribbon (9th)12641235'
19th
+14/+9/+4
+6
+11
+11
 13641235'
20th
+15/+10/+5
+6
+12
+12
Extrude Ribbon (10th)13741335'

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

Weapon and Armor Proficiencies: Resplendent Mistresses of Ribbons are proficient in all simple weapons, and the discipline weapons of the disciplines they know. They are proficient in no armors but their Beautiful Dress (see below)

Maneuvers: Resplendent Mistresses of Ribbons begin their career with knowledge of three martial maneuvers. The disciplines available to them are Heavenly Modiste and , Dancing Leaf, as well as their choice of two of the following: Chthonic Serpent, Scarlet Rose, Doll Judgement, Diamond Mind, Tiger Claw, or Army of One.

Once they know a maneuver, they must ready it before they can use it (see Maneuvers Readied, below). A maneuver usable by a Resplendent Mistress of Ribbons is considered an extraordinary ability unless otherwise noted in its description. Their maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when they initiate one.

They learn additional maneuvers at higher levels, as shown on the above table. They must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered Resplendent Mistress of Ribbons level after that (6th, 8th, 10th, and so on), they can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level you like, as long as they observe their restriction on the highest-level maneuvers they know; they need not replace the old maneuver with a maneuver of the same level. They may only swap one maneuver on any given level.

Maneuvers Readied: A Resplendent Mistress of Ribbons can ready all three of the maneuvers they know at 1st level, but as they advance in level and learn more maneuvers, they must choose which maneuvers to ready. They ready your maneuvers by exercising for 5 minutes. The maneuvers they choose remain readied until they decide to exercise again and change them. A Resplendent Mistress of Ribbons need not sleep or rest for any long period of time to ready their maneuvers; any time they spend 5 minutes in practice, they can change their readied maneuvers.

They begin an encounter with all their readied maneuvers unexpended, regardless of how many times they might have already used them since they chose them. When they initiate a maneuver, they expend it for the current encounter, so each of their readied maneuvers can be used once per encounter (until they recover them, as described below).

A Resplendent Mistress of Ribbons can recover all of their maneuvers as a move-equivalent action, or recover only a single one of their choice as a swift action.

Stances Known: A Resplendent Mistress of Ribbons begin play with knowledge of one 1st-level stance from any of their chosen disciplines. At 4th, 10th, and 16th level, they can choose additional stances. Unlike maneuvers, stances are not expended, and they do not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, they cannot learn a new stance at higher levels in place of one they already know.

Beautiful Dress (Ex): At first level, a Resplendent Mistress of Ribbons has entered into the art of combat-dressmaking; by spending 24 hours and 10 gp in costs, they can create a Beautiful Dress, the special garment required to properly use their art.

A Beautiful Dress is effectively weightless for the one who created it, but anyone else attempting to use the dress treats it as if it weighs 10 lbs.

If their dress is in any way destroyed (oftentimes after they took it off for cleaning), they may make a new one by spending 24 hours and 10 gp in costs again.

They may only use Extrude Ribbons and Imbue Ribbons while wearing their Beautiful Dress.

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

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

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

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

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

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



Beautiful Dress
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Feats
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Last edited by Amechra : 05-18-2011 at 09:04 PM.
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Old 05-16-2011, 10:27 PM   Top  -  End  -  #6
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Base Class Challenge VI - Heavenly Ribbons Style

Martial Discipline exclusive to Resplendant Mistress of Ribbons goes here.
Maneuvers
Spoiler

Last edited by Amechra : 05-17-2011 at 11:10 PM.
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Old 05-17-2011, 10:02 PM   Top  -  End  -  #7
Jade Dragon
Firbolg in the Playground
 
 
Join Date: Feb 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge VI - Let's Play Dress Up!

Red Cloak


Put an image of your class here!

"Do not run the rooftops unless you are prepared for a fight."

The Red Cloaks are a secret society that most people have heard rumors of. Occasional whisperings about men jumping from roof to roof and fighting each other are in every settlement the size of a large town or larger. Their core principal is that if you wear the cape, you must earn it, through skill tests and combat.

Adventures: Red Cloaks adventure for a variety of reasons, most often for wealth or fame. Others might adventure for power, or to hone their skills.

Characteristics: Red Cloaks are skilled at getting around undetected, and they are skilled swordsmen as well.

Alignment: Red Cloaks can be any alignment, but tend not to be lawful.

Religion: Red Cloaks typically follow Olidammara, or a similar deity if not using the core pantheon.

Background: The Red Cloaks are both famous and unknown, everyone knows they exist, but no one outside of the members and the members' closest friends know where their bases are located.

Races: Humans are most commonly Red Cloaks, and halflings often have the daring to be Red Cloaks. Elves appreciate their dexterous abilities, and half-elves are often Red Cloaks as well.

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

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

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

GAME RULE INFORMATION
Red Cloak's have the following game statistics.
Abilities: A Red Cloak needs Dexterity, especially at 2nd level. Strength is a secondary, as it affects your damage and jump and climb checks. For tertiary, you want Intelligence or Constitution.
Alignment: Any.
Hit Die: d10
Starting Age: As rogue.
Starting Gold: As fighter.

Class Skills
The Red Cloak's class skills (and the key ability for each skill) are appraise (int), balance (dex), bluff (cha), climb (str), craft (int), decipher script (int), diplomacy (cha), disguise (cha), escape artist (dex), forgery (int), gather information (cha), hide (dex), intimidate (cha), jump (str), knowledge (history) (int), knowledge (local) (int), knowledge (nobility and royalty) (int), listen (wis), move silently (dex), open lock (dex), perform (cha), profession (wis), sense motive (wis), sleight of hand (dex), spot (wis), swim (str), tumble (dex), use rope (dex).

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

RED CLOAK
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Rooftop Runner, Member of the Red Cloaks
2nd
+2
+0
+3
+3
Weapon finesse
3rd
+3
+1
+3
+3
Cloak Combat
4th
+4
+1
+4
+4
Acrobat
5th
+5
+1
+4
+4
Red Phantom
6th
+6/+1
+2
+5
+5
Dexterous Strike
7th
+7/+2
+2
+5
+5
Dashing/Cunning Strike
8th
+8/+3
+2
+6
+6
Heroic Move 1/day
9th
+9/+4
+3
+6
+6
Improved Cloak Combat
10th
+10/+5
+3
+7
+7
Elite Red Cloak
11th
+11/+6/+1
+3
+7
+7
Silent Runner
12th
+12/+7/+2
+4
+8
+8
Heroic Move 2/day
13th
+13/+8/+3
+4
+8
+8
Skilled Duelist
14th
+14/+9/+4
+4
+9
+9
Cunning Combatant
15th
+15/+10/+5
+5
+9
+9
Quick strike
16th
+16/+11/+6/+1
+5
+10
+10
Heroic move 3/day
17th
+17/+12/+7/+2
+5
+10
+10
Never Fall
18th
+18/+13/+8/+3
+6
+11
+11
Master Cloak Combatant
19th
+19/+14/+9/+4
+6
+11
+11
Master Acrobat
20th
+20/+15/+10/+5
+6
+12
+12
Heroic Move 4/day, Red Cloak Legend

Class Features
All of the following are class features of the Red Cloak.

Weapon and Armor Proficiencies: Red Cloaks are proficient with all simple weapons, plus all light martial weapons, and the scimitar, rapier, and longsword. They are also proficient with light armor, but not with any shields.

Rooftop Runner (Ex): A Red Cloak is skilled at running the rooftops. They gain the ability to take 10 on all balance, climb, and jump checks, even in dangerous situations.

Member of the Red Cloaks: A Red Cloak is a member of the Red Cloaks, a secret society that everyone knows exists, but no one outside of the members and their closest friends and family knows where they're located. When in a settlement the size of a large town or larger, a Red Cloak can locate the local HQ, and can get free lodging and meals for him and up to ten others.

Weapon Finesse (Ex): At 2nd level, a Red Cloak gains weapon finesse as a bonus feat, and they treat longswords and scimitars as finessable weapons.

Cloak combat (Ex): A Red Cloak is skilled at using his cloak in combat, and can also hide weapons in it. Starting at 3rd level, a Red Cloak can feint as a swift action, and gains a +2 bonus on feint checks. He also gains the ability to draw a hidden weapon quickly, it doesn't take longer than normal to draw a hidden weapon. He loses this ability if he isn't wearing a cloak or cape.

Acrobat (Ex): Starting at 4th level, a Red Cloak gains a +2 bonus on all balance, climb, jump, and tumble checks.

Red phantom (Ex): Starting at 5th level, a Red Cloak can take 10 on all hide and move silently checks. In addition, he doesn't take the armor check penalty for balance, climb, hide, jump, move silently, or tumble.

Dexterous strike (Ex): Starting at 6th level, a Red Cloak can choose to add his dex modifier in place of his strength modifier on damage rolls.

Cunning Strike (Ex): Starting at 7th level, you add your intelligence modifier (if positive) to damage.

