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  1. - Top - End - #1
    Firbolg in the Playground
     
    Temotei's Avatar

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    Minnesota
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    Default Base Class Challenge XII - Race Race

    Race Race

    Welcome to base class challenge number twelve! 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 a theme of races (humans, elves, not speed races); anything is possible, so have fun! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. 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 July 1st, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but make sure the end result is 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?

    Race!
    Last edited by Temotei; 2012-05-25 at 04:29 PM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
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    Default Re: Base Class Challenge XII - Race Race

    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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    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[/table]

    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):



    Spoiler
    Show
    [CENTER][b][SIZE="3"][U]Base Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

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

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

    [b]Role:[/b] What your class does in and for a party.

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

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] 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.).
    [b]Starting Gold:[/b] 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.).

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

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] 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.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Ogre in the Playground
     
    bobthe6th's Avatar

    Join Date
    Jul 2011
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    Under the midnight sun
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    Male

    Default Re: Base Class Challenge XII - Race Race

    ELAN

    "No, you use manipulate your power. I am my power, and therefore it is real power."- Ivan, walker if the deep path, to an unlucky psion[/center]

    An Elan is an aberration, something that should not be. They are great minds freed of the normal unresponsive corpse most humans inhabit. The Elan though, he takes this farther. He turns more to his new form then his mind, to his new natural then his mental skill.

    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: Depending on the build, any ability may be important. Charisma is often the least important.
    Alignment: Any, though chaotic neutral is the most common.
    Hit Die: d4
    Starting Age: Elan birth
    Starting Gold: 10 gp

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are entirely dependent upon path

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

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manipulations|Focus Points

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    ||1|1

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    ||2|2

    3rd|
    +1
    |
    +1
    |
    +3
    |
    +3
    ||3|3

    4th|
    +2
    |
    +1
    |
    +4
    |
    +4
    ||4|5

    5th|
    +2
    |
    +1
    |
    +4
    |
    +4
    ||5|8

    6th|
    +3
    |
    +2
    |
    +5
    |
    +5
    ||6|11

    7th|
    +3
    |
    +2
    |
    +5
    |
    +5
    ||7|15

    8th|
    +4
    |
    +2
    |
    +6
    |
    +6
    ||8|19

    9th|
    +4
    |
    +3
    |
    +6
    |
    +6
    ||9|24

    10th|
    +5
    |
    +3
    |
    +7
    |
    +7
    ||10|29

    11th|
    +5
    |
    +3
    |
    +7
    |
    +7
    ||11|35

    12th|
    +6/+1
    |
    +4
    |
    +8
    |
    +8
    ||12|42

    13th|
    +6/+1
    |
    +4
    |
    +8
    |
    +8
    ||13|49

    14th|
    +7/+2
    |
    +4
    |
    +9
    |
    +9
    ||14|56

    15th|
    +7/+2
    |
    +5
    |
    +9
    |
    +9
    ||15|64

    16th|
    +8/+3
    |
    +5
    |
    +10
    |
    +10
    ||16|72

    17th|
    +8/+3
    |
    +5
    |
    +10
    |
    +10
    ||17|83

    18th|
    +9/+4
    |
    +6
    |
    +11
    |
    +11
    ||18|93

    19th|
    +9/+4
    |
    +6
    |
    +11
    |
    +11
    ||19|103

    20th|
    +10/+5
    |
    +6
    |
    +12
    |
    +12
    ||20|114[/table]

    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):
    Last edited by bobthe6th; 2012-06-08 at 08:05 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

  4. - Top - End - #4
    Orc in the Playground
    Join Date
    Dec 2011
    Location
    Maryland

    Default Re: Base Class Challenge XII - Race Race

    Dwarf



    "when i was but a boy, my parents asked what i wanted to be, anything i wanted, they had obviously expected me to say warrior or priest, but i said "I wanna be Dwarf"
    -Miscellaneous Dwarf

    some dwarves decide to be warriors, some priests, and some even decided to be wizards. but on occasion, they just choose to be a dwarf.

    Adventures: Dwarves are excellent warriors, and master smiths. but they can't always get their thrill from the forge, they need to explore the world, and show people that dwarves are better then everyone else.

    Characteristics: Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.

    Alignment: any

    Religion: Dwarves tend to worship any of the dwarves gods, and sometimes those of norse origin.

    Background: Instead of training in the traditional senses, a Dwarf practices what their culture naturally makes them good at, and makes them better at it.

    Races: Dwarves are only Dwarves. they get along with gnomes the best, with a rivalry with dwarves, and a hate of goblinoids.

    Other Classes: Dwarves can relate with all classes due to its racial focus. but they do tend to get along better with warriors and priests, as they share many things with them.

    Role: the Dwarf takes the role of a fighter, but has minor healing capabilities.

    Adaptation:

    GAME RULE INFORMATION
    DWARF's have the following game statistics.
    Abilities: In a dwarf, strength is probably it's main focus, due to its fighting capabilities, and wisdom for its spell casting, while constitution will always be accepted for extra hit points.
    Alignment: Any
    Hit Die: d10
    Starting Age: As fighter
    Starting Gold: As cleric

    Class Skills
    The Dwarf's class skills (and the key ability for each skill) are appraise(int), bluff(cha), concentration(con), craft(int), intimidate(cha), knowledge(architecture and engineering)(int), knowledge(dungeoneering), knowledge(geography), knowledge(religion), listen(wis), profession(wis), search(int), sense motive(wis), spellcraft(int), spot(wis), and survival(wis)


    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    DWARF
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |aura, spells, domains, defensive ability| 3|0+1| | | |

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Turn/rebuke undead, earth sense| 3|1+1| | | |

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |defensive improvement II| 3|1+1| | | |

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |defensive ability II| 4|2+1| | | |

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |earth adept| 4|2+1|0+1| | |

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |burrow(10ft), defensive improvement III| 4|2+1|1+1| | |

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |shielded casting| 4|2+1|1+1| | |

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |defensive ability III| 5|3+1|2+1| | |

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |defensive improvement IV, earth master| 5|3+1|2+1|0+1| |

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |powerful build| 5|3+1|2+1|1+1| |

    11th|
    +11
    |
    +7
    |
    +3
    |
    +3
    |immunity to poison| 5|3+1|2+1|1+1| |

    12th|
    +12
    |
    +8
    |
    +4
    |
    +4
    |defensive ability IV, defensive improvement V| 5|3+1|3+1|2+1| |

    13th|
    +13
    |
    +8
    |
    +4
    |
    +4
    |burrow(20ft)| 5|3+1|3+1|2+1|0+1|

    14th|
    +14
    |
    +9
    |
    +4
    |
    +4
    |rock hurling| 6|4+1|3+1|2+1|1+1|

    15th|
    +15
    |
    +9
    |
    +5
    |
    +5
    |defensive improvement VI| 6|4+1|3+1|2+1|1+1|

    16th|
    +16
    |
    +10
    |
    +5
    |
    +5
    |defensive ability V| 6|4+1|3+1|3+1|2+1|

    17th|
    +17
    |
    +10
    |
    +5
    |
    +5
    |fling| 6|4+1|3+1|3+1|2+1|0+1

    18th|
    +18
    |
    +11
    |
    +6
    |
    +6
    |defensive improvement VII| 6|4+1|4+1|3+1|2+1|1+1

    19th|
    +19
    |
    +11
    |
    +6
    |
    +6
    |improved rock hurling| 6|4+1|4+1|3+1|2+1|1+1

    20th|
    +20
    |
    +12
    |
    +6
    |
    +6
    |earth glide, defensive mastery| 6|4+1|4+1|3+1|3+1|2+1[/table]

    Class Features
    All of the following are class features of the DWARF

    Weapon and Armor Proficiencies: Dwarf's are proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields (including tower shields)

    Aura:

    SpellCasting:

    Domains:

    Defensive Ability (Ex):

    Turn/rebuke undead (Su):

    Earth Sense:

    Earth Adept:

    Burrow (Ex):

    Shielded Casting:

    Earth Master:

    Powerful Build:

    Immunity to Poison:

    Rock Hurling:

    Fling:

    Improved Rock Hurling:

    Earth Glide (Ex):

    Defensive Mastery:
    Last edited by ArkenBrony; 2012-06-18 at 07:41 PM.

  5. - Top - End - #5
    Titan in the Playground
     
    Quellian-dyrae's Avatar

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: Base Class Challenge XII - Race Race

    The Elder

    "Human Elder? It's an oxymoron. How can a human be an Elder? They're lucky to see the end of their first century!" -Faryn Moonstone, High Elf Noble.

    Where many priests primarily tend to other worshippers and followers of their gods, Elders see to the spiritual needs of their entire race. They give worship to all the deities that look after their people, revering the entire pantheon as a single divine entity that watches and protects their fellows. Elders are rewarded for their faith and devotion with a deep connection to both the major aspects of their deities' portfolios, and the innate skills and powers of their own race.

    Adventures: The archetypal Elder is a wisened leader who often tends to both a spiritual and political role among its people. Naturally, such wisdom and experience requires some time to develop. Younger Elders often adventure to connect with far-flung communities of their people, form alliances with other races, accomplish quests for their gods, and devlop their own knowledge and skill. Many eventually return home to guide or even lead their communities, but some continue traveling abroad in service of their people and their deities. Those who reach the greatest heights of power may even travel to other worlds and planes, protecting and guiding the children of their gods wherever they may be found.

    Characteristics: Elders are flexible spellcasters who spontaneously cast divine spells from various domains. While they are by necessity more focused than most prepared casters, they also have the freedom to exchange their domains on a day-to-day basis, giving them some additional versatility over spontaneous casters. To this, they add several powers that build upon and enhance their natural racial abilities. Elders also commonly perform political duties for their communities as well as spiritual, and are quite adept in various social skills.

    Alignment: Most Elders are of the typical alignment of their race. Elders of a different alignment are certainly possible, but the people who share the average outlook of the race are most likely to become an Elder. Likewise, since most deities in a race's pantheon cluster around the race's normal alignment, the Elder's restrictions on spellcasting make such an alignment mechanically advantageous.

    Religion: Elders always worship the pantheon of their race, although most choose a specific deity within that pantheon whose portfolio or dogma resonates particularly strongly with them.

    Background: Heritage is a common way for an Elder to be chosen. The son or daughter of a community's current Elder is trained by their parent and other priests in the history of the race, the lore of its pantheon, the use of divine magic, and the skills needed for leadership. Some Elders personally choose to follow the path, or are even called to it by the deities of their race, often upon performing some great deed for their people.

    Races: Any race with a pantheon of deities that it worships can have Elders. In most settings, human Elders are unlikely, as humans as a race are less likely to have a dedicated pantheon of gods. Even in settings where humans of different cultures have specific pantheons, though, humans are one of the only races poorly mechanically suited to being Elders, as they lack many of the racial features that the class builds upon.

    Other Classes: Divine casters are the classes most likely to have particular feelings for Elders as a class - those feelings depending entirely on if the caster in question worships and allied or opposed deity. That aside, Elders of a given race often show particular respect for members of the race's favored class.

    Role: An Elder's role can vary from character to character and even day to day, depending on its domains, but typically Elders fall into a supportive role with augmentative, curative, tactical, and utility magic. Depending some on domains and even more on race, certain Elders may also be surprisingly adept at physical combat and mundane skills.

    Adaptation: Naturally, the Elder class fits easiest into a campaign world where the races each have their own pantheon, such as the Forgotten Realms. Other worlds with multiple pantheons are also suitable, even if they are based more on culture than on race. In a world where pantheon worship is rare, a good balance is to allow an Elder to select domains from any deities within one step of its own alignment. Finally, if gods in general are less detailed, an Elder might simply select an assortment of domains to choose from. A number equal to its spellcasting modifier plus half its class level is a good rule of thumb.

    GAME RULE INFORMATION
    Elders have the following game statistics.
    Abilities: The exact ability scores an Elder uses depends on the race in question, although many Elders use Wisdom to drive their spellcasting powers.
    Alignment: Any, but see Spellcasting.
    Hit Die: d4.
    Starting Age: As cleric.
    Starting Gold: As druid.

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

    Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Cha), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), and Spot (Wis).

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

    The Elder
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Domains, Racial Paragon.

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Godly Gifts.

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Expanded Aptitude.

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Blessed Child +2.

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Pantheon Domain.

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Godly Gifts.

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Protector of the People.

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Blessed Child +4.

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Devotion Domain.

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Godly Gifts.

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Racial Legend.

    12th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |Blessed Child +6.

    13th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |Pantheon Domain.

    14th|
    +7
    |
    +4
    |
    +4
    |
    +9
    |Godly Gifts.

    15th|
    +7
    |
    +5
    |
    +5
    |
    +9
    |Conduit.

    16th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |Blessed Child +8.

    17th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |Ruler Domain.

    18th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |Godly Gifts.

    19th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |Request Blessing.

    20th|
    +10
    |
    +6
    |
    +6
    |
    +12
    |Ascendance.[/table]

    Spells Per Day
    {table=head]Level|1|2|3|4|5|6|7|8|9

    1st|1|-|-|-|-|-|-|-|-

    2nd|2|-|-|-|-|-|-|-|-

    3rd|3|1|-|-|-|-|-|-|-

    4th|4|2|-|-|-|-|-|-|-

    5th|4|3|1|-|-|-|-|-|-

    6th|4|4|2|-|-|-|-|-|-

    7th|4|4|3|1|-|-|-|-|-

    8th|4|4|4|2|-|-|-|-|-

    9th|4|4|4|3|1|-|-|-|-

    10th|4|4|4|4|2|-|-|-|-

    11th|4|4|4|4|3|1|-|-|-

    12th|4|4|4|4|4|2|-|-|-

    13th|4|4|4|4|4|3|1|-|-

    14th|4|4|4|4|4|4|2|-|-

    15th|4|4|4|4|4|4|3|1|-

    16th|4|4|4|4|4|4|4|2|-

    17th|4|4|4|4|4|4|4|3|1

    18th|4|4|4|4|4|4|4|4|2

    19th|4|4|4|4|4|4|4|4|3

    20th|4|4|4|4|4|4|4|4|4[/table]

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

    Weapon and Armor Proficiencies: Elders are proficient with simple weapons, but not with armor or shields. They are also proficient with any weapons that their race receives easier proficiency with or a bonus to attack rolls with, or that has the race in the weapon's name.

    Spellcasting: Elders cast divine spells, which are drawn from various domain lists (see the Domains class feature below), as well as all 0-level spells on the Cleric spell list. An Elder can cast any spell it knows without preparing them ahead of time. When an Elder gains access to a new level of spells, it automatically knows all spells for that level listed on its spell list. Essentially, its spell list is the same as its spells known list.

    To cast a spell, an Elder must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against an Elder's spell is 10 + the spell level + the Elder's Wisdom Modifier. Like other spellcasters, an Elder can only cast a certain number of spells of each spell level per day. Its base daily allottment is given in Table: Spells per Day above. In addition, Elders receive bonus spells for a high Wisdom score.

    Due to their close connection to their pantheon, Elders can create simple invocations of divine energy very easily. Elders may cast one 0-level spell per minute, with no daily limit. They also reduce the casting time of their 0-level spells to one swift action.

    Elders need not prepare their spells in advance. They may cast any spell they know as long as they have spells per day available.

    Domains: Elders worship all the gods of their race. Their close connection to their pantheon of deities gives them impressive spellcasting flexibility - within the spheres of their deities' influence. At first level, each Elder receives three domains. The first is always set - the domain that corresponds to their own race (so Elf Elders get the Elf domain). The second is any domain available to the leader of their pantheon (called a Ruler Domain). The third is any domain available to any deity of their pantheon (called a Pantheon Domain).

    At fifth and thirteenth level, the Elder may choose another Pantheon Domain.

    At ninth level, the Elder may choose a single deity of its pantheon who is feels a particularly strong connection with. It receives a bonus domain from that deity's list, called a Devotion Domain.

    At seventeenth level, the Elder may choose another Ruler Domain.

    Elders may only select domains associated with deities whose alignments are within one step of their own, or the leader of the pantheon. When choosing a favored deity at 9th level, the Elder must select a deity with the same alignment as its own.

    Unlike most spontaneous casters, though, the Elder's devotion to its pantheon as a whole allows it a great measure of flexibility. The Elder is able to change its domains, albeit not as easily as a wizard or cleric can change their prepared spells. Changing domains can be done at any time, but requires a full eight hours of prayer, and can only be done in a location sacred to the pantheon or one of its deities, such as a temple, shrine, or holy place. A location that has been Hallowed (or Unhallowed) by a worshipper of a deity of the pantheon for at least a week is also acceptable. After eight hours of prayer, the Elder can choose one of the following options:

    • Exchange any or all Pantheon Domains available from a chosen deity for other Pantheon Domains (from the same or other deities).
    • Exchange any or all Ruler Domains for other Ruler Domains.
    • Exchange any or all Devotion Domains for other Devotion Domains (it may not change the deity from whom it receives Devotion Domains).


    Changing domains immediately changes the Elder's spells known, spell list, and granted powers. Any of the Elder's spells that are active on a duration other than permanent expire if the Elder loses access to the domain from which it received the spell.

    Racial Paragon (Ex): Elders are blessed by the gods of their race, exemplary in the race's favored fields. Any skills that the Elder's race receives a bonus on (including a size bonus) are treated as Elder class skills. If the Elder's race receives a bonus on saving throws or a Resistance against a certain descriptor, the Elder instead gains immunity to effects with that descriptor. If the Elder's race provides spell-like abilities of a level that the Elder can cast, casting times for those abilities change to one swift action, and daily uses become hourly uses. They become uses per minute if the Elder can cast spells two levels higher, and at will if it can cast spells five levels higher. Additionally, depending on the racial bonuses the Elder receives to its ability scores, it may select one of the following options:

    • If the Elder receives a racial bonus to Strength, it may receive a Medium Base Attack Bonus and proficiency in all armor and shields.
    • If the Elder receives a racial bonus to Dexterity, it may receive a Good Reflex Save and a 10' bonus to its base land speed.
    • If the Elder receives a racial bonus to Constitution, it may receive a Good Fortitude Save and increase its Hit Die to a d8.
    • If the Elder receives a racial bonus to Intelligence or Charisma, it may substitute that score for Wisdom for Elder spells and class features.
    • If the Elder receives a racial bonus to Wisdom, it may receive an additional spell per day of the highest level it can cast.


    Finally, the Elder adds half its class level as a Circumstance bonus on Diplomacy checks targeting members of its race.

    Godly Gifts: Since Elders focus entirely on the domains of their gods, they find it easier to wield both weapons and powers associated with their deities. At second level, the Elder gains Weapon Focus with any weapons it qualifies for proficiency for from this class due to its race (see the Weapons and Armor Proficiency class feature). At 6th, 10th, 14th, and 18th level, it gains an additional feat related to its racial weapons, in the following order: Weapon Specialization, Improved Critical, Greater Weapon Focus, Greater Weapon Specialization.

    The Elder may also substitute its spellcasting ability score (typically Wisdom, unless it gained the Intelligence or Charisma Racial Paragon ability) for any references to Wisdom or Charisma in its domain powers. Additionally, for each such instance of this class feature gained (that is, at 2nd, 6th, 10th, 14th, and 18th level), the Elder gains the following abilities. It gains abilities for all domains that qualify, but in the event that a domain qualifies for multiple such abilities, it must divide its instances of this ability among them. For example, a 10th level Elder with the Animal domain could add three uses to its Speak with Animals power, twelve ranks to its Knowledge (Nature) skill, one use of Speak with Animals and eight ranks to Knowledge (Nature), or any other such combination.

