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


Homebrew and House Rules

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TheAntiElite wrote:

Haven't had the chance to flip through the entire thread, but I had considered at one point giving the 'schools' of wizardry an ultra-specialization sequencing a la Summoner vis a vis Wizard; that is, taking each school and making a base class/archetype that has its own unique gimmick when taken beyond the scope of being simply 'Wizard who specializes'. My thought on a Conjuror, in contrast to a Summoner, was that they were more akin to what people think of in regards to 'summons' in the spirit of earlier Final Fantasy games - show up, do mega-powerful attack/spell effect, and leave, with the potential at higher levels to conjure temporarily anything with a will, and quite a few things without. Evokers were pretty much 'pew pew BLAM BLAM KABOOM' energy-flingers who had to use the 'when all you have is a hammer' approach with their energy powers, with a tendency to become more akin to elementals than people (which genie-kind bloodline sorcerers already cover, really), while Illusionists eventually blurred lines between the real and the unreal to the extent that they themselves became in part quasi-illusion.

Thing is, I got distracted and stuck. Maybe you'd like to take the idea on?

Oooohhh... Shiny. I like this idea. Can I give it a wirl?

Yoink. Too late.

Lets see:
Expert Abjurer: Seems easy enough if we build it based on the school powers, give him the abilitie to do wards, both aura types and anchored area types. Maybe some abilities that disable or weaken the magic defenses of others, based on the idea that defense experts also know how to bypass defense.
Expert Conjurer: Love the FF summon idea. Call a spirit it does one full round action and then it dissapears. Anther idea could be to summon low level characters with PC classes, MtG style. I've got some ideas how this mechanic could work actually...
Expert Diviner: This is a harder one... Maybe... Using their Sight to see the future and react, changing it? There are some mechanics that could be used, specially if there aren't any classes that mess with time.
Expert Enchanter: Ability to manipulate emotions as sp, bonus to certain situations... Maybe the ability to add cha bonus to stuff? Dunno, Enchanters aren't my favorites.
Expert Evoker: Yeah, when all you have is a hammer... But instead of focusing in any energy type, since srcerers with the right bloodlines already have the niche, how about we go avatar? Give the ability to change spells from one type of energy to another spontaneously or mixing energy types, decreasing damage but adding special effects? Maybe aslso give some special powers involving force spells?
Expert Illusionist: Again, I like your idea of them blurring the lines between real and illusion. Start with small allways on abilities and end with them becoming native Outsiders or something.
Expert Necromancer: This one is easy, command more undead, make stronger undead, become more like undead... Maybe end with him turning into a ghost, lich or vampire...
Expert Transmuter: Shapeshifting. That is all. Start with stealing a little from Wild Shape then add abilities to improve your forms like elongating arms or increasing speed, maybe mixing and matching forms a little or even making yourself part metal or part stone...

Of course, with all these increases to power, we would have to take a hatchet to spellcasting. I would say start with them being unable to even learn spells from their forbidden schools and having to prepare spells from other schools in slots one level higher (1st level spell has to be prepared on a second level slot).


Goth Guru wrote:
Ishpumalibu wrote:

I'm not sure if you've done any of these, I read alot of the pages but not all...

temporal mage

I'm working on a spell list for the time school.

Negate deathblow would be a new spell.
Level: Sorcerer/Wizard1, Bard 1.
Casting Time,: One standard action
Componants: S,M(Cloth Bandage)
Range: Touch
Target: One creature, slain less than one round ago.
Duration: Instantanious
Saving Throw: None. Spell resistance, no.
The fatal wound vanishes as if it never happened. Regardless of actual damage, the victium becomes stable at -1 hits. It can be used to stop poison or bleeding that threaten to kill someone.

Very cool 1st level spell!


Yes, and instead of Shadow Walk they get Time walk. They step outside the timeline. The movement takes them the full time but to everyone else, they seem to move instantly. I'm also thinking of bringing back Nap. Nap let the party get 8 hours rest while the rest of the world experienced 10 minutes.

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Do they get a sonic screwdriver? It could fix things in seconds that normally would take hours or days to fix.

It could also "jam" mechanical devices by putting them in a stasis field, possibly even causing them to backfire (non-lethal damage + Reflex save or drop item).


Nice, though, I'm not sure about the balance issues with nap.


got a Gnome Illusionist that also entertains with card tricks. Although its 3.5 the craft rules are very similar minus exp usage.

What I got for cards using Minor Image.
-Only works for me.. could cost more if i can designate users.
-once a day or duration such as 1 hour per day with split of use.
-I can only make illusion cards of things I have encountered or studied in a book. The book illusions would have a lower DC (Looks like a 3D picture)
-Might have a CR or such limit so just cause I seen the elder dragon dont mean I could make a reusable illusion of one

Using this we are trying to justify a Balance cost that does not set me back too far as it has limitations.

