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Old 12-31-2011, 12:35 AM   Top  -  End  -  #1
eftexar
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Join Date: Jun 2011
Default Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

Rime Assassin (3.5)

Abilities: Intelligence is the rime assassin's most important score. It grants much needed skill points and sets the saves for the mare's tail discipline. Strength, dexterity, and constitution are next up as they increase survivability in combat.

Organization: see discipline

Alignment: Rime assassins may be of any alignment, depending on who they work for or what their cause is.

Religion: Most rime assassins who worship gods, worship gods of luck, because assassination is a tricky business. Otherwise they make their own.

Background: see discipline

Races: -

Other Classes: -

Role: A rime assassin is adept at melee combat, but where they truly shine is when using maneuvers to hinder opponents and skulking around like a rogue. If push comes to shove they can shift to ranged combat. The rime assassin really shines when stuck on his own though.

Class Features

Hit Die: d6

Starting Gold: As Rogue

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 6 + Int mod (x 4 at first level)

Level Base Attack Bonus Fort Save Ref Save Will Save Special Maneuvers Known (Readied) Stances Known
1st +0 +0 +2 +2 Heart of Ice, Trapfinding 3 (3) 2
2nd +1 +0 +3 +3 Evasion 4 (3) 3
3rd +2 +1 +3 +3 Sudden Strike +1d6 5 (3) 3
4th +3 +1 +4 +4 Fast Movement (10ft) 6 (4) 3
5th +3 +1 +4 +4 Flash Freeze 1/day 7 (4) 4
6th +4 +2 +5 +5 Minor Osmose 7 (4) 4
7th +5 +2 +5 +5 Sheer Cold, Sudden Strike +2d6 8 (4) 4
8th +6/+1 +2 +6 +6 8 (4) 4
9th +6/+1 +3 +6 +6 Osmose 9 (4) 5
10th +7/+2 +3 +7 +7 Flash Freeze (At Wills) 2/day 9 (5) 5
11th +8/+3 +3 +7 +7 Sudden Strike +3d6 10 (5) 5
12th +9/+4 +4 +8 +8 Fast Movement (20ft) 10 (5) 5
13th +9/+4 +4 +8 +8 11 (5) 5
14th +10/+5 +4 +9 +9 Sheer Cold 11 (5) 6
15th +11/+6/+1 +5 +9 +9 Flashfreeze 3/day, Sudden Strike +4d6 12 (5) 6
16th +11/+6/+1 +5 +10 +10 12 (6) 6
17th +12/+7/+2 +5 +10 +10 Major Osmose 13 (6) 6
18th +13/+8/+3 +6 +11 +11 13 (6) 6
19th +14/+9/+4 +6 +11 +11 Sudden Strike +5d6 14 (6) 6
20th +15/+10/+5 +6 +12 +12 Flashfreeze (At Wills) 4/day 14 (6) 6

Weapons and Armor Proficiencies: The rime assassin is proficient with all simple weapons, as well as any weapon normally in the light category. The rime assassin is proficient with light armor, but not with any shields.

Class Abilities
Spoiler


Design Notes:
Spoiler
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Last edited by eftexar : 01-02-2012 at 07:50 PM.
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Old 12-31-2011, 12:37 AM   Top  -  End  -  #2
eftexar
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Join Date: Jun 2011
Default Re: Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

Mare's Tail Discipline

wip/description
Spoiler


New Condition: Frozen
A frozen target may not take move actions while they are frozen. Unless otherwise noted the targets hands are free (but their legs and feet are not).
A target usually thaws in 5 minutes, but for every temperature band it is above cold (see page 9 of frostburn) this number is halved (round up (5m, 3m, 2m, 1m, 5r, 3r)).
Additionally striking the ice (AC of your initiator level) may break it, but requires a total of damage equal to 5 + your initiator level. Any attack that misses strikes the frozen character instead. Effects that affect an area strike both the ice and the frozen character. Any amount of cold damage 'heals' damage done to the ice. Fire or electricity deals double damage to the ice.
Anyone stuck within ice, even if completely immobile because of it, may make a full round strength check to deal damage to the ice equal to the check.
This applies to each individual 5ft of ice separately. Anyone frozen in ice also takes 1d4 cold damage each round.
Special: A target who is frozen in a position they normally couldn't maintain, or that is another position (such as prone for example) is stuck in that position until freed.


Maneuver Quick Reference
Unless otherwise noted, all Mare's Tail maneuvers are supernatural in nature, but any continuing conditions they create are not.
Any ice formed from a maneuver follows the rules of the frozen condition above, unless otherwise noted, even if no-body is frozen by that ice.