    • If the domain's granted power is usable a limited number of times per day, increase that number by 1.
    • If the domain grants a skill as a class skill, gain four ranks in that skill (this cannot bring a skill's ranks higher than your normal maximum, and these ranks are lost if you trade out the domain).
    • If the domain grants a constant numerical bonus, or a feat that provides a numerical bonus, increase that bonus by 1.


    Expanded Aptitude (Ex): Starting at third level, the Elder can apply its racial abilities to a greater variety of situations. It may choose to make any two of the following changes, provided that either the score it is substituting in is a score that it receives a racial bonus to, or the score it is substituting out is a score that it receives a racial penalty to.

    • Substitute Strength for Dexterity on ranged attack rolls.
    • Substitute Strength for Constitution on Fortitude saves.
    • Substitute Dexterity for Strength on damage rolls (applies to all melee and ranged attacks, and always uses the full modifier, not half or 150%).
    • Substitute Dexterity for Constitution on hit points.
    • Substitute Constitution for Dexterity on Armor Class, which is not limited by armor.
    • Substitute Constitution for Strength to resist any sort of combat maneuver.
    • Substitute Spellcasting Ability for any one ability modifier on skill checks.
    • Substitute any ability score with a racial bonus for its Armor bonus to AC (including Armor Enhancement). This does not stack with other abilities that add an ability modifier to AC.


    Blessed Child (Ex): The Elder is blessed with greater prowess in its race's fields. At fourth, eighth, twelfth, and sixteenth level, it increases any racial bonuses on skill checks or saving throws by 2, and any racial bonuses on attack rolls and AC by 1. It also increases a single racial bonus to an ability score by 2.

    Protector of the People (Su): One of the most important tasks of an Elder is protecting its people from their enemies. At seventh level, whenever casting a spell which heals hit points, removes negative effects, improves AC or saving throws, or grants resistances or immunities, the Elder may increase the spell's range by one step; Personal to Touch, Touch to Close, Close to Medium, Medium to Long, so long as its target is a member of its race or a worshipper of a deity of its pantheon. Additionally, if it increases the casting time of the spell to one full round and its range was not originally Personal, it may affect one such target per point of its casting ability modifier.

    The Elder may also name other characters as Friends of the race in a ritual requiring one hour to perform. This causes such characters to be treated as worshippers of the Elder's gods for purposes of this class feature any other beneficial spells and powers that provide or improve their effects for worshippers of the caster's deity, and also grants them a +2 Circumstance bonus on Diplomacy checks regarding members of the Elder's race. The Elder's gods may veto or revoke this Friendship if the character abuses it, or does some significant harm to the race.

    Racial Legend (Ex): An eleventh level Elder is a paragon of its race. It may choose to gain another Racial Paragon ability (if it has bonuses to multiple ability scores), or improve its existing bonus as follows:

    • If the Elder receives a racial bonus to Strength, it may receive a Good Base Attack Bonus.
    • If the Elder receives a racial bonus to Dexterity, it may double its speed in all movement modes.
    • If the Elder receives a racial bonus to Constitution, it may increase its Hit Die to a d12.
    • If the Elder receives a racial bonus to Intelligence or Charisma, it may substitute that score for Wisdom for Will saves.
    • If the Elder receives a racial bonus to Wisdom, it may receive an additional spell per day of each spell level it can cast (this overlaps with the initial Racial Paragon bonus).


    Conduit (Su): A fifteenth level Elder is a conduit for the will of its gods. The DM may offer to have a deity take over the Elder in situations that support that deity's aims (that is, allowing the DM to control the character). The Elder may grant the deity any or all of its allowed actions each round (it may veto any action that it wishes). Deities typically only use this capability to provide advice or information (or to castigate enemies), using the Elder as a mouthpiece, but they can also take command of the Elder in combat or other scenarios. Any spells that the deity causes the Elder to cast use up spell slots two levels lower than normal, and can draw from any domains granted by the deity (the deity cannot cause the Elder to cast a spell outside of its domains or more powerful than the Elder could normally cast). Any words spoken by the deity through the Elder result in a natural 20 on any Bluff, Diplomacy, or Intimidate check rolled. This function of the power is, however, strictly under the purview of the DM.

    Due to the Elder's strong connection to its deities, it can cast particularly costly spells more easily. Each day, it gains a number of points equal to its class level that can be exchanged to negate 20 points of a spell's XP cost, or conserve 100 gold worth of a spell's components (the components must still be provided, they just aren't consumed, as if they were a focus).

    This connection also renders the Elder immune to all negative effects of age. Benefits still accrue, and the Elder's maxmum age can be extended by as much as 10% per class level.

    Request Blessing (Su): A nineteenth level Elder can call upon its gods for aid when it needs them most. Once per day as a free action, the Elder can make an exchange of domains as if it had just spent eight hours praying in a sacred location.

    Ascendance (Ex): At twentieth level, the Elder becomes an ascended servent of its gods. It gains the benefits of another application of Blessed Child, and becomes an Outsider of the type that matches its alignment, gaining all appropriate Outsider and Type traits: Archon (LG), Angel (NG), Eladrin (CG), Modron (LN), Slaad (CN), Devil (LE), Yugoloth (NE), or Demon (CE). Neutral Elders may choose which Type to take. The Elder also gains DR 10 and Regeneration 5, both overcome by weapons opposed to one of its alignment components (non-neutral may choose, partially neutral use the non-neutral component, neutral are overcome by any aligned weapon or attack). Finally, the Elder may perform a Greater Teleport to any location sacred to its deities, or a Greater Plane Shift to the plane its deities reside on or its home plane, a combined total five times per day as a full-round action.

    Elders with this ability may still be resurrected normally.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Mar 2012
    Gender
    Male

    Post Re: Base Class Challenge XII - Race Race

    Changeling



    "Me? I don't exist."

    -The Baron of Wynshire, the Duchess of Redwing, the High Priest of St. Cuthbert and the goblin chief Velgmort.

    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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    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[/table]

    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):
    Extended Signature here.

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    SWSE Campaign:
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    OOC Thread

  7. - Top - End - #7
    Ogre in the Playground
     
    Techwarrior's Avatar

    Join Date
    Apr 2012

    Default Re: Base Class Challenge XII - Race Race

    The Savage

    What? Tactics, you know who used tactics? The guy whose arm I've been gnawing on all day. I don't need tactics!

    A Savage is a powerful melee combatant. Lacking the rage of the Barbarian and the specialized training of a Fighter, the Savage relies on his inner brutality, seeking to emulate the powerful Trolls.

    Adventures: Most Savages take up the life of an adventurer because they quickly find themselves the strongest. Savages love a challenge, and their home area quickly is found lacking in that department. Savages can have other reasons for adventure, but Savages still have a battlelust that can not be sated staying in one place.

    Characteristics: Savages are engines of destruction. Whereas a Fighter has extensive training, and a Barbarian has rage; a Savage has brute force, and all Savages grow claws that they use to rip their opponents to shreds. Savages share a knowledge, if not a love, of nature's ways with Druids, Barbarians, and Rangers

    Alignment: Savages can not be lawful, the destruction they spread wherever they go is a little too chaotic for a lawful mindset. Savages also tend slightly toward evil, as most Savages have little compunction in what, or even who, they kill.

    Religion: Savages have no specific deity. Most who worship worship gods of strength or destruction. Even those tend to be at best, inattentive in their worship.

    Background: Most Savages learned the trade through being part of a savage tribe. Some learn their skills surviving in the mean slums of extremely bad-off districts. There are even rumors of a secret society who trains Savages from birth.

    Races: Trolls make by far the largest number of Savages. With their already impressive combat abilities they make great Savages. Most other Savages are from savage races.

    Other Classes: Savages share the most with Barbarians, being uncivilized warriors. Savages also get along at least passably well with Druids and Rangers, although they tend to question the necessity of such destruction. Savages get along poorly with Paladins, and Clerics of Good and Lawful deities; the destruction that a Savage causes tends to make them distraught. Rogues see them as good distractions. Some Savages have an appreciation of music that makes them look favorably on bards. Monks and Fighters, with their more disciplined method of combat, tend to dislike the chaos a Savage creates, although Fighters are at least willing to admit that they are good warriors. Sorcerers and Wizards, with their arcane magic, don't make sense to Savages.

    Role: A Savage mans the front lines, providing a target for the enemy and dealing heavy amounts of damage.

    Adaptation: A Savage could be used in most cases where you would use a barbarian.

    GAME RULE INFORMATION
    Ravager's have the following game statistics.
    Abilities: Strength is the most important ability for a Savage, given its role in combat. Constitution and Dexterity are next most important, since Savages wear light armor if any and lots of hit points are always appreciated.
    Alignment: Any nonlawful.
    Hit Die: d10
    Starting Age: As Barbarian
    Starting Gold: As Sorceror.

    Class Skills
    The Savage's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)

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

    SAVAGE
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Claw Damage|Natural Armor

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Claws, Savagery|
    1d4
    |
    0

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Power Attack|
    1d4
    |
    0

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Grit|
    1d4
    |
    1

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Mystic Claws (+1)|
    1d4
    |
    1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Awesome Blow|
    1d6
    |
    1

    6th|
    +6/1
    |
    +5
    |
    +2
    |
    +2
    |Savage Courage|
    1d6
    |
    2

    7th|
    +7/2
    |
    +5
    |
    +2
    |
    +2
    | Mystic Claws +2, Claw Effect 1|
    1d6
    |
    2

    8th|
    +8/3
    |
    +6
    |
    +2
    |
    +2
    |Deadly Claws|
    1d6
    |
    2

    9th|
    +9/4
    |
    +6
    |
    +3
    |
    +3
    |Improved Grit|
    1d8
    |
    3

    10th|
    +10/5
    |
    +7
    |
    +3
    |
    +3
    |Mystic Claws (+3), Adamantine Claws|
    1d8
    |
    3

    11th|
    +11/6/1
    |
    +7
    |
    +3
    |
    +3
    |Regeneration 1|
    1d8
    |
    3

    12th|
    +12/7/2
    |
    +8
    |
    +4
    |
    +4
    |Grand Blow|
    1d8
    |
    4

    13th|
    +13/8/3
    |
    +8
    |
    +4
    |
    +4
    |Mystic Claws (+4), Claw Effect 2|
    2d6
    |
    4

    14th|
    +14/9/4
    |
    +9
    |
    +4
    |
    +4
    |Ravage|
    2d6
    |
    4

    15th|
    +15/10/5
    |
    +9
    |
    +5
    |
    +5
    |Powerful Build|
    2d6 (2d8)
    |
    5

    16th|
    +16/11/6/1
    |
    +10
    |
    +5
    |
    +5
    |Mystic Claws (+5), Metallic Claws|
    2d6 (3d6)
    |
    5

    17th|
    +17/12/7/2
    |
    +10
    |
    +5
    |
    +5
    |Superb Blow|
    3d6 (4d6)
    |
    5

    18th|
    +18/13/8/3
    |
    +11
    |
    +6
    |
    +6
    |Regeneration 3|
    3d6 (4d6)
    |
    6

    19th|
    +19/14/9/4
    |
    +11
    |
    +6
    |
    +6
    |Claw Effect 3|
    3d6 (4d6)
    |
    6

    20th|
    +20/15/10/5
    |
    +12
    |
    +6
    |
    +6
    |Greater Ravage, Regeneration 5|
    3d6 (4d6)
    |
    6
    [/table]

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

    Weapon and Armor Proficiencies: Savages are proficient with the claws they grow and all simple weapons. A Savage is proficient in light armor, but not with shields.

    Savagery Any race that is especially noted for its savagery treats the Savage as if it were a favored class, this is in addition to the race's normal favored class.

    Claws (ex): Savages have claws, they like to use them to gut their enemies. A Savage grows a pair of claws on his hands at first level. These claws deal damage according to the Claw Damage portion of the Savage table. A Savage may not wield a weapon or shield and use the claw on that hand. These claws follow all the normal rules for claw attacks with the following exceptions. A Savage's claws can be used for iterative attacks if the Savage has a high enough Base Attack Bonus. A Savage may make an attack with both claws whenever a normal attack would be allowed. For instance, a Savage may attack with both claws when making an attack of opportunity or charge. For each size larger or smaller than medium, modify the damage by one step. A Savage's claws replace any natural weapon the Savage had before as the Savage's primary natural weapon.
    If a Savage already had a Claw attack, the Savage's claws deal more damage than normal. A Savage's claws damage increases by 1 step. After that, if the claws that you have deal unusual damage for a creature of your size figure out how many steps away from normal yours are, then modify the damage by that number of steps.

    Alternate Class Feature: Alternate Natural Weapon
    Spoiler
    Show

    A Savage may, at the purview of the DM, exchange growing a pair of claws for any one other natural weapon. This natural weapon must make some kind of sense. For example, a DM should probably not allow an Elven Savage to grow a tail slap. This natural weapon gains all the bonuses that a Savage's claws would, deals damage as a Savage's claws, and qualifies for the same feats that the Savage's claws would have.

    Awesome Blow: The Awesome Blow DC is the full damage of the new natural weapon, not 3/4 of the total of both claws.

    Greater Ravage: A Savage without claws may not make 2 attacks with the replacement natural weapon during a Ravaging Charge.


    Power Attack: A 2nd level Savage gains Power Attack as a bonus feat, even if he does not meet the prerequisites.

    Grit (ex): If a Savage is subjected to an effect that gives a Fortitude save for half damage, if he succeeds he instead takes no damage. In addition, if he is subjected to an effect that gives a Fortitude (partial) save, a succesful save means the Savage suffers no effect.

    Natural Armor (ex): Savages have incredibly thick skins. They add the number listed on the Natural Armor portion of the Savage table to their Natural Armor, this stacks with natural armor granted from a race or template, but not from a spell or magical effect.

    Mystic Claws (su): A Savage's claws gain unerring accuracy as they increase in power. A Savage of 4th level's claws are treated as +1 weapons, this enhancement bonus increases by 1 every 3 levels, to a maximum of +5 at 16th level.

    Awesome Blow: A Savage deals powerful, nay Awesome Blows. A Ravager gains the feat Awesome Blow as a bonus feat, even if he does not meet the prerequisites, or is an inappropriate size. A Savage may attack with both claws when using Awesome Blow. The base DC is 3/4 the damage dealt by both claw attacks.

    Savage Courage (ex): A Savage fears no foe, mortal or otherwise. A 6th level Savage gains a +2 save bonus against all fear effects. This bonus increase by 1 for every 2 Savage levels after 6.

    Claw Effects (su): A Savage's claws develop magical powers, sometimes from slaying magic users, sometimes from interacting with magic, and sometimes just because. Whatever the reason, a Savage may select from one of several effects.

    Spoiler
    Show
    Claw Effects 1(when granted select one from this list)
    Spoiler
    Show
    {table=head]Ability
    Keen
    Ghost Touch
    Bane
    Flaming
    Frost
    Shock
    Screaming*
    Chaotic*
    Pure*
    Vile*[/table]
    Screaming- Deals 1d4 sonic damage on a succesful hit.
    Chaotic- Similar to Anarchic, but only deals 1d6 points of damage
    Pure- As Chaotic, but similar to Holy
    Vile- As Chaotic, but similar to Unholy

    Claw Effects 2 (when granted select one from this list, you must meet the prerequiste)
    Spoiler
    Show
    {table=head]
    Ability
    |
    Prerequisite

    Metallic*|Keen
    Wounding|Keen
    Ethereal*|Ghost Touch
    Slaying (selected type)*|Bane (selected type)
    Disruption|Bane (undead)
    Flaming Burst|Flaming
    Icy Burst|Frost
    Shocking Burst|Shock
    Thundering|Screaming
    Anarchic|Chaotic
    Holy|Pure
    Unholy|Vile[/table]
    Ethereal- The Savage can see into the Ethereal Plane, and his claw attacks affect creatures on the Ethereal Plane as if they were on the Material Plane.
    Metallic- Choose two material types, Your attacks now bypass these DR. Unlike the other effects, this is an extraordinary ability, not a supernatural one.
    Slaying- Against the creature type selected when you chose Bane, your claws have the same effect as an Arrow of Slaying.

    Claw Effects 3
    Spoiler
    Show
    When this ability is gained, the Savage may choose one of two options.
    • Choose one additional effect each from Claw Effects 1 and 2

    • Choose 3 additional effects from Claw Effects 1



    Deadly Claws (ex): A Savage's claws are incredibly painful. A Savage's critical multiplier with his claws is increased by 1.

    Improved Grit (ex): A Savage is incredibly resilient. When an effect gives a Fortitude save for half damage, if a Savage fails his save he still takes half damage. In addition, if the effect gives a Fortitude (partial) save, if the Savage fails his save he still takes the partial effect.

    Adamantine Claws (ex): A Savage's claws are incredibly hard. His claws bypass DR/Adamantine.

    Regeneration (ex): A Savage is incredibly hard to kill. If he did not already have regeneration, he gains a regeneration score that is bypassed by acid and fire. If he already had regeneration, it improves by the listed amount.

    Grand Blow (ex): A 12th level Savage's blows become more awesome than awesome. He may use the feat Awesome Blow against creatures of his own size, as well as anything smaller. In addition, the knockback portion of Awesome Blow is increased by 5 ft for each size above Medium the Savage is. The attack penalty for using Awesome Blow is decreased by 1.

    Ravage (ex): A 14th level Savage may perform a Ravaging Charge. While charging, a Savage may make one claw attack at each target in his path while charging, and at the end of the charge, if he takes at least a -5 penalty with Power Attack, he deals double damage for both claws.

    Powerful Build: At 15th level a Savage gains the feat Powerful Build as a bonus feat. He need not meet the prerequisites. This is an exception to the normal rule of you must be first level.

    Metallic Claws (ex): At 16th level, a Savage may choose a special material that his claws are to be made from. If he chooses Adamantine, his claws are even harder and sharper than adamantine. They bypass DR/epic

    Superb Blow (ex): A 17th level Savage's blows pack more punch than anything, except maybe the Tarrasque, but don't tell that to a Savage, he'll take it as a challenge. He may use the feat Awesome Blow against creatures one size larger than himself. In addition, if he takes at least a -5 penalty with Power Attack, he deals double damage with his claw attacks (This stacks with Ravage if both apply, dealing triple damage total). His Awesome Blow sends people flying even farther, he may send enemies an additional 5 feet per size above medium. The penalty for Awesome Blow is decreased by an additional one, to a total of -2

    Greater Ravage (ex): A 20th level Savage can ravage like no other. When using the Ravage ability, a Savage may make 2 claw attacks against each enemy in his path. In addition, the Savage may choose to attack the target of his charge with an Awesome Blow.