This of course is using Craft Wondrous Item feat.
He can already scribe spells on to cards.

Working on imbuing cards with various effects like above from different spells of different levels.

We recently encountered a Mind Flayer so I see it as I seen how it moves and attacks so I either old up a card to do a imprint or I can draw the monster and later imbue the card as a reusable illusion. I would do Imprints of myself that would function as mirror image. Once I m out of cards I m out til they recharge. Perhaps a point system for card creation would be better that gold. Tie it into a feat tailed just to Illusion cards. Its a work in progress and would be fun once balanced

Any thoughts to making this a workable idea ?


The balance issues are debatable. Instead of killing it like last time, you could limit it. Possibly using it once a day(24 hours) to avoid brain damage to the caster. You might make it 5th level. You could make the material component an expensive satin pillow.
A temporal mage could indeed make a wand of knock.


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

Aberration druid that uses Aberration shape or takes key parts of aberrations to alter him or her self. Also he might have the ability to alter his companion with aberration abilities much like wild shape companion or aberration shape companion.


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

Aberration druid that uses Aberration shape or takes key parts of aberrations to alter him or her self. Also he might have the ability to alter his companion with aberration abilities much like wild shape companion or aberration shape companion.

I REALLY love this idea. That's awesome.

I had a great story idea for a polluted/corrupted wood last year, filled with druids that were changed by the woods themselves; but never had came up with a decent template for one.

Shadow Lodge

a mystic theurge but as a 20 lvl class. My guess is it would have to be a caster like an alchemist, magus, or summoner with spells up to 6th and spell-like abilities to give it higher spells (like the summoner).

Shadow Lodge

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

Aberration druid that uses Aberration shape or takes key parts of aberrations to alter him or her self. Also he might have the ability to alter his companion with aberration abilities much like wild shape companion or aberration shape companion.

I REALLY love this idea. That's awesome.

I had a great story idea for a polluted/corrupted wood last year, filled with druids that were changed by the woods themselves; but never had came up with a decent template for one.

Yeah paizo really does need to do something with the idea of an aberration druid especially considering that most aberrations are just creatures from other worlds where their biology is often quite normal (cthulhu stuff et all are fine examples of such). It would be awesome to see a space faring druid or star gazer with the void domain or some kind of odd aberration spawn that they obtained due to their connection to nature through environments wholly alien to our own.

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doc the grey wrote:
a mystic theurge but as a 20 lvl class. My guess is it would have to be a caster like an alchemist, magus, or summoner with spells up to 6th and spell-like abilities to give it higher spells (like the summoner).

Here's a couple ideas I've worked on for 20 level mystic theurge-like classes....

Pantheurge:

PANTHEURGE

BAB: +½
Good Saves: Will
Hit Dice: 1d6

Class Skills: Appraise, Craft, Fly, Heal, Knowledge arcana, Knowledge nature, Knowledge planes, Knowledge religion, Profession, Spellcraft, Use Magic Device.

Class Skills per Level: 2 + Intelligence modifier.

Weapon and Armor Proficiency: Pantheurges are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a pantheurge's movements, which can cause his spells with somatic components to fail. A pantheurge with access to spells from a divine spell list does not need to use a divine focus if one is normally needed to cast that divine spell, but he casts such spells as arcane spells, and thus suffers the normal chance of arcane spell failure when casting such spells.

LEVEL ABILITY
1. 1st level spells, Cantrips and Orisons, First Spell List
2. Lesser Arcana
3. Second Spell List
4. 2nd level spells
5. Lesser Arcana
6. Third Spell List
7. 3rd level spells
8. Lesser Arcana
9. Fourth Spell List
10. 4th level spells
11. Lesser Arcana
12. 5th level spells
13. Greater Arcana
14. 6th level spells
15. Greater Arcana
16. 7th level spells
17. Greater Arcana
18. 8th level spells
19. Greater Arcana
20. 9th level spells, Ultimate Arcana

