I'm bored: give me ideas for a new base class I can design!


Homebrew and House Rules

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quick back to the hellion, what if you eventually allowed certain class abilities to lose their points cost over time sort of like gunslingers and their grit.


I think the Hellion is good as is. He has hella Hell points. Grit is really limited and thus has a recovery method. I think the Hellion is good as it stands for combat, but if I really had to criticize it, I would say there should be some abilities in there to help in social interactions such as Devil's Tongue or the like. As it stands, it is all about the fighting and mechanics of such rather than the roleplay aspects of it.

*Edit
I would also make the "Social" Hell Powers like the Witch's hexes. Limited by uses on self or once per person.


Ok. Well I hate to thread jack but this is correlated. I looked over that Arcane Mechanik by Detect Magic and I loved the basic concepts. Then I stumbled upon SmiloDan's Tinker. I hated it but I thought it had some great ideas. Then I stumbled upon Christopher Delvo's Engineer 4.1. I stole the hell out of all of their ideas and put them in the brain forge and re-invented the Arcanotech Engineer. I would like to hear suggestions.


@NecromanticNate: You should totally start your own thread for this and get feedback and review.
On a quick glance it's very creative. I really like demolish, jackwrench (and throw a hammer at it) and arcanotech armature. I'm not real familiar with all of your source material (apologies to Chris D., Detect M., and SmiloDan) so I'm not sure how derivative it is.
You might also check out The Machinesmith base class for Neo-Exodus Campaign Setting published by Louis Porter jr.
(sorry can't linkify at this time...toddler/early morning/smartphone)


Demolish, jackwrench, and throw a hammer at it are all from the Arcane Mechanik from the first page in this thread. Arcanotech Armature is my own creation minus the ability to build wondrous items into it. That is from SmiloDan's Tinker.


Here's one for you.
Class: Drake Jock.
Needs to be a spell capable class with skill and ability focus on care and use of drakes in a dangerous sport of Azlanti entertainment. Race venues range from winding canyons to checkpoint courses in flying cities. Spells and Breath weapons are legal to use against other racers, as is ramming, but any form of grappling or holding another drake or Jock is illegal.
I want to see what you can do with this one.

RPG Superstar 2012 Top 32

NecromanticNate wrote:
Demolish, jackwrench, and throw a hammer at it are all from the Arcane Mechanik from the first page in this thread. Arcanotech Armature is my own creation minus the ability to build wondrous items into it. That is from SmiloDan's Tinker.

Looks good!!! But it could use a little editting; there are some copy and paste artifacts (like reference to warsmith levels, etc.).

Also, some abilities refer to requirements that don't seem to be listed.

You state the arcane armeture had no weight because it supports itself, but what if someone (or something!!!) wants to pick it up? Is it truly weightless?


Negative. But this is just an alpha I threw together in text edit. The armature weighs as much as the armor it is based on. I just wanted to get something out there for you guys to see.

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Sweet!


Alright. I have updated the crap out of it. Ironed out alot of the wrinkles like all the times the name of the class was mispelled... DERP... I included the weight change, SmiloDan. I think all I have left is to finish editing the Servitor listing.


I was hoping for some more feedback...


toastwolf wrote:
i love to see an elemental fighter of some kind, as in a martial class with elemtal abilities

The Storm Blade; it's a PrC, not a base class. It wouldn't take too much work to convert it to a full base class though, although I think it would be better as an archetype.


How about doing a Combat Engineer or Sapper Alchemist archetype? Something that emphasizes demolition and explosives. Of course, I'm assuming that nobody else has done this already.

RPG Superstar 2012 Top 32

The Last Baron wrote:


How about doing a Combat Engineer or Sapper Alchemist archetype? Something that emphasizes demolition and explosives. Of course, I'm assuming that nobody else has done this already.

Assumption: Wrong!!! Hahaha!!! ;-) Check this out!

SAPPER

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Climb, Craft, Disable Device, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (nature), Perception, Profession, Spellcraft, Stealth, Survival, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Sappers are proficient with all simple weapons, bombs, heavy pick, light pick, throwing hammer, war hammer. Sappers are proficient in light armor.

LEVEL ABILITY
1. Explosive Alchemy, bomb 1d6, demolitions, sapper weapons, throw anything
2. Discovery, set fuse (rounds)
3. Bomb 2d6, swift alchemy
4. Discovery
5. Bomb 3d6, set fuse (minutes)
6. Discovery
7. Bomb 4d6, advanced fuse setting
8. Discovery, set fuse (hours)
9. Bomb 5d6
10. Discovery, set fuse (days)
11. Bomb 6d6
12. Discovery
13. Bomb 7d6
14. Discovery, greater demolitions
15. Bomb 8d6
16. Discovery
17. Bomb 9d6
18. Discovery, instant alchemy
19. Bomb 10d6
20. Grand Discovery

Explosive Alchemy (Su): Sappers are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning explosives in which they can store spell effects. In effect, a sapper prepares his spells by mixing ingredients into a number of explosives, and then “casts” his spells by detonating the explosives. When a sapper creates an explosive or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, a sapper gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a sapper can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

A sapper can create two special types of magical items—explosives and bombs.

Explosives are the most varied of the three. In many ways, they behave like spells in wondrous device form, and as such their effects can be dispelled by effects like dispel magic using the sapper’s level as the caster level.

A sapper can create only a certain number of explosives of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus explosives per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a sapper mixes an explosive, he infuses the chemicals and reagents in the explosive with magic siphoned from his own magical aura. An explosive immediately becomes inert if it leaves the sapper’s possession, reactivating as soon as it returns to his keeping—a sapper cannot normally pass out his explosives for allies to use (but see the “infusion” discovery below). An explosive, once created, remains potent for 1 day before becoming inert, so a sapper must re-prepare his explosives every day. Mixing an explosive takes 1 minute of work—most sappers prepare many explosives at the start of the day or just before going on an adventure, but it’s not uncommon for a sapper to keep some (or even all) of his daily explosive slots open so that he can prepare explosives in the field as needed.