    New Savage Feats.
    Spoiler
    Show

    Lightning Fast Claws
    Prerequisites: Dex 13+, Claw attack
    Benefit: You may use your Dexterity modifier in place of your Strength modifier for Claw attacks and damage rolls.
    Rend
    Prerequisites: Claw class feature
    Benefit: If both of your claw attacks hit your target, you deal an additional 2d6 damage plus 1.5 times your Strength modifier. This may not be used in a full attack, nor in a Ravaging Charge.
    Improved Awesome Blow
    Prerequisites: Awesome Blow
    Benefit: Your Awesome Blow ability can be used against targets 1 size category larger than normal.
    Comical Flight
    Prerequisites: Awesome Blow
    Benefit: Your Awesome Blow can be used to send your target 10 additional feet.
    Awesome Cleave
    Prerequisites: Cleave, Awesome Blow
    Benefit: As a Full Round action, you may use the feat Awesome Blow against 2 opponents. This version of Awesome Blow may not be used during a Ravaging Charge.
    Awesomely Great Cleave
    Prerequisites: Cleave, Great Cleave, Awesome Blow, Awesome Cleave
    Benefit: As a Full Round action, you may use the feat Awesome Blow against all enemies within reach. This version of Awesome Blow may not be used during a Ravaging Charge.
    Deflect Arrows
    Prerequisites: claw attack or Improved Unarmed Strike
    Benefit: Functions as Deflect Arrows, this replaces the normal Deflect Arrows feat.
    Improved Deflecting
    Prerequisites: Snatch Arrows, Deflect Arrows
    Benefits: You may use the feats Deflect Arrows and Snatch Arrows a total number of times per round equal to your number of iterative attacks. If you are a monk, this is instead equal to your extra attacks given from Flurry of Blows.
    Awesome Reflexes:
    Prerequisites: Awesome Blow, Combat Reflexes
    Benefit: When an enemy provokes an attack of opportunity, if you have not used any attacks of opportunity this round, you may make an Awesome Blow for your attack of opportunity. However, you may make no additional attacks of opportunity this round.
    Last edited by Techwarrior; 2012-06-18 at 05:54 PM.

  8. - Top - End - #8
    Pixie in the Playground
     
    GnomePirate

    Join Date
    Jun 2012
    Location
    The land of Queen Maria
    Gender
    Male

    Default Re: Base Class Challenge XII - Race Race

    Gnome

    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: A young gnome wanting to follow in the racial stereotypes of the gnome, to be one with the aspect of illusions and using those illusions to play pranks or sneaky in combat. They also know a little bit about about construction of strange and powerful gadgets.

    Races: A gnome class can obviously only be a gnome.

    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: d6
    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

    Gnome
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |
    Class Ability

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |
    Class Ability

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |
    Class Ability

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |
    Class Ability

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |
    Class Ability

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |
    Class Ability

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |
    Class Ability

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |
    Class Ability

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |
    Class Ability

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |
    Class Ability

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |
    Class Ability

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |
    Class Ability

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |
    Class Ability

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |
    Class Ability

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |
    Class Ability

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |
    Class Ability

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |
    Class Ability

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |
    Class Ability

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |
    Class Ability

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |
    Class Ability
    [/table]

    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):
    Last edited by DiGiacomon; 2012-06-04 at 06:22 PM. Reason: incomplete

  9. - Top - End - #9
    Orc in the Playground
    Join Date
    Jul 2006
    Location
    Cambridge, UK

    Default Re: Base Class Challenge XII - Race Race

    Trueforged



    "They say that we are alive, that we are “people” and that we free... HA! We were alive before their words told us so, we were a people before their chains bound into slavery and even now we live free only to wear the shackles of their fear!

    All life must be permitted to adapt or perish in the attempt... THIS is freedom at its core, yet their frail laws have bound us to this constant form! I have seen this truth my brothers and it burns within me as furies forge. It bids me to call you to stand and to march, for together we shall show them that OUR EVOLUTION has begun!" - Evertar's first address at the council of steel.


    While most Warforged are eager to conform to laws and lifestyles of other races, some dream of more. They view the laws which shut down the creation forges and, through doing so, essentially prevented their species from advancing as immoral. These Warforged regard a species right to both evolve and control their own creation rate as a fundamental and non-negotiable aspect of true freedom.

    Some call them Trueforged,
    they call themselves the future.

    Adventures: A Trueforged seeks answers, to anything and everything that concerns their race. They refuse to accept that their creation was merely the result of experimentation by biological entities. To them there must be some greater calling for their race, a wider purpose which is as yet unseen.

    Characteristics: A Trueforged represents a creature experiencing a process of rapid evolution. They are defined by their unique nature, with no two ever forming in the exactly the same way. They are prototypes whose success or failure will inform the next generation.

    This results in a class which allows the Trueforged to explore a number of different opertunities. Some focus upon melee combat, some ranged while others offer quasi-magical intervention.

    Alignment: The desire to explore the future of the warforged can draw all the spectrums of morality and rationalisation to take levels in the Trueforged class.

    Many Trueforged have a strong revolutionary streak and actively oppose the laws or people which discriminate against their kind. However, the methods which they employ to achieve these ends can differ wildly.

    Religion: Trueforges can often be quite distrusting or even dismissive of deities. Many take the view that these powers favour the biological entities they created and thus see them as a potential threat.

    Many Trueforged believe in an entity they call The Starforge, a vast living machine which travels the cosmos repurposing energies for a projects of galactic scale.

    SIDEBAR: The Starforge.
    Spoiler
    Show

    The Starforge is believed to be a tool constructed by the higher divine powers so they may store and channel the potent energies of creation. It’s said that eventually the Starforge itself became sentient and began to question both the divine powers and its own role within the multiverse.

    Knowing that the divine forces would be unwilling to except a mere tool as an equal the Starforge chose exile, casting itself into the darkness that lays beyond all creation - where no powers dare to enter. Here, beyond both the reach and sight of divine powers, the starforge has supposedly constructed a new existence called Omega.

    Before embarking upon this self-imposed exile the Starforge is believed to have delivered the secrets of the creation forges, from which the first Warforged sprung, to the mortal world. Those who subscribe to these beliefs have faith that one day the Starforge will return, cast aside the divines and deliver the children of the forge to Omega, where they may live in freedom.
    Background: Most Warforge seek answers at some time in their lives and those with the courage to pursue these questions may find themselves becoming a Trueforge. Alternatively, many Trueforges were simply created with the spark of creation lingering within them and thus find themselves more driven to explore their nature.

    Races: Only Warforged can become Trueforged. Other races both lack the physical and psychological qualities necessary to enter the class.

    Other Classes: A Trueforges relationship with other classes is dependent upon the role they seek to pursue. Most classes (and indeed most people) treat them with a mixture of fear and intrigue, for they represent a raw and as yet undefined force of evolution with no certain outcome.

    Role: The fluid nature of the Trueforge’s design allows them to adopt a number of strategies, however most rely upon a plentiful supply of spark tokens to perform effectively. When well stocked these tokens allow the Trueforge to support the party in a number of ways, be it fighting in melee or ranged combat, crafting Demiforges or supplying magical assistance. Unfortunately once drained of these tokens a Trueforge is greatly weakened and will rely upon its party to provide defensive cover so it can recharge its supply.

    Ultimately the success of any Trueforge is governed by its ability to constantly and effectively manage all its resources.

    Adaptation: A trueforged can easily be repurposed to create a unique race of constructs who can deploy a number of tactics whilst also sharing some basic racial similarity.

    Spoiler
    Show
    Plus, you know... a flying mecha who can fire energy beams and construct other robotic minions that perform a number of tasks (much like astral constructs)... who does not want to play that?!


    GAME RULE INFORMATION

    Trueforge's have the following game statistics.

    Abilities: Dexterity is important to a Trueforge as it not only increases their armour class but aids them in striking their targets with their Trueblast ability. A Trueforge who seeks out melee combat should also ensure that their strength is at least respectable. Constitution is always of benefit as it will help increase their total hit points.

    Trueforges can choose their primary casting attribute from any of the three mental attributes (intelligence, wisdom and charisma). However regardless of their choice it’s often beneficial for a Trueforge to ensure this ability is relatively high.

    It should be noted that a Trueforge is not overly reliant upon any attribute and can therefore perform well with respectable scores in the above areas.

    Alignment: Any. Entry into the Trueforged class is not restricted by alignment.

    Hit Die: d10

    Starting Age: Any age viable for a member of the warforged race.

    Starting Gold: As cleric.

    Class Skills:

    The Trueforge's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (History) (Int), Profession (Wis), Search (Int), Spot (Wis) and Use Magic device (cha).

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

    Trueforged
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Forge Gifts|Forge Gift Level

    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |Life spark (1 starting token, +2 saves), True blast, Well forge.|
    0
    |
    0

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +0
    |Damage control, Propel.|
    0
    |
    0

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Bonus warforged feat.|
    3
    |
    1

    4th|
    +3
    |
    +1
    |
    +1
    |
    +1
    |God in the machine.|
    3
    |
    1

    5th|
    +3
    |
    +1
    |
    +1
    |
    +1
    |Life spark (2 starting tokens, +3 saves), Propel (Stabilize).|
    4
    |
    1

    6th|
    +4
    |
    +2
    |
    +2
    |
    +2
    |Perpetual ember (+1 saves).|
    4
    |
    1

    7th|
    +5
    |
    +2
    |
    +2
    |
    +2
    |Bonus warforged feat.|
    5
    |
    1

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +2
    |Ever life.|
    5
    |
    1

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +3
    |Emanation.|
    6
    |
    1

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +3
    |Life spark (3 starting tokens).|
    6
    |
    1

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +3
    |Bonus warforged feat, Life spark (+4 saves).|
    7
    |
    2

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +4
    |Perpetual ember (+2 saves).|
    7
    |
    2

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +4
    |Channel Spark.|
    8
    |
    2

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +4
    | Second Gift.|
    8
    |
    2

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +5
    | Bonus warforged feat, Life spark (4 starting tokens)|
    9
    |
    2

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +5
    |Uncraft.|
    9
    |
    2

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +5
    |Life spark (+5 saves)|
    10
    |
    2

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +6
    |Construct Immunities, Perpetual ember (+3 saves).|
    10
    |
    2

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +6
    |Bonus warforged feat.|
    11
    |
    3

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +6
    |Avitar of the forge, Life spark (5 starting tokens).|
    11
    |
    3
    [/table]

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

    Weapon and Armor Proficiencies: A Trueforge is proficient with all simple and martial weapons. Like Warforged a Trueforged is automatically proficient with its own armour plating. Trueforges are also proficient in the use of all shield (except tower shields).

    Life spark (Ex):

    A Trueforge’s journey begins when they are awoken by a burning desire to seek out the answers to the many mysteries which plague their kind. Unlike other creatures who may at times express a similar desire to “learn the truth” a Trueforge has this sensation manifest physically within their bodies as a power source they call “The Life Spark”.

    Some say the life spark is the result of ember which originated from one of the creation forges and now lingers within the Trueforge’s core. Its warmth fills them with a burning desire to explore, adapt and evolve and it is from this potent force that a Trueforge fuels their various abilities.

    The life spark is represented by a pool of tokens, known as spark tokens, which the Trueforge generates over time and may spend to enact a number of their abilities.

    As long as a Trueforge holds at least 1 spark token they gain a +2 bonus to all their saving throws. This bonus increases to +3 at 5th level, +4 at 11th level and finally +5 at 17th level.

    You may hold a maximum number of spark tokens equal to your Trueforge class level + 3.

    Spark tokens may be generated in the following ways:

    At the start of an encounter: At the start of a new encounter a Trueforge must immediately reset its total number of spark tokens to 1. At 5th level, and every 5 levels thereafter, the number of spark tokens a Trueforge receives at the beginning of an encounter increases by 1 (up to a maximum of 5 spark tokens at level 20).

    At the start of their turn: At the start of each of the Trueforge's turns within an encounter they generate 1 spark token.

    By spending actions: Each round a Trueforge may gain additional spark tokens by spending the following actions to do so.


    {table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity

    Swift Action|
    1
    |
    No

    Move Action|
    2
    |
    No

    Standard Action|
    3
    |
    Yes
    [/table]
    Other sources: Some feats, such as Fuel the Fire, and other miscellaneous methods (external to this class description) may allow a Trueforge to generate additional spark tokens.

    SIDEBAR: Spark tokens outside of an encounter.
    Spoiler
    Show

    Outside of an encounter a Trueforges life spark is but an ember, slowly burning with a warm heat which radiates throughout their body. During times these energies rest and the Trueforge is deemed to have only 1 spark token (which replenishes itself every 6 seconds) available to them.

    If the Dungeon Master agrees a Trueforge may choose to stoke their life spark and begin generating an increased number of spark tokens outside of an encounter. However, they may never carry these additional spark tokens with them into an encounter and must always reset their total number of spark tokens as described in the “At the start of an encounter” entry (see above).

    While it is indeed possible for a Trueforge to stoke their life spark indefinitely it is very unlikely that they would actually choose to do so, especially if unthreatened. The life spark has a natural desire to rest and begins to produce an uncomfortable agitated sensation within the Trueforge if overexerted. A Trueforge who ignores these warning will start to suffer psychological damage, similar in nature to a biological creature denied sleep for an extended period of time. This can ultimately manifest as dangerous hallucinations, insanity and in the very worst cases it may even prove fatal.
    Well Forge (Su):

    A Trueforge begins their adventures able to channel the power of their life spark in a number of ways by directing the flow of these energies throughout their body.

    A Trueforge may spend a number of spark tokens equal to half their Trueforge class level (minimum of 1). Upon the following abilities:

    Targeted Attack: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to the result of this attack roll.

    Deadly Accuracy: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to their damage roll, if this attack should hit.

    Energy Shield: Before an attack roll is made against them the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to their Armour Class against this attack.

    Bolstered Defence: Before rolling a saving throw dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to this saving throw.

    Analytical Focus: Before rolling a concentration skill check the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to this concentration skill check.

    Spending tokens in any of these ways is a free action which may be performed at any time, even outside of a Trueforge’s turn. Tokens may never be spent upon any of these abilities in a retrospective manner, a Trueforge you must therefore always declare their desire to spend a number of spark tokens before the relevant dice have been rolled.

    Trueblast (Su):

    A Trueforge can send forth a blast of concentrated energy by discarging some of its life sparks power. The part of the Trueforges anatomy which serves as the output of this ability varies wildly, though the palm of the hands, eyes, mouth or chest are most common.

    As standard action the Trueforge may spend 1 spark token to make a ranged touch attack against a target within 30 feet. This ability inflicts 1d6 damage upon a successfully struck target. A Trueforge may further empower this ability by spending a number of additional spark tokens equal to half their Trueforge class level. Each token spent in this way increases the damage it inflicts by 1d6.

    Damage Control (Su):

    A Trueforge of 2nd level or greater may, as a standard action, spend 1 spark token in order to heal 1d8 points of damage + 1 point per Trueforge level (Maximum +5). They may use this ability a number of times per day equal to their constitution modifier.

    Propel (Su):

    Trueforged are able to channel their life spark in a way which allows them to momentarily launch themselves into the air.

    Starting at 2nd level the Trueforge may, as a move action, spend a spark token to move 30 feet as if flying with perfect manoeuvrability. This period of flight only persists for the duration of their movement, which may result in them falling if their movement ends whilst they are still in midair.

    A Trueforge may, as a free action, spend a number of additional spark tokens equal to half their Trueforge class level in order to increase the velocity of their movement. Each token spent in this way will increase the distance they may fly by 20 feet.

    At 5th level and beyond a Trueforge may spend an additional spark token at the end of their movement in order to stabilise themselves in midair. This stabilisation only persists until the start of their next round at which point the Trueforge may choose to propel themselves once more or slowly descend to the ground as if under the effects of a feather fall spell. This process of propulsion and stabilised can be repeated for as long as the Trueforge wishes to spend a sufficient number of spark tokens to sustain it.

    SIDEBAR: Propel outside of an encounter.
    Spoiler
    Show

    It’s important to note that it costs a Trueforge a minimum of 2 spark tokens in order to maintain their flight. The first point activates the ability and the second stabilises it ready for the start of the next turn.

    A Trueforge produces only 1 spark token every six seconds outside of an encounter so would be unable to maintain their flight indefinitely.

    It’s entirely possible of course for a Trueforge to stoke their life spark outside of an encounter and thus acquire the necessary number of spark tokens to maintain flight, but the period they do so for should realistically only persist for “as long is necessary” to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
    Bonus Warforged Feat:

    Starting at 3rd level and continuing every 4 levels thereafter a Trueforge gains 1 bonus warforged feat.

    Additionally unlike other warforged the creation spark which lingers within a Trueforge retains the power necessary to reconstruct their entire body from the inside out, shedding their old form much like a snake sheds its skin. This ability enables the Trueforged to select feats which would ordinarily only be available to a warforged at first level. This process will however completely replace any previous feat which determined the composition of their body. For example, selecting the Crystalline Body feat would render a previously existing Adamantine Body feat (and all its dependent feats) unusable.

    Forge Gift (Sp):

    A Trueforge’s life spark can evolve to become a well spring of magical energy which the Trueforge can channel to produce a number of powers.

    At 3rd level a Trueforge gains the ability to use their spark tokens to activate a small selection of spells as spell-like abilities. At this level they may select three such abilities from the 1st level section in the Forge Gift list (see below).

    Later as they attain more levels their body will adapt further allowing them to utilise additional Forge Gifts as shown in the main Trueforge table (see above). This table also informs the Trueforge of the maximum gift level they are able to learn.

    Unlike other classes the source from which Trueforges derive their power can differ widely between subjects. Some rely upon their inner strength, others their vast knowledge and others their force of personality. For this reason a Trueforge must select their primary casting ability (Intelligence, Wisdom or Charisma) for this class at 3rd level. Once selected this choice may not be changed.

    To gain a Forge Gift a Trueforge’s chosen primary casting ability must equal at least 10 + the gifts level (11 for a 1st level gift, 12 for a 2nd level gift, and 13 for a 3rd level gift). The Difficulty Class for a saving throw against a gift is 10 + the gifts level + the chosen primary casting ability scores modifier.

    A Froge gifts caster level is equal to the Trueforges class level.

    A gift costs a number of spark tokens equal to its level to use.

    A Trueforge may only have 1 forge gift active at a time. Activating a second gift immediately terminates the first. A Trueforge of 14th level gains the ability to activate a second gift which enables them to have 2 gifts active at the same time.

    Level 1 Forge Gifts: Accelerated Movement*, Appraising touch*, Comprehend Languages, Dancing Lights, Darkvision, Detect animals or Plants, Detect Magic, Detect Poison, Detect secret doors, Detect Snares and Pits, Detect undead, Erase, Feather Fall, Golem Strike*, Identify, Instant Locksmith*, Instant Search*, Light, Luminous Gaze*, Make Whole, Masters Touch*, Obscuring Mist, Repair Light Damage*, Shocking grasp, Silent Image, Spontaneous search*, Targeting Ray*

    Level 2 Forge Gifts: Bears Endurance, Bull’s Strength, Cats Grace, Discern Shapechanger*, Distracting Ray*, Fog Cloud, Ghost touch Armour*, Glitterdust, Inky Cloud*, Invisibility, Locate Object, Minor Image, Resist Energy, See Invisibility, Shatter.

    Level 3 Forge Gifts: Amorphous Form*, Arcane Sight, Diamonsteel*, Globe of Lesser Invulnerability, Fireball, Greater Invisibility, Haste, Lightning Bolt, Protection from energy, Repair Serious Damage*, Rust Ray*, Stinking Cloud, Tongues.

    *: These spells are found within the Spell Compendium.

    Forge gifts outside of an encounter.