Heroic Move (Ex): Starting at 8th level, you can, against all odds, pull through. This ability is usable once per day at 8th level, and one additional time per day every four levels after that. When you are targeted by something that would kill you on a failed saving throw, or by a spell that makes you no longer in control of yourself on a failed saving throw, you can use this ability to immediately succeed on the save. You can also use this ability when you're at half hit points or below to turn a critical hit against you into a regular hit, or a regular hit into a miss, or turn a missed attack by you into a hit, or a hit into a confirmed critical.

Improved Cloak Combat (Ex): Starting at 9th level, you can use a check that adds your Base Attack Bonus plus your intelligence or charisma modifier in place of a bluff check when feinting, as long as you have a cloak. In addition, you can feint as a free action while wearing a cloak, though you can only feint once per round.

Elite Red Cloak: At 10th level, you are a member of the Elite Red Cloaks, and when in a Red Cloak HQ, you can buy any item worth less than 400 gp, with the maximum amount of stuff you can buy in each headquarters being no more than 2000 gp.

Silent Runner (Ex): Starting at 11th level, the penalties to move while using move silently are reduced. When you move at a speed greater than 1/2 your full speed, you don't take a penalty, and you only take a -10 penalty while running or charging.

Skilled :uelist (Ex): At 13th level, when wielding a weapon that can be affected by the Red Cloak's weapon finesse class feature (whether you use the finesse ability or not), you get a +2 on attack rolls and +1 on damage rolls per level of Red Cloak, Rogue, or Swashbuckler you have.

Cunning Combatant (Ex): Starting at 14th level, you add your intelligence modifier (if positive) to your attack rolls and armor class.

Quick Strike (Ex): starting at 15th level, once per round you may take -1 penalty on all attacks that round to get an attack as a swift action.

Never Fall (Ex): Starting at 17th level, if you fall off the edge of a building, cliff, or something similar, and you're still adjacent to it, you immediately grab onto a handhold at the edge and are now hanging from it. On your turn, you can try a DC 20 climb check to climb back up, as a move action the provokes attacks of opportunity. If someone else is adjacent to you while you're hanging, they can stomp on your hand as a touch attack to make you fall off, but you have a 50% chance of grabbing on to something before they try this.

Master Cloak Combatant (Ex): Starting at 18th level, whenever wearing a cloak, you automatically succeeds on feint checks.

Master Acrobat (Ex): Starting at 19th level, you get a +20 bonus on all balance, climb, jump, and tumble checks.

Red Cloak Legend (Ex): At 20th level, you become a living legend. You gain leadership as a bonus feat. If you already have leadership, your number of followers doubles. In addition, you gain a +10 bonus on diplomacy and intimidate checks.
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Warriors and Wuxia, a ToB setting

Last edited by Swiftmongoose : 06-13-2011 at 06:07 PM.
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Old 05-17-2011, 10:30 PM   Top  -  End  -  #8
unosarta
Ogre in the Playground
 
 
Join Date: May 2008
Location: 
Minneapolis
Gender: Male
Default Re: Base Class Challenge VI - Let's Play Dress Up!

Stitch Witch

Spoiler


”Here, let me sew up the tears in the cloth of your shirt. Here, let me sew up the tears in the cloth of your pants. Here, let me sew up the tears in the cloth of your garments, large and small. Here, let me sew up the tears in the cloth of your heart, and weave back together the sinews of your soul.”
-Grandmother Kirin, Stitch Witch.

Adventures: Stitch Witches adventure for personal reasons, more often than not. They rarely have reasons for adventuring based solely on their class itself.
Characteristics: Stitch Witches tend to be warm and open, usually. Stitch Witches are used to being treated like elderly grandmothers, caring for the sick and young, or at least that is the stereotype most commonly placed upon them. Some defy this, but many just go along with it.
Alignment: Stitch Witches can be of any alignment. It is far more rare to be an evil Stitch Witch, but it is most certainly possible. Most evil Stitch Witches still focus on healing and empowering their allies, rather than simply harming their enemies.
Religion: Stitch Witches tend to not have a religion based on their class but more likely on their culture or race. There are very few defined gods of cloth and stitch, which leads to the lack of any true religious backing.
Background: Stitch Witches tend to be from a more rural background than an urban one, mostly because they are sort of looked down upon by those who are more academically trained, and those people tend to be in higher concentration in urban population centers. To be sure, though, they can be found in both locations.
Races: Any race that uses or utilizes woven cloth can become a Stitch Witch. This includes humans, gnomes, some elves, dwarves, and many other more urban races. The wild races, such as orcs and some half-orcs and most goblinoids tend not to use cloth, which precludes them from this class.
Other Classes: The Stitch Witch tends to be a fairly open and accepting class. They have a high ability to empathize with others, which leads to their ability to protect and heal, empower and support.
Role: The Stitch Witch is a mostly supporting role. The Stitch Witch’s creations do more to help others than they do to shine on their own. Her effigies can handle some enemies, but they are best as flankers or tactical support. Her weaves can deal a bit of damage, but they are best given to those who can truly use them. Her shrouds can deal some minor damage, or control the way an enemy moves or otherwise acts, but their best utility is to help her allies.


Abilities: Charisma is important for the Stitch Witch, in order to power her Clothweaving. Constitution is important to the Stitch Witch in general, for the purposes of survival. Intelligence is important to the Stitch Witch in order to increase her skills.
Alignment: Any
Hit Die: d8

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise(Cha), Gather Information (Cha), Hide (Dex), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Intelligence modifier)*4
Skill Points at Each Additional Level: 6 + Intelligence modifier

STITCH WITCH
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialEffigiesWeavesShrouds
1st
+0
+0
+2
+2
Clothweave
0
0
4
2nd
+1
+0
+3
+3
Summon Weave
0
0
4
3rd
+2
+1
+3
+3
Face of Cloth
0
0
4
4th
+3
+1
+4
+4
Effigy 1/day
0
0
5
5th
+3
+1
+4
+4
 
1
0
5
6th
+4
+2
+5
+5
Wings of Linen
1
1
5
7th
+5
+2
+5
+5
 
1
1
6
8th
+6/+1
+2
+6
+6
Effigy 2/day
1
1
6
9th
+6/+1
+3
+6
+6
Glamerweave
1
1
6
10th
+7/+2
+3
+7
+7
Woolen Defense
2
1
7
11th
+8/+3
+3
+7
+7
 
2
2
7
12th
+9/+4
+4
+8
+8
Effigy 3/day
2
2
7
13th
+9/+4
+4
+8
+8
 
2
2
8
14th
+10/+5
+4
+9
+9
Silken Sight
2
2
8
15th
+11/+6/+1
+5
+9
+9
 
3
2
8
16th
+12/+7/+2
+5
+10
+10
Effigy 4/day
3
3
9
17th
+12/+7/+2
+5
+10
+10
Augment Glamerweave
3
3
9
18th
+13/+8/+3
+6
+11
+11
Woven Death
3
3
9
19th
+14/+9/+4
+6
+11
+11
 
3
3
10
20th
+15/+10/+5
+6
+12
+12
Clothweave Mastery
4
3
10

Spoiler


Weapon Proficiencies: The Stitch Witch is proficient with all simple weapons, and light armor, as well as light shields.

Clothweave (Su): The Stitch Witch is able to control the seams and very weave of cloth, control it as if it were an appendage of her own. This comes in the function of Weaves, Shrouds, and Effigies, detailed below, however, in addition, the Stitch Witch gains some minor benefits. She adds one fourth of her Stitch Witch levels (minimum 1) to any skill check that involves or applies to a rope, cloth, or twisted, braided or woven strands that form an object (for instance, Use Rope is a common benefit, although Craft (Dressmaking) would also involve this ability). In addition, the Stitch Witch may control any cloth within 10 feet of her as a standard action, as the Animate Rope spell, although not only applying to rope-like objects (only those that are made of twisted, braided, or woven strands). She may not use this ability to move the objects more than 10 feet away from herself.

Shrouds (Su): The Stitch Witch may create shrouds, which are supernatural effects which layer an area in magical cloth, healing or benefiting allies, while harming or stopping enemies. A shroud lasts for a number of rounds equal to the Stitch Witch’s Charisma modifier, and are created as a standard action. The Stitch Witch may only have up to three Shrouds in existence at a time. Shrouds may never overlap. The Stitch Witch can prepare 4 Shrouds at first level, and is able to prepare an additional shroud every three levels thereafter. Shrouds are prepared after 8 hours of rest, and can be used at will after being prepared. The Stitch Witch counts as her own ally for the purposes of her Shrouds.

Weaves (Su): The Stitch Witch may create weaves, which are pieces of cloth that have been shaped and hardened into the form of weapons, becoming stronger than most weapons, and gaining special abilities. A weave may be summoned as a move action, and is automatically equipped by an ally of the Stitch Witch within 30 feet of her, upon summoning. The Stitch Witch may only have a number of Weaves in existence equal to one half of her Charisma modifier. Weaves only last until the end of the encounter. See the Weave section below for more details. Creating a weave takes 2 at least 1 foot by 1 foot pieces of cloth. After the effect ends, the weave reverts back into the pieces of cloth.