Spells: A pantheurge casts arcane spells drawn from one of the following spell lists: cleric/oracle, druid, sorcerer/wizard, or witch. At 1st level, he has access to one of preceding lists of spells. At 3rd level, 6th level, and 9th level, he gains access to one additional spell list until at 9th level, when he has access to all four spell lists. The pantheurge may gain access to the spell lists of other classes by taking the appropriate lesser arcana or greater arcana.
A pantheurge must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the pantheurge must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pantheurge’s spell is 10 + the spell level + the pantheurge's Intelligence modifier.
A pantheurge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Pantheurge. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A pantheurge may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the pantheurge decides which spells to prepare.
Starting Spells (See Spellbooks below): A pantheurge begins play with a spellbook containing all 0-level spells from his first spell list plus three 1st-level spells of his choice from his first spell list. The pantheurge also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook, also from his first spell list. At each new pantheurge level, he gains two new spells of any spell level or levels that he can cast (based on his new pantheurge level) for his spellbook. Beginning at 3rd level, the pantheurge has access to multiple spell lists, and may select a spell from any spell list he has access to, as long as he is high enough level to cast the selected spell. Each time the pantheurge gains access to a new spell list, he also adds all 0-level spells from that spell list to his spell book. At any time, a pantheurge can also add spells found in other sources to his own. Theses sources include, but are not limited to, a witch’s familiar, a wizard’s spell book, and magical scrolls written by clerics, druids, oracle, sorcerers, witches, or wizards.
Spells Gained at a New Level: Pantheurges perform a certain amount of spell research between adventures. Each time a character attains a new pantheurge level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast and from a spell list he has access to.

Lesser Arcana (Ex, Sp, or Su): At levels 2, 5, 8, and 11, the pantheurge gains access to one of the following lesser arcana. These are additional class abilities of the pantheurge, many emulate the class abilities of other spellcasting classes or grant access to the spell lists of additional spellcasting classes. Each arcana can only be selected once.

Armored Mage (Ex): The pantheurge can cast arcane spells while wearing light armor with out suffering from arcane spell failure. He still suffers a chance of arcane spell failure when wearing medium or heavy armor.

Bloodline Magic (Su): The pantheurge gains access to the 1st level bloodline power of a single sorcerer bloodline, using his pantheurge level as his sorcerer level. The pantheurge must have access to the sorcerer/wizard spell list before selecting this lesser arcana.

Channel Energy (Su): The pantheurge may channel energy as a cleric of his pantheurge level a number of times per day equal to 1 + his Charisma modifier. The pantheurge must have access to the oracle/cleric spell list before selecting this lesser arcana.

Domain Magic (Ex, Sp, or Su): The pantheurge selects one cleric domain. The pantheurge gains granted powers of the selected domain, but does not gain any additional spells known or spells per day from the selected domain. The pantheurge must have access to the cleric/oracle spell list before selecting this arcana. Alternatively, the pantheurge can select one of the domains listed under the druid’s nature’s bond class feature if he has access to the druid spell list.

Extra Magic: The pantheurge adds 1 additional spell of the highest spell level he cast to his spell level, or 2 additional spells of a level at least 1 level below the highest level spell he can cast; these spells can be from the same or different spell lists, just as long as they are selected from spell lists the pantheurge has access to. The pantheurge may select this lesser arcana multiple times, each time learning different spells.

Familiar: The pantheurge gains a familiar as if his witch or wizard level were equal to his pantheurge level. The pantheurge must have access to either the sorcerer/wizard spell list or the witch spell list before selecting this lesser arcana.

Improved Bloodline Magic (Su): The pantheurge gains access to the 3rd level bloodline power of the sorcerer bloodline he selected when taking the Bloodline Magic arcana, using his pantheurge level as his sorcerer level. The pantheurge must have the Bloodline Magic lesser arcana and access to the sorcerer/wizard spell list before selecting this lesser arcana.

Item Creator: The pantheurge gains an item creation feat as a bonus feat. He must meet the requirements of the selected feat.

Lesser Spell Access: The pantheurge adds one of the following spell lists to his the number of spells he has access to: Paladin or Ranger. The pantheurge can prepare either paladin or ranger spells, but doubles the level of the paladin or ranger spell level when determining which spell slot the pantheurge uses to prepare a spell of that spell list. This lesser arcana can be selected multiple times; each time it is selected, the pantheurge selects the spell list of a different spell list. The pantheurge can use this lesser arcana to add any 4 level spell list to his selection of spell lists he can access.

Metamagic User: The pantheurge gains a metamagic feat as a bonus feat. He must meet the requirements of the selected feat.

Potent Magic: The pantheurge gains either the Spell Penetration feat or a Spell Focus feat of his choice.

Shielded Mage: The pantheurge can cast arcane spells while using a shield (but not a tower shield) without suffering from arcane spell failure.

Specialty Scholar: The pantheurge selects one the wizard’s specialty schools and gains the special abilities associated with the selected specialty school, but does not gain any additional spells known, the ability to cast any additional spells per day, or an opposition school. The pantheurge must have access to the sorcerer/wizard spell list before selecting this lesser arcana.

Greater Arcana (Ex, Sp, or Su): At levels 13, 15, 17, and 19, the pantheurge gains access to one of the following greater arcana. He may choose a lesser arcana in place of greater arcana if he wishes.

Greater Armored Mage (Ex): The pantheurge can cast arcane spells while wearing light or medium armor with out suffering from arcane spell failure. He still suffers a chance of arcane spell failure when wearing heavy armor. The pantheurge must have the Armored Mage lesser arcana before selecting this greater arcana.