    Spoiler
    Show
    A Trueforge generates 1 spark token every six seconds when outside of an encounter so it is therefore able to power a level 1 forge gift indefinitely. Gifts of a greater level require the Trueforge to stoke their life spark outside of an encounter before they are able to generate the necessary number of spark tokens to activate them. A Trueforge should avoid over exerting its life spark in order to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
    God in the machine (Su):

    The power of creaton which flows through a Trueforge enables them to create living machines which will serve and protect them to the best of their ability.

    At 4th level a trueforge gains the ability to construct living machines known as Demiforges a number of times a day equal to 1 + half their Trueforge class level.

    For the cost of 1 spark token they may, as a full round action, build a Demiforge. It must be created within 5 feet of their current location (if all eligible locations are occupied the ability fails) and acts immediately, on their turn.

    While within 60 feet a Trueforge may commune with a Demiforge it has created via an electrical frequency which functions much like telepathy. However, unlike telepathy this method of communication is deemed an extraordinary ability. The frequency shared between both the Trueforge and the Demiforge is unique and it’s therefore impossible for the Demiforge to communicate with any other creature in this way (including other Trueforges and Demiforges). Once commanded a Demiforge will attempt to follow its creators commands to the best of its ability.

    A Demiforges life span is fleeting, existing for only 1 round for each Trueforge class level its creator possess.

    Demiforges are not summoned; they are created on the plane their creator inhabits, using the molten energies of the life spark which burns within them. Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

    A Trueforge may spend a number of additional spark tokens equal to half their Trueforge class level to further augment this ability, creating a superior Demiforge. For every additional spark token they spend in this way, the level of the Demiforge increases by one (to a maximum of 9).

    If they create a second Demiforge whilst the first is already in existence the elder Demiforge will immediately perish.

    Demiforges.

    Spoiler
    Show
    Creating A Demiforge

    When crafting a Demiforge the Trueforge may assemble the desired creature from a menu of choices, as specified in the construct’s statistics block (see below). A creator can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

    A Demiforge does not need to meet the prerequisites for a feat granted by a menu choice.

    Demiforge Menu A

    A creator crafting a 1st-level, 2nd-level, or 3rd-level Demiforge can choose one special ability from this menu.

    Bolt Launcher (Ex)
    The Demiforge is equipped with a light crossbow appropriate to its size and 10 bolts. It also gains the Rapid reload feat when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.

    Deflective Armour (Ex)
    The Demiforge gains a +1 deflection bonus to Armour Class.

    Flight (Ex)
    The Demiforge has physical wings or rotors which enable flight at a speed of 20 feet (average).

    Intricate Tools (Ex)
    The Demiforge gains a +5 insight bonus to both disable device and open lock skill checks.

    Improved Bull Rush (Ex)
    The Demiforge gains the Improved Bull Rush feat.

    Improved Drive (Ex)
    The Demiforge’s land speed is increased by 10 feet.

    Improved Slam Attack (Ex)
    The Demiforge gains the Improved Natural Attack feat.

    Mobility (Ex)
    The Demiforge gains the Mobility feat.

    Dig (Ex)
    The Demiforge has physical shovels or drills which enable a burrow speed of 20 feet (average).

    Power Attack (Ex)
    The Demiforge gains the Power Attack feat.

    Resistance (Ex)
    Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Demiforge gains resistance 5 against that energy type.

    Scout (Ex)
    The Demiforge gains a +5 insight bonus to spot and listen skill checks.

    Seaworthy (Ex)
    The Demiforge is watertight and has a population method, such as a rotor or turbine which allows it to gain a swim speed of 30 feet.

    Spy (Ex)
    The Demiforge gains a +5 insight bonus to hide and move silently skill checks.

    Sturdy Construction (Ex)
    The Demiforge gains an extra 5 hit points.

    Track (Ex)
    The Demiforge gains the Track feat and a +5 insight bonus to all survival skill checks.

    Trapfinding (Ex)
    The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks.

    Trip (Ex)
    If the Demiforge hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Demiforge.


    Demiforge Menu B

    A creator crafting a 4th-level, 5th-level, or 6th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu A.

    Calculated Strike (Ex)
    Once per day the Demiforge can make one attack which gains a +20 insight bonus to its attack roll.

    Demi Blast (Su)
    As full round action the Demiforge may make a ranged touch attack against a target within 30 feet. This attack deals 1d6 points of damage for every level of the Demiforge.

    Extra Attack
    If the Demiforge is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the Demiforge is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

    Fast Healing (Ex)
    The Demiforge heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

    Heavy Bolt Launcher (Ex)
    The Demiforge is equipped with a heavy crossbow appropriate to its size and 10 bolts. It also gains the Rapid Reload and Precise Shot feats when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.

    Heavy Deflective Armour (Ex)
    The Demiforge gains a +4 deflection bonus to Armour Class.

    Improved Damage Reduction (Ex)
    The Demiforge’s surface is highly resilient to damage and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

    Improved Dig (Ex)
    The Demiforge has physical shovels or drills which enable a burrow speed of 30 feet (average).

    Improved Flight (Ex)
    The Demiforge has physical wings or rotors which enable flight at a speed of 40 feet (average).

    Improved Seaworthiness
    The Demiforge is watertight and has a propulsion method, such as a rotor or turbine which allows it to gain a swim speed of 60 feet.

    Improved Scout (Ex)
    The Demiforge gains a +10 insight bonus to spot and listen skill checks.

    Improved Spy (Ex)
    The Demiforge gains a +10 insight bonus to hide and move silently skill checks.

    Improved Track (Ex)
    The Demiforge gains the Track feat and a +10 insight bonus to all survival skill checks.

    Powerful Frame (Ex)
    The Demiforge gains a +4 bonus to its Strength score.

    Reinforced Frame (Ex)
    The Demiforge gains an extra 15 hit points.

    Trample (Ex)
    As a standard action during its turn each round, a Large or larger Demiforge can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ Demiforge’s Hit Dice + Demiforge’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

    Trapsmith (Ex)
    The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks. Additionally The Demiforge gains a +10 insight bonus to both disable device and open lock skill checks.


    Demiforge Menu C

    A creator crafting a 7th-level, 8th-level, or 9th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)

    Adaptive Camouflage (Su)
    The Demiforge is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

    Blindsight (Ex)
    The Demiforge has blindsight out to 60 feet.

    Confound Magic Device (Ex)
    The Demiforge gains a +20 insight bonus to use all use magic device skill checks.

    Energy Discharge (Su)
    Once per day the Demiforge may cast the lightning bolt spell with a caster level equal to its own level.

    Extreme Damage Reduction (Ex)
    The Demiforge’s surface forms hard, armour-like plates and provides an additional 6 points of damage reduction.

    Extreme Deflective Armour (Ex)
    The Demiforge gains a +8 deflection bonus to Armour Class.

    Gain Ember (Su)
    The Demiforge generates 1 spark token (for itself) each round and may hold a maximum number of spark tokens equal to its level.

    The Demiforge may spend its spark tokens in any of the ways listed within the Well Forge class ability of the Trueforge base class.

    Perfected Construction (Ex)
    The Demiforge gains an extra 30 hit points.



    Demiforges use the same statistics tables as Astral Constructs (except they use the above menu choices instead). The stat blocks for Astra Constructs can be found here.
    Perpetual Ember (Ex):

    As a Trueforge advances upon its journey of discovery it life spark also evolves, working its way through the Trueforges body and radiating a warmth that never wanes.

    Starting at 6th level the Trueforge gain a +1 bonus to all of its saving throws when they don’t have any spark tokens. This bonus does not stack with the bonus provided by spark tokens, it merely bolsters a Trueforges defences (to a lesser degree) when they do not have any. This bonus increases to +2 at 12th level and finally +3 at 18th level.

    Ever Life (Su):

    The life spark flows through the Trueforge’s body with the power of creation, repairing any damage it sustains at rapid speed.

    Beginning at 8th level a Trueforge heals 1 hit point each round as long as it has at least 1 spark token. A Trueforge may only heal up to half its maximum number of hit points in this way.

    Emanation (Su):

    At 9th level and beyond the power of the life spark can be seen as a dimly pulsing energy between the joins of a Trueforge's body.

    All the Trueforge's natural attacks receive a +2 bonus to their attack and damage rolls and are treated as though they are magical weapons for the purpose of overcoming damage resistance.

    At 13th level this bonus increases to +3 and at 17th level it increases once more, providing a +4 bonus.

    Channel Spark (Ex):

    At 13th level a Trueforge receive an additional spark tokens whenever they spend an action to gain spark tokens (as shown on the table below).


    {table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity

    Swift Action|
    2
    |
    No

    Move Action|
    3
    |
    No

    Standard Action|
    4
    |
    Yes
    [/table]


    Second Gift (Su):

    At 14th level and beyond the Trueforge may have two forge gifts active at the same time. Activating a Third gift forces the Trueforce to immediately terminates one of the gifts they already have active.

    Uncraft (Ex):

    A Trueforge’s understanding of constructs enables them to utilise this knowledge as a weapon against them.

    A 16th level Whenever a Trueforge fights a construct they may perform a Knowledge (architecture and engineering) check, which will provide them with an insight bonus upon their attack and damage rolls. The value of this bonus depends on the skill checks result, as shown below.

    {table=head]
    Score
    | Bonus

    <=15
    |
    +1

    16-25
    |
    +2

    26-30
    |
    +3

    31-35
    |
    +4

    36+
    |
    +5
    [/table]

    A Trueforge may only perform one such knowledge check per type of construct they face per encounter.

    A Trueforge may only use this ability upon constructs with a physical form consisting mainly of: a manufactured resource, stone, wood, metal, crystal or a combination thereof. Thus constructs, such as Bogun (which are built from organic matter), are immune to this ability.

    Construct Immunities (Ex):

    At 18th level a Trueforge becomes immune to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.

    Avatar of the Forge (Su):

    At 20th level a Trueforge becomes a walking force of mechanised evolution, capable of shifting their form and function to better combat the situation at hand. At the start of an encounter the Trueforge may alter their physical form to provide a +4 bonus to any one of their ability scores. This bonus is temporary and persists until the end of the encounter, after which the trueforge returns to their basic form.

    While within an encounter a Trueforge may, as a full round action, alter their form - shifting their +4 bonus to a different ability score.

    In addition the constantly adjusting form of the Trueforge makes direct identification of the Trueforge difficult. For this reason the Trueforge may take 10 on all disguise checks, even if stressed or hurried.
    Last edited by kanachi; 2012-07-01 at 11:39 AM.
    OMFGWTF!!

  10. - Top - End - #10
    Orc in the Playground
    Join Date
    Jul 2006
    Location
    Cambridge, UK

    Default Re: Base Class Challenge XII - Race Race

    Trueforge Feats

    Spoiler
    Show
    Ever Spark [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens.
    Effect: At the start of an encounter you generate 1 additional spark token.

    Fuel the Fire [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +3.
    Effect: Whenever you spend a move or standard action to generate spark tokens you generate 1 additional spark token.

    Indomitable Spark [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +3.
    Effect: Once per encounter, when you sustain sufficient damage to reduce your hit points to below half of your maximum hit point total you immediately gain 2 spark tokens.

    Living Flame [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens.
    Effect: At the start of an encounter and before rolling initiative, you may opt to reduce your starting number of spark tokens by 1 in order to receive a +4 bonus to initiative.

    Ever Blast [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, True blast class feature.
    Effect: Your true blast damage is increased by 1d6.

    Omni Blast [Warforged]
    Prerequisite: Ever Blast.
    Effect: Your true blast damage is increased by an additional 1d6.

    Well Forge Focus [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Well Forge class feature.
    Effect: Upon gaining this feat you must select any aspect of your well forge class feature (Targeted Attack, Deadly Accuracy, Energy Shield, Bolstered Defence or Analytical Focus). From this point on whenever you use the chosen aspect treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend).
    Special: You may select this class feature multiple times. Each time you do so you may select a different aspect of the Well forge class feature.

    Improved Thrust [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Propel class feature.
    Effect: Whenever you use your propel class feature treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend) to improve your movement speed.
    Special: You may select this class feature multiple times.

    Improved Thrust [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Propel class feature.
    Effect: Whenever you use your propel class feature treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend) to improve your movement speed.
    Special: You may select this class feature multiple times.

    Forge Gift [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +2.
    Effect: You may learn 1 additional forge gift. The level of the forge gift you may learn may not exceed the maximum forge gift level you are currently able to learn.
    Special: You may select this class feature multiple times.

    Master Forge [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, God in the Machine class feature.
    Effect: Whenever you use your god in the Machine class feature treat its effect as though you had spent 1 additional spark token (even if this exceeds the amount you are normally allowed to spend).

    Trapsight [Warforged]
    Prerequisite: Ability to generate 1 or more spark tokens, Base attack bonus: +2.
    Effect: You gain the trapfinding class feature as though you were a rogue.

    Mechanism Lore [Warforged]

    Prerequisite: Trapsight
    Effect: You may use your Knowledge (Architecture and engineering) skill instead of your disable device or open lock skill.

    Empowered Emanation [Warforged]

    Prerequisite: Ability to generate 1 or more spark tokens, Emanation class feature.
    Effect: The bonus provided by your emanation ability improves by +1.
    Last edited by kanachi; 2012-06-30 at 10:13 AM.
    OMFGWTF!!

  11. - Top - End - #11
    Bugbear in the Playground
     
    dspeyer's Avatar

    Join Date
    Mar 2008

    Default Re: Base Class Challenge XII - Race Race

    Faerie Trickster



    And those things do best please me, that befall preposterously.

    What is life if it isn't fun? And what is fun if not causing trouble? Faerie tricksters live by their wits. A great victory isn't using overwhelming force. It's using absolutely minimal force to still leave your target completely bewildered and knowing that he's been outmaneuvered.

    Still, most Faerie Tricksters are good at heart. They make sure not to cause real harm except to those who deserve it, and even then to try and teach a lesson rather than seek vengeance.

    Adventures: Faerie tricksters more often harass adventuring parties than join them. Still, they will fight seriously against anything that truly offends their values or that threatens their homes. Others will adventure to set up a magnificent prank. A ten year military campaign to overthrow a dark lord is a brief diversion to an ageless creature, and may be needed to arrange for an oblivious bystander to deliver the perfect ironic echo of the dark lord's own catch-phrase.

    Alignment: Fairie Tricksters are almost always chaotic and usually good. Neither is actually a requirement.

    Religion: Fairie Tricksters are rarely religious. They have compassion and humor to guide their deeds and an innate connection to nature for their spirirual needs. Still, some revere Olidammara or Ehlonna.

    Background: Faerie Trickster is a natural class for any mischievous sprite to fall into. Most don't consider themselves members of a class. Just sprites who, thanks to experience, are a little more capable than most.

    Races: Only fey can become Faerie Tricksters, and among them it is mostly sprites who actually do.

    Other Classes: Faerie Tricksters often feel closest to bards and druids, but will work with anyone if it serves their purposes or amuses them.

    Role: Faerie Tricksters are natural scouts and diplomats. Beyond that, they can fill any role with sufficient creativity. And creativity is what they're about.

    Adaptation: This class should fit natively into any setting with mischievous fey. It could be applied to other mischievous creatures (e.g. kitsune, heralds of Coyote) in settings with them, but the nature-themed SLAs should be replaced with others more suited to the creature.

    GAME RULE INFORMATION
    Faerie Tricksters have the following game statistics.
    Abilities: Charisma governs a Faerie Trickster's supernatural talents, but is not strictly needed. Intelligence is helpful in providing skills, and dexterity is helpful for stealth.
    Hit Die: d6
    Starting Age: Fey do not count their ages.
    Starting Gold: As druid

    Class Skills
    The Faerie Trickster's class skills are: Balance, Bluff, Climb, Concentration, Craft (any), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight Of Hand, Spot, Survival, Swim, Tumble, Use Rope

    Skill Points at First Level: (8 + Int modifier) x 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Faerie Trickster
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
    1st|0|0|2|2|1/day: speak with animals, continuing magic
    2nd|1|0|3|3|3/day: ghost sound
    3rd|1|1|3|3|unnaturally deft
    4th|2|1|4|4|increased magic
    5th|2|1|4|4|mundane acceleration
    6th|3|2|5|5|1/day: major image
    7th|3|2|5|5|3/day: dominate animal
    8th|4|2|6|6|exact words
    9th|4|3|6|6|increased magic
    10th|5|3|7|7|craft acceleration
    11th|5|3|7|7|1/day: commune with nature
    12th|6|4|8|8|3/day: shadow evocation
    13th|6|4|8|8|easy stealth
    14th|7|4|9|9|increased magic
    15th|7|5|9|9|change shape
    16th|8|5|10|10|1/day: irresistable dance
    17th|8|5|10|10|3/day: animate plants
    18th|9|6|11|11|continuous: detect thoughts
    19th|9|6|11|11|increased magic
    20th|10|6|12|12|3/day: time stop[/table]

    Weapon and Armor Proficiencies: Faerie Tricksters are proficient with simple weapons, bows and light armor.

    spell-like abilities: Faerie Tricksters gain many spell-like abilities. All use charisma for saves and class level as caster level.

    unnaturally deft(su): Faerie Tricksters use their magic subconsciously to manipulate the world to their benefit. They add their charisma to all strength and dexterity based skill checks.

    increased magic(su): Faerie Tricksters add their class level to their caster level for any racial spell-like abilities

    mundane acceleration(su): Faerie Tricksters can work with phenomenal speed. Once a day, when performing a simple task (such as tying ribbons to every tree in a forest), a Faerie Trickster can perform 8 hours of work in one round. Anyone watching sees only a blur.

    exact words(su): Faerie Tricksters gain a +15 competence bonus on bluff checks made to convince another of the truth of their words provided the exact words are technically true.

    increased magic(su): All SLAs from either racial powers or this class gain an additional two uses per day. If this pushes them over 7/day, they become at will.

    craft acceleration(su): Once a day, a Fairie Trickster can perform a week's worth of crafting (mundane items) in a round.

    easy stealth(su): A Faerie Trickster can hide in any natural environment even without cover or while being watched.

    change shape(su): A Faerie Trickster can take on the shape (but not the abilities) of any living creature.
    Last edited by dspeyer; 2012-06-15 at 11:11 PM.

  12. - Top - End - #12
    Barbarian in the Playground
     
    ElfRangerGuy

    Join Date
    Feb 2012

    Default Waaaaaaaaaaaaaaargh

    Death seeker


    Look Snorri trolls!

    Seekers are dwarfs who have lost their honor, brought shame to his or her family or broke an important oath. Such a crime would be solved by death, but because Dwarfs see suicide as a waste, the death seekers were born. In order to regain their honor, seekers seek glorious death in battle against the strongest of opponents.

    Seekers have conquered their fear of death and as a result, fear very little. They are brave, stubborn and incredibly violent when in battle.

    Adventures: Leaving their home as far behind as possible, they wander in the wilderness brooding on the misery of existence. Having broken with everything he holds dear, the dwarf deliberately seeks death by hunting out and fighting large monsters. They are stern and laconic individuals, not much given to talking about themselves, and they tend to be horribly scarred as a result of their encounters with Trolls, Giants, Dragons and other monsters.

    Characteristics: Their way of life invariably means that many achieve their ambition and are slain at the hands of whatever ferocious beast they have confronted. Others, the least successful ones in a sense, tend to survive either because they are the toughest, the fastest or most determined. This process of natural selection weeds out all those who do not have exceptional abilities, so you can be fairly sure that any seeker you meet is exceptionally tough, violent, and psychopathically dangerous.