Effigies (Su): The Stitch Witch may create effigies, which are basically cloth that has been animated into a form. Effigies can be people shaped, carpet shaped, couch shaped, or what have you. Effigies gain additional benefits besides their base form. They may only have one benefit placed upon them, and the Stitch Witch chooses which benefit to give them upon summoning the Effigy. They gain one benefit at fifth level, and an additional benefit every five levels thereafter (10th, 15th, 20th, etc). The benefits are taken from the list below, in the Effigy section. The Stitch Witch may summon an Effigy once per day at fourth level, and an additional time per day every four levels thereafter (8th, 12th, 16th). The Effigy lasts for 1 hour, or until dismissed. Dismissing an Effigy is a standard action. The Stitch Witch has mental control and communication with the Effigy, seeing anything that the Effigy sees, and hearing anything they hear. Summoning an Effigy takes 2 at least two feet by two feet pieces of cloth per size category (2 pieces for fine, 4 for diminutive, 6 for tiny, 8 for small, etc etc).

Summon Weave (Su): The Stitch Witch may summon cloth shaped from magical energy, which is used to empower her creations. Starting at second level, the Stitch Witch may summon 5 pieces of cloth per Stitch Witch level, at most 5 feet by 5 feet, as a full round action. They appear in her hands. She may not create or have in existence more than a number of pieces of cloth equal to her Stitch With level times 10. The cloth is essentially weightless, and, due to its magical nature, takes up literally no room in the Stitch Witch's bags or pockets, when she folds them up. Folding them in that way is a full round action for every 5 pieces of cloth she would be folding up.

Face of Cloth (Su): The Stitch Witch may manipulate her face and disposition with her powers, and make those more friendly to her, or more afraid of her. Starting at third level, the Stitch Witch gains a competency bonus to all Intimidate, Diplomacy, Sense Motive, Gather Information, and Bluff checks equal to her Charisma modifier. She may only gain this benefit to one of the skills at a time, but can change which skill gains this bonus as a swift action.

Wings of Linen (Su): The Stitch Witch may create wings out of her magical cloth, able to grant her flight. Starting at sixth level, as a standard action, the Stitch Witch may shape 3 pieces of cloth that are at least 1 foot by 1 foot into great wings. She gains a flight speed for 4 rounds equal to her base land speed, with average maneuverability.

Glamerweaver: The Stitch Witch can weave the magic she controls with light and a tiny bit of thread, in order to create illusions. Starting at ninth level, she gains the benefits of the Glamerweaver feat, without meeting it's non-skill prerequisites. If she does not meet the skill prerequisites, she does not gain this ability until she meets the prerequisites.

Woolen Defense (Su): The Stitch Witch may create shields of wool to protect herself, blocking damage and preventing harm. Starting at tenth level, as an immediate action, she may create a shield of hardened cloth, blocking a single melee or ranged attack. This ability requires 4 pieces of cloth of at least 1 foot by 1 foot to be in her hands upon using it. Those pieces of cloth are automatically destroyed. The Stitch Witch automatically gains concealment against the triggering attack, and a 20% miss chance against all other attacks in the next round. Her armor class for the triggering attack increases by an amount equal to her Charisma modifier (this also affects touch armor class). She must be aware of the attack in order to block it. She may only use this ability once per encounter.

Silken Sight (Su): The Stitch Witch may create a pair magic-silk goggles, which allow her to see things as they truly are, and see in all climes. Starting at fourteenth level, as a standard action, the Stitch Witch may create a pair of magical goggles that enhance her sight. This ability takes 2 pieces of at least 1 foot by 1 foot cloth. For the duration, the Stitch Witch gains the effects of the True Seeing spell, and ignores any weather or natural effects that might impede sight (this also includes mist and fog spells). The goggles last for 3 rounds.

Augment Glamerweave: The Stitch Witch may augment her illusions with greater power and capability. Starting at seventeenth level, the Stitch Witch gains the Augment Glamerweave feat. She must meet all prerequisites for the feat.

Woven Death (Su): The Stitch Witch may weave threads into the veins of her opponent, weaving them into their heart, and then tearing it apart. Starting at eighteenth level, as a standard action, the Stitch Witch may make a touch attack against an opponent within melee range. This ability takes 1 piece of cloth that is at least 1 foot by 1 foot, but automatically destroys the cloth. The target must make a Fortitude save. If they fail, they die on the next turn. If they make the save, they take 2d6 Constitution damage. If they are immune to Constitution damage, or Death effects, they take 10d6 damage.

Clothweave Mastery (Su): The Stitch Witch gains an almost perfect mastery over her shrouds, weaves, effigies and other cloth abilities. Starting at twentieth level, she summons the cloth for her abilities that need cloth as a free action, almost at the same time as she consumes it, appearing to weave it out of threads of light or space. She may summon Effigies at will, and may have more than one of them active at a time. She may only have up to four Effigies active at a time. She may reprepare her Shrouds as a fifteen minute ritual. Any numeric effect from her Shrouds gains a bonus equal to the Stitch Witch’s Charisma modifier. She may choose to change her Effigy Benefits and Weaves after resting for eight hours, and preparing them as an hour long ritual.

Spoiler


Effigies, Weaves and Shrouds

Spoiler


Shrouds
Spoiler


Weaves
Spoiler


Effigy Benefits
Spoiler
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Old 05-18-2011, 08:18 PM   Top  -  End  -  #9
jasonguppy
Dwarf in the Playground
 
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Join Date: Jan 2010
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Default Re: Base Class Challenge VI - Cloaks

[quote=Morph Bark;10986499]
Cloak Controller

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Toro, Toro!

The red flash at the arena, calling forth the bull. The darkness that descends from a warrior with trailing shadows. Or even the hood of the arch devil. Cloaks contain a true power, but not all know how to use them. But a rare few, known as cloak controllers, can.

Adventures: Glory! Fame! Freedom! Al might be the callings for a member of this class to adventure, gaining more skill at the arena, escaping from tyranny, or just plain wanderlust. Almost all cloak controllers have adventures some time or another.

Characteristics: Cloak controllers can hide themselves, shield, feint, and more with a cloak on their backs. They also can trap enemies as well.

Alignment: Usually chaotic. All cloak controllers have a stirring in their soul to be free and flow like a cape.

Religion: Usually deities of travel are worshipped, though sometimes martial deities like Kord are worshipped for strength.

Background: Anyone can learn these skills. All you need is a cloak and some patience

Races: Usually elves, gnomes, and humans take this class. Halflings and gnomes probably were the first, though half breeds take the opportunity. They are almost unknown among dwarves and savage humanoids.

Other Classes: They relate to all but the rigid paladin. Even monks share the flow of a waving breezy cloak.

Role: Second line combatant

GAME RULE INFORMATION
Cloak Controller's have the following game statistics.
Abilities: Dexterity is the most important. Canny dodge is based on intelligence, so that is useful too. Strength is good as they are melee combatants, and then others are secondary.
Alignment: Any
Hit Die: d8
Starting Age: As fighter
Starting Gold: As fighter

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
As the fighter list plus Bluff (Cha), Disable Device (Int), Perform (Cha), Spot (Wis), Listen (Wis), Search (Int), and Disable Device (Dex)

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

Custom
LevelBABFortRefWillSpecial
1st+1+0+2+0Cloak Bonuses, Cloak Feat, Cloak Defense +1
2nd+2+0+3+0Cloak Feat, Cloak Technique
3rd+3+1+3+1Fighter Feat, Twirl Cloak 1/day, Improved Feint (Move Action)
4th+4+1+4+1Cloak Defense +2
5th+5+1+4+1Cloak Bonuses
6th+6/+1+2+5+2Cloak Feat
7th+7/+2+2+5+2Cloak DR 1/-, Twirl Cloak 2/day
8th+8/+3+2+6+2Fighter Feat, Cloak Defense +3
9th+9/+4+3+6+3Improved Feint (Swift Action)
10th+10/+5+3+7+3Cloak Bonuses, Cloak DR 2/-
11th+11/+6/+1+3+7+3Special Ability, Twirl Cloak 3/day
12th+12/+7/+2+4+8+4Cloak Feat, Cloak Defense +4
13th+13/+8/+3+4+8+4Cloak DR 3/-, Fighter Feat
14th+14/+9/+4+4+9+4Special Ability
15th+15/+10/+5+5+9+5Cloak Bonuses, Twirl Cloak 4/day
16th+16/+11/+6/+1+5+10+5Cloak DR 4/-, Cloak Defense +5
17th+17/+12/+7/+2+5+10+5Special Ability
18th+18/+13/+8/+3+6+11+6Cloak Feat, Fighter Feat
19th+19/+14/+9/+4+6+11+6Cloak DR 5/-, Twirl Cloak 5/day
20th+20/+15/+10/+5+6+12+6Cloak Bonuses, Special Ability, Cloak Defense +6
Alignment: Any
Hit Die: 1d8

Class Features
All of the following are class features of the Cloak controller

Weapon and Armor Proficiencies: Cloak controllers are proficient in all simple and martial weapons and all combat cloaks.