Greater Bloodline Magic (Su): The pantheurge gains access to the 9th level bloodline power of the sorcerer bloodline he selected when taking the Bloodline Magic arcana, using his pantheurge level as his sorcerer level. At 15th level, the pantheurge also gains the 15th level sorcerer bloodline ability. The pantheurge must have the Bloodline Magic and Improved Bloodline Magic lesser arcana and access to the sorcerer/wizard spell list before selecting this greater arcana.

Greater Metamagic User: When the pantheurge applies a metamagic feat to a spell, he reduces the amount of the spell slot increase by 1 (minimum +1). The pantheurge must have the Metamagic User lesser arcana before selecting this greater arcana.

Greater Potent Magic: The pantheurge gains either the Greater Spell Penetration feat or a Greater Spell Focus feat of his choice; he must meet the requirements of the selected bonus feat. The pantheurge must have the Potent Magic lesser arcana before selecting this greater arcana.

Greater Spell Access: The pantheurge adds one of the following spell lists to his the number of spells he has access to: Alchemist, Bard, Inquisitor, or Summoner. This greater arcana can be selected multiple times; each time it is selected, the pantheurge selects the spell list of a different spell list. The pantheurge can use this lesser arcana to add any 6 level spell list to his selection of spell lists he can access.

Sudden Metamagic User: The pantheurge can apply a single metamagic feat he knows to a prepared spell without increasing its spell slot. Each metamagic feat he knows can only be used in this manner once per day, and a spell can only be affected by a single metamagic feat in this manner, although a spell can be prepared with a metamagic effect and have a different metamagic feat suddenly applied to it. The pantheurge must have the Metamagic User lesser arcana and the Greater Metamagic User greater arcana before selecting this greater arcana.

Ultimate Arcana (Ex, Sp, Su): At 20th level, the pantheurge gains one of the following ultimate arcana. He may choose 3 lesser arcana or 2 greater arcana in place of one of the following ultimate arcana.

Combine Magic (Sp): The pantheurge can cast two spells at once as a full round action. These spells must be selected from different spell lists and have a normal casting time of 1 standard action or less.

Sudden Spell (Su): Once per day, the pantheurge can cast a spell he has prepared as an immediate action; this spell must have a casting time of 1 round or less. In addition, the pantheurge can prepare spells so he can cast them as an immediate action; the pantheurge must prepare the affected spells as if they were 5 levels higher, and the affected spells must have a normal casting time of 1 round or less. The pantheurge must have the Quicken Spell metamagic feat before selecting this ultimate arcana.

Ultimate Armored Mage (Ex): The pantheurge can cast arcane spells while wearing light, medium, or heavy armor with out suffering from arcane spell failure. The pantheurge must have the Armored Mage lesser arcana and the Greater Armored Mage greater arcana before selecting this ultimate arcana.

0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 3 2 - - - - - - - -
3 4 3 - - - - - - - -
4 4 3 1 - - - - - - -
5 4 4 2 - - - - - - -
6 4 4 3 - - - - - - -
7 4 4 3 1 - - - - - -
8 4 4 4 2 - - - - - -
9 4 4 4 3 - - - - - -
10 4 4 4 3 1 - - - - -
11 4 4 4 4 2 - - - - -
12 4 4 4 4 2 1 - - - -
13 4 4 4 4 3 2 - - - -
14 4 4 4 4 3 2 1 - - -
15 4 4 4 4 4 3 2 - - -
16 4 4 4 4 4 3 2 1 - -
17 4 4 4 4 4 4 3 2 - -
18 4 4 4 4 4 4 3 2 1 -
19 4 4 4 4 4 4 4 3 2 -
20 4 4 4 4 4 4 4 3 2 1

Spellbooks
A pantheurge must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all pantheurges can prepare from memory.
A pantheurge begins play with a spellbook containing all 0-level spells from his first spell list, plus three 1st-level spells of his choice. The pantheurge also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook; these spells must also be from his first spell list. At each new pantheurge level, he gains two new spells of any spell level or levels that he can cast (based on his new pantheurge level, including any additional spell lists he has gained access to) for his spellbook. At any time, a pantheurge can also add spells found in other sources to his own.

Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

The Spellbinder:

SPELLBINDER

BAB: +½
Good Saves: Will
Hit Dice: 1d6

Class Skills: Appraise, Craft, Fly, Knowledge arcana, Profession, Spellcraft, Use Magic Device.

Skill Ranks per Level: 2 + Intelligence modifier.

Spellbinders are proficient in all simple weapons and light armor.