Although the sapper doesn’t actually cast spells, he does have a formulae list that determines what explosives he can create. A sapper can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An explosive is “cast” by detonating it—the effects of an explosive exactly duplicate the spell upon which its formula is based, save that the spell always results in a loud explosion with a Perception DC of -20; the sapper can make a Spellcraft check with a DC of 20 + double the level of the explosive to reduce the DC Perception check; the DC of the Perception check is reduced by 1 for every 1 point the sapper exceeds the Spellcraft check.

The sapper uses his level as the caster level to determine any effect based on caster level. Creating explosives consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular explosive. Explosives cannot be made from spells that have focus requirements (sapper explosives that duplicate divine spells never have a divine focus requirement). A sapper can prepare an explosive of any formula he knows. To learn or use an explosive, a sapper must have an Intelligence score equal to at least 10 + the explosive’s level. The Difficulty Class for a saving throw against a sapper’s extract is 10 + the explosive level + the sapper’s Intelligence modifier.

A sapper may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an explosive but not when he detonates it. A sapper begins play with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new sapper level, he gains one new formula of any level that he can create. A sapper can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A sapper can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A sapper does not need to decipher arcane writings before copying them.

Explosive Alchemy replaces the standard alchemist’s alchemy ability.

Demolitions (Ex): The sapper ignores 1 point of hardness per level when using a bomb to damage an item. The sapper ignores 1 point of damage reduction or energy reduction per level when targeting a construct with a bomb.

Demolitions replaces the standard alchemist’s mutagen ability.

Sapper Weapons (Ex): Sappers are proficient in heavy picks, light picks, throwing hammers, and war hammers. When these weapons are used to damage items or make a sunder attempt, the sapper ignores 1 point of hardness per level. The sapper ignores 1 point of damage reduction when targeting a construct with these weapons.

Sapper Weapons replaces the standard alchemist’s brew potion ability.

Discoveries: At 2nd level, and every 2 levels thereafter, the sapper learns 1 discovery from the list of discoveries that alchemists can select from. The sapper may only select discoveries that apply to bombs. The sapper may not select the delayed bomb discovery as the set fuse ability replaces it.

This ability replaces the standard alchemist’s discoveries ability.

Set Fuse (Ex): At 2nd level, sapper can place a bomb so that it explodes a number of rounds after the sapper ceases contact with the bomb. This delay can be any number of rounds as chosen by the sapper, up to a number of rounds equal to his level + his Intelligence modifier. If at any point the sapper reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. A sapper cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the sapper’s level + the sapper’s Intelligence modifier).

At 5th level, the delay can be any number of minutes as chosen by the sapper, up to a number of minutes equal to his level + his Intelligence modifier.

At 8th level, the delay can be any number of hours as chosen by the sapper, up to a number of hours equal to his level + his Intelligence modifier.

At 10th level, the delay can be any number of minutes as chosen by the sapper, up to a number of minutes equal to his level + his Intelligence modifier.

Set Fuse replaces the standard alchemist’s poison use, poison resistance, and poison immunity abilities.

Advanced Fuse Setting (Ex): Beginning at 7th level, the sapper can set a number of fuses equal to his Intelligence modifier at the same time. If the sapper sets a number of fuses in excess to his Intelligence modifier, the delayed bombs set first become inert.

Advanced Fuse Setting replaces the standard alchemist’s swift poisoning ability.

Greater Demolitions (Ex): Beginning at 14th level, the sapper can spend 1 minute to place a specially prepared bomb to damage an object. The specially prepared bomb’s damage causes double damage to the object.

Greater Demolitions replaces the standard alchemist’s extended mutagen ability.

Grand Discoveries: At 20th level, the sapper makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many sappers, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Grand Discoveries:

Awakened Intellect: The sapper’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.

Bombardier: The sapper’s bomb damage increases from 10d6 to 10d10 points of damage. The save DC of the sapper’s bombs increases to 25 + his Intelligence modifier.

Bombing Run: The sapper can use his bomb ability as a swift action. The sapper gains Shot on the Run as a bonus feat when using a bomb, even if he does not otherwise meet the requirements for the feat.

Energy Immunity: The sapper selects one of the following energy types: acid, cold, electricity, fire, or sonic: The sapper is immune to the selected energy type.

Ignitable Blood: The sapper’s constant exposure to explosive chemicals have infected his blood. He causes 1d6 + 20 points of fire damage to any creature that injures him with a natural weapon, unarmed strike, or non-reach melee weapon.

Wildfire: Creature’s subjected to the splash damage of a bomb the sapper throws must succeed on a Reflex save or take full damage from the sapper’s bomb. Creatures adjacent to the creatures that fail the Reflex save must also make a Reflex save or take full damage. This bomb’s fire spreads in this way until either all adjacent creatures make their saving throw or there are no more adjacent creatures. A single creature can only be targeted by the sapper’s bomb once.

Sapper Explosive List::

1. Break, Burning Disarm, Burning Hands, Chill Touch, Color Spray, Corrosive Touch, Damp Powder, Ear Piercing Scream, Enlarge Person, Entangle, Erase, Expeditious Excavation, Hold Portal, Hydraulic Push, Inflict Light Wounds, Produce Fire, Ray of Enfeeblement, Ray of Sickening, Reduce Person, Shocking Grasp, Snapdragon Fireworks, Stone Fist, Stumble Gap, Touch of Fatigue, Touch of Gracelessness, Weaken Powder.

2. Acid Arrow, Admonishing Ray, Arcane Lock, Blindness/Deafness, Create Pit, Darkness, Daze Monster, Dust of Twilight, Elemental Touch, Fiery Shuriken, Flaming Sphere, Fog Cloud, Frigid Touch, Ghoul Touch, Glitterdust, Gust of Wind, Inflict Moderate Wounds, Knock, Pyrotechnics, Scorching Ray, Shatter, Soundburst, Spontaneous Immolation, Stone Call, Touch of Idiocy, Web

3. Daylight, Deeper Darkness, Dispel Magic, Distracting Cacophony, Explosive Runes, Fireball, Force Punch, Halt Undead, Hold Person, Hydraulic Torrent, Inflict Serious Wounds, Lightning Bolt, Pellet Blast, Ray of Exhaustion, Sleet Storm, Slow, Spike Growth, Spiked Pit, Stinking Cloud, Vampiric Touch, Wall of Fire, Wall of Ice

