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


Homebrew and House Rules

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RPG Superstar 2012 Top 32

xanthemann wrote:

I know I've asked before and this thread keeps going and going, but I have to ask for your take on this one.

My working title for this class is Battle Master. I see it has having a Starting BAB of 2 and no save bonuses at 1st level. Beyond that they may only have 2 items they do combat with and they have to have created the items themselves (for anyone else it would be considered 'exotic').
It could be 2 weapons, shield and armor, armor and weapon...you get the idea. They can also keep 4 weapons groups from the fighter class, so as to 'weapon train' as the fighter. This should be limited to Melee Close, and their weapon(s) and/or Armor/shield combo.
I'm still tossing the idea around, but I would like to see your take on it.

Honestly? It sounds just like the Fighter to me. Take Weapon Focus and Exotic Weapon Proficiency at 1st level and there you go.


a divine sorcerer, someone who uses their worship of a cause (domain) to allow them to channel their potential (bloodline). I guess they would be more of a utility character than a spellcaster, maybe progression as a bard?
edit: maybe a mystery might be more thematic than a domain.


toastwolf wrote:

a divine sorcerer, someone who uses their worship of a cause (domain) to allow them to channel their potential (bloodline). I guess they would be more of a utility character than a spellcaster, maybe progression as a bard?

edit: maybe a mystery might be more thematic than a domain.

How would it exactly differ from an oracle? Do you have any features that would make it separate in mind?


i like the idea of divine intervention to unlock sorcerer bloodline potential. i like bloodlines, i like domains. i dont see how a halfway class between the two would be game breaking.
P.S. i want to note the bloodline feature would take precedent over the domains, so it establishes that devoting yourself to a cause can unlock hidden potential.


Neophiliam bloodline. Certain angels are less than humanoid, and their offspring are twisted and/or permanently enlarged. They have access to all bard spells, as spells. At higher levels they can gain a gaze attack. If they transform into their angelic parent's form, they risk losing their mortal form.

Silver Crusade

How about something based off of this?


How about a class based off the powers of Douglas Ramsey a.k.a Cypher?


GM Elton wrote:
How about something based off of this?

With the superhero class, the profession of the secret identity will get points put into it.


Wow, love the ideas you have going on in here. I'd still love to see a puppet master class like some people we saying several pages ago. Also, I'd be curious on your take of converting the Harrower PrC into a 1-20 base class. :)

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I was working on a Bantam class, but my computer is having issues.

The bantam was going to be a warrior class for Small or smaller characters. Something for halflings and gnomes, goblins and kobolds, ratfolk and wayang.

Full BAB, Good Reflex saves, 1d10 HD, a fair selection of skills.


+1 for a Puppeteer type class.

RPG Superstar 2012 Top 32

Could the Puppeteer be an archetype of the summoner?


SmiloDan wrote:
Could the Puppeteer be an archetype of the summoner?

Possibly substituting his Summon Monster SLAs for Enchantment spells like Charm and Dominate. Gives a big Eidolon puppet and an ability to turn others into puppets.


I apologize if this has already been suggested (a lot of pages) but I remember a class in 3.5 that I liked the idea of that I would love to see updated and tweaked.

It revolved around slowly turning yourself into a machine, maintaining your thinking mind. Would be even cooler, in my opinion, if it were clockwork based some parts requiring winding after 24 hours or so.

Of course the "new parts" would be a bit more resilient than human parts, while still able to be damaged. Could add gadgets that either attach or are hidden inside of the new body parts, allow the parts to be made of different substances, add runes or symbols and of course gain various bonus to attributes, skills and such from the new stronger body parts.

Basically something like Sasori from Naruto or Karl Ruprecht Kroenen from Hellboy, almost mutilating yourself or taking advantage of a past mutilation to enhance longevity and abilities.

That would be amazing to see.

Liberty's Edge

Pierced Mystic.


A spell casting class that gains it's abilities to cast through inhalation of enchanted tobacco. I could imagine a wizard sitting in the corner of a tavern, smoking his intricately designed pipe. Little do others know, that he's actually gaining magical power with each puff.

Probably a lot of different self spells and spells he could breath onto opponents or allies. Different tobaccos could give him a different ability or something like that. Maybe a negative to constitution based on overusing the smoke.


Third Mind wrote:

A spell casting class that gains it's abilities to cast through inhalation of enchanted tobacco. I could imagine a wizard sitting in the corner of a tavern, smoking his intricately designed pipe. Little do others know, that he's actually gaining magical power with each puff.

Probably a lot of different self spells and spells he could breath onto opponents or allies. Different tobaccos could give him a different ability or something like that. Maybe a negative to constitution based on overusing the smoke.

That's an alchemist. Possibly an archetype.


That is true, I may even try working an Alchemist archetype out for it, inexperienced as I may be.


Third Mind wrote:

That is true, I may even try working an Alchemist archetype out for it, inexperienced as I may be.

