Manplant's Homebrew Class Thread


Homebrew and House Rules


Dear Paizo Community,

This is my homebrew base class thread. The purpose of it is to post base classes I have created. Feel free to critique, comment, or modify these classes, or post any other relevant opinions or even your own material (just don't take my classes and say they're your own!)

I will answer any questions regarding the applications of the rules for using any aspect of this class, or any discrepancies between how this class is used and the official Pathfinder gameplay rules. I will probably not answer any questions or comments about the aethestics, roleplaying, or "balancing" aspects of the classes I submit, because I invested enough time in them so that they are balanced for my campaigns and play style. I try not to submit untested or unbalanced work to my peers! Yet there's always someone who thinks an idea is underpowered or overpowered or needs to otherwise be modified, and I don't like to explain or justify my opinions for roleplay devices I've already perfected (for my purposes).

Because of the format settings of this forum, I cannot provide the class summary tables that I am so fond of. I have used an annotated
system instead.

Sincerely,

Manplant

POSSESSED ARM

Level: base (1-20)
BAB: High (as fighter)
Fort: Good
Ref: Poor
Will: Good
Possession Abilities: A possessed arm has a number of possession abilities equal to 1/2 her class level, rounded down.

One minute I’m telling her the temple is closed to the public, and the next I’m being slammed into a wall by this freakish shining arm. It looked like it didn’t...belong to her

--Risham, watch lieutenant 3rd rank, Kerzhen Town Guard

Possessed arms are a mystery even to themselves. Some historians think they are the holy or unholy results of a union between celestial, demonic, or devilish patrons and the common races. Others believe that possessed arms are simply unwilling hosts for beings that have found a living instrument with which to do their bidding. Others still contend that these hosts are not unwilling at all, but have signed some sort of contract to follow the agenda of their symbiote beings, often known as patron beings, in order to become living weapons. There is definitely some truth in this theory, for possessed arms are known far and wide for the devastation they cause to their enemies. What little is known about them, is that they definitely share the nature and disposition of the extraplanar outsiders that they draw their powers from. Their conviction, and their willingness to use force to further their goals, is legendary. As a result, possessed arms are distrusted, feared, and ostracized in most societies. They are often mercenaries, guardians, or wandering crusaders, working for the cause of the forces that grant them their strength. Possessed arms are never referred individually as possessed arms, but rather for the type of patron being they serve. They may be known as either a demon arm, devil arm, angel arm, or azata arm.
Role: A possessed arm can fly into a state of furious strength, called a possession, that works much like a barbarian’s rage. A possessed arm’s alignment has a serious bearing on her battle style; an evil possessed arm reflects demonic or devilish tendencies, becoming a dark, malevolent creature that harnesses fire and darkness to obliterate opponents, while good possessed arms have angelic or azatic mannerisms and become a symbol of might for the righteous and a symbol of fear for the evil. Thus, the possessed arm makes an excellent frontline fighter, demolishing foes before they can effectively fight back.
Alignment: Cannot be neutral (must be lawful good, lawful evil, chaotic good, or chaotic evil).
Hit Die: 1d10

CLASS SKILLS
The class skills for a possessed arm are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str).