4. Acid Pit, Black Tentacles, Confusion, Cone of Cold, Crushing Despair, Mass Daze, Flame Strike, Inflict Critical Wounds, Mass Inflict Light Wounds, Passwall, Resilient Sphere, Solid Fog, Spike Stones, Touch of Slime, Wall of Force, Wall of Stone

5. Acid Fog, Anti-Magic Field, Chain Lightning, Circle of Death, Delayed Blast Fireball, Disintegrate, Freezing Sphere, Harm, Hungry Pit, Mass Inflict Moderate Wounds, Sirocco, Tar Pool, Wall of Iron, Wall of Thorns

6. Banishment, Caustic Eruption, Earthquake, Force Cage, Horrid Wilting, Incendiary Cloud, Mass Inflict Serious Wounds, Polar Ray, Prismatic Spray, Rampart, Reverse Gravity, Greater Shout, Stormbolts, Sunburst, Telekinetic Sphere, Wall of Lava, Waves of Exhaustion,


Very nice. Exactly what I was looking for. I'm a little confused on how the Explosives are detonated. Are they thrown like a bomb? Are they placed on the ground and detonated remotely? Something else?

RPG Superstar 2012 Top 32

Explosives are basically just a fancy name for spells.


How about a martial controller? J/K

I would actually like to see an Aristocrat amped up to PC class power.


How about a psionic druid like class? I noticed there isn't anything playing that role yet.


Matthew Shelton wrote:

How about a martial controller? J/K

I would actually like to see an Aristocrat amped up to PC class power.

not to detract from our magnificent benefactor but you should check out epic meepo presents archetypes thread, has full class versions of all npc classes


toastwolf wrote:
Matthew Shelton wrote:

How about a martial controller? J/K

I would actually like to see an Aristocrat amped up to PC class power.

not to detract from our magnificent benefactor but you should check out epic meepo presents archetypes thread, has full class versions of all npc classes

Seems I have been beaten to the punch. I, however, shall provide a link! Exemplary Aristocrat


TheLastBaron wrote:


Very nice. Exactly what I was looking for. I'm a little confused on how the Explosives are detonated. Are they thrown like a bomb? Are they placed on the ground and detonated remotely? Something else?

This list has quite a few thematically similar things to that.

...and now I need to add the sapper, I think.

RPG Superstar 2012 Top 32

Azten wrote:
toastwolf wrote:
Matthew Shelton wrote:

How about a martial controller? J/K

I would actually like to see an Aristocrat amped up to PC class power.

not to detract from our magnificent benefactor but you should check out epic meepo presents archetypes thread, has full class versions of all npc classes
Seems I have been beaten to the punch. I, however, shall provide a link! Exemplary Aristocrat

I think I have a Noble class posted upstream. It is a Knowledge skill-based buffer, and also gains unique uses for its skills.


how about jerico cross like chraracter from darkwatch, just dusted off my old copy and started playing it. i think this would take from mostly gunslinger with a smatering of inquisitor and undead scourge


Cheapy wrote:
Drejk wrote:
I would downgrade hidden summoning so that altered summons would be conjured invisible but not under effect of greater invisibility.

Personally, I'd just scrap it. How are you going to give orders to things you can't see!

Or possibly communicate with intelligently.

The invisible stalker comes to mind.

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LASHER

Special: a character must have the Prehensile Whip trait to select this fighter archetype.

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str).

Skill Ranks per Level: 2 + Intelligence modifier

Lashers are proficient in all simple and martial weapons, plus the whip. Lashers are proficient in light armor, but not shields.

LEVEL ABILITY
1. Whip Training 1d6
2. Bonus Feat, Whiplash +1
3. Whip Trick
4. Bonus Feat
5. Whip Training 2d6
6. Bonus Feat, Whiplash +2
7. Whip Trick
8. Bonus Feat
9. Whip Training 3d6
10. Bonus Feat, Whiplash +3
11. Whip Trick
12. Bonus Feat
13. Whip Training 4d6
14. Bonus Feat, Whiplash +4
15. Whip Trick
16. Bonus Feat
17. Whip Training 5d6
18. Bonus Feat, Whiplash +5
19. Whip Trick
20. Bonus Feat, Weapon Mastery

Whip Training (Ex): At 1st level, the base non-lethal damage of any whip wielded by a lasher is 1d6. This improves by 1d6 at 5th level and every 4 levels thereafter.
This ability replaces the standard fighter’s bonus feat at 1st level and Weapon Training 1 through 4.

Whiplash (Ex): At 2nd level, the lasher gains a +1 bonus to her CMB and CMD when using her whip. This bonus increases by 1 at 6th level and every 4 levels thereafter.
This ability replaces the standard fighter’s Bravery ability.

Whip Tricks (Ex): At 3rd level, the lasher gains one of the following special abilities. She can also select a Whip Trick in place of a bonus feat.

Whip Tricks:

Anchoring Whip (Ex): As an immediate action, the lasher can attach her whip to an immobile object that is on the opposite to the side she is being maneuvered and gain a bonus equal to half her class level to her CMD.

Beast Tamer’s Whip (Ex): The lasher can snap her whip as a swift action and gain a bonus equal to twice her Whiplash bonus on her next Handle Animal skill check.

Deadly Whip (Ex): A lasher can wield a whip and deal damage to any creature, regardless of its armor or natural armor bonus.

Dragging Whip (Ex): A lasher can use the drag combat maneuver while wielding her whip. She gains a +4 bonus if her opponent is prone.

Entangling Whip (Ex): A lasher can make a touch attack with her whip against an opponent and, if she hits, force her opponent to make a Reflex save with a DC equal to 10 + her BAB or become entangled for 1 round. The lasher can spend a move action each round thereafter to maintain the entanglement; her opponent is allowed a new Reflex save each round to escape the entanglement.

Grappling Whip (Ex): A lasher can make a grapple check against an opponent with her whip, and if she succeeds, she does not gain the grappled condition, but must make a grapple check each round to maintain the grapple. The lasher must have the Entangling Whip ability before selecting this ability.

Light Whip (Ex): A lasher treats whips as light weapons, rather than one-handed weapons.

Quick Release (Ex): A lasher can detach a whip she is using as a grappling hook as an immediate action.