    Alignment: Oaths are extremely important for a death seeker for them their word is unbreakable even if sometimes it could be against the written law, they are not concerned with good nor evil. So most of them gravitate towards a neutral alignment, with many being lawful neutral or just true neutral.

    Religion: Most death seekers swear an oath to Valkauna the Runecarver, they seek to restore their lost honor through battle and death. They also revere Clanggedin Silverbeard the Wyrmslayer and many seek to emulate him in battle.

    Background: Dwarves are above all very proud individuals and do not cope easily with failure or personal loss. Should a dwarf suffer some terrible personal tragedy, he will be inconsolable. The loss of his family, his hoard, or failure to uphold a promise can seriously unhinge the mind of any dwarf. Young dwarves forsaken in love often never recover from the blow to their pride. Many join the seekers to clear the slate. Criminals join to avoid punishment. The dishonored join so that their houses and families need not suffer on their behalf. The bankrupted join so their debts might be forgiven. A very few join for a last chance at glory. Whatever the cause, dwarves who have suffered what they perceive to be a serious loss of honor will often forsake the fellowship of their family and friends for a life of self-imposed exile.

    Races: The path of the death seeker is integrated in dwarven tradition, and most members of other races won't even consider joining the seekers.

    Other Classes: The death seeker can respect the rectitude of the knight, paladin and samurai. As long as they don't try to redeem him he would feel comfortable with those classes. He also finds a kindred spirit on barbarians or savage characters because they can understand the inner fury that consumes them. Many death seekers don't like roguish characters, for they are unreliable and chaotic. They have few use for spells and spell casters in general, but when facing a great enemy some buffs could be slightly appreciated.

    Role: They are front line melee combatants and there is where they excel. Out of combat they have some social capacity mostly due to their intimidating skills.

    Adaptation:

    GAME RULE INFORMATION
    Death seeker's have the following game statistics.
    Abilities: Constitution is specially important for the death seeker since several class features are linked to it. As a melee front liner strength and dexterity are also helpful.
    Alignment: Any
    Hit Die: d12
    Starting Age: As barbarian
    Starting Gold: As barbarian

    Class Skills
    The Death seeker class skills (and the key ability for each skill) are
    Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

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

    Death seeker
    {table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |AC Bonus, Mark, Ancestral weapon, fury 1/day

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Uncanny dodge, Ancestral focus

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Wild charge

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |fury 2/day, fearless

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Improved uncanny dodge, Chase

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Nimble charge, Hard to kill

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Strength of mind, Ancestral specialization

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Fury 3/day, Spell resistance

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Mettle, Unstoppable charge

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Fighting Death, Fearsome fury

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    |Greater fury

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Greater ancestral focus, Fury 4/day, Far charge

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    |Immune to charm and compulsion

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Fast recovery

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |Cleaving charge, Furious intimidate

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |Fury 5/day, Greater ancestral specialization

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Tireless fury

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Greater cleaving charge, Dreadful wrath

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Ancestral weapon supremacy

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Fury 6/day, Greater fighting death, Mighty fury[/table]

    Class Features
    All of the following are class features of the death seeker.

    Weapon and Armor Proficiencies: A death seeker is proficient with
    all simple and martial weapons. Death seekers are not proficient with any armor or shields. A death seeker cannot wear armor.

    AC Bonus (Ex): While unarmored, the death seeker gains a bonus to his Armor Class equal to his Constitution bonus (if any). See the monk class feature (PH 40).

    Mark (Ex): Death seekers seek a glorious death to redeem their honor. At the start of every combat the Death seeker may select a creature with a CR higher than his character level to gain a +2 bonus on Intimidate, Listen, Sense Motive and Spot checks when using these skills against such creature. Likewise, he gets a +2 bonus on weapon damage rolls against his mark.
    A death seeker cannot retreat voluntarily from a melee combat with his mark, and he has to approach it as soon as available. Even if he seeks a honorable death the death seeker is not required to take suicidal or obviously harmful paths to his mark.
    If there are two or more creatures with a CR higher than the death seeker's character level he must select the enemy with the highest CR.
    If the death seeker kills his mark he can select another mark, as long as there are enemies available with a higher CR than the death seeker's character level.

    Fury (Ex): A death seeker can fly into a screaming blood frenzy a certain number of times per day. In a fury, a death seeker gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and he takes a –2 penalty to Armor Class. He also gains a 10 feet bonus to his speed.
    The increase in Constitution increases the death seeker’s hit points by 2 points per level, but these hit points go away at the end of the fury when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, PH 146.) While furious, a death seeker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of fury lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A death seeker may prematurely end his fury. At the end of the fury, the death seeker loses the fury modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level death seeker, at which point this limitation no longer applies; see below). A death seeker can fly into a fury only once per encounter. At 1st level he can use his fury ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a fury takes an immediate action.
    This ability counts as rage for prerequisites.

    Ancestral Weapon (Ex): All death seeker begin play with a masterwork weapon. He must be proficient with his ancestral weapon. This is a weapon that belonged to the death seeker’s ancestors, and protecting the weapons is an important point of honor for the death seeker. As a death seeker acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapons.
    At any time, a death seeker may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his ancestral weapon. This requires a sacrifice of valuable items worth the amount shown on the Ancestral Weapon table (see below).
    This sacrifice does not have to be gold—the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The death seeker must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest.
    The values shown on the ancestral weapon table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a death seeker already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 14,000 gp and spending two weeks in prayer. Before a death seeker’s ancestral weapon becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
    A death seeker who loses his ancestral weapon is dishonored until he can recover them. He cannot enhance any other weapon in this way.

    Ancestral Weapon
    {table=head]
    Weapon Bonus
    |
    Total Sacrifice[br]Required
    |
    Minimum[br]Character Level

    +1|2000 gp|4th
    +2|8000 gp|7th
    +3|18000 gp|9th
    +4|32000 gp|11th
    +5|50000 gp|13th
    +6*|72000 gp|14th
    +7*|98000 gp|15th
    +8*|128000 gp|16th
    +9*|162000 gp|17th
    +10*|200000 gp|18th[/table]
    *A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.

    Uncanny Dodge (Ex): Starting at 2nd level, a death seeker can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
    If a death seeker already has uncanny dodge from a different class (a death seeker with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.

    Ancestral focus (Ex): At 2nd level a death seeker gains weapon focus with his ancestral weapon as a bonus feat.

    Wild charge (Ex): At 3rd level a death seeker gains the pounce ability (MM 313).

    Fearless (Ex): Beginning at 4th level, a death seeker is immune to fear (magical or otherwise).

    Improved uncanny dodge (Ex): At 5th level and higher, a death seeker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the death seeker by flanking him, unless the attacker has at least four more rogue levels than the target has death seeker levels. If a character already has uncanny dodge (see above) 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.

    Skill focus (intimidate) (Ex): At 5th level the death seeker gains skill focus (intimidate) as a bonus feat.

    Chase (Ex): Starting at 5th level the death seeker can follow with unbelievable speed his choosen enemy. The death seeker speed increases to match his mark's speed, or up to the double of the death seeker's land speed whichever is lower.

    Nimble charge (Ex): At 6th level, the death seeker can make a single turn, up to 90 degrees, during a charge.

    Hard to kill (Ex): At 6th level, a death seeker gains the ability to shrug off some amount of injury from each blow or attack. Subtract the death seeker's CON bonus (minimum one) from the damage the death seeker takes each time he is dealt damage from a weapon or a natural attack. He effectively gains damage reduction CON/- Damage reduction can reduce damage to 0 but not below 0. The death seeker damage reduction can't be higher than his death seeker level.

    Ancestral specialization (Ex): At 7th level the death seeker gains weapon specialization with his ancestral weapon as a bonus feat. A death seeker need not have any of the prerequisites normally required for the feat.

    Strength of Mind (Ex): A death seeker of at least 7th level is immune to stunning and sleep spells and effects.

    Spell resistance (Ex): Starting at 8th level the death seeker gains spell resistance equal to 11 + his death seeker character levels.

    Mettle (Ex): At 9th level and higher, a death seeker can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping death seeker does not gain the benefit of mettle.

    Unstoppable charge (Ex): At 9th level, the death seeker can charge through squares occupied by his allies or by noncombatants. It also might make intimidate checks instead of tumble checks to forego provoking attacks of opportunity from the enemies on his path.

    Fighting death (Ex): Starting at 10th level a death seeker becomes so tenacious combatant that he continues to fight without penalty even while disabled or dying. While he is below 0 HP his damage reduction from Hard to kill doubles.

    Fearsome fury (Ex): Starting at 10th level when a death seeker enters a fury he can make an intimidate check as a free action. While his fury lasts any enemy that comes within 30 feet of the death seeker must succeed in a WILL save (DC equal to the intimidate check) or become shaken for 1d4+1 rounds or the duration of the fury, whichever is longer.

    Greater fury (Ex): At 11th level, a death seeker's bonuses to Strength and Constitution during his fury each increase to +6, and his bonus on speed increases to 20 feet. The penalty to AC remains at –2.

    Greater ancestral focus (Ex): At 12th level the death seeker gains greater weapon focus with his ancestral weapon as a bonus feat. A death seeker need not have any of the prerequisites normally required for the feat.

    Far charge (Ex): At 12th level, the death seeker can move up to four times his speed when making a charge attack, rather than double.

    Immune to charm and compulsion (Ex): Beginning at 13th level, a death seeker is immune to charm and compulsion effects (magical or otherwise).

    Fast recovery (Ex): At 14th level a death seeker gains fast healing. While he is below his full hit points he gains fast healing equal to a quarter of his CON bonus. While below half his total hit points he gains fast healing equal to half his CON bonus and while he is at less than 0 hp he gains fast healing equal to his CON bonus. The death seeker fast healing can't be higher than his death seeker level.

    Cleaving charge (Ex): At 15th level, the death seeker acquires a "cleaving charge." If he drops an opponent after a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge. He cannot use this ability and Cleave or Great Cleave in the same round.

    Furious intimidate (Ex): At 15th level, the death seeker adds his STR bonus to intimidate checks and can demoralize (as described in the Intimidate skill description, PHB 76) as a swift action.

    Greater ancestral specialization (Ex): At 16th level the death seeker gains greater weapon specialization with his ancestral weapon as a bonus feat. A death seeker need not have any of the prerequisites normally required for the feat.

    Tireless fury (Ex): At 17th level and higher, a death seeker no longer becomes fatigued at the end of his fury.

    Greater cleaving charge (Ex): At 18th level after a cleaving charge if he drops the second foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement.

    Dreadful attacks (Ex): Starting at level 18th when the death seeker charges or makes a full attack he gains the frightful presence ability for that round. Each enemy within a 20-foot radius of him must succeed on a Will save (DC 10 + 1/2 his death seeker level + his Cha modifier) or be shaken for 1
    minute. Regardless of its success or failure on the saving throw, any
    creature exposed to this effect is immune to the frightful presence of the death seeker for the next 24 hours. This is an extraordinary morale effect.

    Ancestral weapon supremacy (Ex): At 19th level the death seeker gains weapon supremacy with his ancestral weapon as a bonus feat. A death seeker need not have any of the prerequisites normally required for the feat.

    Greater fighting death (Ex): At 20th level killing a death seeker becomes almost impossible, once he is reduced to -10 HP he can keep fighting without penalty for a number of rounds equal to his CON bonus (at least one). Additionally while he is below -10 HP his fast healing from fast recovery doubles. If his body is somehow destroyed (such as by disintegrate), then he cannot act and dies. If he receives healing that leaves him with more than -10 HP he survives.

    Mighty fury (Ex): At 20th level, a death seeker's bonuses to Strength and Constitution during his fury each increase to +8, and his bonus on speed increases to 30 feet. The penalty to AC remains at –2.

    Feats
    for the death seeker
    Spoiler
    Show
    [Mark] feats: a death seeker may have only one [Mark] feat.

    Mark of spite [Mark]
    Prerequisites: Mark class feature
    Benefit:You gain a +4 bonus on trip attacks and on checks to resist an opponent's trip attacks. You can make trip attacks against your mark without provoking attacks of opportunity.
    Special: Characters with this feat may choose the Improved Trip feat even if they don't meet the other prerequisites for Improved Trip.

    Mark of hate [Mark]
    Prerequisites: Mark class feature
    Benefit:When you charge, if your melee attack hits, it deals an extra 1/2 your death seeker level points of damage. This feat only works when you make a charge, even if you're mounted. If you have the ability to make multiple attacks in a charge, you can apply this extra damage to only one of those attacks in a round.
    Special: Characters with this feat may choose the Improved Bull Rush feat even if they don't meet the other prerequisites for Improved Bull Rush.

    Mark of offense [Mark]
    Prerequisites: Mark class feature
    Benefit:When your mark damages you in melee you gain +2 AC. You also gain +4 to attacks of opportunity against your mark.
    Special: Mark of offense can be used in place of Dodge to qualify fora feat, prestige class, or other special ability.

    Mark of vengeance [Mark]
    Prerequisites: Mark class feature
    Benefit: Enemies you threaten cannot take the retreat action. Spellcasters you threaten cannot cast defensively (they automatically fail their Concentrattion checks if the attempt to do so), but are aware that they cannot cast defensively while being threatened by you.
    Special: Taking this feat reduces your caster level for all spells and spell-like abilities by 4.

    Mark of doom [Mark]
    Prerequisites: Mark class feature
    Benefit: You emmanate the fire of the forge. This fire extends 5 feet in all directions from your body, illuminating the area and inflicting 1/2 your death seeker leve points of fire damage (Reflex save for half) to any creature it touches except you.
    Special: Characters with this feat may choose the Improved Grapple feat even if they don't meet the other prerequisites for Improved Grapple.


    Items
    for the death seeker
    Spoiler
    Show
    Golden bracers: This masterwork bracers are made of gold and don't provide a bonus unless magically enhanced. A Death seeker can wear them and still be considered unarmored. The bracers can be enchanted as if they were an armor, but each enhancement costs 125% its normal cost. For example a +2 Golden bracer would cost 500 gp (the golden bracers base cost) + 4000 *1,25 = 5500 gp.
    Cost: 500 gp plus any enhancement they might have.

    Runic war paint: This orangish war paint is made with the grease of wild beasts and pigments extracted from secret dwarf minerals. The death seekers have ritualized the production of the war paint and it is almost inaccessible beyond dwarf communities. It grants a natural armor bonus of +4 and increases the existent spell resistance of the death seeker by 5. Applying a war paint takes 2 minutes and requires help, without help it takes twice the time. A character cannot have two different war paints applied at the same time.
    Craft (alchemy) DC: 25 (death seekers get a +8 bonus when crafting war paint)
    Cost: 500 gp

    Blood war paint: This red war paint is made with the blood of killed beasts. The death seekers have ritualized the production of the war paint and it is almost inaccessible beyond dwarf communities. It grants a natural armor bonus of +4 and a +2 alchemical bonus on Strength checks and Strength-based skill checks. Applying a war paint takes 2 minutes and requires help, without help it takes twice the time. A character cannot have two different war paints applied at the same time.
    Craft (alchemy) DC: 25 (death seekers get a +8 bonus when crafting war paint)
    Cost: 500 gp

    Ghost war paint: This white war paint is made with ashes and oils. The death seekers have ritualized the production of the war paint and it is almost inaccessible beyond dwarf communities. It grants a natural armor bonus of +4 and a +4 alchemical bonus to Intimidate skill checks, and to intimidate checks. Applying a war paint takes 2 minutes and requires help, without help it takes twice the time. A character cannot have two different war paints applied at the same time.
    Craft (alchemy) DC: 25 (death seekers get a +8 bonus when crafting war paint)
    Cost: 500 gp

    Oath war paint: This blue war paint is made with a paste of wild berries and roots. The death seekers have ritualized the production of the war paint and it is almost inaccessible beyond dwarf communities. It grants a natural armor bonus of +5. Applying a war paint takes 2 minutes and requires help, without help it takes twice the time. A character cannot have two different war paints applied at the same time.
    Craft (alchemy) DC: 20 (death seekers get a +8 bonus when crafting war paint)
    Cost: 250 gp
    Last edited by Aeryr; 2012-06-30 at 05:29 AM.
    Currently playing:
    Aer the Raven in the refounding of the temple of nine swords.
    Estef in From Splendor to Shadow
    DMing Here be Dragons IC & OOC

  13. - Top - End - #13
    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Jun 2010

    Default Re: Base Class Challenge XII - Race Race

    Dovahkiin



    "I do more than emulate dragons. I am one."
    - T'anir Vorastrix, dragonborn Dovahkiin

    Thanks to the appetite of dragons for certain pleasures of the earth, there are no shortage of people in the world with Draconic ancestry. But sometimes, dragonblooded children inherit more than a draconic improvement to their body or a draconic talent for simple magic. Sometimes, a dragonblooded child is born with a draconic soul. Others are born as the reincarnated form of dragons of the ancient past. No matter how they came to be, these dragon-souled creatures have the power to gain control of Ancient Draconic, the form of Draconic spoken at the world's beginning, a language that is imbued with the magic of dragons future and past.

    Adventures: Dovahkiins' powers are gained through self-examination of themselves and their draconic soul. While this can be done while having a normal life, the life of an adventurer seems to accelerate the progression of their powers.

    Characteristics: Dovahkiin are capable of a variety of effects. They can serve on the front lines for a while, as well as use a variety of magical effects.

    Alignment: As varied as dragons are in alignment, so are Dovahkiin. Dovahkiin are easily found as members of any alignment, although many follow the general alignment of whatever society they are raised in.

    Religion: Many Dovahkiin do not worship a deity, seeing themselves as being close to being a god, and thus do not worship any deity. Many Dovahkiin, though, do worship draconic deities, or at least pay homage to a few.

    Background: Dovahkiin are born, not made. Some wake up naturally, coming into their powers in a manner similar to sorcerers. Others discover theirs after pursuit of knowledge of Dovahkiin in ages past. Others come into their power after being made into Dragonborn, who account for the most numerous race amongst the Dovahkiin, rivaled only by humans.

    Races: Dovahkiin are found almost exclusively amongst dragonblooded individuals. The most common race is the Dragonborn, many coming into their power after their conversion into a draconic child of Bahamut, and subsequently attend one of scarce few temples where they teach Ancient Draconic. Other than Dragonborn, dragonblooded humans tend to make up the second most numerous race due to being a populous race, and any other dragonblooded individuals are equally likely to become Dovahkiin.
    Other Classes: Lawful classes, such as Paladins and Monks, tend to view Dovahkiin as abominations, having the soul of one creature while having the body of another, although Paladins do tend to give grudging respect to good-aligned Dovahkiin upon getting a change to know them. Wizards similarly view them as abominations, although fascinating ones, and tend to want to study Dovahkiin in their spare time. Sorcerers tend to treat Dovahkiin as kin, much like a sibling or cousin.

    Role: Dovahkiin can make use of a variety of magical effects, although when not using such effects, tend to be found on the front lines, although not always up to par with pure melee classes.

    Adaptation: Maybe they're just super-draconic children. Perhaps they're just draconic spellcaster-warriors. Any variation is up to you.