LEVEL ABILITY
1. Cantrips, Eschew Materials, Spellbinding (1st level spell, 1 spell, 1 spell list)
2. Spellbinding (2 spells)
3. Spellbound +1
4. Spellbinding (2nd level spell, 3 spells)
5. Spellbinding (2 spell lists)
6. Spellbinding (4 spells)
7. Spellbinding (3rd level spell), Spellbound +2
8. Spellbinding (5 spells)
9. Spellbinding (3 spell lists)
10. Spellbinding (4th level spell)
11. Spellbound +3
12. Spellbinding (5th level spell, 6 spells)
13. Spellbinding (4 spell lists)
14. Spellbinding (6th level spell)
15. Spellbound +4
16. Spellbinding (7th level spell, 7 spells)
17. Spellbinding (5 spell lists)
18. Spellbinding (8th level spell)
19. Spellbound +5
20. Spellbinding (9th level spell, 8 spells)

Cantrips (Sp): A spellbinder can use a number of cantrips, or 0-level spells, equal to 1 + ½ his class level. Each day when the spellbinder binds his spells, he selects a number equal to 1 + ½ his class level from any spell list he is bound to. These spells are cast like any other spell, but they may be used again without waiting the normal 5 round delay that spellbinders must wait when casting spells.

Eschew Materials: A spellbinder gains Eschew Materials as a bonus feat at 1st level.

Spellbinding (Sp): Each day, a spellbinder may perform the ritual of spellbinding. During this 15 minute ritual, the spellbinder selects one of the following spell lists: alchemist, bard, cleric/oracle, druid, inquisitor, magus, paladin, ranger, sorcerer/wizard, summoner, or witch. At 5th level, the spellbinder may select 2 spell lists, this increases to 3 spell lists at 9th level, 4 spell lists at 13th level, and 5 spell lists at 17th level.

Next, the spellbinder selects one 1st level spell from the chosen spell list. At levels 2, 4, 6, 8, 12, 16, and 20, the spellbinder may select an additional spell, up to a maximum of 8 spells at 20th level. These spells can be cast at will, but the spellbinder must wait 5 rounds before any specific spell can be cast an additional time. When the spellbinder binds spells, he can choose to select less than his normal maximum of bound spells. Later in the day, he can perform an additional ritual of binding and choose additional spells, up to his maximum number of bound spells. A spellbinder can only perform the ritual of spellbinding a number of times per day equal to his Charisma modifier.

At 1st level, the spellbinder can select 1st level spells. Beginning at 4th level, the spellbinder may select one 2nd level spell. The spellbinder can only bind 1 spell of the highest level he can bind; all additional bound spells must be at least 1 level below the highest level spell he can bind (minimum 1st level). At levels 7, 10, 12, 14, 16, 18, and 20, the highest level spell the spellbinder can bind increases by 1, to a maximum of 9th level spells at 20th level.

To spellbind or cast a spell, a spellbinder must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellbinder's spell is 10 + the spell level + the spellbinder's Charisma modifier. Regardless of the normal category of the spell list the spellbinder is bound to, the spellbinder casts arcane spells. He does not suffer arcane spell failure when wearing light armor, but does suffer the normal arcane spell failure chance when wearing medium or heavy armor, or when using a shield.

Spellbound (Su): At 3rd level, the lingering power of bound spells infuses the body and soul of the spellbinder. He gains one of the following spellbound powers. At 7th level, and every 4 levels thereafter, the spellbinder gains an additional spellbound power. If a spellbound power is selected more than once, the bonuses stack.

+1 to caster level checks to overcome spell resistance
+2 to concentration checks
+1 to the save DC of the spellbinder’s spells
+1 to class skill checks
+2 to initiative
+1 to saving throws
+2 to spell damage
Energy resistance 5 against one of the following energy types: acid, cold, electricity, fire, or sonic.
Reduce arcane spell failure by 10%
Select 1 spell. You may apply 1 metamagic feat you know to the selected spell. The adjusted spell level of the affected spell cannot exceed the highest level spell you can spellbind.


The Aberration Druid started out as a Druid with a Rust Monster Companion. But if he could just take a creature and give it different qualities from others like mix up a wolf for Scent and a Rust monster for the antennas etc.

I like the concept and I might try in spare time to look at the Aberrations in books to see what is out there.


How about a healer who can use bow shots to heal Allies or buff them?

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I've been working on an ab-druid class.

I really like the idea of a specialty archer with different kinds of arrows: healing, buffing, combat maneuvers, grappling hook, negative conditions, teleporting, etc. etc. Maybe as a magus archetype?


I could see it as a Bard or even Inquisitor archetype too.


Ooo Can't wait to see what you come up with SmiloDan!


SmiloDan wrote:

I've been working on an ab-druid class.

I really like the idea of a specialty archer with different kinds of arrows: healing, buffing, combat maneuvers, grappling hook, negative conditions, teleporting, etc. etc. Maybe as a magus archetype?