Reach Whip (Ex): A lasher adds 5 feet to the reach of any whip she wields.

Reckless Whip (Ex): A lasher does not provoke attacks of opportunity when she wields a whip.

Slashing Whip (Ex): A lasher increases the threat range of any whip she wields to 19-20/x20. This does stack with the Improved Critical feat or the keen weapon special ability.

Slinger’s Whip (Ex): A lasher using a pair of whips can brachiate through trees, urban environments, and other terrain that has plentiful anchoring points for her whips. Her speed while brachiating is equal to her whips’ reach multiplied by 4 (60 feet for most lashers). The lasher must have the Two-Weapon Fighting feat and the Quick Release and Swinging Whip tricks to select this ability.

Swinging Whip (Ex): A lasher can attach a whip she is using as a grappling hook as a move action.

Thieving Whip (Ex): A lasher can perform the steal combat maneuver with the whip.

Threatening Whip (Ex): A lasher can wield a whip and threaten the area into which she can make an attack.

Tricky Whip (Ex): A lasher doubles her Whiplash bonus when using the dirty trick combat maneuver while wielding a whip.

This ability replaces the standard fighter’s Armor Training 1-4 and Armor Mastery abilities.

Weapon Mastery (Ex): A lasher must choose the whip for her Weapon Mastery class feature.


I really like the lasher. That said, there are a few problems I can see. THere are only 5 whip tricks you get over your career, and some don't have a chance of being picked up. Take, for instance, Reckless Whip and Deadly Whip. I don't see those two ever being taken, when you can just take Whip Mastery, a feat most, if not all, whip users are going to be taking, not to mention the fact that Deadly Whip doesn't even give you the ability to deal nonlethal damage.

Other than that, there are some really cool abilities, and I'd love to play one. I think, next time I'm joining something, I'm going to see if this would be allowed. I've always wanted to make a dual-whip user, but the mechanics never really jived with the concept.


How about Mutant.
It's like fighter, but all it's class bonus feats must relate to it's mutation. For example, a winged elf, would take flying related feats.

An amphibious human would have aquatic feats and could take trident specialization.


Skald - Norse Berserker/Bard - No Spellcasting just combat and Morale bonuses...Chants eddas while in combat to give allies Bonuses.

Evil Henchman - Evil Overlords right hand man - mainly melee combat with some blessings from his master...fasthealer, DR, Sending, etc. If his master dies he dies as well so he has a vested interest in keeping his master safe.

RPG Superstar 2012 Top 32

ಠ_ಠ wrote:

I really like the lasher. That said, there are a few problems I can see. THere are only 5 whip tricks you get over your career, and some don't have a chance of being picked up. Take, for instance, Reckless Whip and Deadly Whip. I don't see those two ever being taken, when you can just take Whip Mastery, a feat most, if not all, whip users are going to be taking, not to mention the fact that Deadly Whip doesn't even give you the ability to deal nonlethal damage.

Other than that, there are some really cool abilities, and I'd love to play one. I think, next time I'm joining something, I'm going to see if this would be allowed. I've always wanted to make a dual-whip user, but the mechanics never really jived with the concept.

I guess I better read up on the whip feats! :-P

That said, you can also spend a bonus feat to get a whip trick. So theoretically, you can get 14 whip tricks. :-)

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TRICKSTER

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge arcana (Int), Knowledge local (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Intelligence modifier.

Trickster are proficient in all simple weapons, plus the longbow, longsword, short bow, and shortsword. Tricksters are proficient in light armor.

LEVEL ABILITY
1. Jinx, Trick
2. Sneak Attack +1d6
3. Jinx
4. Trick
5. Jinx
6. Sneak Attack +2d6
7. Improved Jinxes, Jinx
8. Trick
9. Jinx
10. Sneak Attack +3d6
11. Jinx
12. Trick
13. Greater Jinxes, Jinx
14. Sneak Attack +4d6
15. Jinx
16. Trick
17. Jinx
18. Sneak Attack +5d6
19. Jinx
20. Trick, Ultimate Jinx

Spells:

A trickster casts arcane spells drawn from the trickster spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a trickster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a trickster’s spell is 10 + the spell level + the trickster’s Charisma modifier.
A trickster can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A trickster’s selection of spells is extremely limited. A trickster begins play knowing four 0-level spells and two 1st-level spells of the trickster’s choice. At each new trickster level, he gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells a trickster knows is not affected by his Charisma score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third trickster level thereafter (8th, 11th, and so on), a trickster can choose to learn a new spell in place of one he already knows. In effect, the trickster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level trickster spell he can cast. The trickster may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Jinx (Su): Tricksters learn magical abilities that confound and distract their opponents. The save DC, if any, of a trickster’s jinx is 10 + ½ his class level + his Charisma modifier. The range of a jinx is 30 feet. Unless otherwise noted, using a jinx is a standard action.

Jinxes:

Evil Eye (Su): As the witch hex of the same name.

Lesser Confusion (Su): As the spell of the same name.

Misfortune (Su): As the witch’s hex of the same name.

Oracle’s Burden (Su): As the spell of the same name; the trickster must have the oracle’s curse trick before selecting this jinx.

Sabotage Magic Item (Su): As an immediate action, the trickster can attempt to prevent an opponent’s magic item from activating by making a Disable Device skill check with a DC of 15 + caster level of the opponent’s magic item.

Steal Luck (Su): The trickster subjects its target to a -1 penalty to the trickster’s choice of AC, ability checks, attack rolls, saving throws, skill checks. This penalty persists for 3 rounds + a number of rounds equal to the trickster’s Charisma modifier if the target fails a Will save. If the target makes its Will save, the penalty persists for just 1 round. For as long as the target is subjected to the penalty, the trickster gains a +1 luck bonus to the corresponding rolls. At 7th level, and every 6 levels thereafter, the target’s penalty and the trickster’s bonus increases by 1.

Unlucky Aura (Su): All creatures adjacent to the trickster (other than the trickster himself) suffer a -2 penalty to ability checks, AC, attack rolls, saving throws, and skill checks. This ability functions constantly, but the trickster can attempt a DC 20 Will save to suppress it for 1 round.