Well, if SmiloDan doesn't mind me hijacking his thread(again), and if you would like, I could help. I like building classes and archetypes and stuff.

RPG Superstar 2012 Top 32

A pipe-smoking alchemist would be cool. Instead of bombs, a breath weapon. Add some cloud spells to the spell list (obscuring mist, fog cloud, stinking cloud, solid fog, cloudkill, and acid fog)....possibly altered to be cones with a range equal to double their normal radius.

Maybe replace Brew Potion and Throw Anything with a pipe that acts as an arcane bond.


That sounds awesome. I'd welcome others who are more experienced help. I'd probably end up making the abilities over or underpowered if I did it myself.

RPG Superstar 2012 Top 32

Some gaseous form might be fun too.

Dark Archive

How about Ioun Mage? His powers would be centered around the use of Ioun Stones as foci for his spells, implanting Ioun Stones into himself and into various items.

RPG Superstar 2012 Top 32

Ioun Mage sounds like the babytalk version of the Iron Mage. ;-)

What do you imagine the Ioun Mage would do? Just have a bunch of buffs from Ioun Stones?


Ioun Angel PrC

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BANTAM

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

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge dungeoneering (Int), Knowledge
history (Int), Knowledge local (Int), Knowledge nobility (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks Per Level: 4 + Intelligence modifier.

Bantams are proficient in all simple and martial weapons. They are proficient in all armor and shields (except tower shields).

LEVEL ABILITY
1. Underhanded Strike, Weapon Finesse
2. Bantam talent, bonus feat
3. Sneak attack +1d6
4. Bantam talent
5. Critical Finesse (add Dex to critical confirmation rolls)
6. Bantam talent, bonus feat
7. Sneak attack +2d6
8. Bantam talent
9. Threatening Finesse (increase threat range by Dex modifier)
10. Bantam talent, bonus feat
11. Sneak attack +3d6
12. Bantam talent
13. Finesse Attack (add sneak attack damage to critical hits)
14. Bantam talent, bonus feat
15. Sneak attack +4d6
16. Bantam talent
17. Finesse Strike (add Dexterity to damage rolls)
18. Bantam talent, bonus feat
19. Sneak attack +5d6
20. Bantam talent, Finesse Mastery (use Dexterity modifier as critical multiplier)

Underhanded Strike (Ex): You add half your class level (minimum +1) against opponents that are at least 1 size category larger than you. This is precision damage and creatures that immune to critical hits or sneak attacks are immune to this additional damage as well.

Weapon Finesse: You gain Weapon Finesse as a bonus feat. .

Bantam talents (Ex): At 2nd level, and every 2 levels thereafter, the bantam gains one of the following the special abilities. The bantam must meet any requirements of the selected talent.

Bantam talents:

Advanced Rogue Talent: The bantam may select an advanced rogue talent in place of a bantam talent. The bantam must be at least 12th level to select this talent.

Battle Thief: The bantam may make a Sleight of Hand skill check in place of his CMB when using the Steal maneuver.

Compression: The bantam can move through an area as small as one-quarter his space without squeezing or one-eighth his space when squeezing.

Creepy: The bantam applies his normal size penalty to Intimidate checks as a competence bonus to Intimidate skill checks.

Evasion: The bantam can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bantam is wearing light or no armor. A helpless bantam does not gain the benefit of evasion. The bantam must be at least 6th level to select this talent.

Fleet-footed: The bantam’s base speed increases by 10 feet.

Graceful Athlete: The bantam may apply his Dexterity modifier in place of his Strength modifier to Climb and Swim skill checks.

Graceful Maneuvers: The bantam may use his Dexterity modifier in place of his Strength modifier when determining his CMB.

Greater Underhanded Strike: The bantam adds his sneak attack damage against opponents at least 1 size category larger than him when he shares their space. He must have the Improved Underhanded Strike talent before selecting this talent.

Improved Battle Thief: The bantam may make a Sleight of Hand skill check in place of his CMB when using the Steal maneuver. He must have the Battle Thief talent before selecting this talent.

Improved Evasion: This works like evasion, except that while the bantam still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless bantam does not gain the benefit of improved evasion. The bantam must be at least 12th level and have evasion before selecting this talent.

Improved Mobility: The bantam’s bonus to AC from the Mobility feat increases to +8. He must have the Dodge and Mobility feats before selecting this talent.

Improved Uncanny Dodge: The bantam can no longer be flanked. This defense denies a rogue or other bantam the ability to sneak attack the character flanking him, unless the attacker has at least four more rogue or bantam levels than then target does. The bantam must have Uncanny Dodge and be at least 8th level to select this talent.

Improved Underhanded Strike: The bantam adds his level to damage rolls against opponents at least 2 size categories larger than himself.

Oversized Maneuver Mastery: The bantam determines his CMB and CMD as if he were 1 size category larger than he actually is.