Oh yeah smilo!

RPG Superstar 2012 Top 32

Work, work, work....

;-)


SmiloDan wrote:

Work, work, work....

;-)

Name that firefly episode.

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I'm actually re-watching them again for the first time in almost a year.

Is it "The Train Job?" Or "Serenity?" I'm leaning towards "Serenity."


Can't wait to see what you come up with for the Aberration Druid! ^_^

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SIBYL

BAB: +½
Good Saves: Will
Hit Dice: 1d6

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge arcana (Int), Knowledge history (Int), Knowledge local (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Sibyls are proficient in all simple weapons. They are not proficient in any armor or shields.

LEVEL ABILITY
1. Bonus feat, cantrips, hex, patron
2. Hex
3. Patron spell
4. Hex
5. Patron spell
6. Hex
7. Bonus feat, Patron spell
8. Hex
9. Patron spell
10. Hex, major hex
11. Patron spell
12. Hex
13. Bonus feat, Patron spell
14. Hex
15. Patron spell
16. Hex
17. Patron spell
18. Hex, grand hex
19. Bonus feat, Patron spell
20. Hex

A sibyl casts arcane spells drawn primarily from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sibyl must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sibyl's spell is 10 + the spell level + the sibyl's Charisma modifier.
Like other spellcasters, a sibyl can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sibyl’s selection of spells is extremely limited. A sibyl begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sibyl level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sibyl knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the witch spell list, or they can be unusual spells that the sibyl has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sibyl level after that (6th, 8th, and so on), a sibyl can choose to learn a new spell in place of one she already knows. In effect, the sibyl 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. A sibyl may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, an sibyl need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bonus Feats: At 1st level, 7th level, 13th level, and 19th level, the sibyl gains a bonus feat from the following list. She must meet the requirements of the selected feat.

Ability Focus (any single hex), Combat Casting, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Focus, Spell Penetration.

Cantrips (Sp): Sibyls learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Hex (Ex, Sp, or Su): Sibyls learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a sibyl gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A sibyl cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the sibyl’s class level + the sibyl’s Charisma modifier. Whenever a hex refers to a witch’s Intelligence modifier, use the sibyl’s Charisma modifier instead.

Patron: At 1st level, an sibyl must select a patron. This patron is a vague and mysterious force, granting the sibyl power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 3rd level, and every two levels thereafter, a sibyl’s patron adds new spells to a sibyl’s list of spells known. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the sibyl to decide.

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AB-DRUID

Alignment: An ab-druid must be chaotic evil, chaotic neutral, neutral, or neutral evil.

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

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge dungeoneering (Int), Knowledge planes (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Wis), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Intelligence modifier

Weapon and Armor Proficiency Ab-druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with weird shape (see below).
Ab-druids are proficient with light and medium armor and shields (except tower shields).

LEVEL ABILITY
1. Orisons, Unnatural bond, unnatural sense, weird empathy
2. Weird land stride
3. Madness Step
4. Weird shape (1/day)
5. Resist unnatural lures
6. Weird shape (2/day)
7. Formless body
8. Weird shape (3/day)
9. Void of Insanity
10. Weird shape (4/day)
11. Improved formless body
12. Weird shape (5/day)
13. Evolved form
14. Weird shape (6/day)
15. Greater formless body
16. Weird shape (7/day)
17. A thousand spaces
18. Weird shape (8/day)
19. Ultimate formless body
20. Weird shape (at will)

An ab-druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. An ab-druid must choose and prepare her spells in advance.
To prepare or cast a spell, the ab-druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ab-druid’s spell is 10 + the spell level + the ab-druid’s Wisdom modifier.
Like other spellcasters, an ab-druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
An ab-druid must spend 1 hour each day in a trance-like meditation on the mysteries of the multiverse to regain her daily allotment of spells. An ab-druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting
An ab-druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells
An ab-druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp): Ab-druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Unnatural Bond (Ex): At 1st level, an ab-druid forms a bond with a force from beyond the natural laws of the multiverse. This bond can take one of three forms.

The first is a close tie to the unnatural world, granting the ab-druid one of the following cleric domains: Chaos, Darkness, Death, Destruction, Evil, Madness, Plant, Scalykind, Travel, Trickery, Void, or War. If an ab-druid selects an alignment domain, she must possess the selected alignment. When determining the powers and bonus spells granted by this domain, the ab-druid's effective cleric level is equal to her ab-druid level. An ab-druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an aberrant eidolon. This creature is similar to a summoner’s eidolon, except it is an aberration instead of an outsider. Therefore, its BAB, Base Saves, Hit Dice, and Skill Ranks are those of an aberration (medium BAB, good Will saves, 1d8 hit dice, and 4 skill ranks per hit die). When determining the powers of the aberrant eidolon, the ab-druid’s effective summoner level is equal to her ab-druid level.