Unskilled Working (Su): The trickster prevents its target from using a single skill of the trickster’s choice for a number of rounds equal to 3 + the trickster’s Charisma modifier if it fails a Will save. If the target makes its Will save, the target cannot use the selected skill for 1 round.

Trick (Ex, Sp, or Su): At 1st level, 4th level, and every 4 levels thereafter, the trickster gains one the following special abilities.

Tricks:

Expand Jinx (Su): The range of the trickster’s jinxes doubles.

Fetish Bundle (Su): After 8 hours of rest, the trickster can spend 1 hour to create a number of fetish bundles equal to his Charisma modifier by making a DC 10 Craft check of his choice. Fetish bundles are Fine-sized objects with a hardness and hit points equal to half the trickster‘s class level. The trickster can place a fetish bundle on the person of an opponent by making a DC 20 Sleight of Hand skill check; for as long as fetish bundle is on an opponent, it is subjected to one of the trickster‘s jinxes. The opponent is allowed a Perception check every hour to notice the presence of the fetish bundle.

Great Misfortune (Su): When the trickster uses the Misfortune jinx, the target suffers a penalty on its rolls equal to the trickster’s Charisma modifier.

Jinx Strike (Su): The trickster can strike an opponent in melee and, in addition to causing damage normally, target his opponent with one of his jinxes. If this is a sneak attack, the target suffers a -1 penalty to any saving throw the jinx allows per die of damage his sneak attack causes.

Lingering Aura (Su): Any creature that leaves the trickster’s Unlucky Aura suffers its penalty for a number of rounds equal to the trickster’s Charisma modifier if it fails a Will save.

Oracle’s Curse (Su): You gain an oracle’s curse of your choice. You use your trickster level as your effective oracle level for the purposes of this curse.

Rapid Jinx (Su): Select one jinx. The trickster can use the selected jinx as a move action instead of a standard action. This trick can be selected multiple times. Each time, it applies to a new jinx.

Sudden Metamagic (Sp): Once per day, the trickster can apply a single metamagic feat to a spell he is casting without increasing the level of the spell slot of the affected spell. This trick can be selected multiple times, each time increasing the daily use by 1.

Tenacious Jinx (Su): If an opponent successfully saves against a trickster’s jinx, the trickster can designate the jinx a tenacious jinx as a free action. The next round, the opponent is subjected to the same jinx again. The trickster can use this ability a number of times per day equal to his Charisma modifier.

Trapfinding (Ex): A trickster adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A trickster can use Disable Device to disarm magic traps.

Sneak Attack (Ex): If a trickster can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The trickster's attack deals extra damage (called "precision damage") anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every 4 trickster levels thereafter. Should the trickster score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A trickster cannot sneak attack while striking a creature with concealment.

Improved Jinxes (Su): Beginning at 7th level, the trickster can begin selecting Improved Jinxes from the following list.

Improved Jinxes:

Agony (Su): As the witch’s advanced hex of the same name.

Bloody Aura (Su): Any creature that takes hit point damage while adjacent to the trickster suffers bleed damage equal to the trickster’s Charisma modifier each round.

Flatten Foot (Su): The target must make a Will save or become flat-footed for 1 round.

Improved Counterspell (Su): The trickster gains Improved Counterspell as a bonus feat.

Interrupt Spellcaster (Su): As an immediate action, the trickster can force a target to make a Concentration check with a DC of 10 + the trickster’s class level + the level of the spell or spell-like ability the target is attempting to cast. If the Concentration check fails, the target loses the spell or spell-like ability.

Negation (Su): As an immediate action, the trickster can prevent an opponent from using an extraordinary or supernatural ability for 1 round if the opponent fails a Will save. If this is a class ability, the trickster’s class level must be at least double the class level the special ability is gained at. If this is a monster or racial ability, the trickster can only negate the ability if his class level exceeds the hit dice of the target creature.

Retribution (Su): As the witch’s advanced hex of the same name.

Sabotage Tool (Su): As an immediate action, the trickster can attempt to prevent an opponent’s armor, shield, weapon or any other non-magical item from working properly for 1 round by making a Disable Device skill check with a DC of 15 + character level of his opponent. An armor that is disabled does not provide an armor bonus to its wearer’s AC for 1 round. A shield that is disabled does not provide a shield bonus to its wielder’s AC for 1 round. A weapon that is disabled cannot be used to make an attack for 1 round. Any other piece of equipment that is disabled cannot be used for 1 round.

Vulnerability (Su): The target must make a Fortitude save or gain vulnerability to trickster’s choice of acid, cold, electricity, fire, or sonic energy for a number of minutes equal to the trickster‘s class level.

Greater Jinxes (Su): Beginning at 13th level, the trickster can begin selecting Greater Jinxes from the following list.

Greater Jinxes:

Aura of Misfortune (Su): All adjacent creatures must roll all d20 rolls twice and select the worse result. The trickster may attempt a DC 25 Will save to suppress this effect for 1 round.

Disrupt Magic (Su): The trickster can target an opponent and prevent it from using any spells, spell-like abilities, or supernatural abilities for 1 round. A creature can only be targeted with this ability once per 24 hour period.

Enervated Wounds (Su): Any creature wounded within 60 feet of the trickster does not naturally heal those wounds. Anyone attempting to magically heal these wounds must succeed on a caster level check with a DC equal to 10 + the trickster’s class level + the trickster’s Charisma modifier to do so.

Greater Counterspell (Su): The trickster can counterspell as an immediate action. The trickster can counterspell a spell up to half his class level (maximum 9th level) without expending a spell slot.

Greater Negation (Su): As an immediate action, the trickster can prevent an opponent from using an extraordinary or supernatural ability for 1 round if the opponent fails a Will save. If this is a class ability, the trickster’s class level must be at least the class level the special ability is gained at. If this is a monster or racial ability, he can negate the ability of a creature with up to 2 hit dice per level of the trickster.

Greater Unlucky Aura (Su): All creatures adjacent to the trickster (other than the trickster himself) suffer a -4 penalty to ability checks, AC, attack rolls, saving throws, and skill checks. This ability functions constantly, but the trickster can attempt a DC 20 Will save to suppress it for 1 round.

