Louis IX |
Let's see... I have had another couple ideas for new classes. For the price of one thread, here are four of them.
I also give you a direct link to this thread's last page, so that you can skip to the latest version if you don't want to see all the discussion - although, at the time of the writing of this first post, the last page is this one :-)
SAMURAI version 0.0
Overly cliché, I know. And it can be played as a Cavalier, a Fighter, even a Ranger. However, I wanted to give him an oriental feel, and took ideas from several sources. Here is the result.HD: d10; BAB: good; Saves: good Fortitude and Will, bad Reflex; Skills: 2 points per level
Alignment: Lawful Neutral; Armor proficiency: all armors, no shield; Weapon proficiency: specialAbilities:
Weapon of Choice:
To enter this class, a character has spent long hours training with a master (a higher-level Samurai). This training has been extremely focused on one weapon of your choice, making the character proficient with the weapon (even if it is Exotic) but not the other weapons: if he had a blanket Martial Weapon Proficiency from another class, he loses it. However, he has learnt that a secondary weapon can be useful, as well as a distance weapon. He thus chooses two such weapons (not Exotic unless he has the feat) that he can also use.When the training ends, the character is given a masterwork version of his weapon of choice, with which he is taught to bond. A Samurai cherishes his bonded weapon sometimes more than his own life: if he loses it, he also loses all benefits from the Art of War ability until he finds his weapon again. If there is proof or sufficient information to deem the weapon irremediably lost, the Samurai can craft himself a new one from scratch. Through his training, he gains +5 in any craft skill check related to making his own weapon of choice.
However, it is especially difficult to divest a Samurai from his weapon:
- at first level, the Samurai gets a bonus to his CMD to resist being Disarmed or his weapon of choice being Sundered, this bonus being equal to his class level.
- at 5th level, a Samurai always knows where his weapon of choice is in relation to his own position.
- at 10th level, a Samurai can Call his weapon of choice from wherever it is, provided he can see it. If it’s held by another creature, it must make a Strength check to keep it, the DC being equal to the Samurai’s class level. The weapon flies in a straight line to the Samurai’s hand, tip first: any creature in between is subject to an Overrun maneuver by the weapon as though the Samurai was doing it.
- at 15th level, a Samurai can Summon his weapon from wherever it is. It simply disappears from its place and reappears in his hand. This is a Supernatural ability.
- at 20th level, a Samurai can instantly re-create his weapon of choice if it has been destroyed. This works like the 15th level ability: whatever remains from the weapon disappears and it comes back brand new in the Samurai’s hand.
Art of War:
The Samurai’s training with his Weapon of Choice has been both physical and spiritual. As a result, he can add his Wisdom modifier to all his attack rolls.
The Samurai continues to train as he advances in life. At second level, and every four levels afterwards, the Samurai can learn or re-learn new ways of using his weaponry. These ways require intense devotion, and a Samurai can only keep two of these styles in memory at any given level, and only use one per round. Starting at level 10, he can memorize three styles. At level 15, he can mix the benefits of two styles per round. At level 20, he can use any style he has learnt in his life.
There are one skill and five feats listed for each way of fighting. As long as the Samurai fights with the given way, the skill gets the benefit of the Skill Focus feat, and the listed feats’ benefits (but not the feats themselves) are acquired by the Samurai if he’s at least level 5, 10, 15, and 20 (for instance, a 6th-level Samurai fighting the Cat’s way is considered to have taken Skill Focus(Stealth) and Fleet).
- the way of the Tiger: Perception; gives Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting.
- the way of the Cat: Stealth; gives Fleet, Mobility, Wind Stance, and Blinding Critical.
- the way of the Dragon: Intimidate; gives Dazzling Display, Cleave, Great Cleave, and Shatter Defenses.
- the way of the Snake: Heal; gives Lunge, Vital Strike, Improved Vital Strike, and Greater Vital Strike.
- the way of the Horse: Ride; gives Mounted Combat, Ride-by Attack, Trample, and Spirited Charge.
- the way of the Ram: Climb; gives Run, Improved Overrun, Greater Overrun, Toughness.
- the way of the Monkey: Acrobatics; gives Quick Draw, Step Up, Acrobatic Steps, and Spring Attack.
- the way of the Chicken: Sense Motive; gives Blind Fight, Combat Expertise, Nimble Moves, Whirlwind Attack.
- the way of the Hound: Survival; gives Stand Still, Improved Sunder, Greater Sunder, Disruptive.
- the way of the Boar: Handle Animal; gives Endurance, Diehard, Weapon Specialization, and Strike Back.
- the way of the Rat: Bluff; gives Snatch Arrows, Deadly Aim, Shot on the Run, Mounted Archery.
- the way of the Buffalo: Swim; gives Improved Initiative, Improved Bull’s Rush, Greater Bull’s Rush, Improved Critical.