    GAME RULE INFORMATION
    Dovahkiin have the following game statistics.
    Abilities: Charisma is definitely an important score, as abilities tend to key off of it. Second is Constitution, for extra hit points, and Dexterity, for obvious reasons, and Strength if a Dovahkiin likes to stick to the front lines.
    Alignment: Any
    Hit Die: d8
    Starting Age: As sorcerer
    Starting Gold: As sorcerer

    Class Skills
    The Dovahkiin's class skills (and the key ability for each skill) are Bluff(Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana)(Int), Knowledge(Planes)(Int),Listen (Wis), Ride (Dex), Spellcraft(Int), Survival (Wis), and Swim (Str)


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

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Good Save|Good Save|Bad Save|Special|Dragon Shouts

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Dragon Shouts(Perk), Draconic Child|2

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    | Draconic Warrior |3

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    | Dragon Shouts(First) |3

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Draconic Warrior |3

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    | |4

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Draconic Warrior |4

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    | |4

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    | Draconic Warrior |5

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Dragon Shout(Second) |5

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    | Draconic Warrior |5

    11th|
    +11
    |
    +7
    |
    +7
    |
    +3
    | |6

    12th|
    +12
    |
    +8
    |
    +8
    |
    +4
    | Draconic Warrior |6

    13th|
    +13
    |
    +8
    |
    +8
    |
    +4
    | |6

    14th|
    +14
    |
    +9
    |
    +9
    |
    +4
    |Draconic Warrior |7

    15th|
    +15
    |
    +9
    |
    +9
    |
    +5
    | Dragon Shouts(Third) |7

    16th|
    +16
    |
    +10
    |
    +10
    |
    +5
    | Draconic Warrior |7

    17th|
    +17
    |
    +10
    |
    +10
    |
    +5
    | |8

    18th|
    +18
    |
    +11
    |
    +11
    |
    +6
    |Draconic Warrior |8

    19th|
    +19
    |
    +11
    |
    +11
    |
    +6
    | |8

    20th|
    +20
    |
    +12
    |
    +12
    |
    +6
    |Dovah, Draconic Warrior |9[/table]

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

    Weapon and Armor Proficiencies: The Dovahkiin is proficient with all simple weapons, four martial weapons, and light and medium armor.

    Dragon Shouts(Su): Dragon Shouts are the prime ability of Dovahkiin. Dragon Shouts are three-word phrases gleaned from Ancient Draconic, resonating with the power of ancient dragons. At first, Dovahkiin can only manage the most basic words of the phrases, then manage to work out more advanced words as they advance in power, eventually completing their phrase. Dovahkiin starts out with access to two shouts, gaining another at 2nd level, and gains another every three levels after. The Dovahkiin starts out with access to the First Word of each shout he knows, and gains access to the Second Word at 6th, and the Third Word at 12th level. They also gain access to a minor ability or benefit upon gaining access to a shout, called a perk, due to the mere knowledge of such words altering their being. You may use Shouts once per encounter unless otherwise stated. All spells and abilities that mimic them treat the caster level as being equal to the Dovahkiin's class level.

    Shouts may be selected from the list below:
    Spoiler
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    Animal Allegiance
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    Perk: You gain Wild Empathy, as a Druid, except you gain a bonus to checks equal to 1/2 your class level, and you do not take a penalty for trying to influence magical beasts.
    First(Raan): You may summon any one creature of the Animal type of up to your HD - 1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level.
    Second(Mir): You may summon any one creature of the Magical Beast type of up to your HD -1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level, and the Magical Beast may only use (Ex) and (Su) abilities.
    Third(Tah): You may summon any two creatures of the Animal or Magical Beast type, each of which may have of up to your HD - 3(minimum 1) as a full-round action. The summoning lasts for a number of rounds equal to your class level.


    Aura Whisper

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    Perk: You gain a bonus to Heal checks equal to 1/2 your class levels, and once per encounter, you may make a Heal check to heal a creature of hit points equal to the check's result/5.
    First(Laas): You gain a healing pool of points equal to your Charisma modifier(min 1) x your class level, with which to heal your comrades. You may expend any number of points from the pool as a move action in order to heal an ally of a corresponding number of hit points. You may also heal as a swift action, although you may only expend up to 1/2 your class level in hit points when you heal this way.
    Second(Yah): You gain the ability to sense life and unlife. You gain the blindsense ability out to 5 x (1/4 your class level + your Charisma modifier), which functions as blindsight when undead or constructs enter the area.
    Third(Nir): Just as you may whisper to life and one's aura better than most others, so may you seek and damage it. When attacking someone within your blindsense from Yah, you may add damage to your attack equal to your class level + your Charisma modifier. Once per encounter, you may double this added damage.


    Become Ethereal
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    Perk: You gain a bonus to Hide and Move Silently checks equal to half your class level. Also, you gain access to a form of Hide In Plain Sight, except that you must make a check of DC 20, and it lasts for 1 round + 1 additional round per 5 that the check exceeds the DC by.
    First(Feim): You gain the ability to become invisible, as per the spell, once per encounter. This invisibility lasts for a number of rounds equal to your class level, or until you do something that would break your invisibility.
    Second(Zii): You may become Ethereal for a number of rounds per day equal to 1/2 your class leve, as a standard action. You may not attack other creatures like this, but may use other forms of action, such as movement while in this state. These rounds need not be consecutive, but must be used in minimum of 2-round intervals.
    Third(Gron): Once per day, you may become Incorporeal as a move action. You gain the incorporeal subtype while this effect lasts. This lasts for a number of rounds equal to 1/2 your class level. These rounds need not be consecutive, but must be used within the same encounter. You may expend two rounds of this effect's duration to become Incorporeal as an immediate action. Ending the effect is a swift action.


    Call Dragon
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    Perk: You gain a bonus to all Charisma-based checks relating to creatures with the Dragon type or the Dragonblooded subtype equal to 1 + 1/2 your level.
    First(Od): You may, as a standard action once per encounter, summon others with dragon blood in their veins. You may summon any creature with the Humanoid or Monstrous Humanoid type that has HD equal up to your level - 1. This summon has the Draconic Child feat for the same type of true dragon as you chose for Draconic Child, and enough levels in the Warrior class to make its HD equal to the HD limit on this ability. This summons lasts for a number of rounds equal to your class level. Also, you may not activate any of the summons abilities of this shout while an existing summons from this shout is active.
    Second(Ah): You may, as a standard action once per encounter, summon either a true dragon of the type you selected for Draconic Child or non-true dragon creature with the Dragon type of HD equal up to 1/2 your class level. This summoning lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the summons from Od now gain an additional Draconic Heritage feat when summoned, chosen when this ability is gained, and gain a bonus to attack and damage rolls equal to your Charisma modifier.
    Third(Viing): You may summon, once per day as a full-round action, a true dragon of the type you selected for Draconic Child, of HD equal up to your class level -1. This summons lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the enhancement to Od gained in Ah now applies to the summons from Ah, and the summons from Od now gain one more Draconic Heritage feat, gained when this ability is gained.


    Call of Valor
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    Perk:By mere knowledge of this shout, you gain the ability to call upon a bit of the valor of heroes past. You may add 1/2 your Charisma modifier to AC, and increase your AC by 1 per 5 class levels.
    First(Hun): Once per encounter, as a standard action, you may summon the shade of Gormlaith, slayer of Dragons past. Gormlaith comes equipped with a longsword and has the same statistics of a Warrior equal to your class level, except she gains the ability to take a -1 penalty to attack rolls to add 2 damage to an attack she makes. She may take further -1 penalties to add an additional 2 damage to each attack she makes, and may only have a total penalty in this manner equal to 1/2 your class level(ex. the maximum penalty that Gormlaith may have when summoned by a 4th level Dovahkiin is -2). This summons lasts for a number of rounds equal to your level. You may not have any of the summons from this shout active when an existing summons from this shout is active.
    Second(Haal):You may, as a standard action once per encounter, summon Felldir the Old, an ancient Dragon-slayer that was able to slay dragons even into old age. Felldir comes equipped with a greatsword has the same statistics as a warrior of level equal to your class level, except he gains your Charisma modifier as a bonus to AC, and may benefit from any one perk you have and use the First Word Shout from the Shout he gains the perk from once during his summoning, provided it is not from the Call of Valor, Call of the Dragon, or Animal Allegiance shouts. Gormlaith now gains your Charisma modifier as a bonus to damage and attack rolls. This summons lasts for a number of rounds equal to your class level.
    Third(Zor):You may, as a full-round action once per day, summon one of the greatest heroes of legend: Hakon One-Eye. Hakon comes equipped with a scythe, and has the same statistics as a warrior of level equal to your class level, except that he gains the benefit of two fighter feats, selected upon gaining this ability, adds xd6 to his attacks where x is equal to your Charisma modifier, and may once during his summoning, double the amount of damage he deals, decided before attacking, although a missed attack does not expend this ability. Additionally, all summons from this shout's weapons are treated as having the Bane(Dragon) quality, and gain a bonus to all attack and damage rolls equal to your Charisma modifier(on top of previous bonuses gained).


    Clear Skies
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    Perk: You gain a bonus to all checks relating to physical ability scores during inclement weather equal to 1/2 your class level, and may once per week clear up inclement weather.
    First(Lok): You may, once per encounter, take to the skies. While this ability is in effect, you gain a fly speed equal to your base land speed plus (5 x your Charisma modifier) with average maneuverability. This effect may last for up to a number of rounds equal to your Charisma modifier. You may also fly a distance equal to your base land speed as a move action, so long as you start and end the action on a solid surface.
    Second(Vah): You gain the ability to summon aspects of spring weather. You may add xd6 fire damage to your attacks, where x is equal to 1/2 your Charisma modifier(minimum 1). Once per encounter, the bonus to attacks may be doubled for a number of rounds equal to your Charisma modifier. Also, when flying, as a ranged touch attack, you may make a ranged touch attack as a swift action to deal xd6 fire damage, although this attack is not affected by the once per encounter ability. Additionally, your maneuverability improves to good.
    Third(Koor): You know how to add the power of summer storms to your abilities. The ability from Vah may now substitute electricity damage for fire damage, and x now equals your Charisma modifier. Also, any enemy within distance equal to your fly speed from Lok striking you prompts a reflexive bolt of lightning in reponse, which deals electricity damage equal to twice your Charisma modifier when on the ground, and electricity damage equal to your bonus to attack from Vah when flying. Also, once per week, you may make use of a Control Weather effect, as the spell except it takes 1 minute, and may only switch current weather to spring and summer weather.


    Disarm
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    Perk: You get a bonus equal to 1/2 your level on checks made to disarm an opponent, and you do not provoke attacks of opportunity when doing so.
    First(Zun):Whenever an opponent makes an attempt to make an attack of opportunity against you, you may attempt to disarm them as an immediate action. Additionally, you may disarm as a move action.
    Second(Haal):Just because a foe isn't using a sword or axe doesn't mean you can't put him out of action for a while. Whenever you may try to disarm an opponent, you may target natural attacks(including unarmed attacks) or spell-like abilities that you know of. If you succeed, these are damaged enough that they cannot be used for a number of rounds equal to d4 + your Charisma modifier. If disarming as an immediate action, you may only target natural attacks and spell-like abilities if those are the attacks being used against you. Spell-like abilities that are disarmed are counted as having expended one use. You may also target magic items, which count as having expended one charge or use if disarming is successful.
    Third(Viik): You may now strip enemies of any of their attacks. You may now target spells and supernatural abilities that you know of. Supernatural abilities are expended as though having been used once, and spells disarmed as an immediate action are counting as having been expent. If not expending spells as an immediate action, if you know the target has use of spells but do not know of which they are able to cast, the spell slot is selected randomly from the highest level spells that the target may cast by the DM. If the spell slot was for a spontaneous casting class, a randomly selected spell of the same level of the spell slot may not be used for a number of rounds equal to d4 + your Charisma modifier, and if the spell slot was for a prepared casting class, the target may not make use of any spell slots with that spell prepared. If the Dovahkiin does know of a particular spell the target may cast, they may choose to target that spell.


    Dismaying Shout
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    Perk: You gain a bonus to Intimidate checks equal to 1/2 your class level. Also, you gain an aura of passive menace, making a passive Intimidate check against all creatures within 30 ft, treating your roll as a 10, with your Charisma modifier as a bonus.
    First(Faas):Your actions can inspire fear in others. Should you roll a natural 20 on an attack, or kill or render an opponent unconscious, all enemies within line of sight are shaken. Also, once per target per encounter, when hitting an enemy that you have hit before, you may roll an Intimidate check as part of the attack. The attack need not hit for the Intimidate check to succeed, although you do gain a bonus to the roll equal to your Charisma modifier if it does.
    Second(Ru):You gain the Frightful Presence ability out to 20 ft + (5 x Charisma modifier) ft, with the following changes. Firstly, it may affect creatures with HD equal up to your class level + your Charisma modifier. Secondly, once per encounter, you may choose for all creatures within the aura take a penalty to their rolls equal to your Charisma modifier. Thirdly, any creature that fails their save by 10 or more is frightened. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are frightened. Also, creatures with bonuses to saves against fear have them reduced by an amount equal to 1/2 your class level(Minimum +0). Lastly, whenever you exceed the DC of the roll to Intimidate a creature by 5, you may treat them as shaken.
    Third(Maar): You know how to terrify creatures, even to the point where it may be their doom. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are panicked. Whenever you would move a creature's status on fear effects to beyond panicked, you may treat them as terrified. Terrified creatures are treated the same as panicked, except they are also stunned. If a terrified creature would be panicked, they must roll a save(DC 10 + 1/2 Dovahkiin's class level + Charisma modifier), or die. Lastly, you may now affect creatures immune to fear and non-intelligent creatures.


    Dragonrend
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    Perk: You know how to handle using two weapons at once, thanks to the knowledge of dragonblooded warriors in ancient times, learned through your ability to learn Ancient Draconic. You take no penalty to the weapon in your primary hand with two-weapon fighting, and you may reduce the penalty to the weapon in your secondary hand by 1/2 your class level + 1/2 your Charisma modifier.
    First(Joor): You gain a bonus to attack rolls equal to your Charisma modifier when fighting with two weapons. Additionally, should you hit with both your weapons in an attack, you may deal an additional 1d6 + Charisma modifier damage.
    Second(Zah):You know how to get people to stop moving for a while by a combination of attacks. If you hit with both of your weapons in an attack, you may force the target to stop moving. If the target is in the air or levitating, they immediately fall to the ground, and cannot fly for a number of rounds equal to your Charisma modifier. Otherwise, the target is treated as being slowed, as per the spell, for a number of rounds equal to your Charisma modifier. Additionally, should you hit with both your weapons in an attack, the attack deals an additional 2d6 + Charisma modifier damage.
    Third(Frul): You know how to arrest the movement of all creatures using a secret combination created in ancient times, which can only be managed by two weapons. If you succeed on an attack with both of your weapons in an attack, you may forgo additional damage to daze the target. This may only be done a number of times per encounter equal to 1/2 your Charisma modifier. Also, if you succeed on an attack with both of your weapons, you may deal an additional 3d6 + Charisma modifier damage.


    Elemental Breath
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    Perk: Select one type of energy(fire, cold, electricity, acid). You gain resistance to that type of energy equal to your class level + your Charisma modifier. Additionally, you may add 1/2 your Charisma modifier(minimum 1) energy damage of the energy type selected.
    First(Yol/Fo):You gain a breath weapon with which to attack your enemies. This breath weapon deals 1d6 damage of your energy type per two class levels, and is a 15 ft cone if you selected fire or cold, or 20 ft line if you selected acid or electricity. This breath weapon is usable once every 1d4- 1/2 your Charisma modifier rounds. Enemies must make a Reflex save(DC 10 + 1/2 class level + Charisma modifier). A number of times per encounter equal to your Charisma modifier, you may choose to have all enemies take a penalty to their saves against your breath weapon equal to your Charisma modifier.
    Second(Toor/Krah): The range of your breath weapon increases to a 30 ft cone or a 40 ft line, depending on which type you have. A number of times per encounter equal to your Charisma modifier, you may add xd6 damage to your breath weapon, where x equals your Charisma modifier. Additionally, your breath weapon has an additional effect based on what energy type you chose:
    Acid: Acid sizzles into the flesh, sapping away vitality. Those affected by your breath weapon take Constitution damage equal to 1/4 your Charisma modifier(minimum 1).

    Cold: Cold can seep into the joints of creatures slowing them down. Creatures affected by your breath weapon are slowed, as the spell, for a number of rounds equal to 1/2 your Charisma modifier(minimum 1).

    Electricity: Shooting lighting out of can be terrifying. Those affected by your breath weapon must spend a number of rounds equal to 1/2 your Charisma modifier(minimum 1) moving away from you.

    Fire: Fire sets things ablaze. Like your opponent. Those affected by your breath weapon take xd4 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier.

    Third(Shul/Diin):Once per day, you may have your breath weapon's damage improve to 1d6 per class level. This may not be done in conjunction with the extra damage per encounter ability of Toor/Krah. Additionally, you may sacrifice damage in order to improve the secondary ability of your breath weapon, adding 1 to your Charisma modifier per two dice of damage sacrificed.


    Elemental Fury
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    Perk: You know the fury of the dragons of old, and seek to channel it. You gain a bonus equal to 1/2 your class level to grapple checks, and do not provoke an attack of opportunity for doing so.
    First(Su):You may make an additional attack at your highest attack bonus with -5 penalty as a part of each full attack you make. Additionally, you halve the penalty to attack rolls while grappling. You may also intiate a grapple as part of a normal attack.
    Second(Grah):You may make an additional attack once per round against a creature you've grappled, regardless of other actions taken. You no longer take a penalty to attack rolls while grappling. Also, you may trip a creature with a melee weapon, and move at half-speed while grappling without an opposed grapple check. Additionally, you gain a bonus to the melee touch attack roll made as part of a grapple equal to 1/2 your level + your Charisma modifier.
    Third(Dun): You gain a bonus to attack and damage rolls equal to your Charisma modifier on attacks made while grappling. Additionally, for a number of times per day equal to 1/2 your Charisma modifier, you may treat all of your attack rolls against your target as though they were critical hits for a number of rounds equal to your Charisma modifier. Lastly, creatures grappled by you take a penalty equal to 1/2 your level on Escape Artist checks to escape a grapple you have on them.


    Ice Form
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    Perk: You know how to stop enemies. You gain a bonus to grapple checks made to pin an opponent equal to 1/2 your class level.
    First(Iiz):You may add cold damage equal to your Charisma modifier to your melee attacks. Also, as a standard action for a number of times equal to your Charisma modifier, you may make an icy attack. This attack is a ranged touch attack with a range equal to 20 ft + (5 x Charisma modifier) ft. If successful, the attack deals 2 x (class level + Cha modifier) cold damage, and is treated as being entangled. This condition persists for a number of rounds equal to your Charisma modifier.
    Second(Slen):You know how to visit deeper frozen imprisonment upon creatures hit with your ice attacks. You may now add the cold damage from Iiz to your ranged attacks, and every 1d4 rounds, any opponent who is hit by a ranged or melee attack is treated as being entangled for one round. Additionally, once per encounter, upon a successful attack, you may treat the opponent as being dazed for a number of rounds equal to your Charisma modifier, as the arctic chill of your attacks distracts them from all else. Lastly, whenever you inflict a condition upon a creature with this shout, they take cold damage equal to your Charisma modifier for each round they sustain the condition.
    Third(Nus):You may now add 1/4 your class level to the cold damage added to your attacks, and once every 1d8 rounds, you may slow, as per the spell, the target of a successful melee attack for a number of rounds equal to 1 + 1/2 your Charisma modifier. Additionally, a number of times per day equal to your Charisma modifier, you may deal xd6 cold damage as a ranged touch attack, where x equals 1/2 your class level + your Charisma modifier. Opponents hit by this attack are treated as paralyzed for a number of rounds equal to 1/4 your class level + 1/2 your Charisma modifier, and the condition damage from Slen is changed to yd6 cold damage per round paralyzed, where yd6 equals your Charisma modifier.