Canny Dodge (Ex):A cloak controller adds his intelligence modifier to his AC if in no armor.

Cloak Bonuses (Ex): A cloak controller gains a +1 bonus to disarm and trip checks (+1 additional/5 levels) when wearing a cloak and gaining the full benefits of canny dodge.

Cloak feat(Ex):
At 1st level choose: Dodge, Shieldmate, Combat Expertise, or Goad
At 2nd level choose: Improved Disarm, Combat Reflexes, Improved Trip, or Mobility
At 6th Level choose: Combat Cloak Expert, Improved Expertise, Spring Attack, or Shield Specialization (Combat Cloak)

Cloak Defense (Ex): When using the total defense action, and receiving the full canny dodge benefit, a cloak controller may add this bonus to the bonus provided from the total defense action. This stacks with the bonus from combat cloak expert.

Cloak Technique (Ex):. Depending
on your level one cloak feat, you either gain "Dueler", "Devender", "Skirmisher", or "Matador"
Dueler Dodge only- You may apply your cloak defense bonus (min. 1)as a dodge bonus against the opponent you designate for the dodge feat.
Defender Sheildmate only- You may apply your cloak defense bonus in addition to the shield bonus granted to one of your shielded allies.
Skirmisher Combat Expertise- You may add your cloak defense bonus to the bonus to AC granted from Combat Expertise.
Matador Goad only- You may add your cloak defense bonus to the bluff check made to goad an enemy to attack you.

Cloak Twirl (Ex): By doing this, a cloak controller gives a 20% miss chance to all who attack him. This lasts 3+int bonus rounds

Improved Feint (Ex): as the beguiler class feature

Cloak DR(Ex): a cloak controller gains this DR whenever fighting with a combat cloak.

Special Ability (Ex): As rogue







A combat cloak grants a +1 shield bonus (light) or +2 shield bonus (heavy) to AC when used. It also provides a +2 bonus to feint.
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Old 06-05-2011, 07:43 AM   Top  -  End  -  #10
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
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Default Re: Base Class Challenge VI - Let's Play Dress Up!

Just 9 days left folks! Get crackin' to finish up!
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Old 06-11-2011, 11:56 PM   Top  -  End  -  #11
Cipherthe3vil
Ogre in the Playground
 
 
Join Date: Oct 2010
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Default Re: Base Class Challenge VI - Let's Play Dress Up!

Stylist



"Its all about the style"

Quick overview in the form of a quote:
"I'm a Stylist. Fashion, Beauty, and Power all go hand in hand. I don't need armor, I don't need weapons. My power is in the fashion." ~anonymous.

Adventures:
Stylists love to flaunt their badassery and superior fashion. Or, they could be simple punk drawing power from their expressions against conformity, and adventure to further break the chain of every day life.

Characteristics:
Stylists are capable of a variety of effects using clothing, whether it be a crazy tie that lets the shift perception around them to ease past the guards, or wear a pimpingly awesome coat that fascinates crowds to your whim.

Alignment:
Stylists are typically chaotic, They either care little about others and seek only to be superior to everyone around them through use of glorious new fashion statements, or they could be chaotic misfits who are against law and strict rules of government.

Religion:
Stylists rarely either have time, or so they think, for religion. Or they see religion as just another structure that would seek to bind them to a king of another sort.

Background:
Many Stylists enter the class at young ages, ranging from 13-18. During which time they find that a little fabric can take you a long ways. From there they simply get more in tune with the powers of the colorful fibers and continue throughout life full of confidence, pride, and a will to move on.

Races:
Humans, Halfligns, and the occasional misfit from other races often make up the most of the Stylists, Orcs care little for apparel, Elves are usually to structured. Meanwhile Humans and Halflings are known for being able to be quiet rebellious or self important enough.

Other Classes:
Stylists are always getting close to the Clerics or Wizards to best keep up appearances, no one wants to be sick on a big day. and to a Stylist thats usually every day.

Role:
Stylists are stealthy, cunning, and wait until most preferable to attack when forced to fight. They tend to do their best to avoid combat in the first place through deception, diplomacy, and even seduction. But there are just some creatures that just don't know your true value and completely ignore you, the bastards.

Adaptation:
Stylists could fit any campaign in which Wizards, or Sorcerers could fit and more. No magic? Fine, their Psionic, No Psionics either? Maybe extraordinary abilities. To much? Then it sounds like your just being stingy now, really.

GAME RULE INFORMATION
Stylists's have the following game statistics.
Abilities:
Charisma Charisma Charisma. Its all about the Stylist's charisma, their visual appeal, their force of personality, and it just generally makes them look nicer. A not so close second is Dexterity, for dodge bonus to AC and some nice finesse weapons. Followed in in corner number three is Constitution, You gotta be healthy to look healthy in the first place, and lets face it: healthy is more often then not synonymous with sexy.
Alignment:
Any non lawful.
Hit Die:
d8
Starting Age:
As rogue.
Starting Gold:
6d8x10 gp


Class Skills
The Stylist's class skills (and the key ability for each skill) are...
Appraise, Balance, Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Knowledge (local), Listen, Move Silently, Open Lock, Perfom, Profession, Search, SEnse Motive, Slight of Hand, Spot, and Tumble

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

The Stylist
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Style, Trapfinding, My Style
2nd
+1
+0
+3
+3
Evasion, Bonus Style
3rd
+2
+1
+3
+3
Uncanny Dodge
4th
+3
+1
+4
+4
Style, Freestyle
5th
+3
+1
+4
+4
Improved Uncanny Dodge, Bonus Style
6th
+4
+2
+5
+5
Style
7th
+5
+2
+5
+5
Prestidigitation
8th
+6/1
+2
+6
+6
Style, Freestyle
9th
+6/1
+3
+6
+6
Poise
10th
+7/2
+3
+7
+7
Style, Bonus Style
11th
+8/3
+3
+7
+7
 
12th
+9/4
+4
+8
+8
Style, Freestyle
13th
+9/4
+4
+8
+8
Greater Prestidigitation
14th
+10/5
+4
+9
+9
Style
15th
+11/6/1
+5
+9
+9
Killer moves, Bonus Style
16th
+12/7/2
+5
+10
+10
Style, Freestyle
17th
+12/7/2
+5
+10
+10
18th
+13/8/3
+6
+11
+11
Style
19th
+14/9/4
+6
+11
+11
Mass Prestidigitation
20th
+15/10/5
+6
+12
+12
Style, Freestyle, Bonus Style
Spoiler


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

Weapon and Armor Proficiencies:
Stylists are proficient with no armors, no shields, and simple weapons.

Style (Ex):
The Stylist is especially fond of select styles of fashion to extraordinary levels. They gain bonuses by dressing their style. At every even level they may select another style or increase an existing style by one. When dressed in your style and not wearing armor you gain an insight bonus to AC equal to your charisma modifier, +1 for every four levels for Cha +5 AC at lv 20 If applicable, caster level is equal to your Stylist levels.
As a precaution to typos they are labeled as follows:
1st
2nd
3rd, which always requires level five
4th, which always requires level ten
5th, which always requires level fifteen
Spoiler

Note: Light Armor bonuses (from Seeker and Hawkeye) stack to become Medium armor.

My Style:
The Stylist can always wear what she wishes despite any class restrictions, if for some reason you should ever be restricted by class to not wear a style.

Trapfinding:
Stylists are use to deception, trickery, and its no different to them when the opposition gets violent, laying traps intent on making her look a fool (or a dead fool) before others.
Stylists can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Stylists can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Stylist who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex):
Stylists become adept at dodging spit balls, buckets of paint, and water baloons. For the sake of the new designer clothing they bought the other day they learn to hone their reflexes.
At 2nd level and higher, a Stylist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Stylist is wearing light armor or no armor. A helpless Stylist does not gain the benefit of evasion.

Uncanny Dodge (Ex):
Knowing how to best avoid that spash of paint is all well and good, but it never proved quite enough. The Stylist develops a sixth sense if you will for avoiding disaster.
Starting at 4th level, a Stylist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Stylist already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Bonus Styles (Ex)
Every fifth level you gain an extra style in addition from the usual, as well as at level two.

Improved Uncanny Dodge (Ex):
At 5th level and higher, a Stylist can no longer be flanked. This defense denies a rogue or similar precision attacker the ability to sneak attack/sudden strike the Stylist by flanking her, unless the attacker has at least four more rogue levels than the target has Stylist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Freestyle (Ex)
The Stylist is daring, the Stylist is brave! The stylist.... mixes fashions.
At each Freestyle level, the Stylist can wear an additional style at once. The first Freestyle level for example, the Stylist could wear two Styles at once. Such as Hawkeye and Seeker. Levels do not stack, if you have three Hawkeye styles and two Seeker styles for example, you do not have Five of both or three of both, You have simply that: Three Hawkeye and two Seeker. You just benefit from both at once.
For each extra style fused, You add the number of styles to benefits of all used in the fusion, whether it be a percentage, skill bonus, or taken from the charisma modifier worth of times per day you can use an ability. If you would normally use Searing Ray 5 times a day, and have two fusions you instead use Searing Ray 6 times per day, because your adding one style.
You can still wear the styles separately, and the fused fashion is not static. but an open number of styles you can throw together on whim as long as you have the style.