1st
Mare's Tail (Boost) - Leave behind a light fog that obscures vision when you move
Ice Skate (Stance) - Walk over snow or ice without risking falling through or sliding
Frostbite (Strike) - Deal 1d6 cold damage with strike
Mermaid's Tear (Strike) - Fire up to 5 bolts of ice that deal 2d6 cold damage each
Slide (Boost) - Immediately move 10ft without provoking attacks of opportunity, 20 if on ice

2nd
Brinicle (Counter) - Deal 2d6 cold damage, frost freezes attackers feet to the ground
Boreal Wind (Boost) - Teleport through up to 30ft of ice or snow, doesn't end turn
Glacial Wall (Counter) - Briefly raise a thin wall of ice between you and attacker to reduce damage
Ice Razor (Strike) - Deal 1d6 cold damage with strike, plus 2d6 extra if target is unarmored
Winter's Stride (Stance) - Can hide in plain sight when in snow or on ice

3rd
Reforge (Strike) - Reforge broken blade dealing 5d6 cold damage to target, possibly freezes target
Stalagmite (Strike) - Icicle juts up from the ground dealing 3d6 cold damage, 6d6 if in snow or ice
Jack's Frost (Boost) - Freeze ground within 20ft of you, deal 1d6 cold damage to anyone on ground
Algid (Counter) - Attacker takes 1d6 cold damage and is affected as if by chill metal
Blizzard (Boost) - Release a torrent of wind and snow, drop temperature

4th
Stalactite (Strike) - Icicle fall from ceiling dealing 4d6 cold damage and 2d6 bludgeoning
Exsiccate (Strike) - Strike dehydrates target and then freezes anyone else within 5ft
Crystal Palace (Strike) - Create a semi-permanent wall of ice, may freeze those caught in it

5th
Frigid Strike (Strike) - Strike deals 5d6 cold damage, freezes target, affects armor within 5ft as if with chill metal
Subzero (Stance) - Drop temperature, deal an extra 4d6 cold damage to frozen creatures
Iceberg (Counter) - Create a semi-permanent wall of ice that blocks attack

6th
Polar Strike (Strike) - Strike deals an additional 8d6 cold damage
Rima (Counter) - Break ice underneath attackers feat causing them to fall in and miss you
Hydra's Breath (Strike) - Blast of living ice deals 5d6 damage, may freeze targets

7th
Freezerburn (Strike) - Strike deals an additional 8d6 cold and fire damage and lights foe on fire
Ice Dragon's Rage (Counter) - If you die release up to a 30ft wave of ice that deals 10d6 damage and freezes targets

8th
Wintertide (Boost) - Release a massive torrent of wind and snow, drop temperature
Snowman (Stance) - Create an icy duplicate of yourself

9th
Absolute Zero (Strike) - Anyone within 60ft takes 12d6 damage and may be turned into ice statues


Maneuvers List
Spoiler
__________________
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please peach my current projects:
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Last edited by eftexar : 12-31-2011 at 08:44 PM.
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Old 12-31-2011, 01:12 AM   Top  -  End  -  #3
bobthe6th
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Default Re: Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

so it is a cold ninja/Tundra wind?
it is sudden strike not ambush.
the class seems a little specialized. it deals with cold really well... and thats about it. I guess the discipline could make it better.



once I get to see the full discipline I can comment on it..
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avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
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Old 12-31-2011, 08:07 PM   Top  -  End  -  #4
eftexar
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Join Date: Jun 2011
Default Re: Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

Thanks, I didn't catch that. Fixed Ambush to Sudden Strike. I think they do the same thing anyways though.
Most of the maneuvers are done. The only one I haven't figured out how to handle is snowman (stance). I was thinking about a nerfed version of the Ice Assassin spell from Frostburn.
I haven't figured out a history to the discipline and really have no ideas. If anyone is bored and comes up with something before me, please shoot.
I'm also worried about the frozen condition being particularly powerful, but it doesn't actually ever consider the target helpless so it shouldn't be an issue (maybe I should add it in though; it would make sense).

Edit > I think reforge is my favorite. I actually stole it from an awesome tv show.
__________________
My Homebrew
please peach my current projects:
Races Redone - because they should be more interesting
the Mage - because casters should play fair

Last edited by eftexar : 12-31-2011 at 08:33 PM.
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Old 01-02-2012, 07:33 PM   Top  -  End  -  #5
bobthe6th
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Default Re: Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

ok, a PEACH was requested so...
in Bold
Quote:
Originally Posted by eftexar View Post
Rime Assassin (3.5)
Hit Die: d6
ok ish... might do with a d8

Starting Gold: As Rogue

ok...

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 4 + Int mod (x 4 at first level)
seems good, might use 6+int mod

Weapons and Armor Proficiencies: The rime assassin is proficient with all simple weapons, as well as any weapon normally in the light category. The rime assassin is not proficient with any armor or shields.
ok... ninja knives and such. would give him light armor, as even a ninja needs some armor...