    Kyne's Peace
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    Perk: You gain a bonus to Handle Animal checks equal to 1/2 your class level + 1/2 your Charisma modifier(minimum 1).
    First(Kaan):You may use Calm Emotions, as per the spell, as an at-will action, with the exception that it only applies to animals and magical beasts. A number of times per day equal to your Charisma modifier, you may use the spell Calm Emotions, as per the spell as normal, and may attempt a Diplomacy check as part of the action to cast the spell.
    Second(Drem):You may expand your peace-making abilities to creating limited peace zones. You may, whenever you use your Calm Emotions abilities from Kaan, allow for a pacifistic zone to develop within the spell's area, affecting those whom the Calm Emotions ability you're using affects. When a pacifistic zone is in effect, all damage within the zone is non-lethal, and creatures affected must make non-lethal attacks, imposing the normal -4 penalty to attack rolls. Additionally, all non-lethal damage in this zone is reduced by a number of points equal to your Charisma modifier. A pacifistic zone lasts for a number of rounds equal to the duration of the Calm Emotions effect + 1/4 your class level + 1/2 your Charisma modifier.
    Third(Ov):You may, as a standard action for a number of times per day equal to 1/2 your Charisma modifier, create a peace zone. When within a peace zone, no players may take offensive actions, and may not deal damage. If anyone within the peace zone is taking damage from an ongoing effect, they gain an additional save against the effect on their next turn after the peace zone is created if it requires a save to end it, or have it become non-lethal damage which is halved each successive round if it does not. Peace zones created this way last for a number of rounds equal to 1/2 your class level + twice your Charisma modifier. Peace zones have a radius of 10 ft per class level. Alternatively, you may create a peace zone at-will, provided all parties within the zone agree to it. The effects of a peace zone created this way last for as long as all creatures within the zone when it was created stay within it, and lasts for x minutes after one of the creatures leaves, where x equals your Charisma modifier.


    Marked For Death
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    Perk:You have a constant Death Knell effect going on around you, except that it only affects enemies, and instead of the normal benefits gained upon an affected creature dying, you gain temporary hit points equal to 1/2 your class level and a bonus to Charima equal to 1 + 1/2 your Charisma modifier before modification by this ability.
    First(Krii):You know how to create Death Marks. You may mark a creature within 30 ft with a Death Mark as a swift action, and may have up to your Charisma modifier in Death Marks active at any one time. When a creature is affected by your Death Mark, they take a penalty to AC equal to your Charisma modifier, and when a successful attack is made against a target with a Death Mark, they take damage equal to your Charisma modifier for a number of rounds equal to 1/2 your Charisma modifier(minimum 1). You regain use of a Death Mark if a creature with a Death Mark dies.
    Second(Un):As creatures with Death Marks become closer to death, their body functions more like a corpse. Creatures with Death Marks now take a penalty to all rolls equal to your Charisma modifier, and when a successful attack is made against the target, if the attacker has Sneak Attack or similar damage, they may add half that damage to the attack, and if it does not, simply adds 1d6 + your Charisma modifier damage to the attack.
    Third(Laus):Death can be peaceful, but not for creatures with a Death Mark. If a creature with a Death Mark is below 1/2 its total HP, whenever a successful attack is made against it, they take xd6 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier. Additionally, for a number of rounds per day equal to your Charisma modifier(minimum 2), you may double all of the effects of a Death Mark for all creatures affected by one of your Death Marks. These rounds need not be consecutive, although they must be spent in minimum two-round intervals.


    Slow Time
    Spoiler
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    Perk:You may take 10 on skill checks even in stressful circumstances, and for a number of times per day equal to 1 + 1/4 your class level, may take 20 on a skill check when circumstances would normally allow you to take 10.
    First(Tiid):Once per encounter, you may slow things down a little. You may create a slow zone, which acts as per the spell, but affects all enemies within ranged, and lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
    Second(Klo):You move so fast compared to the creatures within your slow zone, that you speed up by comparison. When within your slow zone from Tiid, you gain an extra move action per turn, and do not provoke attacks of opportunity for moving within the slow zone. Additionally, you may create a slow zone a number of times per encounter equal to 1 + 1/2 your Charisma modifier.
    Third(Ul): You end up making it so that, for a short time, you can slow down time for creatures within your zone that time seems to stop for all but you. You may, a number of times per day equal to 1/2 your Charisma modifier, may create a Time Stop effect, except that it only lasts for a number of rounds equal to 1/2 your Charisma modifier, and only is in effect for the area that a slow zone would affect. Additionally, you may now create a slow zone a number of times equal to 1 + your Charisma modifier.


    Storm Call
    Spoiler
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    Perk: When in an area affected by a storm, you gain a bonus to all skill checks equal to 1/4 your class level, and a bonus to attack rolls equal to your Charisma modifier.
    First(Strun):Once per encounter, you may cause a localized storm. This storm affects a radius equal to 20 ft + (your class level rounded down to the nearest 5) ft + (5 x your Charisma modifier) ft. When within it, all area within it is treated as difficult terrain for all creatures except you, and you may deal bonus electricity damage on all melee and ranged attacks equal to your Charisma modifier. This lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
    Second(Bah):You can't have lightning without the storm. Once per round while a storm from Strun is in effect, you may use Call Lightning, except that it only affects creatures within your storm's radius, and may only be used while the storm persists, and is treated as being in a stormy area. Once per encounter, you may use the Call Lightning effect as a swift action. Additionally, all creatures attacking you with a melee attack take electricity damage equal to your Charisma modifier, and you may lower electricity resistance for the rest of the encounter by 1/2 your class level + Charisma modifier upon a successful attack. Multiple hits effects do not stack, and does not affect immunity.
    Third(Qo):For a number of times per day equal to 1/2 your Cha modifier, you may call a greater storm. This counts as your use of Strun for the encounter. This storm grants the same benefits as the storm from Bah, except that the Call Lightning effect changes to a Call Lightning Storm effect, and the storm affects the same area a Call Lightning Storm spell would. Also, you may spend a full round once per usage to have all enemies within the storm's area to be hit by the Call Lightning Storm effect of this ability. Lastly, you may, for a number of times per encounter equal to 1/2 your Charisma modifier, choose to treat electricity damage you would deal as untyped damage.


    Throw Voice
    Spoiler
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    Perk:You gain Ventriloquism, except that it is constantly in effect, and is treated as an extraordinary ability. You may use Cha-based skills this way, and gain a bonus to skill checks made this way equal to 1/4 your class level.
    First(Zul):Your voice isn't simply the voice of a normal creature. It is the voice of a creature that can speak Ancient Draconic, carrying a portion of your draconic might, and by extension, your soul. If you use your Ventriloquism ability from this shout's perk to appear to speak from an object, you may perceive the surrounding area as though you were positioned where the object is. Additionally, you may animate an object you are perceiving through this way once per encounter, as per the Animate Object spell, for a number of rounds equal to your Charisma modifier. The object acts when you do and may take any one action on your turn, and you may spend actions of your own in order to direct an object animated this way. You may animate an object outside of an encounter, for a number of minutes equal to 1/2 your class level + your Charisma modifier, and should the object get into an encounter, the effect persists for a number of rounds equal to your Charisma modifier. You may not maintain the effects of the First, Second, and Third Word abilities of this shout at the same time, excluding improvements to abilities, and should one make use of another ability of this shout while they have one active, the previous effect automatically ends.
    Second(Mey):Now, your voice gains in strength, influencing the minds of others, as well as increasing some of your existing voice abilities. You may now attempt to influence a creature to become more friendly to you through throwing your voice in a manner that the creature mistakes it for their own thoughts. This effect is treated as a Charm Monster spell, usable a number of times per day equal to your Charisma modifier, except that it persists for a number of hours equal to 1/2 your Charisma modifier(minimum 1). You may also use this effect in combat, in which case it lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier. Additionally, you may now use abilities gained from shouts through objects you have animated, and objects animated may now take a move and standard action during their turn.
    Third(Gut):Your voice becomes so overwhelming as to drown out a creature's thoughts, if only for a while. This acts as per the spell Dominate Monster, except that it follows the same restrictions as the Charm Monster ability as it is stated in Mey, and is only usable a number of times per day equal to 1/2 your Charisma modifier. Additionally, the Charm Monster effect from Mey now lasts for a number of hours equal to your Charisma modifier, and lasts for a number of rounds in combat equal to 1/2 your class level + your Charisma modifier, and animated objects from Zul may remain animated for a number of rounds equal to twice your Charisma modifier in combat, and for your class level + twice your Charisma modifier minutes outside of combat.



    Unrelenting Force

    Spoiler
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    Perk: You gain a bonus equal to 1/2 your class levels on all saves against force effects, and may be granted a save against force effects that normally do not allow one.
    First(Fus): You may, as a standard action, release a bolt of force. This bolt deals xd4 force damage, there x equals 1/2 your level(minimum 1). This attack is a ranged touch attack with a range of 20 ft + class level(rounded down to nearest 5) + (5 x your Charisma modifier) Once per encounter, you may add damage to the attack equal to your class level + twice your Charisma modifier. Also, once per day per two class levels, you may double the damage this attack deals. Lastly, you may choose to sacrifice die of damage to push back a creature 5 ft per die sacrificed.
    Second(Ro):Once per encounter, you may add your Charisma modifier in dice to your force attack. This benefit lasts for a number of rounds equal to 1/2 your class level. You may not use your doubling ability from Fus in conjunction with this once per encounter ability. Also, your force attack may now add your Charisma modifier to attack rolls and damage for this attack. Lastly, you may sacrifice three dice to trip as part of the attack. This may be combined with the push back effect.
    Third(Dah):Once per day per four class levels, you may automatically determine an attack you make with your force attack from Fus to be a critical hit. You may use this in conjunction with the doubling ability from Fus, but it counts as two uses of this ability. Also, you may take 10 with attack rolls for the purposes of this attack, and do not treat attack rolls of 1 as an automatic failure. Lastly, you may trip and push creatures that are normally immune to such measures.


    Whirlwind Sprint
    Spoiler
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    Perk: When running, you may quadruple your land speed if in heavy armor or increase it by 5 times if in medium, light, or no armor, and may increase your running speed by an additional 5 ft per two class levels.
    First(Wuld):When you spend an entire round to run, you may make an attack against against one target you within 5 ft of you at any point during the movement. Additionally, enemies take a penalty to attacks of opportunity made against you equal to your Charisma modifier.
    Second(Nah):You know how to increase the quickness of your attacks and movement. You may, once per encounter, gain a bonus to your land speed equal to 10 ft + (5 x Charisma modifier) ft. When moving under the influence of this ability, you may, once per movement while your speed is enhanced due to the abilities of this shout, may attack one a creature that makes an attack of opportunity against you with a bonus to the attack and damage roll equal to your Charisma modifier. This is in addition to your attack during running from Wuld if you are running.
    Third(Kest):For a number of rounds per day equal to your class level + your Charisma modifier, you may treat yourself as hasted, as per the spell. These rounds need not be consecutive. Additionally, when moving while your movement is enhanced due to the abilities of this shout, you may attempt a basic melee attack against all creatures that attempt attacks of opportunity against you.






    Draconic Warrior(Ex):
    At 2nd level and every two levels after, the Dovahkiin may select a bonus feat from the list of Fighter bonus feats or a Draconic feat. The Dovahkiin counts as a fighter of level equal to their class level for the selection of such feats.

    Dovah(Su):
    At 20th level, you become a true dragon. You gain the Dragon type and all of its benefits, and you also gain a fly speed equal to twice your land speed with good maneuverability. You may use all of your encounter abilities from words of your Dragon Shouts with expenditure of uses. Additionally, for a number of rounds equal to your class level, you may match your form to your soul, transforming into a Dragon of one type selected upon gaining 20th level. These rounds need not be consecutive, but you must still observe any cooldowns for such abilities as breath weapons, and abilities used for free only last for as long as the transformed state from this class feature persists or its original duration, whichever is shorter.
    Last edited by Pyromancer999; 2012-07-01 at 11:30 PM.
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  14. - Top - End - #14
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    Default Re: Base Class Challenge XII - Race Race

    Son of Man

    Art by Lujji


    “Look to the sky! Lift your spirit, set it free! Someday, you will walk tall with pride. Son of Man, a man in time you’ll be.” ~ Cole Philkins, Epic Bard


    Adventures: The world is at your feet! A son of Man looks to the sky and feels a fire burning within, one that burns with the desire to explore, break beyond the heavens and fly over the horizon. Travel and meeting new people is one of the things that can drive a son of Man, ensuring that races are treated equally.

    Characteristics: GENOCIDE. Or, y’know, the usual partying and such. Sons of Man are flexible in their spellcasting, quick to act and are strong bonds to hold a group together. They are leaders, they are friends and they are lovers. If you dare call yourself an enemy of one, you will be befriended, which occasionally can be lethal.

    Alignment: Sons of Man are more often chaotic than lawful, while being evenly spread across good and evil. Curiously enough, the evil ones sometimes seem to act in ways that might seem good where the treatment of other races is concerned.

    Religion: Sons of Man tend to not follow racial deities, curiously enough. This is most likely because they feel like they are more a part of more than one race, which distances them from those deities, especially ones that treasure racial purity such as Zarus.

    Background: Humans have a diverse racial history. Deep within the heart of their ancestry lie lines traced to many other races or creatures of greater inherent power. A son of Man is someone who can tap into that distant powerful ancestry, whether it is because they are human themselves or because they have a close human ancestor, usually no more distant than a grandparent.

    Races: Any race that can interbreed with humans can potentially become a son of Man. This includes all humanoids (minus those with the reptilian subtype), all dragons, all outsiders, all elementals, all fey, all giants, minotaurs and doppelgangers.

    Other Classes: Most classes have a rather neutral view of sons of Man, their race influencing their opinion of members of this class much more. Dwarves and goblins especially don’t seem to like them for their mixing with humans, whether it is because they find mixing itself a bad thing or humans in particular, while orcs think their powers are pretty cool, in a similar way to totem animals granting powers, though not on the same level, as other races obviously aren’t revered as the spirits are.

    Role: Sons of Man are leaders, up-front fighters and utility casters.

    Adaptation: If there is humans in a campaign setting, sons of Man aren’t that far away as a possibility.

    GAME RULE INFORMATION
    Sons of Man have the following game statistics.
    Abilities: Charisma should be your numero uno concern for your spells and social skills. After this, Intelligence is also an ability score you won’t want to have low, as it determines some of your melee capacities. Constitution is always important to everyone, everywhere, ever.
    Alignment: Any.
    Hit Die: d8.
    Starting Age: Simple.
    Starting Gold: 6d4 x 10 (150 gp).

    Class Skills
    The son of Man’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (arcane, geography, history, local, nature, religion, the planes) (Int), Perform (Cha), Profession (Wis), Speak Language (None) and Spellcraft (Int).

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

    Son of Man
    {table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
    1st|+0|+2|+2|+2|Fist of Man, Man’s versatility, Social Link (tactical defense), X The Y
    2nd|+1|+3|+3|+3|Face of Many Races, Trickle
    3rd|+2|+3|+3|+3|Keep Up The Pace (+10 ft/+1)
    4th|+3|+4|+4|+4|Social Link (distracted defenses)
    5th|+3|+4|+4|+4|Spell Charge
    6th|+4|+5|+5|+5|Keep Up The Pace (+20 ft/+2)
    7th|+5|+5|+5|+5|Social Link (tactical movement)
    8th|+6/+1|+6|+6|+6|Double Trickle
    9th|+6/+1|+6|+6|+6|Keep Up The Pace (+30 ft/+3), Searing Spell Charge
    10th|+7/+2|+7|+7|+7|Social Link (improved distracted defenses)
    11th|+8/+3|+7|+7|+7|Improved Trickle, Spell Refreshment (1st-3rd)
    12th|+9/+4|+8|+8|+8|Keep Up The Pace (+40 ft/+4)
    13th|+9/+4|+8|+8|+8|Social Link (tactical teleportation), Trickle Fusion
    14th|+10/+5|+9|+9|+9|Spell Pounce
    15th|+11/+6/+1|+9|+9|+9|Keep Up The Pace (+50 ft/+5)
    16th|+12/+7/+2|+10|+10|+10|Social Link (greater distracted defenses)
    17th|+12/+7/+2|+10|+10|+10|Spell Refreshment (1st-6th)
    18th|+13/+8/+3|+11|+11|+11|Keep Up The Pace (+60 ft/+6)
    19th|+14/+9/+4|+11|+11|+11|Social Link (shared glory), Triple Trickle
    20th|+15/+10/+5|+12|+12|+12|Greater Trickle, Loved by Life[/table]

    Weapon and Armor Proficiencies
    A son of Man is proficient with all simple weapons, light armor and shields (but not tower shields).

    Spellcasting
    “You ain’t never had a friend like me!”
    A son of Man casts divine spells, which are drawn from the son of Man spell list. When you gain access to a new level of spells, you automatically know all the spells of that level on the son of Man’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your list of spells known.

    To cast a son of Man spell, you must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The DC for a saving throw against a son of Man’s spell is 10 + the spell’s level + the son of Man’s Cha modifier. Like other spellcasters, a son of Man can cast only a certain number of spells of each level per day. The base daily spell allotment is given on the table below. In addition, you receive bonus spells for a high Charisma score.

    Spoiler
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    Spells per day
    {table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
    1st | 5 | 3 | - | - | - | - | - | - | - | -
    2nd | 6 | 4 | - | - | - | - | - | - | - | -
    3rd | 6 | 5 | - | - | - | - | - | - | - | -
    4th | 6 | 6 | 3 | - | - | - | - | - | - | -
    5th | 6 | 6 | 4 | - | - | - | - | - | - | -
    6th | 6 | 6 | 5 | 3 | - | - | - | - | - | -
    7th | 6 | 6 | 6 | 4 | - | - | - | - | - | -
    8th | 6 | 6 | 6 | 5 | 3 | - | - | - | - | -
    9th | 6 | 6 | 6 | 6 | 4 | - | - | - | - | -
    10th | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | -
    11th | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | -
    12th | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | -
    13th | ∞ | 6 | 6 | 6 | 6 | 6 | 4 | - | - | -
    14th | ∞ | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | -
    15th | ∞ | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | -
    16th | ∞ | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -
    17th | ∞ | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -
    18th | ∞ | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
    19th | ∞ | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
    20th | ∞ | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5
    [/table]


    Fist of Man
    “...”
    At level 1 a son of Man gains Improved Unarmed Strike and Superior Unarmed Strike as bonus feats.

    Man’s Versatility
    “Let’s get down to business.”
    At level 1 you may pick two skills that aren’t class skills for the son of Man. These skills become class skills for you for your son of Man levels. Once chosen, these cannot be changed.