Skill Ranks per Level: 2+Int modifier

CLASS FEATURES
All of the following are class features of the possessed arm.
Weapon And Armor Proficiencies: Possessed arms are proficient with simple weapons, light and medium armor, and light shields.
Aura (Su): Much like a cleric, a possessed arm radiates an aura
corresponding to her alignment. A demon or devil arm has a chaotic/lawful evil aura respectively, while an azata arm or angel arm has a chaotic/lawful good aura respectively. See the detect evil spell for details.
Manifest Arm (Ex): This ability gave rise to the possessed arm’s title. A possessed arm can cause her primary arm to transform into a weapon bestowed to her by supernatural forces. At first level, she chooses a type: demon, devil, angel, or azata. This choice is irreversible. A demon arm is often black, pulsating, and oversized; a devil arm is often scaled, red, and spined; an angel arm is a large, shining arm, sometimes accompanies by a small feathered wing at the shoulder, and an azatic arm usually looks like a pale, muscular arm with blue tattoo-like designs, that sheds light like a torch. Manifesting an arm is a move action that does not provoke an attack of opportunity.
This arm does 1d8 damage at level one (assuming Medium sized character). At fifth level, and every five levels after, its damage increases one step (1d10, 2d6, 2d8). A demon arm does slashing damage, a devil arm piercing, and angel or azata arms do bludgeoning damage. All of the types of arms threaten critical on a 19 or 20. A possessed arm may wield weapons or items normally while the arm is manifested. The arm is very noticeable and incurs a -10 penalty to any Disguise check to hide it while manifested. When not manifested the possessed arm’s primary arm twitches or clenches occasionally. This makes it very hard for a possessed arm to conceal her nature.
Possession (Ex): A possessed arm can willingly sacrifice some control over herself to allow a surge of power to overcome her, filling her with the strength and conviction of the extraplanar beings that take refuge in her body. For a number of rounds equal to 4+her Charisma modifier per day, a possessed arm can enter possession. Every level she gains gives her another 2 rounds of possession daily. While in this state, she gains a +4 bonus to Strength and Charisma (but not Constitution), and a +2 bonus to Will saves. She takes a -2 penalty to AC, as her fighting style is furious and powerful but leaves her open to attacks. Unlike a barbarian, a possession is lucid for whatever force takes control of the possessed arm, and as a result a possessed arm can use Dexterity, Intelligence, and Charisma-based checks as normally, and can even cast spells normally, if she could cast spells from another class, for example.
A possessed arm can end a possession as a free action. Afterwards she is fatigued for a number of rounds equal to 2 times the number of rounds she was possessed. She cannot enter a possession while fatigued or exhausted but otherwise may enter a possession at any time she is conscious, even multiple times in an encounter.
Fast Movement (Su): A possessed arm moves at a chilling speed. Her base land speed increases by 10 feet when she is wearing medium or lighter armor and is carrying no more than a medium load.
Possession Abilities (Su): A possessed arm’s possession becomes more versatile and more powerful as the possessed arm does. She gains a new possession ability at 2nd level and every even level thereafter. Unless otherwise noted, a possessed arm can only take each ability once, and each is ability is considered a supernatural ability that does not provoke and attack of opportunity unless otherwise noted.
Armored Arm: The possessed arm can use heavy armor and heavy shields and still gain all class bonuses, including fast movement and uncanny dodge abilities. The possessed arm is not considered proficient with any type of armor or shield because of this ability (she must still take the correct proficiency feats to avoid penalties for using such armor or shields).
Furious Dash: When possessed, the possessed arm gains a 5-foot bonus to her base speeds. This ability can be taken twice.
Power Arm: When possessed, the possessed arm’s affected limb grows more muscular. She applies 1.5 times her Strength modifier to attacks made with the arm while possessed, and its damage is increased by one step, as though it was one size larger. The possessed arm must be of 6th level or higher before selecting this ability.
Ferocity: The possessed arm becomes a raging fury during possession. She gains an extra attack when she uses the full attack option, at her full base attack bonus with a -5 penalty, while possessed.
Oversized Arm: While possessed, a possessed arm with this ability increases the reach with the arm by 5 feet, as is grows so large it almost dominates the rest of its wielder’s body. This increases the reach of any weapons so wielded by the arm by 5 feet.
Damage Reduction: The possessed arm becomes more aligned with her patron being, giving her damage reduction 1/ the opposing aspect of her alignment on the good/evil axis (for a lawful good angel arm, she would gain DR 1/ evil). This DR increases by 1 for every 4 levels the possessed arm has, to a max of DR 5 at 20th level. A possessed arm must be of at least 4th level to select this ability.
Fearsome Possession: With this ability, a possessed arm becomes a ziggurat of good or evil when possessed, striking fear into the hearts of all who oppose her. Every creature not immune to fear effects must make a Will save (DC 10+1/2 class level+Charisma mod) or be shaken if they are within 30 feet of her when she enters possession. There must be a clear line of sight for this ability to work, and a creature cannot be affected more than once by this ability in a 24-hour period.
Extended Possession: The fury of a possessed arm with this ability seems endless to her foes. She gains an extra 3 rounds of possession daily. This ability can be taken multiple times; its effects stack.
Unstoppable: The possessed arm smashes through opponents when possessed. She gets a +2 bonus to bull rush and overrun checks while possessed, which increases to +4 at 13th level.
Power Grasp: A possessed arm with this ability enjoys crushing the life out of her foes. She gets a +2 bonus to grapple checks while possessed, which increases to +4 at 13th level.
Protection: A possessed arm with ability gains the benefit of protection from good or protection from evil spells while possessed, depending on her alignment (a good possessed arm gains protection from evil; an evil one gains protection from good). Her caster level equals her class level for this ability, but this ability automatically ends whenever her possession does and only begins if she enters possession. A possessed arm must be at least 12th level before selecting this ability.