The third option is a tumor familiar, as the alchemist discovery of the same name. When determining the powers of the tumor familiar, the ab-druid’s effective alchemist level is equal to her ab-druid level.

Unnatural Senses (Ex): An ab-druid gains a +2 bonus on Knowledge dungeoneering checks. She can use the Handle Animal skill to affect aberrations and vermin without penalty.

Weird Empathy (Ex): An ab-druid can improve the attitude of an aberration with an Intelligence score of 1 or 2. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ab-druid rolls 1d20 and adds her ab-druid level and her Charisma modifier to determine the weird empathy check result.
To use weird empathy, the ab-druid and the aberration must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time.
An ab-druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Weird Land Stride (Su): Starting at 2nd level, an ab-druid may move through any sort of difficult terrain at her normal speed and without taking damage or suffering any other impairment. Areas that have been magically manipulated to impede motion, however, still affect her.

Madness Step (Sp): Beginning at 3rd level, an ab-druid learns how to travel through the cracks between universes. As an immediate action, the ab-druid can teleport 5 feet per two class levels; if this is done in response to an attack, there is a 50% chance the ab-druid avoids the attack. This travel is not without peril, however. Whenever the ab-druid uses this ability, she must make a DC 20 Will save or suffer 1d6 points of Wisdom damage and teleports to a random destination, using the rules for grenade-like weapon misses. The save DC increases by 2 for each additional time the ab-druid uses this ability in a 24 hour period.

Weird Shape (Su): At 4th level, an ab-druid gains the ability to turn herself into any Small or Medium aberration and back again once per day. Her options for new forms include all creatures with the aberration type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per ab-druid level, or until she changes back. Changing form (to aberration or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an aberration the ab-druid is familiar with.
An ab-druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, an ab-druid can use weird shape at will. As an ab-druid gains in levels, this ability allows the druid to take on the form of larger and smaller aberrations. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, when the ab-druid uses weird shape, she can choose to expend two of her daily usages of this ability and grant herself a number of evolution points equal to her class level; she may spend these evolution points to grant her weird shape form evolutions as if she were an eidolon. These evolutions go away when she assumes her normal for or if she assumes a different weird shape. Beginning at 20th level, all of her weird shape forms grant her evolution points without having to expend additional daily uses of weird shape.
At 8th level, an ab-druid can use weird shape to change into a Large or Tiny aberration; this functions as beast shape II.
At 10th level, an ab-druid can use weird shape to change into a Huge or Diminutive aberration; this now functions as beast shape III.
At 12th level, when an ab-druid uses weird shape to assume the form an aberration, it functions as beast shape IV .

Resist Unnatural Lures (Ex): Starting at 5th level, an ab-druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of aberrations. This bonus also applies to spells and effects that cause confusion, insanity, and Wisdom damage or drain.

Formless Body (Ex): Beginning at 7th level, the ab-druid learns how to shift the form of her body to protect her vitals. When subjected to a critical hit or sneak attack, she can expend one daily usage of her weird shape ability as an immediate action, and grant herself a 25% chance to negate the additional damage. At levels 11, 15, and 19, the chance to negate this additional damage increases by 25%.

Void of Insanity (Ex): Beginning at 9th level, whenever the ab-druid is subjected to a confusion or insanity effect, she may roll twice and select either result.

Evolved Form (Su): Beginning at 13th level, the ab-druid can expend one of her daily uses of weird shape and grant herself a number of evolution points equal to her level and spend them to grant herself evolutions. The duration of these evolutions is 1 hour for every ab-druid level she has.

A Thousand Spaces (Su): Beginning at 17th level, an ab-druid’s ability to travel through the cracks between universes improves. An ab-druid activates this ability as an immediate action. When she activates this ability, she must make a DC 30 Will save or suffer 1d6 points of Wisdom damage; the save DC increases by 2 for each additional time the ab-druid activates this ability. Regardless of the result of the Will save, once the ab-druid activates this ability, she can teleport 10 feet per class level as an immediate action once per round for a number of rounds equal to her class level. If this is done in response to an attack, there is a 50% chance the ab-druid avoids the attack.


The Ab-Druid is fantastic. Really nicely done. Man, I want to use some of these as foes in a game now.

The Sibyl is nice and all, but perhaps you've spoiled me. I'm used to your classes having something wholly new to them. Still, for something quickly thrown together to be a spontaneous witch, it looks great.

RPG Superstar 2012 Top 32

I was going to expand on the Patrons a bit for the sibyl, but there were too many already. I was going to give them all a bonus class skill, and possibly their own list of bonus feats, but I got lazy. :-p


The Ab-druid's unnatural bond options are great! Nice work SmiloDan!