Prestidigitation (Sp):
The stylist can use Prestidigitation at will, typically to alter colors, clean stains, and stitch seems. In addition, they can use it to help them in changing. They can now change whole outfits as a full round action, gaining the benefit of a new style on the next round.

Greater Prestidigitation (Sp):
Prestidigitation, but effects wear off naturally rather then by an imposed time limit. (Cleaning a stain will permanently clean that stain until another stain is added in the same spot, Coloring clothing permanently colors clothing until it naturally fades with time)

Mass Prestidigitation (Sp):
Normal prestidigitation but you can effect anything within a close range, and multiple things at once. such as clean the entire area of stains, recolor the entire area with different colors, or soil an entire area. This is otherwise as normal Prestidigitation, not Greater.

Poise (Ex)
The Stylist can hold perfectly still for hours if need be, She always looks her best in everything she does. +1 charisma, +1 appearance. +4 to Balance, +4 to Move Silently, and +2 Hide. She gains a +8 to bluff checks to appear in perfect condition despite mental or physical impediments.

Killer Moves (Su):
The Stylist can make a perform (Act or Dance) to create the following effects to all who can see or within Charisma x 10 = feet, which ever is shorter:
DC
10: Mass Daze
15: Mass Suggestion
20: Mass Hypnosis
25: Mass Petrification
30: Mass Kill
Your Perform check goes against opponents Will save, or Sense Motive. Which ever is greater.

Last edited by Cipherthe3vil : 06-14-2011 at 08:37 PM. Reason: Changed Cosplay to "Any Human-looking" as intended, because D&D doesn't use literal term for Humanoid
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Old 06-13-2011, 05:56 PM   Top  -  End  -  #12
The Witch-King
Barbarian in the Playground
 
 
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Default Re: Base Class Challenge VI - Let's Play Dress Up!

FABRICATOR



"You heard you were being pursued by a fabricator and you thought it meant you were up against a fancy tailor. Your mistake." *sound of gunshot*--Elvia the Weaver

The Fabricator is an arcanist who has learned his arts by communing with otherworldly entities from the void. He has learned to tap into these strange eldritch energies in two ways, with his own body and with specialized garments and instruments the Fabricator wears on his person.

Adventures: Fabricators have a great hunger to learn more and more of the arcane arts. They will travel to great lengths and endure severe hardships in search of the secrets they seek.

Alignment: Fabricators may be of any alignment. However, there is a marked tendency for them to be chaotic in alignment as their training and methods are individual and unorthodox.

Religion: Fabricators tend to worship otherworldly spirits and entities from beyond the stars that are unknown to other men. When they do opt to worship deities more commonly known, they tend towards gods and goddesses of weaving, magic, the night sky and stars.

Background:
Spoiler


Races: Any non-construct, non-plant, non-undead race. The peculiar energies that Fabricators manipulate must be channeled through living flesh.

Most fabricators are human or elven, although kenku and lizardfolk make excellent fabricators. The insectile minds of the Thri-Kreen navigate the pathways of the void particularly well and forge fabricators par excellence. Dwarves, while possessed of great crafting skill, tend to lack the temperment to deal with subtle dream-like communications of strange, sometimes bizarre symbols and alien mindbending logic. Gnomes and halflings likewise often seem to lack the patience required for the work.

Adaptation: While the original conception of the fabricator is of an unorthodox steampunk arcanist who wrests arcane secrets from the void with her mind, there is nothing stopping either a player or the DM from re-fluffing the class to be a more conventional artificer type, such as a Dwarven runecarver.

GAME RULE INFORMATION

Abilities: Constitution determines how much of these strange energies the Fabricator can channel through his flesh and Wisdom determines how well the Fabricator has learned the alien ways of manipulating those energies.

Alignment: Any.

Hit Die: d6

Starting Wealth: 2d6 x 10 gp

Class Skills: The fabricator's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0th1st2nd3rd4th5th6th7th8th9th
1st
+0
+0
+0
+2
Aetherioptical Goggles, Arcane School, Clockwork Familiar31--------
2nd
+1
+0
+0
+3
The Living Cloak, Autoholster42--------
3rd
+1
+1
+1
+3
Aetheric Mask and Tank, Bonded Weapon/Runic Ammunition +1d8421-------
4th
+2
+1
+1
+4
Craft Wondrous Item, Deceive Item432-------
5th
+2
+1
+1
+4
Clockwork Shuriken, Runic Ammunition +2d84321------
6th
+3
+2
+2
+5
Favored Energy Type4332------
7th
+3
+2
+2
+5
Fabricator Item, Runic Ammunition +3d844321-----
8th
+4
+2
+2
+6
Item Creation44332-----
9th
+4
+3
+3
+6
Runic Ammunition +4d8444321----
10th
+5
+3
+3
+7
Fabricator Item444332----
11th
+5
+3
+3
+7
Clankbreaker, Runic Ammunition +5d84444321---
12th
+6/+1
+4
+4
+8
Item Creation4444332---
13th
+6/+1
+4
+4
+8
Fabricator Item44444321--
14th
+7/+2
+4
+4
+9
Runic Ammunition +6d844444332--
15th
+7/+2
+5
+5
+9
Item Creation444444321-
16th
+8/+3
+5
+5
+10
Runic Ammunition +7d8444444332-
17th
+8/+3
+5
+5
+10
Fabricator Item4444444321
18th
+9/+4
+6
+6
+11
Item Creation4444444332
19th
+9/+4
+6
+6
+11
Runic Ammunition +8d84444444433
20th
+10/+5
+6
+6
+12
Eldritch Apotheosis4444444444

Spoiler


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

Weapon and Armor Proficiency: Fabricators are proficient with all simple weapons, pistols and hand crossbows. They are not proficient with any type of armor or shield. Armor interferes with a fabricator's gestures, which can cause her spells with somatic components to fail.

Spells

Fabricators cast arcane spells powered by alien eldritch energies channeled through their very living flesh. A fabricator casts arcane spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a fabricator must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fabricator's spell is 10 + the spell level + the fabricator's Constitution modifier.

A fabricator's selection of spells is extremely limited. A fabricator begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new fabricator level, she gains one or more new spells, using the same table as sorcerers. Unlike sorcerers however, fabricators gain an additional number of known spells each spell level equal to their wisdom attribute modifier.

Upon reaching 5th level, and at every third Fabricator level after that (8th, 11th, and so on), a Fabricator can choose to learn a new spell in place of one she already knows. In effect, the Fabricator “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Fabricator spell the Fabricator can cast. A Fabricator may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A Fabricator need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Fabricator Implements (Su)

Fabricator implements are items constructed by the fabricator for her own special use and require a special ritual that takes eight hours to perform to enable and bind the item to her use. No one else can benefit from such an implement. Fabricator implements count as masterwork and magic items.

Fabricator Implement: Aetherioptical Goggles (Su)

The Fabricator can fashion and maintain a special set of bonded goggles that provide low-light vision, double the range of all forms of vision available to the Fabricator and enable the Fabricator to re-roll her initiative a second time (if you choose to re-roll, you must keep the second number). This ability to re-roll an initiative roll may be used a number of times each day equal to twice the Wisdom stat modifier of the Fabricator.

Clockwork Familiar

As per wizard familiar, except the familiar gains the Construct type.

Arcane School

As per wizards, except that unlike wizards, fabricators must specialize.

Fabricator Implement: Autoholster (Su)

This combination belt and holster is built to service either a handgun or a pistol crossbow. The simple act of holstering the weapon is all that is needed for the autoholster to automatically reload the weapon from the user's ammunitions stocks stored on the belt. The weapon is automatically ready for use when the user's next initiative comes around. The autoholster fully loads empty and partially loaded weapons. It is possible to build a larger autoholster worn on the back for use with rifles.

Fabricator Implement: The Living Cloak (Su)

The Living Cloak shifts and weaves around the Fabricator to disguise her presence and movements on the battlefield. The Living Cloak provides a bonus to AC as well as a bonus to performing feints for the purposes of denying opponents their dexterity bonus to AC from spells and attacks from pistols and hand crossbows. The Living Cloak grants the fabricator the ability to perform such feints as move actions as if the fabricator had the Improved Feint feat (in fact, this is the only benefit granted the wearer at level 2). To gain these bonuses, the fabricator cannot be wearing any type of armor that provides an arcane spell penalty.

Spoiler


Fabricator Implement: Bonded Weapon/Runic Ammunition (Su)

When using a bonded arcane revolver or a bonded arcane hand crossbow and special ammunition the fabricator has made him or herself, the fabricator can do additional damage with that weapon. The fabricator gains an additional +1d8 at the following levels: 3,5,7,9,11,14,16 and 19.