Greater Vulnerability (Su): The target must make a Fortitude save or take double damage against the trickster’s choice of acid, cold, electricity, fire, or sonic energy for a number of minutes equal to the trickster‘s class level.

Ultimate Jinx (Su): At 20th level, the trickster can select one of the Ultimate Jinxes from the following list.

Ultimate Jinxes:

Debilitating Aura (Su): All creatures adjacent to the trickster have their damage reduction and spell resistance, if any, reduced by 20. The trickster may attempt a DC 30 Will save to suppress this effect for 1 round.

Enervating Aura (Su): Any creature that takes hit point damage while adjacent to the trickster gains 1 negative level each round.

Evil Gaze (Su): The trickster gains a gaze attack with a range of 60 feet that subjects a penalty equal to half his class level to his opponents’ ability checks, AC, attack rolls, saving throws, and skill checks. A Will save removes this penalty for 1 round.

Stunning Gaze (Su): The trickster gains a gaze attack with a range of 60 feet. Opponents must make a Fortitude save or become stunned for 1 round. Once an opponent successfully saves against this effect, it becomes immune to the trickster’s stunning gaze for 24 hours.

Trickster Spell List:

Too be determined later!

RPG Superstar 2012 Top 32

Trickster Spell List:

0:acid splash, bleed, brand, daze, detect magic, disrupt undead, flare, read magic, touch of fatigue.

1:bane, break, bungle, burning disarm, cause fear, color spray, command, compel hostility, crafter’s curse, delusional pride, disfiguring touch, doom, dread bolt, enthrall, faerie fire, flare burst, forbid action, grease, hideous laughter, lock gaze, murderous command, negative reaction, peace bond, persuasive goad, ray of enfeeblement, ray of sickening, stumble gap, touch of gracelessness, unprepared combatant.

2:accelerate poison, bestow curse, blistering invective, calm emotions, castigate, confession, darkness, daze monster, death knell, distressing tone, dust of twilight, ghoul touch, glitterdust, haunting mists, hold person, howling agony, instrument of agony, loathsome veil, mad hallucination, pernicious poison, pilfering hand, qualm, scare, shard of chaos, shatter, silence, slow, sound burst, spear of purity, staggering fall, touch of idiocy, web.

3:agonize, archon’s aura, aura of doom, blindness/deafness, blot, borrow fortune, cast out, confusion, contagion, crushing despair, dimensional anchor, dispel magic, excruciating deformation, fester, halt undead, healing thief, litany of entanglement, locate weakness, pain strike, poison, ray of exhaustion, retribution, sands of time, stinking cloud, terrible remorse, vision of hell.

4:baleful polymorph, black tentacles, greater brand, calcific touch, chaos hammer, coward’s lament, major curse, curse of disgust, mass daze, debilitating portent, denounce, dismissal, enervation, fear, fleshworm infestation, hold monster, holy smite, hostile juxtaposition, leashed shackles, mindfog, moonstruck, obsidian flow, order’s wrath, overwhelming grief, rebuke, resilient sphere, solid fog, spit venom, touch of slime, unholy blight, waves of fatigue.

5:banishment, mass castigate, cloak of dreams, greater command, greater contagion, epidemic, expend, eyebite, feeblemind, greater forbid action, icy prison, litany of thunder, litany of vengeance, plague storm, resounding blow, sonic thrust, unwilling shield

6:antimagic field, greater dispel magic, enemy hammer, mass fester, mass hold person, greater hostile juxtaposition, insanity, irresistible dance, jolting portent, litany of madness, maze, orb of the void, repulsion, scintillating pattern, tar pool, waves of ecstasy, waves of exhaustion


Unskilled Working has a potential for abuse - turn of someone's Perception and he is incapable of perceiving his surroundings.


Is that true? Or is he simply incapable of finding secret doors, concealed foes, and hearing someone sneaking up on it? I'm not sure denying someone the use of their Perception skill blinds or deafens them, simply makes them less able to deal with anything hidden.

EDIT: Another way Smilodan could phrase it would be to say that the target of Unskilled Working cannot perform any task that would require a skill check higher than 10. Same end goal, fewer concerns about what Perception means.

RPG Superstar 2012 Top 32

Great idea, Tim!!!

I was actually thinking of Acrobatics, Climb, Fly, and Use Magic Device when I made up that ability. Something that would mess with mobility and/or utility/versatility.


Thanks!

Yeah, definitely could be concerns shutting off Fly entirely. Does that mean they crash, or what? Switching it to the "nothing above DC 10" rule helps there, since making a flyer crash land at 1st level is probably a bit too powerful.

Dark Archive

How about some Prestige Classes? Specter - an invisibility/stealth based class, that is kind of like a cross between ranger and assassin, inspired by Predator movies. Bloodmage - something along the lines of Bloatmage prestige class, but done differently flavor-vise, perhaps with an ability to steal the blood of others in order to fuel the spells.

Grand Lodge

If you haven't done it already, I'd like to see a Castlevania style Whip Master. Basically a base class version of the PrC Lasher that was in 3.0. Maybe give it Additional Traits as a bonus feat so you can automatically have Prehensile Whip and something else. Maybe Strong Arm, Supple Wrist.

RPG Superstar 2012 Top 32

kevin_video wrote:
If you haven't done it already, I'd like to see a Castlevania style Whip Master. Basically a base class version of the PrC Lasher that was in 3.0. Maybe give it Additional Traits as a bonus feat so you can automatically have Prehensile Whip and something else. Maybe Strong Arm, Supple Wrist.

It's 13 posts above this one!!!! Hahahahahaha!!!! :-D

Grand Lodge

SmiloDan wrote:
kevin_video wrote:
If you haven't done it already, I'd like to see a Castlevania style Whip Master. Basically a base class version of the PrC Lasher that was in 3.0. Maybe give it Additional Traits as a bonus feat so you can automatically have Prehensile Whip and something else. Maybe Strong Arm, Supple Wrist.
It's 13 posts above this one!!!! Hahahahahaha!!!! :-D

So it is.

RPG Superstar 2012 Top 32

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STRIDER

BAB: +¾
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Perception (Wis), Perform dance (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill Ranks per Level: 4 + Intelligence modifier.

Striders are proficient in all simple weapons, light martial weapons, and rapiers. Striders are not proficient in any armors or shields.