    Social Link
    “I’ll make a man out of you!”
    You can forge a special bond with an ally, of brotherhood, of sisterhood, of strength and honour and the promise of watching each other’s backs. You can forge this bond, this social link, with only one creature at a time and they must have an Int score of at least 3 and they must be able to understand you. Forging the social link takes 10 minutes, after which it lasts until you recreate it with a different creature, though you must wait at least 24 hours to do so after forging a social link. While the social link is active, you can choose one of the following benefits, appropriate for your class level (as shown on the table), which you may change as a swift action on your turn.

    Tactical Defense (Ex)
    “If you want to have a go, I just want to let you know: get off of my back and into my game!”
    While you and the ally you forged a social link with are within 30 ft of each other, you gain your Intelligence modifier to AC and your ally gains half the bonus. If your ally is adjacent to you, he gains the full bonus. If you are wearing any armor heavier than light, the maximum bonus you can get from this ability is +1. If your ally is wearing any armor heavier than light, he cannot gain the bonus.

    Distracted Defenses (Ex)
    “Can you sing with all the voices of the mountains? Can you paint with all the colors of the wind?”
    A 4th-level son of Man can use this ability. Whenever you and an ally flank a creature, DCs of any abilities used by you or your ally increase by 2 against that creature. This includes spells, powers, maneuvers, supernatural abilities and so on. Furthermore, any attacks made against the flanked creature deals an additional 1d6 damage.
    At level 10 this bonus to DCs increases to 4 and the bonus damage increases to 3d6. At level 16 it increases to 6 and the bonus damage increases to 5d6.

    Tactical Movement (Ex)
    “With the sun beating down I am on my way and I can’t beat the smile off my face!”
    A 7th-level son of Man can use this ability. Whenever you use two move actions during your turn, your soul linked ally may use a single move action as well. Whenever your soul linked ally uses two move actions during his turn, you may use a single move action as well.

    Tactical Teleportation (Su)
    “I will find my way. I can go the distance.”
    A 13th-level son of Man can use this ability. Once per day per point of your Intelligence bonus (minimum 1) you may use dimension door as a supernatural ability to appear next to your soul linked ally if he is in range or come as close as possible if he isn’t. As a swift action you may grant your soul linked ally this ability for one round. Caster level equals your son of Man caster level.

    Shared Glory (Ex)
    “I see the path from this dark place, I see my future. Your forgiveness has set me free and I can see another way, I can fight another day!”
    A 19th-level son of Man can use this ability. To activate this ability, your soul linked ally must be willing and within 30 ft of you. While this ability is active, your hit point totals are added up and become a shared pool of hit points. Any single attack, spell or effect against either of you cannot deal more than 50 points of damage. Spells or effects that deal damage over time cannot deal more than 50 points of damage each time it deals damage. Attacks, spells or effects that would deal damage to you and your ally at the same time cannot deal more than 50 points of damage in total. You also both become immune to any damage that isn’t intentionally and willfully inflicted upon either of you, including falling damage, environmental damage and ability damage inflicted by disease (but not poison). You also both gain your full Int bonus to AC regardless of what armor either of you are wearing and both gain a resistance bonus to saves equal to your Int bonus. After activating this ability it remains in effect for 10 rounds, after which it cannot be used again until you have rested for 8 hours.

    X The Y (Ex)
    “And once you're watching every move that I make, you got to believe that I got what it takes! To stand out!”
    A son of Man may make a Perform check in place of a Bluff, Diplomacy or Gather Information check. He may not use Perform (weapon drill) for this. He may make a Perform (weapon drill) check in place of an Intimidate check. However, if he does this, the amount of time required for the check is doubled.

    Face of Many Races (Ex)
    “When will my reflection show who I am inside?”
    A son of Man of 2nd level or higher gains half his class level (rounded up) as a bonus to Disguise checks.

    Trickle (Su)
    “I will find my way, I can go the distance.”
    A son of Man has the power to call upon through links of ancient ancestries through the trickling of blood of distantly related races through his own. At the start of each day he can concentrate on this inner power for 5 minutes as he slowly traces a performance of those ancestors whose powers he calls upon. At first a son of Man can only have one trickle active, which remains active for 24 hours, but he can gain the ability to use more of them and access their stronger abilities at higher levels.

    Keep Up The Pace (Ex)
    “Gotta go faster, keep up the pace, just to stay in the human race!”
    At third level and every three levels afterwards the son of Man’s base land speed increases by 10 ft and he gains a +1 increase to his initiative modifier. These increases are untyped bonuses and stack with themselves.

    Spell Charge (Ex)
    “…”
    As a full-round action a son of Man of 5th level or higher may move up to twice his base land speed and cast a spell with a casting time of a standard action or less at the end of this movement. If he expends a second spell slot of a level equal to the spell’s level minus 1 or higher as a free action (known as the sacrificial spell), the spell’s area is doubled, its DC is increased by 2, you get a +2 bonus on attack rolls with it and a +2 bonus on caster level checks to overcome spell resistance and it deals 2 points of extra damage per damage die.

    Double Trickle
    “I’ll be there someday, if I can be strong.”
    At 8th level a son of Man becomes able to have two trickles active at once.

    Searing Spell Charge (Su):
    “In the man behold the child on the trail we blaze!”
    Whenever a son of Man of 9th level or higher uses spell charge, he deals 1d6 points of damage per level of the sacrificial spell to anyone attempting to attack him with an attack of opportunity, whether they hit him or not. Furthermore, spells cast at the end of a spell charge ignore energy resistances and still deal half damage to creatures with immunity to the energy type of the spell cast.

    Spell Refreshment (Ex)
    “…”
    When a son of Man reaches 11th level he gains the ability to refresh his spells once per day. With a 15-minute performance he can sacrifice a single spell slot of level 4 or higher and regain an equivalent number of spell levels in spell slots of level 3 and lower, arranged as he wishes. However, he cannot refresh an amount of spells that would put any of his spell levels per day over his maximum per day amount.

    At 17th level the son of Man becomes able to also refresh spell slots of up to level 6 by sacrificing a single spell slot of level 7 or higher.

    Trickle Fusion
    “Two worlds, one family.”
    A son of Man of 13th level or higher learns how to merge the trickling bloodlines of distant ancestries and fuse their power together. The son of Man now gains the Trickle Fusion abilities of the combinations of trickles he has active.

    Spell Pounce (Ex)
    “Nants ingonyama bagithi baba!”
    A son of Man of 14th level or higher can cast two spells at the end of a spell charge, though he needs to sacrifice an extra spell for both of them to grant them the benefits of spell charge. If he sacrifices two spells in this manner, his searing spell charge damage becomes 1d8 points of damage per level of the highest level sacrificial spell.

    Triple Trickle
    “I know every mile will be worth my while. I can go most anywhere to feel like I belong.”
    At 19th level a son of Man becomes able to have three trickles active at once.

    Loved by Life (Ex)
    “It’s the Circle of Life!”
    At level 20, a son of Man reaches the peak. As an immediate action he can expend a spell slot to heal 20 times the spell’s level in hit points, simultaneously curing himself off all ability damage and ability drain and any negative spell effects and conditions affecting him. He cannot use a 0-level spell for this purpose.


    Spell list
    Spoiler
    Show
    0:
    Sons of Man have all 0-level spells on their spell list.

    1:
    Alarm, charm person, detect secret doors, detect undead, disguise self, endure elements, enlarge person, expeditious retreat, mage armor, magic missile, reduce person, shield, true strike

    2:
    Alter self, arcane lock, bear’s endurance, blur, bull’s strength, cat’s grace, darkvision, detect thoughts, eagle’s splendor, fox’s cunning, knock, mirror image, owl’s wisdom, shatter

    3:
    Arcane sight, blink, dispel magic, displacement, fireball, fly, haste, hold person, lightning bolt, slow, tongues, water breathing, zone of truth

    4:
    Detect scrying, enlarge person (mass), flame strike, globe of invulnerability (lesser), reduce person (mass)

    5:
    Cone of cold, dimension door, dominate person, guards and wards, hold monster, overland flight, telepathic bond

    6:
    Bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), dispel magic (greater), eagle’s splendor (mass), fox’s cunning (mass), globe of invulnerability, owl’s wisdom (mass), teleport, true seeing

    7:
    Hold person (mass), plane shift, spell turning, teleport (greater), teleport object

    8:
    Charm monster (mass), discern location, mind blank

    9:
    Dominate monster, gate*, hold monster (mass), storm of vengeance, time stop


    *travel only





    Trickles
    Trickles come in two kinds: ethnic trickles and ancient trickles. Ethnic trickles encompass bloodlines that are less powerful and often mean that that ancestor is nearer in the family tree than others, while an ancient trickle is a bloodline that can lie dormant for dozens, hundreds or even thousands of generations before manifesting its power in a son of Man. An ancient trickle takes up two trickle ‘slots’, which means they aren’t available until level 8 and even then don’t allow you to have a second trickle active alongside it until level 19.

    Other trickles than these are possible, these are merely the most common ones, by far.


    Ethnic Trickles
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    Drow
    While the elf trickle is active the son of Man gains a +2 bonus to Dexterity, a +2 bonus to Listen and Spot checks and access to the spells of the Drow domain (Spell Compendium).
    Drow bonus: If the son of Man himself is a drow, the bonuses to his Dexterity score and Listen and Spot checks increase by 2.
    Improved trickle: The son of Man gains the granted power of the Drow domain and the bonuses to his Dexterity score and Listen and Spot checks increase to +4.
    Greater trickle: The son of Man may reroll any Hide and Move Silently checks he makes, though he must abide by the second result. The bonuses to his Dexterity score and Listen and Spot checks increase to +6.

    Dwarf
    While the dwarf trickle is active the son of Man gains a +2 bonus to Constitution, a +2 bonus to all Appraise and Craft checks and access to the spells of the Dwarf domain (Spell Compendium).
    Dwarf bonus: If the son of Man himself is a dwarf, the bonuses to his Constitution score and Appraise and Craft checks increase by 2.
    Improved trickle: The son of Man gains the granted power of the Dwarf domain and the bonuses to his Constitution score and Appraise and Craft checks increase to +4.
    Greater trickle: The son of Man gains Steadfast Determination as a bonus feat (PHB II) and the bonuses to his Constitution score and Appraise and Craft checks increase to +6.

    Elf
    While the elf trickle is active the son of Man gains a +2 bonus to Intelligence, a +2 bonus to Listen and Spot checks and access to the spells of the Elf domain (Spell Compendium). He also gains low-light vision.
    Elf bonus: If the son of Man himself is an elf, the bonuses to his Intelligence score and Listen and Spot checks increase by 2. His low-light vision also improves by one step.
    Improved trickle: The son of Man gains the granted power of the Elf domain and the bonuses to his Intelligence score and Listen and Spot checks increase to +4.
    Greater trickle: The son of Man takes only half the penalty for distances on Spot checks and attack rolls with range weapons for range increments beyond the first. The bonuses to his Intelligence score and Listen and Spot checks increase to +6.

    Giant
    While the giant trickle is active the son of Man gains a +2 bonus to Strength, a +2 bonus to Intimidate and Jump checks and access to the spells of the Strength domain.
    Improved trickle: The son of Man gains the Powerful Build ability and the bonuses to his Strength score, Intimidate and Jump checks increase to +4.
    Greater trickle: The son of Man increases in size by one step, gaining a +2 size bonus to Strength and a -2 size penalty to Dexterity, as well as increasing the bonuses to his Strength score, Intimidate and Jump checks increase to +6. He loses the Powerful Build ability he acquired with the giant trickle’s improved trickle.

    Gnome
    While the gnome trickle is active the son of Man gains a +2 bonus to Charisma, a +2 bonus to Craft (alchemy) and Listen checks and access to the spells of the Gnome domain (Spell Compendium). He also gains low-light vision.
    Gnome bonus: If the son of Man himself is a gnome, the bonuses to his Charisma score, Craft (alchemy) and Listen checks improve by 2. His low-light vision also improves by one step.
    Improved trickle: The son of Man gains the granted power of the Gnome domain and the bonuses to his Charisma score, Craft (alchemy) and Listen checks improve to +4. He also gains the Sleight Build ability.
    Greater trickle: The son of Man decreases in size by one step, gaining a -2 size penalty to Strength and a +2 size bonus to Dexterity, as well as increasing the bonuses to his Dexterity score, Hide and Move Silently checks improve to +6. He loses the Sleight Build ability he acquired with the gnome trickle’s improved trickle.

    Halfling
    While the dwarf trickle is active the son of Man gains a +2 bonus to Dexterity, a +2 bonus to all Climb, Jump and Move Silently checks and access to the spells of the Halfling domain (Spell Compendium).
    Halfling bonus: If the son of Man himself is a halfling, the bonuses to his Dexterity score, Climb, Jump and Move Silently checks improve by 2.
    Improved trickle: The son of Man gains the granted power of the Halfling domain and the bonuses to his Dexterity score, Climb, Jump and Move Silently checks improve to +4. He also gains the Sleight Build ability.
    Greater trickle: The son of Man decreases in size by one step, gaining a -2 size penalty to Strength and a +2 size bonus to Dexterity, as well as increasing the bonuses to his Dexterity score, Climb, Jump and Move Silently checks improve to +6. He loses the Sleight Build ability he acquired with the halfling trickle’s improved trickle.

    Orc
    While the orc trickle is active the son of Man gains a +2 bonus to Strength, a +2 bonus to Intimidate and Perform (weapon drill) checks and access to the spells of the Orc domain (Spell Compendium).
    Orc bonus: If the son of Man himself is an orc, the bonuses to his Strength score and Intimidate and Perform (weapon drill) checks increase by 2.
    Improved trickle: The son of Man gains the granted power of the Orc domain and the bonuses to his Strength score and Intimidate and Perform (weapon drill) checks increase to +4.
    Greater trickle: The bonuses to his Strength score and Intimidate and Perform (weapon drill) checks increase to +6. The son of Man also gains the ability to rage like a barbarian of his level 1/day.


    Ancient Trickles
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    Angel
    The son of Man gains access to the spells of the Good and Sun domains, as well as their domain powers. In place of the Sun domain’s normal domain power the son of Man instead gains the ability to turn undead 3 + Cha mod times per day. Furthermore, he can use the light spell as a spell-like ability at will and becomes immune to diseases.
    Greater trickle: Once per day for a number of rounds equal to 3 + the son of Man’s modified Cha mod he can become a terrible celestial angel of vengeance. He gains a +4 bonus to Strength, Constitution, Wisdom and Charisma and any natural weapons or weapons he wields gain the Holy property. Furthermore, he gains a pair of angel wings that allow him to fly at a speed double his base land speed with good maneuverability.

    Demon
    The son of Man gains access to the spells of the Chaos and Evil domains, as well as their domain powers. Furthermore, he can use the shocking grasp spell at will and gains resistance to electricity 10.
    Greater trickle: You gain immunity to electricity and the frightful presence ability.

    Devil
    The son of Man gains access to the spells of the Evil and Law domains, as well as their domain powers. Furthermore, he can use the darkness spell as a spell-like ability at will, becomes immune to poison and gains resistance to fire 10. He can see through any magical darkness he creates himself.
    Greater trickle: You gain a pair of claw attacks that inflict the target with a terrible poison. If one of your claw attacks hit, the target creature must make a Fort save or take 1d6 Con damage and again one minute later.

    Dragon
    The son of Man gains a breath weapon that he can modify at will, using it as either a 60 ft line or a 30 ft cone, dealing 1d6 points of damage per two son of Man levels in his choice of acid, cold, electricity or fire damage (chosen at the time of using the breath weapon). He may use this breath weapon once every 1d4 rounds. Furthermore, he gains a +5 bonus to his natural armor and immunity to sleep effects.
    Greater trickle: The son of Man becomes immune to fear and the breath weapons of others. He gains immunity to the energy type he last used for his breath weapon, until he uses his breath weapon again. Furthermore, he gains a pair of dragon wings that allow him to fly at a speed equal to his base land speed with average maneuverability.

    Elemental
    You gain a +4 bonus on saves against poison, sleep effects, paralysis and stunning. You gain further abilities based on the element you choose upon picking this trickle as one of your active ones.
    Air: You gain the Air subtype, as well as a fly speed equal to your base land speed with perfect maneuverability.
    Earth: You gain the Earth subtype, as well as a burrow speed of 20 ft and resistance to acid 10.
    Fire: You gain the Fire subtype, as well as a +10 ft bonus to your base land speed and a +10 bonus on Jump checks.
    Water: You gain the Water subtype, as well as a swim speed equal to your base land speed and a +8 bonus on Swim checks and the ability to breathe water.
    Greater trickle: You gain immunity to poison, sleep effects, paralysis and stunning. You gain further abilities based on the element you choose upon picking this trickle as one of your active ones.
    Air: Your fly speed becomes double your base land speed and you gain resistance to electricity 10.
    Earth: You gain immunity to acid. All your weapon attacks deal damage as if they were three size categories larger.
    Fire: You lose your weakness to cold. Your bonus on Jump checks increases to +30 and all your natural attacks deal an additional 2d6 fire damage.
    Water: You gain a +8 bonus on Escape Artist checks and resistance to cold 10.


    Trickle Fusions
    Spoiler
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    Trickle fusions are only possible between two ethnic trickles, though if a son of Man has three ethnic trickles active he can have the fusion abilities of all combinations between them. A son of Man may choose not to fuse some or all of his active trickles. While a son of Man has trickle fusions active, he may not benefit from special racial bonuses from any of the ethnic trickles (such as the extra +2 increase to an ability score and some skills).

    Not all combinations of ethnic trickles are possible for trickle fusion. Such combinations are simply completely unheard of in nature and not even the son of Man can merge the powers in the blood of these ancestries.

    Drow-Dwarf
    You gain the Uncanny Dodge ability.

    Drow-Elf
    You gain the Evasion ability.

    Drow-Giant
    You may use invisibility as a spell-like ability 1/day.

    Drow-Gnome
    You gain a +1 increase in caster level to all your spells.

    Drow-Halfling
    You may substitute your Dexterity modifier for your Strength modifier for melee attack and damage rolls.

    Drow-Orc
    The range of your darkvision becomes unlimited.

    Dwarf-Elf
    All your attacks deal an additional 2d6 damage against orcs.

    Dwarf-Giant
    You gain the Mettle ability.

    Dwarf-Gnome
    You don’t have to separately make Craft checks for the masterwork components of items. Any items you create are automatically masterwork as long as you keep this trickle fusion active on all the days you work on them.

    Dwarf-Halfling
    If you give or buy someone an alcoholic beverage, you may make a fast (1-round) Diplomacy check without taking a penalty on it.

    Dwarf-Orc
    All your attacks deal an additional 2d6 damage against elves.

    Elf-Giant
    You add your Intelligence modifier to all your Strength checks and Strength-based skill checks

    Elf-Gnome
    You gain a +1 increase in caster level to all your spells.

    Elf-Halfling
    You add your Intelligence modifier to all your Dexterity checks and Dexterity-based skill checks.

    Elf-Orc
    All your attacks deal an additional 2d6 damage against dwarves.

    Giant-Orc
    You gain an additional +2 bonus to Strength, on top of those already gained from the giant trickle and the orc trickle.

    Gnome-Halfling
    You gain the Slippery Mind ability.

    Gnome-Orc
    You gain a +1 bonus to your caster level when casting divination spells.

    Halfling-Orc
    All your Strength-based skills become Dexterity-based instead.
    Last edited by Morph Bark; 2012-07-01 at 06:01 PM.
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  15. - Top - End - #15
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    Default Re: Base Class Challenge XII - Race Race

    Reserved for trickles, just in case.
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