Code of Honor:
This one is tricky. The Samurai is in some nobleman’s service. If he’s not, he loses access to his Art of War ability until he pledges himself to one. If the Samurai causes his lord’s death unknowingly, he has to Atone before he can gain a new level. If he causes his lord’s demise knowingly, he can’t progress in this class anymore. A Samurai’s employer can free him when he wants.A Samurai doesn’t work except by doing what his lord asks. His lord provides for his food and lodging, in exchange for immediate and complete servitude. If the Samurai is required to go on a mission, he is given funds and a horse. If the Samurai is required to defend his lord’s castle, he is given armor. These exchanges should be discussed out of the game, between the Samurai’s player and the GM.
When going to battle, the Samurai’s armor can be fitted with a flagpole displaying his lord’s crest. As long as he has this flag on him, the Samurai gains a Morale bonus to attack and damage. This bonus is +1 at level 1, +2 at level 4, and raises by one every four levels afterwards. This flag can be repaired when damaged, but not made from scratch or it won’t work. The Samurai can go on a quest with no more genuine copies of his lord’s flag than he has levels.[/list]
ANIMIST version 0.0
Another one already done several times: the oriental wizard. Some called it Wujen.HD: d6; BAB: 3/4; Saves: good Reflex and Will, bad Fortitude; Skills: 4 points per level
Alignment: any; Armor proficiency: no armors, no shield; Weapon proficiency: staff, sling, monk weaponsAbilities: Spellcasting, Unarmed Fighting:
Spellcasting: The Animist casts arcane spells through strange gestures (called "seals") but without uttering a word. Any casting time is increased one step (standard becomes full-round, etc). Any Arcane Spell Failure due to armor is doubled. His spell list and spell progression are the same as a sorcerer’s, but his spellcasting stat (and the relevant bonus spells) is his Wisdom.Unarmed Fighting: Thanks to a strict physical regimen, the Animist isn’t without resource in a brawl. He starts his career with a free Improved Unarmed Strike, and the monk’s Stunning Fist ability as if he were a monk. He also gets the monk’s speed and AC, but not the unarmed damage progression.
Other Ability: Flexible Body:
The Animist’s body becomes more and more flexible as he advances on his path:
- at level 2, he doesn’t suffer adverse effect from Squeezing through an area made for creatures one size smaller than he is. He gains a bonus to his Acrobatics and Climb checks equal to his class level.
- at level 4, once per day per class level, he can suddenly stretch his limbs. This extends his reach by 5 feet for one round and can be used to deliver touch attacks as well as unarmed strikes. Or reach a higher grip while climbing, too.
- at level 6, through sheer concentration over one full-round, he becomes able to increase or decrease his size by one category – although his weight doesn’t change. The usual modifiers apply afterwards. This kind of change is painful and inflicts 1d4 non-lethal damage each round it’s kept. If the animist falls unconscious, his body returns to its normal condition.
- at level 8, his flexible body can stretch to close its own wounds. He gains Fast Healing 1, which is always active. This raises to 2 at level 12, 3 at level 16, and 4 at level 20.
- at level 10, he can alter his body mass from one-fourth to four times his current weight for one hour per level. He also gains the Grab special ability and a permanent +2 increase in Constitution.
- at level 12, he can increase or decrease his body’s size by two categories. The lesser ability isn’t painful anymore, but this one is (1d6 non-lethal damage per round).
- at level 14, once per day per class level, he can increase the density of cells near his skin for one round, giving him DR 1/magic. This raises to DR 2/magic at level 17, and DR 3/magic at level 20.
- at level 16, he gains Regeneration 1. This raises to Regeneration 2 at level 20.
- at level 18, he can use his flailing limbs to attack all creatures adjacent to him (as though he had Whirlwind Attack). His Constitution gets another +2 increase.
- at level 20, his whole body can lose its cohesiveness for a number of rounds per day equal to his level (not necessarily consecutive), morphing into an Ooze. He also gains the Shapechanger subtype.
TEMPLE GUARDIAN version 0.0
On a roll, I wanted to see what I could produce for an oriental paladin. Or something like that.HD: d10; BAB: full; Saves: good (all); Skills: 2 points per level
Alignment: Lawful; Armor proficiency: no armors, no shield; Weapon proficiency: noneAbilities: Spellcasting, Defending, Attacking:
Spellcasting: The Temple Guardian isn’t a full caster. He uses the same spell list and progression as a Paladin. His casting stat is Wisdom. The can also use the Lay of Hands ability, like a Paladin.Defending: The Temple Guardian isn’t a full caster, but his presence protecting the earthly belongings of their deity gives them some divine power to back their work. Added to a healthy discipline, that gives characters with a tough skin. Like a monk, a Temple Guardian gets his Wisdom modifier added to his AC and +1 to his AC for every 5 levels, but he also gets a +1 bonus to his natural armor for every 5 levels. At level 5, this hardened skin can take the appearance of stone, and the character can stay immobile (Constitution checks), giving the illusion of a statue (Will saves). At level 10, this hardened skin provides a DR 1/- and take the appearance of marble. This damage reduction increases to 2/- at level 15, and 5/- at level 20.
The magical energies of the temple flow around the Temple Guardians, even when they are on missions abroad. This gives them Evasion at level 5 and Improved Evasion at level 10.Attacking: The Temple Guardian gets the Monk’s unarmed attack damage progression, the free Improved Unarmed Attack feat, the bonus feats, Ki Strike, and the Stunning Fist ability (he doesn’t get Flurry of Blows and Manoeuver Training).