Class Abilities
Maneuvers and Stances
The rime assassin uses maneuvers and stances the same as a swordsage, except as noted here.
The rime assassin has a different progression (see table) and has access to a different set of disciplines: Diamond Mind, Iron Heart, Shadowhand, and Mare's Tail. Additionally, the save DC for any maneuver is 10 + 1/2 his rime assassin level + the relevant modifier.
seems good...

Lv1 > Heart Of Ice:
The rime assassin has grown cold from the many deaths he has seen. This manifests itself granting cold resistance equal to his rime assassin level or his intelligence modifier (whichever is higher).
In addition he gains half his rime assassin level to saves (to a minimum of 1) against the effects of a cold environment, as well as against any effect that has the cold descriptor or deals cold damage.
His resistance to cold stacks with any provided by heavy clothes or other cold resistant tailored, but not resistance enchanted, gear.
cold resistance is fun...

Lv1 > Trapfinding:
A rime assassin may find and disable traps in the same manner as a rogue.
ninja trap sensing


Lv2 > Evasion:
The rime assassin gains the Evasion ability, same as the rogue.
evasion is good

Lv3, 7, 11, 15, 19 > Sudden Strike:
The rime assassin gains the Sudden Strike ability, same as the ninja (see complete adventurer). It improves at each indicated level.
yay for ninjaness

Lv5, 10, 15, 20 > Flash Freeze:
A certain number of times per day (see table) the rime assassin may preform a strike maneuver as a swift action. This strike may not be of a level higher than half the highest level maneuver he can use (rounded down).
hmm... the low uses/day makes it ok. I might make it at will for maneuvers 3 levels lower then his current maximum. level 3 less tend to be much weaker then the current max, and with its limited maneuvers readied it might balance out. then I would suggest making it at will at level 20.

Lv6 > Minor Osmose (Su):
Should the rime assassin be struck by an effect that would deal cold damage and any cold resistance he has (even if he has cold immunity) would reduce the damage to 0, he heals an amount equal to the amount of cold resistance left.
cold healing is fun. get a DA with cold breath for free healing, but a DN and tomb-tainted soul can do the same.

Lv9 > Osmose (Su):
Anytime the rime assassin makes a save against an effect with the cold descriptor or that does cold damage, he completely negates it effects.
Furthermore if it dealt (or would continue dealing) damage he heals an amount equal to the cold damage it would have dealt (including each round if a continuous effect) if he had failed the save.
Healing from osmose doesn't stack with that from minor osmose, if it occurs at the same time.
and more cold healing... seems good, a little niche

Lv14 > Sheer Cold (Su):
Any cold damage dealt by the rime assassin partially ignores cold resistances.
Any maneuver that deals cold damage against a target(s) resistant to cold damage, ignores half of their cold resistance. Furthermore, if a target is normally immune to cold damage, it still does half damage.
ok, cold needs some help, perhaps add it at lower levels?

Lv17 > Major Osmose (Su):
The rime assassin automatically succeeds on any save an effect with the cold descriptor allows, regardless of the DC.
supa cold resistance. seems fine.
so a lot of focus on cold, ok. some nice ninja stuff on top of that. needs more abilities though... perhaps a movement speed boost and some spring attack support?
__________________
avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
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Old 01-02-2012, 07:52 PM   Top  -  End  -  #6
eftexar
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Join Date: Jun 2011
Default Re: Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

I decided to keep the HD the same, but changed pretty much everything else you suggested:
Upped the skill points to 6, added a small movement bonus, and added light armor.
Split sheer cold into two parts instead of just straight up granting it at lower levels.
Added a more limited version of at will uses of flash freeze.
Thanks for the peach though!
__________________
My Homebrew
please peach my current projects:
Races Redone - because they should be more interesting
the Mage - because casters should play fair

Last edited by eftexar : 01-02-2012 at 07:53 PM.
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Old 05-02-2012, 06:41 PM   Top  -  End  -  #7
eftexar
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Join Date: Jun 2011
Default Re: Rime Assassin and Mare's Tail (3.5 Class and Discipline, PEACH)

Thought I would resurrect this. I didn't get a lot of input on it last time, so I would like to know people thoughts (but I guess it was around Christmas so that was to be expected).
It was my first discipline (and actually still remains my only one). Now that I've got a better understanding of ToB and it's balance, I realize it might be too damage/strike heavy and freeze happy. Still even if it is a bust I need to learn about balancing disciplines better so I can make more of them. So?
__________________
My Homebrew
please peach my current projects:
Races Redone - because they should be more interesting
the Mage - because casters should play fair

Last edited by eftexar : 05-02-2012 at 06:43 PM.
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