Runic ammunition counts as doing piercing and force damage.

Fabricator Implement: Aetheric Mask and Tank (Su)

The Fabricator can construct and maintain a curious looking steam-powered device on her back that collects otherworldly energies in the form of an aetheric liquid and sends them via a tube into a mask over the fabricator's nose and mouth to be breathed in as a gas. This saturates the fabricator with the strange otherworldly energies fabricators use to cast their spells.

The fabricator, thus equipped, having cast a fabricator spell, can make a Concentration check at DC 15 + 2x spell level of the slot just cast--if the fabricator makes the roll, she does not lose the slot. However, if she fails the roll, she suffers one point of Constitution damage for every point by which she missed the roll, up to a maximum of half the spell level of the slot (round up) she was trying to retain. This Constitution damage cannot reduce a character below 1 point of Constitution at which point the Fabricator is rendered unconscious.

Inhaling the fumes of the aetheric tank and mask makes the fabricator immune to mundane fatigue and exhaustion and the fabricator has no need for food and drink but can sustain her body on the eldritch energies alone.

Craft Wondrous Item

Spoiler


Deceive Item

As per the Warlock ability.

Spoiler


Fabricator Implement: Clockwork Shuriken (Su)

A clockwork shuriken is a small technomantic device closely resembling a pocket watch with two oversized razor-sharp clock hands. When primed (DC 6, free action) and thrown, the "hands" of the clockwork shuriken begin to spin at a terrific velocity, enabling it to slice through flesh, bone and metal alike. Much like ordinary shuriken, clockwork shuriken are thrown weapons that are otherwise treated as ammunition for game effects (such as their being drawn and their disposition after use). A Fabricator can cast a touch spell into a clockwork shuriken such that if it hits the target, the target suffers the effects of the spell in addition to the damage of the clockwork shuriken as a single attack. Weapon proficiency with the clockwork shuriken comes with the ability to construct and maintain it.

Spoiler


Favored Energy Type

The Fabricator selects one type of energy damage. Once made, this selection cannot be changed. When casting spells that do energy damage, the Fabricator may choose instead to do his favored energy type of damage.

Item Creation

The Fabricator may choose from one of the following for which she is qualified: Brew Potion, Craft Construct, Craft Staff, Craft Magic Arms and Armor, Golem Constructor (as per Wizard, Fabricator must be at least 9th level).

Fabricator Item (Su)

These items are more advanced and difficult to construct than the previous fabricator implements. Like fabricator implements, they must be bonded to the fabricator and only function for her.

The Fabricator may choose one of the following to learn how to build and maintain: Accelerator Greaves, Clockwork Servant/Mount, Technomantic Cannon or Technomantic Staff.

Accelerator Greaves (Su)

These strange looking mechanical footwear provide the fabricator a bonus to her walk and run speed as well as a +10 to all climb and run checks.

At levels 3-5: the fabricator gains +10 ft. move, levels 6-8: +20 ft., levels 9-11: +30 ft., levels 12-14: +40 ft., levels 15-17: +50 ft., levels 18-20: +60 ft.

Clockwork Mount/Servant

As per Animal Companion, using the Fabricator's class level instead of Druid level. The Animal Companion gains the Construct type.

Technomantic Cannon (Su)

This bulky two-handed device emits a destructive beam of the Fabricator's Favored Energy Type. If the target is hit and makes a Reflex save, the target takes half damage. To be used in combat, the cannon must first be primed and set to local conditions, this requires one standard action (DC 10). Once the cannon is primed and ready, it can be fired for up to twenty minutes of combat.

Spoiler


Technomantic Staff (Su)

A Fabricator can modify existing magic staves (or during construction for those she crafts herself) into technomantic staves. This provides two bonuses in addition to the staff's existing powers: one, the staff can be used to fire ranged touch spells using the staff as a sighting mechanism, providing the Fabricator an additional +2 to hit and two, the staff can be used to deliver touch spells and ranged touch spells as adjuncts to its melee attack, adding the staff's damage to the damage of the spell as a single attack.

Clankbreaker (Ex)

The Fabricator's attacks can bypass constructs immunity to sneak attacks and critical hits.

Eldritch Apotheosis (Ex)

Saturating yourself with the alien mystic energies of the Void has enabled you to ascend beyond mortal levels. You can gather the eldritch forces you manipulate on your own and no longer need the aetheric mask and tank to maintain those effects. Your type becomes Native Outsider and you no longer suffer any effects of aging nor do you need to breathe.
__________________

Last edited by The WitchKing : 06-14-2011 at 09:54 AM.
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Old 06-13-2011, 06:56 PM   Top  -  End  -  #13
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
Freljord
Default Re: Base Class Challenge VI - Let's Play Dress Up!

Just one day left to finish up!
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Old 06-14-2011, 03:09 PM   Top  -  End  -  #14
dragonjek
Pixie in the Playground
 
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Join Date: Oct 2010
Default Re: Base Class Challenge VI - Let's Play Dress Up!

The Ragamuffin

(Picture by nachtwulf of deviantart)



"Rags? I suppose they are, your Lordship. But I’d rather these ratty old things than your finest robes and crowns." – Mercedes Lloyd, a Ragamuffin

The lords of the fey are a strange lot by any standards by which mortals could measure them; they play games spanning centuries, toy with the lives of mortals as easily and carelessly as a child might play with dolls, and act on emotions and desires far different from those others feel. However, each of the sidhe lords and faerie kings and players in the intricate games of the fey are, in the end, a single individual, and with such elaborate plans as they may span more than one is needed.

Thus the Ragamuffin.

It is an easy matter for the greater of the fey to create a Ragamuffin. The first of the fey to do so was the fairy queen, Mab, who sought to obtain a mortal agent on the Material Plane; she approached a beggar child, small and hungry, and offered him food in exchange for his service. When the child accepted, she fed him and left, leaving him garbed in old and tattered rags; the child grew, and never spoke to the fairy queen again. Yet, on his deathbed, Mab returned to give her thanks for his service.

When the contract is made to serve the fey lord, the Ragamuffin is gifted with rags; the remains of old clothing of the fey or ragged wrappings made from ancient blankets and sheets. Regardless of the components, these are things that have been with the fey for long centuries, and have soaked up the strange and wild energies of the fey. Through their contract with the fey, the Ragamuffin can draw upon the eldritch energies imbued into the cloth.

The fey are deceptive in nature, and few who agree to this contract understand what they have done. The fey lord may look into their Ragamuffin’s mind and see out his eyes and shape his dreams as the Fair Folk wishes, and do so regularly; however, most Ragamuffin’s have no idea this happens, and apart from the one strange meeting where they were given their rags, may never meet a fey again (or indeed, even know their benefactor was a fey at all).


Adventures: Even if they do not seek it, Ragamuffins are inevitably drawn into a life of adventure and intrigue; a servant does no good if it does not do its duty, and a servant that is reluctant to fulfill his side of the contract will find circumstances drawing him into a more exciting life than he might have otherwise sought. What adventures a Ragamuffin finds may be far from what one would expect a servant of the fey to be involved with, but the fey lords do not search for immediate results. The changes resulting from the Ragamuffin’s actions may take years or decades or centuries to unfold, and even the Ragamuffin is unlikely to know what the results may be.

Characteristics: The Ragamuffin’s powers come from their bond with the fey, a bond made possible through the rags gifted to them. These rags, too, form a connection with the Ragamuffin, and grow in power along with their owner. They gain powers of deception and of illusion, befitting a servant of the fey, and the fey power bound into their raggedy clothing takes shape with the Ragamuffin’s development.

Alignment: Though the fae themselves are almost universally chaotic, they are not as picky about their mortal servants; even if they do not know it, an orderly and law-abiding Ragamuffin can play as important a role as a wild soul. Ragamuffin can be of any alignment, and are often unwittingly in the service of a fey lord diametrically opposed to their own morals.

Religion: Being a Ragamuffin has no effect on their tendencies to worship. However, many a Ragamuffin originates from the street, and are often found by their fairy benefactor while homeless, poor, lost, or starving. Due to this origin, the most popular deities amongst Ragamuffins are those gods of the poor, of money, of theft, of travel, or other gods popular amongst the common folk.

Background: It is not possible to stumble by accident or study upon the powers of a Ragamuffin. Their strange abilities can come only from the willing gift of garments imbued with the energies of the fey giving it. As such, a Ragamuffin can only be made with intentional effort on the part of the fae.

The powers are accepted by agreeing to serve the fey granting the garments, and through this contract the rags bond to their new owner and power is made available. Rare is the fey willing to explain their purposes, and most ordinary and fully capable people would question such an offer. As such, the fey tend to target the desperate and needy, those who would agree to almost anything to get food or shelter or enough money to last the week. The fey help their new servant out of their quandary after their agreement is made. However, despite continuing to manipulate their new pawn, the fey lord will rarely, if ever, contact the Ragamuffin directly again.

