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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 05-25-2012, 04:27 PM   Top  -  End  -  #1
Temotei
Titan in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
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 : 05-25-2012 at 04:29 PM.
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Old 05-25-2012, 04:28 PM   Top  -  End  -  #2
Temotei
Titan in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
+x
+x
+x
+x
Class Ability
3rd
+x
+x
+x
+x
Class Ability
4th
+x
+x
+x
+x
Class Ability
5th
+x
+x
+x
+x
Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
+x
+x
+x
Class Ability
8th
+x
+x
+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
+x
+x
+x
Class Ability
11th
+x
+x
+x
+x
Class Ability
12th
+x
+x
+x
+x
Class Ability
13th
+x
+x
+x
+x
Class Ability
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability

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

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

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

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



Spoiler
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Old 05-25-2012, 05:25 PM   Top  -  End  -  #3
bobthe6th
Troll in the Playground
 
 
Join Date: Jul 2011
Location: 
Under the midnight sun
Gender: 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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManipulationsFocus Points
1st
+0
+0
+2
+2
 11
2nd
+1
+0
+3
+3
 22
3rd
+1
+1
+3
+3
 33
4th
+2
+1
+4
+4
 45
5th
+2
+1
+4
+4
 58
6th
+3
+2
+5
+5
 611
7th
+3
+2
+5
+5
 715
8th
+4
+2
+6
+6
 819
9th
+4
+3
+6
+6
 924
10th
+5
+3
+7
+7
 1029
11th
+5
+3
+7
+7
 1135
12th
+6/+1
+4
+8
+8
 1242
13th
+6/+1
+4
+8
+8
 1349
14th
+7/+2
+4
+9
+9
 1456
15th
+7/+2
+5
+9
+9
 1564
16th
+8/+3
+5
+10
+10
 1672
17th
+8/+3
+5
+10
+10
 1783
18th
+9/+4
+6
+11
+11
 1893
19th
+9/+4
+6
+11
+11
 19103
20th
+10/+5
+6
+12
+12
 20114

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):
__________________
avatar by Szilard, thank you sir for the fine work!

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

Last edited by bobthe6th : 06-08-2012 at 08:05 PM.
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Old 05-25-2012, 05:31 PM   Top  -  End  -  #4
zetsu1919
Orc in the Playground
 
 
Join Date: Dec 2011
Location: 
Maryland
Gender: Male
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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0th1st2nd3rd4th5th
1st
+1
+2
+0
+0
aura, spells, domains, defensive ability 30+1  
2nd
+2
+3
+0
+0
Turn/rebuke undead, earth sense 31+1  
3rd
+3
+3
+1
+1
defensive improvement II 31+1  
4th
+4
+4
+1
+1
defensive ability II 42+1  
5th
+5
+4
+1
+1
earth adept 42+10+1  
6th
+6
+5
+2
+2
burrow(10ft), defensive improvement III 42+11+1  
7th
+7
+5
+2
+2
shielded casting 42+11+1  
8th
+8
+6
+2
+2
defensive ability III 53+12+1  
9th
+9
+6
+3
+3
defensive improvement IV, earth master 53+12+10+1  
10th
+10
+7
+3
+3
powerful build 53+12+11+1  
11th
+11
+7
+3
+3
immunity to poison 53+12+11+1  
12th
+12
+8
+4
+4
defensive ability IV, defensive improvement V 53+13+12+1  
13th
+13
+8
+4
+4
burrow(20ft) 53+13+12+10+1 
14th
+14
+9
+4
+4
rock hurling 64+13+12+11+1 
15th
+15
+9
+5
+5
defensive improvement VI 64+13+12+11+1 
16th
+16
+10
+5
+5
defensive ability V 64+13+13+12+1 
17th
+17
+10
+5
+5
fling 64+13+13+12+10+1
18th
+18
+11
+6
+6
defensive improvement VII 64+14+13+12+11+1
19th
+19
+11
+6
+6
improved rock hurling 64+14+13+12+11+1
20th
+20
+12
+6
+6
earth glide, defensive mastery 64+14+13+13+12+1

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 zetsu1919 : 06-18-2012 at 07:41 PM.
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Old 05-26-2012, 02:00 AM   Top  -  End  -  #5
Quellian-dyrae
Ogre in the Playground
 
 
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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
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.

Spells Per Day
Level123456789
1st1--------
2nd2--------
3rd31-------
4th42-------
5th431------
6th442------
7th4431-----
8th4442-----
9th44431----
10th44442----
11th444431---
12th444442---
13th4444431--
14th4444442--
15th44444431-
16th44444442-
17th444444431
18th444444442
19th444444443
20th444444444

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.
__________________
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"If brevity is the soul of wit, I'm witty like a vampire."
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Old 05-27-2012, 09:12 PM   Top  -  End  -  #6
Empedocles
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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
+x
+x
+x
+x
Class Ability
3rd
+x
+x
+x
+x
Class Ability
4th
+x
+x
+x
+x
Class Ability
5th
+x
+x
+x
+x
Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
+x
+x
+x
Class Ability
8th
+x
+x
+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
+x
+x
+x
Class Ability
11th
+x
+x
+x
+x
Class Ability
12th
+x
+x
+x
+x
Class Ability
13th
+x
+x
+x
+x
Class Ability
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability

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

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

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

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
__________________
Extended Signature here.

Current Star Wars SAGA Game:
IC
OOC

For a complete list of over 400 3.5 base classes that includes 3rd party publishers go here.