The Exchange

a base class for...

FF11 Corsair (gambling based Pirate, marksmanship, party buffs)

FFT Mediator (specializes in talking based effects)

RPG Superstar 2012 Top 32

I'm thinking of tweaking the Sibyl. Drop the bonus feats, and possibly the patron, and give her some kind of terrain-based bonuses. I'll probably use the ranger favored terrain types, and when the sibyl is in the chosen terrain type, she gains bonuses to save DCs, caster level checks, maybe even caster level.

Mythic sibyls seem to be location based, and terrain-based seems a lot more playable than having them hanging out in the same cave all time.


a while ago i tried to put together a anime inspired class where the player conjured an "orb of forging" allowing characters to use raw materials to make weapons and armor on the fly, and even use the orb as an attack. i had some stipulations that the weapons would always rust after a certain amount of rounds (based on a craft check) in order to keep it more in check and less broken. please oh master crafter make my baby real.

RPG Superstar 2012 Top 32

toastwolf wrote:
a while ago i tried to put together a anime inspired class where the player conjured an "orb of forging" allowing characters to use raw materials to make weapons and armor on the fly, and even use the orb as an attack. i had some stipulations that the weapons would always rust after a certain amount of rounds (based on a craft check) in order to keep it more in check and less broken. please oh master crafter make my baby real.

That sounds like a really fun, versatile class!!!

It can make weapons, armor, shields, and tools--and also destroy them? Kind of like a iron cornicopia/sphere of destruction, but only affecting inorganic material. It could make ranged sunder attempts, destroy locks and traps, and be really effective against constructs.

I'm thinking it might be fun for a class like this to be able to make customized exotic weapons, with a variety of threat ranges, critical multipliers, and other weapon traits, like trip, reach, double, throwing, finesse-able, bludgeoning, slashing, or piercing, iron, cold iron, silver, mithril, or adamantine, etc. etc.

Even magical enhancements, like keen, returning, flaming, etc.


thank you for the complement, of course it so far has been ungodly difficult to balance.

The Exchange

Sacred Blacksmith! :D


Edgar Lamoureux wrote:
Sacred Blacksmith! :D

yep, you got it.


With the Aberration Druid's Weird Shape isnt there abilities Aberrations have not covered beast shape? Rust Monsters Rust ability for example?

RPG Superstar 2012 Top 32

Yeah. It's a bit of a work in progress. I'll probably eventually have to create some new transmutation (polymorph) spells called aberrant physiology or something.


The Ab-Druid is a wonderful class. Another great addition to this thread.

RPG Superstar 2012 Top 32

Thanks!!! :-D


That would work nicely . aberrant physiology

RPG Superstar 2012 Top 32

I might even design a cephalopod base form for the aberrant eidolon.


I m glad your working on it SmiloDan it seems you have some experience in class building area. A long time ago in 3.0 3.5 days I tried to do a few.
Golem Master, Marble Wizard, and The Animator.

I might try my hand at those giving the extensive amount of resources.

RPG Superstar 2012 Top 32

I made a 3.5 version of the Anita Blake Animator.

What's a Marble Wizard?


Marble wizard Imbues his spells into marbles and such.


I would love to see the cephalopod base form.

So... sort of little spell grenades? Or am I misunderstanding?


I guess the Marbles would function much like the Infusions of the Alchemist only stored in a Marble. I had seen him with like Akuma with big marbles around his neck he grabs and throws to activate the spell. He would need some uniqueness to the class to make it stand out more than just o I use Marbles instead of potion bottles. Its been a work in progress.

RPG Superstar 2012 Top 32

I'm already thinking of archetypes and/or favored class options for the ab-druid, if only to give it black tentacles (verdant tentacles?) and confusion and interplanetary teleportation and the like.


Sweet Similo. I cant wait to see a revised outlook with the spell addition to give abberation shape and qualities which would work for Alchemist as well much like the others. His Animal Companion might be called something other than what the Summoner's is called. I would think it start out as a animal and be altered into something else .

RPG Superstar 2012 Top 32

I might swap out spontaneous casting of summon monster and just give it 1 extra spell added to the druid spell per level from a list of flavorful spells, like black tentacles, cause fear, confusion, earpiercing scream, grease, etc.


Sounds nice. The class isn't about summoning anyhow its about altering your companion and yourself becoming a Aberration. I was looking at the Geomancer from 3.5 the random drifts he gets alter him physically. That could be interesting for a class moving into the aberration direction. becoming a aberration or Altering your Animal companion to be come one.


In dreams in the Witch House, the witch's familiar was some kind of tenticle monster that formed it'self into a rat with a human face.
I think it was a summoned iodon, not an altered rat.

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