Because they don’t contact their benefactor again, few Ragamuffins know that their powers are of fey origins (save, of course, for those lucky enough to have that explained to them). Many mistakenly believe themselves to be sorcerers (and indeed, many develop talent in that field due to their exposure to magic) or gifted by a god rather than another pawn in the games of the Fair Folk.

Races: Although the interests of the fey span many races, elves and humans are noted to have the most frequent Ragamuffins. Humans spread across almost all cultures, so can more easily do what the fey may wish, and due to their numbers have the most poor and destitute with whom the fey lord could make a contract. Why there are so many elven Ragamuffins is unclear; poverty and desperation are rare amongst elvenkind in comparison to most other races. It is suspected that the ancient connections between elf and fey may play a role in this, but no other race related to the fey are made Ragamuffin as frequently as the fey.

Other Classes: Ragamuffins tend to have a talent for stealth and deception, so they have something in common with similar classes, such as rogues and bards. Although the fey lords care little for concerns of nature vs civilization, many individual lesser fey do, and most Ragamuffins who are aware of their fey connections may feel a certain lesser kinship with druids and rangers. Due to their long exposure to magic, most Ragamuffins develop a slight level of skill with sorcery, and overall tend to have strong bonds with sorcerers (even if sometimes one-sided).

Role: Ragamuffins tend to be very good with people, and not only due to their charisma. They have talent with illusion, enchantment, and deception in general, although they are significantly less skilled when it comes to direct combat. Despite generally lacking offensive power, Ragamuffins are no slouches when it comes to defense, although they cannot be counted on to serve as a tank.

Adaptation: Rather than a servant of the fey, perhaps the Ragamuffin is a loyal worshipper of a deity of poverty, beauty, or deception—or even a descendant of said deity. Mayhap the Ragamuffin is actually an assassin from a rare and secretive order, trained to use trickery and illusions to eliminate his prey.

Or perhaps the fey do not give rags, but instead rich clothing beyond human measures, each thread a veritable treasure. Maybe these powers actually come from the Ragamuffin himself; by following fashion trends, he improves his own powers—removing the connection to the fey and re-flavoring some abilities could turn the Ragamuffin into a slave of fashion.

GAME RULE INFORMATION
Ragamuffins have the following game statistics.
Abilities: Charisma must be the primary ability for the Ragamuffin. Not only does it decide the Ragamuffin’s DC for their special abilities, it also helps them in their role as the party face. Dexterity is nearly as important; Ragamuffin cannot wear armor, and even with their additional defenses they need the extra protection. A Ragamuffin desiring to make the most of the large number of class skills would do well to invest in a high Intelligence.
Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As rogue.

Class Skills
The Ragamuffin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)

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

The Ragamuffin
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0
+0
+2
+2
Faerie Rags (Sidhe’s Grace), Master’s Tongue
2nd
+1
+0
+3
+3
Fair Folk’s Clothing +1
3rd
+2
+1
+3
+3
Glamour
4th
+3
+1
+4
+4
Faerie Rags (Ragged Cloaking), Sprite’s Seeming
5th
+3
+1
+4
+4
Present of Garments
6th
+4
+2
+5
+5
Sidhe’s Blessing, Fair Folk’s Clothing +2
7th
+5
+2
+5
+5
Glamour, Ragman’s Repair
8th
+6/+1
+2
+6
+6
Faerie Rags (Mettle)
9th
+6/+1
+3
+6
+6
Mischevious Eyes, Pixie’s Seeming
10th
+7/+2
+3
+7
+7
Offering of Apparel, Fair Folk’s Clothing +3
11th
+8/+3
+3
+7
+7
Glamour, Fey-Touched
12th
+9/+4
+4
+8
+8
Faerie Rags (Fey Lord’s Boon)
13th
+9/+4
+4
+8
+8
Ragman’s Recreation
14th
+10/+5
+4
+9
+9
Glamour, Nymph’s Seeming, Fair Folk’s Clothing +4
15th
+11/+6/+1
+5
+9
+9
Sacrifice of Costumes
16th
+12/+7/+2
+5
+10
+10
Faerie Rags (Physical Phantasm)
17th
+12/+7/+2
+5
+10
+10
Temptations of the Fair Folk
18th
+13/+8/+3
+6
+11
+11
Glamour, Fair Folk’s Clothing +5
19th
+14/+9/+4
+6
+11
+11
Sidhe’s Seeming
20th
+15/+10/+5
+6
+12
+12
Faerie Rags (Uncoil Deception), Last Reward

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

Weapon and Armor Proficiencies: Ragamuffins are profient with all simple weapons and with light armor, although rags take up the armor slot and as such a Ragamuffin cannot wear armor while wearing rags. As the faerie rags are required to use the Ragamuffin’s class abilities, a Ragamuffin not wearing his rags loses access to all class abilities save for Master’s Tongue until such time as he dons the rags again.

Faerie Rags (su): A Ragamuffin possesses a set of rags known as Faerie Rags, made from the old clothing and bedsheets and other cloth items of the fey lord he serves. Due to the rags’ long exposure to the power of the fey, they have gained a power of their own, which over time shapes itself to its new master. Although damaged and fragile of appearance, Faerie Rags are in fact very durable (hardness 25, 90 hp, treat cold iron as adamantine), although they cannot be repaired to appear more like proper clothing and less like something that a beggar would wear. Should the Faerie Rags be irrevocably lost or destroyed, the Ragamuffin will come across new rags within 1d10 days. Faerie Rags must be worn in the armor slot to provide their benefits, and cannot be worn at the same time as armor. A typical set of Faerie Rags serves as both shirt and leggings.

At levels 1, 4, 8, 12, 16, and 20, the rags’ magic shapes itself further around its master, providing the following benefits.

Sidhe’s Grace: Faerie Rags are given to keep the fey lord’s servants alive, and this provide a preternatural protection to accomplish this, calling on their bond to their owner to provide power. The Faerie Rags give their owner a deflection bonus to armor class equal to the Ragamuffin’s Charisma modifier.
Ragged Cloaking: In the endless Game, it is best to have a pawn that cannot easily be discovered. The Ragamuffin receives protection against scrying and similar spells that would unveil him, gaining a bonus to saving throws made against divination spells and effects equal to ½ his class level.
Mettle: The rags bond ever closer to their master, imbuing him with protections to prevent him from falling where another would collapse. When the Ragamuffin successfully makes a Fortitude or Will saving throw against an effect that does half damage on a successful save, the Ragamuffin instead takes no damage. The Ragamuffin takes damage as normal should he fail the saving throw.
Fey Lord’s Boon: The magic of the rags further intermingle with their Ragamuffin, granting him the power of the fey lords. The Ragamuffin is provided with a +2 bonus to either Strength or Constitution, decided when this ability is obtained.
Physical Phantasm: The magic of the fey is the magic of illusion and trickery, and the Ragamuffin becomes both more and less than human, being less real. The Ragamuffin obtains damage reduction 5/cold iron
Uncoil Deception: Although by this point almost completely immune to the magic of trickery and lies, Ragamuffins are not removed from their power and their rags grow greater when exposed to such magic. When subjected to an illusion or enchantment spell or effect, both the Ragamuffin and the Faerie Rags heal/repair hit points equal to the level of the spell or effect.

Master’s Tongue (ex): Ragamuffins are, even though they might not know it, servants, and it is ill-befitting of a servant not to understand its master. Ragamuffins can understand the words and writing of any fey, regardless of the language it is speaking, as though it were the Ragamuffin’s own tongue. However, they do not otherwise possess any knowledge of the languages due to this, and would not, for instance, understand a dwarf speaking Slyvan.

Fair Folk’s Clothing (su): The eldritch touch of the Faerie Rags garbing the Ragamuffin spreads to effect even normal clothing. Each morning, the Ragamuffin can select one article of clothing that he wears, and will gain additional bonuses based on which type of clothing it is. This bonus starts at +1 at 2nd level, and every four levels increases by 1 until it has a +5 bonus at 18th level.

The selected article of clothing takes on the same raggedy appearance as the Faerie Rags and provides its bonus until morning has come again. Should the article of clothing already be magic, its appearance changes as normal, and it provides its normal benefits (or drawbacks) while also providing the associated bonus here.