LEVEL ABILITY
1. Dash, Dodging Defense, Fast Movement +10, Quick Strike +1d6, Running Start
2. Evasion, Speed Talent, Uncanny Dodge
3. Extra Action 1/day (move action)
4. Dodging Defense +1, Fast Movement +20, Speed Talent
5. Improved Uncanny Dodge, Quick Strike +2d6
6. Extra Action 2/day, Speed Talent
7. Fast Movement +30
8. Dodging Defense +2, Speed Talent
9. Extra Action 3/day (standard action), Quick Strike +3d6
10. Fast Movement +40, Speed Talent
11. Greater Dash
12. Dodge Defense +3, Extra Action 4/day, Speed Talent
13. Fast Movement +50, Quick Strike +4d6
14. Accelerated Metabolism, Speed Talent
15. Extra Action 5/day (full round action)
16. Dodge Defense +4, Fast Movement +60, Speed Talent
17. Quick Strike +5d6, Tireless Dash
18. Extra Action 6/day, Speed Talent
19. Fast Movement +70
20. Mighty Dash, Speed Talent

Dash (Ex): A strider can call upon inner reserves of grace and celerity, granting her additional combat prowess. Starting at 1st level, a strider can dash for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can dash for 2 additional rounds. Temporary increases to Constitution, such as those gained from a barbarian’s rage and spells like bear's endurance, do not increase the total number of rounds that a strider can dash per day. A strider can enter dash as a free action. The total number of rounds of dash per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While dashing, a strider gains a +4 competence bonus to her Dexterity and +10 feet to her speed.
A strider can end her dash as a free action and is fatigued after dashing for a number of rounds equal to 2 times the number of rounds spent in the dash. A strider cannot enter a new dash while fatigued or exhausted but can otherwise enter dash multiple times during a single encounter or combat. If a strider falls unconscious, her dash immediately ends, placing her in peril of death.

Dodging Defense (Ex): When a strider moves 10 feet or more in a round, she doubles her Dexterity modifier to her AC and CMD. The strider gains an additional +1 dodge bonus to her AC and CMD at 4th level and every 4 levels thereafter.

Fast Movement (Ex): At 1st level, the strider’s base speed is increased by 10 ft. if she is not wearing armor and is lightly encumbered. At 4th level, and every 3 levels thereafter, the strider’s base speed increases by an additional 10 ft.

Quick Strike (Ex): Beginning at 1st level, whenever the strider moves 10 or more feet in a round prior to making an attack, she causes an additional 1d6 points of damage on a successful melee or ranged attack. She must be within 30 feet of her target if she is making a ranged attack. At 5th level, and every 4 levels thereafter, this extra damage increases by 1d6. This extra damage is considered precision damage.

Running Start: At 1st level, the strider gains Run as a bonus feat and adds half her class level (minimum +1) to her initiative rolls.

Evasion (Ex): As the rogue ability of the same name.

Speed Talent (Ex): At 2nd level, and every 2 levels thereafter, the strider may select one of the following speed talents. The strider must meet the requirements of the selected speed talent.

Speed Talents:

Blurring Speed: The strider gains the benefits of the blur spell whenever they move 10 feet or more in a round. The strider must be at least 4th level before selecting this speed talent.

Confusing Tornado: The strider must move around her opponent at least twice within 1 round to activate this ability (16 squares for Medium-sized or smaller creatures, 24 squares for Large-sized creatures, 32 squares for Huge-sized creatures, etc.). If the target creature fails a Will save with a DC of 10 + ½ the strider’s class level + the strider’s Dexterity modifier or become confused for a number of rounds equal to half the strider’s class level; the target creature is allowed a new save every round after the first round.

Dodging Reflexes: When the strider moves 10 for more feet in a round, she doubles her Dexterity modifier to her Reflex saves.

Extra Swift: The strider can use 2 swift or immediate actions per round. The strider must be at least 10th level to select this ability. The strider can take this ability multiple times; each time she does so, she gains 1 additional swift or immediate action per round.

Fast Healing: The strider can spend 1 round of his dash ability as a swift action and gain Fast Healing for 1d6 rounds.

Freedom of Movement: The strider can spend 1 round of her dash ability as an immediate action and gain the benefits of a freedom of movement spell for 1 round. The strider must be at least 8th level to select this ability.

Graceful Strike: Whenever the strider causes additional damage to her opponent when using her Quick Strike ability, she also adds her Dexterity modifier to her damage rolls.

Greater Accelerated Metabolism: The strider gains a +4 bonus on Fortitude saves against poison and disease. While dashing, she is immune to poison and disease. The strider must be at least 14th level and have the Accelerated Metabolism class feature to select this ability.

Greater Blurring Speed: The strider gains the benefits of the displacement spell whenever they move 10 feet or more in a round. The strider must be at least 6th level and have Blurring Speed before selecting this speed talent.

Greater Haste: The strider can spend 3 rounds of her dash ability as a swift action and gain a +2 bonus to AC, attack rolls, and Reflex saves, she gains a +60 enhancement bonus to her speed, and if she takes a full attack action, she gains 2 additional attacks at her highest attack bonus . The strider must be at least 12th level and have Swift Stride and Swift Haste to select this speed talent.

Human Tornado: The strider spends a move action spinning in a circle and gains the benefits of a cloak of wind spell. The strider must be at least 6th level to select this ability. The strider does not need to be a human to select this ability.

Improved Initiative: The strider gains Improved Initiative as a bonus feat.

Jump: The strider can spend 1 round of her dash ability as a swift action and gain a +10 bonus on Acrobatics made to jump. At 5th level, this bonus improved to +20. At 9th level, this bonus improves to +30. At 13th level, this improves to +40. At 17th level, this improves to +50.

Momentum: The strider adds +1 to her CMB for every 10 she moves prior to making a combat maneuver check.

Pounce: The strider can make a full attack at the end of a charge. The strider must be at least 10th level to select this ability.

Running Battle: The strider can move a distance of up to her speed and make a full attack. She must move at least 5 feet between attack, and each attack must target a different creature. The strider must be at least 16th level and have the Pounce ability before selecting this speed talent.

Quick Draw: The strider gains Quick Draw as a bonus feat.