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Old 05-29-2012, 01:58 AM   Top  -  End  -  #7
Techwarrior
Bugbear in the Playground
 
 
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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialClaw DamageNatural 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

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


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


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

Last edited by Techwarrior : 06-18-2012 at 05:54 PM.
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Old 06-04-2012, 05:16 PM   Top  -  End  -  #8
DiGiacomon
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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
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

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 : 06-04-2012 at 06:22 PM. Reason: incomplete
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Old 06-13-2012, 05:37 AM   Top  -  End  -  #9
kanachi
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.

Quote:
SIDEBAR: The Starforge.
Spoiler

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


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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialForge GiftsForge 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

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.

ActionSpark Tokens GainedDraws Attack of Opportunity
Swift Action
1
No
Move Action
2
No
Standard Action
3
Yes
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.
Quote:
SIDEBAR: Spark tokens outside of an encounter.
Spoiler

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.

Quote:
SIDEBAR: Propel outside of an encounter.
Spoiler

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.
Quote:
Forge gifts outside of an encounter.
Spoiler
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.

Quote:
Demiforges.
Spoiler


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).

ActionSpark Tokens GainedDraws Attack of Opportunity
Swift Action
2
No
Move Action
3
No
Standard Action
4
Yes

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.
Score
Bonus
<=15
+1
16-25
+2
26-30
+3
31-35
+4
36+
+5
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.
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Old 06-13-2012, 08:25 AM   Top  -  End  -  #10
kanachi
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Join Date: Jul 2006
Location: 
Cambridge, UK
Default Re: Base Class Challenge XII - Race Race

Trueforge Feats

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Old 06-15-2012, 12:48 AM   Top  -  End  -  #11
dspeyer
Ogre in the Playground
 
 
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
LevelBABFort SaveRef SaveWill SaveSpecial
1st00221/day: speak with animals, continuing magic
2nd10333/day: ghost sound
3rd1133unnaturally deft
4th2144increased magic
5th2144mundane acceleration
6th32551/day: major image
7th32553/day: dominate animal
8th4266exact words
9th4366increased magic
10th5377craft acceleration
11th53771/day: commune with nature
12th64883/day: shadow evocation
13th6488easy stealth
14th7499increased magic
15th7599change shape
16th8510101/day: irresistable dance
17th8510103/day: animate plants
18th961111continuous: detect thoughts
19th961111increased magic
20th10612123/day: time stop

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.
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Last edited by dspeyer : 06-15-2012 at 11:11 PM.
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Old 06-24-2012, 04:35 PM   Top  -  End  -  #12
Aeryr
Barbarian in the Playground
 
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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
LevelBase Attack
Bonus
Fort SaveRef SaveWill SaveSpecial
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

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
Weapon Bonus
Total Sacrifice
Required
Minimum
Character Level
+12000 gp4th
+28000 gp7th
+318000 gp9th
+432000 gp11th
+550000 gp13th
+6*72000 gp14th
+7*98000 gp15th
+8*128000 gp16th
+9*162000 gp17th
+10*200000 gp18th
*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


Items
for the death seeker
Spoiler
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Old 06-30-2012, 10:12 PM   Top  -  End  -  #13
Pyromancer999
Bugbear in the Playground
 
 
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
LevelBase Attack BonusGood SaveGood SaveBad SaveSpecialDragon Shouts
1st
+1
+2
+2
+0
Dragon Shouts(Perk), Draconic Child2
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

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



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.
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Last edited by Pyromancer999 : 07-01-2012 at 11:30 PM.
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Old 07-01-2012, 02:56 PM   Top  -  End  -  #14
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
Freljord
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
LevelBase Attack BonusFortRefWillSpecial
1st+0+2+2+2Fist of Man, Man’s versatility, Social Link (tactical defense), X The Y
2nd+1+3+3+3Face of Many Races, Trickle
3rd+2+3+3+3Keep Up The Pace (+10 ft/+1)
4th+3+4+4+4Social Link (distracted defenses)
5th+3+4+4+4Spell Charge
6th+4+5+5+5Keep Up The Pace (+20 ft/+2)
7th+5+5+5+5Social Link (tactical movement)
8th+6/+1+6+6+6Double Trickle
9th+6/+1+6+6+6Keep Up The Pace (+30 ft/+3), Searing Spell Charge
10th+7/+2+7+7+7Social Link (improved distracted defenses)
11th+8/+3+7+7+7Improved Trickle, Spell Refreshment (1st-3rd)
12th+9/+4+8+8+8Keep Up The Pace (+40 ft/+4)
13th+9/+4+8+8+8Social Link (tactical teleportation), Trickle Fusion
14th+10/+5+9+9+9Spell Pounce
15th+11/+6/+1+9+9+9Keep Up The Pace (+50 ft/+5)
16th+12/+7/+2+10+10+10Social Link (greater distracted defenses)
17th+12/+7/+2+10+10+10Spell Refreshment (1st-6th)
18th+13/+8/+3+11+11+11Keep Up The Pace (+60 ft/+6)
19th+14/+9/+4+11+11+11Social Link (shared glory), Triple Trickle
20th+15/+10/+5+12+12+12Greater Trickle, Loved by Life

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


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





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
Spoiler


Ancient Trickles
Spoiler


Trickle Fusions
Spoiler
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Last edited by Morph Bark : 07-01-2012 at 06:01 PM.
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Old 07-01-2012, 03:04 PM   Top  -  End  -  #15
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
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Freljord
Default Re: Base Class Challenge XII - Race Race

Reserved for trickles, just in case.
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