Belts/Girdles: The Ragamuffin gains damage reduction of the listed bonus/cold iron. Once per day, when hit by an attack, the Ragamuffin may reduce the damage dealt to him by half.
Faerie Rags: The Ragamuffin gains the listed bonus as a luck bonus to one of Fortitude, Reflex, or Will, and once per day may reroll a failed saving throw of that type, taking the new result.
Cloak/Cape: The Ragamuffin gains the listed bonus as a luck bonus to AC, and once per day may, when fighting defensively, double this bonus until he stops fighting defensively or until 5 rounds have passed.
Glasses/Goggles/Visor: The Ragamuffin gains the listed bonus as a luck bonus to Search, Listen, and Spot checks, and gains darkvision 60 feet. Once per day, the Ragamuffin can gain the benefits of See Invisibiliy for 5 rounds.
Mask/Veil: The Ragamuffin gains the listed bonus as a luck bonus to Hide, Move Silently, Disguise, and Bluff. Once per day, the Ragamuffin can take a new form, as with Disguise Self, until he chooses to change back or the day ends.
Helmet/Hat/Headband: The Ragamuffin gains the listed bonus as a luck bonus to Knowledge, Diplomacy, and Sense Motive, and to the DC of any class abilities the Ragamuffin might use that day. Once per day, the Ragamuffin can select one spell that was used the previous round, and cast that same spell himself with the same caster level and DC as the person to originally cast it.
Gloves/Bracers: The Ragamuffin gains the listed bonus as a luck bonus to damage, and once per day may make an attack that adds his Charisma modifier to the attack and damage roll.
Boots/Shoes: The Ragamuffin gains the listed bonus times 10 as a bonus to his speed. Once per day, the Ragamuffin may take a second standard action in a round.

Glamour (su): The powers of the fey are manifold, and not always held within the purview of any known spell. The power soaked into the rags that garb the Ragamuffin hold parts of this power, and the connection with the fey patron even more, allowing the Ragamuffin to use some of the powers expected amongst the true fey. Any saving throw one of these abilities would need has a DC of 10 + ½ Class Level + Charisma modifier.

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Sprite’s Seeming (sp): The magic of the fey seeps slowly into the body of the Ragamuffin. The Ragamuffin selects one 0 level and one 1st level spell from the sorcerer, druid, or bard spell lists. The Ragamuffin can use each of these spells once per day as a spell-like ability. Caster level is equal to class level.

Presentation of Garments (su): There is no denying that the Ragamuffin has a special bond with clothing; by sacrificing of themselves, they may increase the power of this clothing. The Ragamuffin may choose to give up hit points to increase the power of clothing, as through the Fair Folk’s Clothing ability. They can choose to increase the power of the article of clothing that they used for their Fair Folk’s Clothing ability, or choose another article of clothing. Regardless, this only gives a bonus to this ability, and does not give the additional power from Fair Folk’s Clothing. The effect lasts five rounds, and a Ragamuffin can only use this bonus on one article of clothing at a time.

By sacrificing 5 hit points, the Ragamuffin can give a +1 bonus. By sacrificing 10 hit points, a +2 bonus. 15 hit points, a +3 bonus. The hit points spent this way cannot be healed for 12 hours.

Sidhe’s Blessing (su): Their bond to their fey benefactor provides the Ragamuffin with the ability to resist that which may sway them from their path. The Ragamuffin adds his Charisma modifier to saving throws made against illusion and enchantment spells and effects.

Ragman’s Repair (su): Ragamuffins have an unusual, magical connection with rags and thread, brought about by long association with the material. A Ragamuffin with spare cloth (of any type or color or quality) and five minutes of time can repair a damaged non-magical article of clothing or armor until it looks as though it were brand new again—wool changing into silk or velvet, cotton into metal and leather—whatever materials it takes to fix the damaged armor, the Ragamuffin can form. However, this power follows the strange, alien rules of the fey, and can only be used to repair.

Mischievous Eyes (ex): Exposure to fey powers has begun to change the body of the Ragamuffin, allowing their eyes to pierce through the darkness. The Ragamuffin gains low-light vision, and a +2 bonus to saving throws made against gaze attacks and light and darkness spells and effects.

Pixie’s Seeming (sp): More magic infuses the Ragamuffin, allowing them to select a single spell of 2nd level from the sorcerer, druid, or bard spell list and cast it once per day, using their class level as their caster level.

Offering of Apparel (su): The Ragamuffin, by sacrificing their blood to give power back to the rags that garb them, develop a truly symbiotic relationship with the Faerie Rags. The rags, accepting the blood offered, extend their power into another article of clothing worn. The Ragamuffin sacrifices 10 hit points, which cannot be healed for 24 hours, to extend the Faerie Rags into another article of clothing. At any point during the next 24 hours the Ragamuffin can activate the ability associated with that article, but only once, before the rags retract. Even if used, the Ragamuffin does not get the hit points back, and they cannot be healed until the 24 hours are up. The Ragamuffin can only have one Offering of Apparel active at a time, although he may make as many as he wants over the course of the day. However, the hit point loss adds up.

Belts/Girdles: If the Ragamuffin is reduced to negative hit points, he heals 1d4/class level points of damage.
Faerie Rags: Allows the Ragamuffin to use any once per day Glamour a second time.
Cloak/Cape: The Ragamuffin can grant himself total cover for 1d4 rounds.
Glasses/Goggles/Visor: The Ragamuffin can mimic the effects of True Seeing.
Mask/Veil: The Ragamuffin can turn incorporeal for 1d4 rounds.
Helmet/Hat/Headband: The Ragamuffin can cast any spell of 5th level or below.
Gloves/Bracers: The Ragamuffin can make a smite attack, adding his Charisma modifier to his attack role and his class level to the damage roll for the attack.
Boots/Shoes: The Ragamuffin can take a free action to instantly teleport to any location within 200 feet.

Fey-Touched (ex): The Ragamuffin is not entirely human anymore, as their bond to great fey powers and the rag that channels such power has changed them. The Ragamuffin counts as either their normal type (humanoid, monstrous humanoid, etc.) or a fey, depending on which is more beneficial, for purposes of wielding items, taking feats, being subjected to spells, accessing prestige classes, etc.. The Ragamuffin no longer ages, can no longer die of old age, and can accumulate neither penalties nor bonuses for aging.

Ragman’s Recreation (su): The Ragamuffin’s power has grown far beyond what it once was. When using Ragamuffin’s Repair, the Ragamuffin can now fix damage done even to magical clothing or armor, weaving the threads into magic as well as the material to fix it.

Nymph’s Seeming (sp): The Ragamuffin obtains more of the power of the fey, and may select one 3rd level spell from the sorcerer, druid, or bard spell lists to cast once per day, using Ragamuffin levels as cster levels.

Sacrifice of Costumes (su): The Ragamuffin can make a most unusual method of sacrifice to gain power—the Ragamuffin’s power lies in what they garb themselves in, and when these items have, themselves, power, then that power is made even greater. The Ragamuffin can temporarily absorb the magic from magic items he possesses, granting himself power in exchange for removing the powers from the item. This can be done once per day, and lasts for 1d4 rounds.

Belts/Girdles: Any belts the Ragamuffin has equipped cease to work. In exchange, the Ragamuffin gains damage reduction 15/cold iron.
Faerie Rags: None of the Ragamuffin’s class abilities, save for this one, are present. However, the Ragamuffin gains a bonus to AC, saving throws, and attack rolls equal to his Charisma modifier + 2.
Cloak/Cape: The Ragamuffin’s cloak or cape ceases to have power. In exchange, the Ragamuffin gains total concealment and double his Charisma modifier as a bonus to AC.
Glasses/Goggles/Visor: The Ragamuffin’s visual items cease to give their bonuses. In exchange, the Ragamuffin gains the ability to see through solid objects, magical barriers, disguises, and illusions within 100 feet.
Mask/Veil: The Ragamuffin’s masks cease to work; however, they become invisible and incorporeal, and are immune to the effects of See Invisibility and True Seeing.
Helmet/Hat/Headband: The Ragamuffins hats, crowns, headbands, and circlets have the power drawn from them. The Ragamuffin uses it to enable him to attempt to counterspell as though he knew and had prepared every spell.
Gloves/Bracers: The Ragamuffin’s gloves, gauntlets, bracers, and bracelets cease to be effective. Using their power, the Ragamuffin’s attacks bypass damage reduction.
Boots/Shoes: The Ragamuffin’s boots, shoes, and slippers become nonmagical. In exchange, the Ragamuffin is hasted, as the spell, and can use a swift action to teleport up to 50 feet.

Temptations of the Fair Folk (ex): The Ragamuffin is exposed to the magic of the fey on a constant basis, and normal magic does not compare to such incessant enticement. The Ragamuffin is immune to any illusion or enchantment spell or effect, save for those used by fey creatures. Even against these, the Ragamuffin gains a +2 circumstance bonus to saving throws.

Sidhe’s Seeming (sp): The Ragamuffin has more of the fey in him than some true fey do, and may draw such power forth to wield when he desires. The Ragamuffin may select once spell of 4th level to cast once per day. Caster level is equal to class levels.

Last Reward (ex, sp): The pawn has reached the far end of the chessboard, and evolved into a new piece. The fey lord no longer interferes in the life of the Ragamuffin, and the Faerie Rags are now powered by their symbiotic relationship with the Ragamuffin himself. The Ragamuffin fully becomes a fey creature. The Ragamuffin becomes capable of, 3/day, casting any 1st, 2nd, or 3rd level spell from the sorcerer, druid, or bard spell lists. The Ragamuffin also gains spell resistance 20. If the Ragamuffin did not already properly understand the Sylvan tongue, he does now.











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Old 06-15-2011, 06:27 AM   Top  -  End  -  #15
Morph Bark
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Default Re: Base Class Challenge VI - Let's Play Dress Up!

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