Quick Learner: The strider adds all Knowledge skill checks to her list of class skills.

Speed of Thought: The strider can spend an immediate action and perform two minutes’ worth of mental activity in 1 round. This doesn’t allow her to use any extraordinary, spell-like, or supernatural abilities, or cast spells, but it does allow her to take 20 on mental activities that normally take 1 round. In addition, if the GM presents the strider with a timed challenge, she should receive 20 times as long to solve it. The strider must have a total of 10 ranks in Knowledge skills to select this ability.

Sudden Step: The strider can take a 5 foot step as an immediate action. If this is done in response to an attack, there is a 50% chance the attack misses the strider. The strider must be at least 10th level and have the Swift Step ability before selecting this ability.

Swift Haste: The strider can spend 2 rounds of her dash ability as a swift action and gain the benefits of haste for 1 round. The strider must be at least 6th level and have Swift Stride to select this speed talent.

Swift Step: The strider can take a 5 foot step as a swift action. The strider must be at least 8th level to select this ability.

Swift Stride: The strider can spend 1 round of her dash ability as a swift action and increase her speed by 30 ft. for 1 round.

Time Stop: The strider can spend 10 rounds of her dash ability as a standard action and gain the benefits of a time stop spell. The strider must be at least 18th level to select this ability.

Ultimate Haste: The strider can spend 4 rounds of her dash ability as a swift action and gain a +4 bonus to AC, attack rolls, and Reflex saves, she gains a +100 enhancement bonus to her speed, and if she takes a full attack action, she gains 3 additional attacks at her highest attack bonus . The strider must be at least 20th level and have Greater Haste, Swift Stride, and Swift Haste to select this speed talent.

Up the Walls: The strider can move vertically up a wall as if it were level ground; it does not cost any additional movement to transition between horizontal and vertical movement. The strider must end her movement on a horizontal surface or she falls. She must have at least 4 ranks in Climb to select this ability.

Water Runner: The strider gains the benefits of water walking, but she must begin or end her movement on solid footing. The strider must be at least 4th level to select the speed talent.

Weapon Training: The strider gains a bonus combat feat she qualifies for.

Weapon Finesse: The strider gains Weapon Finesse as a bonus feat.

Wind Runner: The strider gains the benefits of air walk, but she must begin and end her movement on solid footing. The strider must be at least 8th level and have the Water Runner speed talent before selecting this speed talent.

Uncanny Dodge (Ex): As the barbarian ability of the same name.

Extra Action (Ex): Beginning at 3rd level, the strider can spend a swift action and gain an additional move action for the round. She can use this ability once per day at 3rd level, plus one additional time at 6th level and every 3 levels thereafter. Beginning at 9th level, she gains an additional standard action when she uses this ability. At 15th level, she gains a full round’s worth of actions when she activates this ability.

Improved Uncanny Dodge (Ex): As the barbarian ability of the same name.

Greater Dash (Ex): Beginning at 11th level, the strider’s dash ability improves. When she uses her dash ability, she gains a +6 bonus to her Dexterity modifier and a +20 ft. increase to her speed.

Accelerate Metabolism (Ex): While dashing, a strider of 14th level or higher gains a +4 bonus on Fortitude saves to resist poison and disease as her accelerated metabolism quickly degrades any foreign substances.

Tireless Dash (Ex): Starting at 17th level, a strider no longer becomes fatigued at the end of her rage.

Mighty Dash (Ex): Beginning at 20th level, the strider’s ability improves again. When she uses her dash ability, she gains a +8 bonus to her Dexterity modifier and a +30 ft. increase to her speed.


I absolutely love the Strider. But how much Fast Healing do they gain for that talent?

RPG Superstar 2012 Top 32

Tim4488 wrote:
I absolutely love the Strider. But how much Fast Healing do they gain for that talent?

Fast Healing 1. I don't know if it should scale with level, have additional speed talents that increase it, or what. I want it to be about as effective as the paladin's swift lay on hands, be Fast Healing as opposed to instantaneously healing, if you know what I mean.


Just when I was starting work on a class I called the Sprinter too... Nice work, SmiloDan!

The Exchange

The Strider is really cool. I doubt I'll ever get to make one, but it's something I'd love to be able to play.


I would change the Dexterity bonus type from competence to morale (to keep down the number of ability score bonus types available in game - I don't see competence as appropriate and I would not want it to stack with Urban Barbarian controlled rage) but otherwise interesting class.

RPG Superstar 2012 Top 32

I am a bit concerned with the synergy between the dash bonus to Dex and the Defensive Dodging ability (Dex bonus doubled if you move 10 or more feet).

But only a bit concerned.

This is supposed to be a defensive and mobility based class, and it doesn't have too many offensive abilities.


Hello Smilo, I have some suggestions for you:

Wakfu!

More specifically the classes. While some are pretty obvious, like the Cra (ranger), Iop (fighter/paladin), Osamodas (summoner), Rogue (gunslinger/alchemist) and Sram (ninja), others are very unique, like the Sacrier. Could you make a Sacrier base class, and maybe other ones?

Also, the game's battles has a very tabletop RPG feeling, I think it will be pretty much easy for you. The Wiki may help you in this.

RPG Superstar 2012 Top 32

Sorry. I don't really know anything about Anime. I've only really seen Akira and Appleseed, and that was instead of studying for my GREs.

Can you just tell me wat a Sacrier does?


Not the anime, the game actually.

In one phrase, "No Pain, no gain". They are tattooed masoquist warriors, perfect tanks, as they are happy to being slapped in the face for their friends.
Abilities: Angst and Sanguine Armor, make them stronger and resistant to damage the more injured they are.
They also can atract the blood of friends and foes to pull them towards the sacrier.
Can swap place with friends to take punishment for them.
Can injure himself to heal friends around him with his blood.
Also some capacity to stay awake even near death.
Use his blood to damage and cripple enemies, making it boil and burn them.

Well, something that way... the wiki has some more info, but this are the basics.

RPG Superstar 2012 Top 32

A masochistic tank, that can heal and teleport? Sounds fun!!!

I also just thought of something: the druid version of the warlock. Mostly inspired by the blockade spell from the The Complete Scoundrel.

But it would need a cool name first. Any ideas?

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