Flight: While possessed, the possessed arm gains the ability to fly, as leathery, batlike wings, or shining, feathered ones erupt from her shoulders. Her fly speed equals her land speed, and she has good maneuverability. She must be at least 10th level to select this ability. At 18th level, she can use this ability whenever her arm is manifested (not just when she is possessed).
Destructive Possession: This kind of possessed arm snaps weapons like twigs and crashes through walls and other obstacles to get to her foes. She gains a +2 bonus to sunder checks while possessed, and ignores hardness equal to one-half her class level (maximum 10).
Erratic Possession: A possessed arm with this ability moves unpredictably, granting her a +1 dodge bonus to AC while possessed. This bonus increases to +2 at 11th level.
Reactive Strike: A possessed arm with this ability is allowed an attack of opportunity to an opponent that enters or leaves a square she threatens, even if that action normally wouldn’t provoke an attack of opportunity. This counts as her attack of opportunity for the round and can be used only once per possession.
Resist Control: A possessed arm with this possession ability gains powerful resistance to attempts to control her mind or body, as her patron being defends its weapon. When possessed, She gains a +2 morale bonus to resist all compulsion effects, which increases to +4 at 7th level and +6 at 14th level.
Morphous Arm: With this ability a possessed arm can alter the shape of her arm to devastating ends. She can choose to do bludgeoning, piercing, or slashing damage with her arm attack while it is manifested. She may only do one type of damage at a time.
Rage Summon: A possessed arm with this ability enlists aid from an extraplanar realm when she is possessed. She can cast summon monster I as the spell, as standard action, when she is possessed. Her caster level equals her class level for this ability. She can only summon creatures that share the same alignment with her. At 6th level, she can use this ability as summon monster II, at 13th level, summon monster III; at 19th level, summon monster IV. This ability is usable once per day, and is considered a spell-like ability.
Piercing Sight: A possessed arm with this ability gets darkvision out to 60 feet and can see that far even in magical darkness.
Darkness/Daylight: With this ability, an angel or azata arm can cast "daylight", as the spell, as a spell-like ability once per day while possessed. A demon or devil arm casts "darkness" in the same manner. She can use this ability twice per day at 7th level, and three times per day at 13th level. The possessed arm’s caster level equals her class level for this ability. A possessed arm must be 4th level to select this ability. This ability is considered a spell-like ability.
Arm Ray (Su): A possessed arm of 2nd level gains the ability to channel the energy of her patron being into a powerful force to be used against her foes. Once per day, she can fire a ray of untyped energy at a foe up to 60 feet away, as a ranged touch attack. The ray deals 1d6 damage per two class levels of the possessed arm. An angel arm may choose to have this damage be typed as positive energy damage (which hurts undead and heals living creatures); an azata arm can choose to have this damage do electricity damage; a demon arm can deal negative energy damage; and a devil arm can deal flaming damage. The possessed arm can deal only one type of damage with this attack.
Vendetta (Ex): A possessed arm has a particular hatred (or rather, her patron being does) against creatures of the opposing alignment. At 3rd level, a demon or devil arm gains a +2 morale bonus to attack and damage rolls, against good creatures; and can cast detect good as the spell at will an angel or azata arm gains these bonuses against evil creatures, and can cast detect evil. These bonuses only occur when the arm is manifested.
Uncanny Dodge (Ex): At 2nd level, a possessed arm’s unnatural senses and reflexes make her difficult to box in. She gains the uncanny dodge special ability, which functions as a barbarian’s does.
Enhancements (Su): As a possessed arm grows in level, her arm grows more powerful and more aligned with the being it came from. At 5th level, the arm is considered a +1 weapon. Every five levels after, the possessed arm gains access to different enhancements, which act like regular weapon enhancements and are active whenever the arm is manifested. At 10th level, a possessed arm can choose one of the following enhancements:
bane (evil outsider) for angel arms or azata arms;
bane (good outsider) for demon arms or devil arms;
flaming for devil arms;
shocking for azata arms;
vicious for demon arms;
thundering for angel arms.
At 15th level, the possessed arm gains another +1 enhancement bonus (causing the possessed arm’s arm weapon to be a +2 weapon). At 20th level, the possessed arm may choose one of the following enhancements to add to her arm:
holy for angel or azata arms
unholy for demon or devil arms
disruption for angel arms
shocking burst for azata arms
wounding for demon arms
flaming burst for devil arms.
Improved Uncanny Dodge (Ex): At 5th level, a possessed arm’s uncanny dodge ability improves. She gains the improved uncanny dodge extraordinary ability.
One Of Them (Su): At 9th level a possessed arm shows signs of becoming something different--she shows signs of demonic or fiendish, angelic or azatic personality traits, mannerisms, and minor physical alterations. Her voice may change, or she may speak primarily in a language other than Common. She gains a +4 bonus to all Charisma based checks against outsiders that share her alignment.
Greater Possession (Su): At 11th level a possessed arm is overcome with infernal, fiendish, or celestial power. Her bonuses to Strength and Charisma increase to +6 while she is possessed and she gains a +3 morale bonus to Will saves rather than a +2 bonus.
Indomitable Will (Su): The will of the patron being augments the will of the possessed arm it shares control with. A possessed arm of 14 levels gains a +4 bonus on Will saves to resist enchantments while possessed. This bonus stacks with any bonuses she already receives from possession.
Tireless Possession (Su): At 17th level, a possessed arm and the body of the creature that grants her power are almost indistinguishable. She can manifest her arm as a free action. She is no longer fatigued after a possession.
True Possession (Su): At 20th level a possessed arm is no longer separate from the being or bloodline that has so dominated her life and fused with her spirit. She gains the same subtype as the type of arm she has (an angel arm gains the angel subtype, a demon arm the demon subtype, etc). Her possession stat bonuses to Strength and Charisma increase to +8, and her morale bonus to Will saves increases to +4.