Once per day per class level, he can encase his limbs in holy flames for one round. He then deals 1d6 additional holy damage, and 1d6 fire damage.
SAVAGE version 0.0
I’ll stop after this one. Really. I think.HD: d12; BAB: 3/4; Saves: good Fortitude and Reflex, bad Will; Skills: 4 points per level
Alignment: Neutral; Armor proficiency: no armors, no shield; Weapon proficiency: noneAbilities: Wild Shape, Rage, Unarmed Natural Fighting:
Wild Shape: same as a Druid’s, with these changes: starts at level 1 instead of 4 for Beast Shape I (the other options stay at levels 6, 8, etc); the number of changes per day is one per level, and each change's duration is 10 minutes per level; if a shape's duration comes to an end, and the Savage wants to keep it seamlessly, he can start to use another change per day as a free action to stay in the form. At level 20, the Savage can change shape at will and gains the Shapechanger subtype.Rage: ...with Rage Powers, Fast Movement, Greater Rage, Tireless Rage, and Mighty Rage: same as a regular Barbarian’s
Unarmed Natural Fighting: the Savage’s attacks are both unarmed strikes and natural attacks, whether he’s in his own shape or not. He uses the monk’s damage progression if its damage is greater (after the size change) than what his current form provides. He also gets Flurry of Blows, and the AC and Speed increases like a monk, but no Stunning Fist.
Harnessing the power of nature around him, the Savage gains for one day +1 to his attack and damage rolls every four levels (for instance, a level 8 would get +2). This bonus can help to bypass DR as usual for magical weapons. This "harnessing" has to be done in an open area in or near a large enough natural area. If this meditation/prowling isn't done (renewing the bonus fully), the bonus lowers by 1 each day.
The character isn't at ease in civilized settings. He can't sleep with a roof on his head, and can't wear "proper" clothing (the naughty bits are still covered). He can have possessions and equipment, but they will rarely be of the best quality - civilization-speaking. He rarely speaks a humanoid language either, and, when he does, it shows.
I do know these need to be refined before they even see the wood of a game table. So, as usual, I'm interested in your thoughts :-)
Louis IX |
First updates and other ideas:
- The Samurai's Art of War ability gives feats without need for their prerequisites. It's reasonable for most of them because of the level at which he gets them. I might change the list a bit, though, like putting other tree feats (Weapon Specialization and Point-Blank Shot come to mind, as well as several other Critical feats).
- The Animist is a wise man and doesn't need the monk-like Speed increase.
- The Temple Guardian has a relatively stationary job and doesn't need the Speed increase either.
- The Savage doesn't need to start Wild Shaping at level 1. I'll return it to level 4. He'll also gain Fast Healing 1 at something like level 7, Venom Immunity at level 14, and Regeneration 1 at level 20..
- I have an idea for another class, geared towards the natural cycle of life (birth, death, rebirth, etc). Kind of a druid/cleric/necromancer but with neutral alignment, and abilities like Channel Energy (Positive and Negative), Timeless Body, and the possibility of becoming a Neutral-aligned Lich at level 20.
- Another idea, the Slob; gains DR but no skill point and no weapon proficiency at all; capstone ability: can become a Leech at level 20. However, I'm too lazy to write it down ;-)
- Another idea, the Warlord, which mixes abilities from the fighter with some from the paladin and from the bard (no spells, though). Gains increases in Charisma. Bonus feat at 5th level: Leadership.
- Yet another idea is a cleric/bard mix, focusing heavily on karma and luck. Alignment changes and Atonement will be some of his abilities.
Sure, these classes might look like multiclassing made differently. Since I feel the same for the classes proposed by Paizo in the Advanced Player's Guide, I see no problem in proposing them.
The Speaker in Dreams |
Hmm ... you know. I think your presentation format is just a bit much. Why not make a separate thread dedicated to each class individually?
I know for myself, I find it daunting to even begin a response when you've got 4 very different things contained here.
So ... my immediate suggestion is: start new threads for each one, and don't hide them with spoiler tags. If anything, spoiler-tag your design notes or something.
They all seem interesting at a glance, but ... too much to process or work through all in the same thread.
Louis IX |
Hmm ... you know. I think your presentation format is just a bit much. Why not make a separate thread dedicated to each class individually?
I know for myself, I find it daunting to even begin a response when you've got 4 very different things contained here.
So ... my immediate suggestion is: start new threads for each one, and don't hide them with spoiler tags. If anything, spoiler-tag your design notes or something.
They all seem interesting at a glance, but ... too much to process of work through all in the same thread.
Thanks. In truth, I had the same thought when I wrote the second post, that the thread was going to be a compendium of all my classes with no space for discussion. You're right, and I'll work on it as soon as possible. This thread will be discontinued afterwards, with the appropriate links to the individual suggestions.
Louis IX |
Done. Click to reach the appropriate thread for the Samurai, the Animist, the Temple Guardian, and the Savage. Happy commenting on these threads, now, not on this one. Thanks :-)