Author’s Notes:
The possessed arm was a pet project of mine. I’ve been fascinated with the prospect of a “possessed” frontline fighter, like to the barbarian, but with a flavor of alignment and magical ability rather than brutal, but mortal, strength. Unfortunately, my efforts at creating a melee class with such a non-melee theme was always hindered by the lack of a theme that unified strength and the symbiotic relationship that the possessed, well, possess. Until I saw an old picture of Nightmare from the Soul Calibur video game series--what a terrifying arm! This inspiration was enough to piece together framework for a class that originally failed (it was based on copying abilities from demons, devils, and angels from the Bestiary). Slowly I replaced abilities of my design with abilities modified from the Pathfinder barbarian until, soon, I had created the possessed arm.
I realize the class is too much like the barbarian to ever warrant a place in the published Pathfinder world, except perhaps as a barbarian variant class (or a copyright infringement case!). It is intended to be a base class for those who enjoy the idea of polarized alignments as a focus of somewhat natural ability. For cleric-players who wanted to do more damage or barb-lovers that wanted a supernatural edge. The abilities of the possessed arm reflect a melee fighter who still depends on an otherworldly source; a fighter who can be ferocious and loquacious. A paragon of any given mentality, specializing in besting those of opposing alignments in straight battle.
Tactically, the possessed arm is less a tank and more a devastating opportunist. More like a monk with a higher attack bonus and enough hit points to survive a blunder or tough encounter. It is nothing special to play as until in possession, I’m afraid. PCs could make up for this by roleplaying the class with great depth. That’s how my PC’s demon arm does it-- he has a bad attitude and a cat-and-mouse mentality befitting someone who kills for fun and profit.

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