Oversized Weapons: The bantam can wield weapons of up to 1 size category larger than themselves without penalty.

Racial Versatility: The bantam may select feats as if he met the racial prerequisite if the racial prerequisite is a race that is Small sized or smaller.

Rogue Talent: The bantam may select a rogue talent in place of a bantam talent. The bantam must be at least 4th level to select this talent.

Swarming: The bantam is adept at swarming foes for their gain and their opponent’s detriment. The bantam can share the same space as another creature with the Swarming ability. If the bantam and the other creature sharing his square attack the same creature, they are considered to be flanking that foe as if they were in two opposite squares.

Trip: When the bantam shares the space of an opponent at least 1 size category as himself, he can make a trip attempt as a free action if he successfully makes a melee attack against his opponent.

Tumbling Expert: The bantam adds his level to Acrobatics skill checks made to avoid attacks of opportunity when he tumbles past or through an opponent’s space.

Uncanny Dodge: The bantam can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bantam with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If the bantam already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
The bantam must be at least 4th level to select this talent.

Undersized Defense: The bantam’s size is treated as 1 size category smaller than it is for the purposes of determining his size bonus to AC.

Undersized Offense: The bantam’s size is treated as 1 size category smaller than it is for the purposes of determining his size bonus to attack rolls.

Undersized Stealth: The bantam’s size is treated as 1 size category smaller than it is for the purposes of determining his size bonus to Stealth skill checks.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the bantam gains one of the following feats as a bonus feat. The bantam must meet the requirements of the selected feat.

Adaptive Fortune, Agile Maneuvers, Agile Tongue, Ankle Biter, Antagonize, Arcane Jinx, Arcane School Spirit, Arcane Talent, Area Jinx, Babble Peddler, Bewildering Koan, Big Game Hunter, Blood Ties, Blundering Defense, Bolster Jinx, Breadth of Experience, Burn! Burn! Burn!, Burrowing Teeth, Butterfly Sting, Casual Illusionist, Caustic Slur, Cautious Fighter, Childlike, Combat Distraction, Combat Expertise, Death or Glory, Desperate Swing, Disorienting Maneuver, Distant Jinx, Dodge, Dog Killer-Horse Hunter, Draconic Aspect, Draconic Breath, Draconic Glide, Draconic Paragon, Effortless Trickery, Extra Gnome Magic, Expanded Resistance, Fascination Jinx, Fire Hand, Fire Tamer, Fortunate One, Gnome Trickster, Gnome Weapon Focus, Go Unnoticed, Goblin Gunslinger, Great Hatred, Greater Dirty Trick, Greater Feint, Groundling, Halfling Slinger, Helpless Prisoner, Haunted Gnome, Haunted Gnome Assault, Haunted Gnome Shroud, Improved Dirty Trick, Improved Feint, Improved Low Blow, Improved Side Step, Jinx Alchemy, Knockout Artist, Kobold Ambusher, Kobold Sniper, Landing Roll, Large Target, Lead from the Back, Letter Fury, Low Profile, Lucky Halfling, Lucky Healer, Lucky Strike, Malicious Eye, Master of Wonders, Mobility, Passing Trick, Piranha Strike, Quick Dirty Trick, Risky Striker, Roll With It, Saddle Shrieker, Shadowy Dash, Sharp Claws, Side Step, Sluggish Jinx, Sneaking Precision, Stoic Pose, Sure and Fleet, Surprise Strike, Tail Terror, Tangle Feet, Tantrum, Taunt, Tunnel Rat, Uncanny Defense, Under and Over, Underfoot, Vandal, Vast Hatred, Versatile Jinxer, Well Prepared, Worst Case Jinx.

Sneak Attack (Ex): Beginning at 3rd level, if the bantam can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.
The bantam’s attack deals extra damage (called “precision damage”) anytime his targer would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bantam flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every four bantam levels thereafter. Should the bantam 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 unarmed strike), a bantam 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 bantam 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 bantam cannot sneak attack while striking a creature with concealment.

Critical Finesse (Ex): At 5th level, when wielding a weapon that he can use the Weapon Finesse with, he adds his Dexterity modifier to his attack rolls made to confirm a critical threat. This ability does not stack with the Critical Focus feat or any similar ability. This ability can be used in place of the Critical Focus feat when qualifying for feats.

Threatening Finesse (Ex): At 9th level, when the bantam is wielding a weapon that he can use the Weapon Finesse feat with, he increases the threat range of that weapon by an amount equal to his Dexterity modifier. This ability does not stack with Improved Critical, the keen weapon spell or special weapon ability, or any similar ability.

Finesse Attack (Ex): At 13th level, when the bantam is wielding a weapon that he can use the Weapon Finesse feat with and scores a successful critical hit, he may add his sneak attack damage to the damage roll. The sneak attack damage is not multiplied on the critical hit.

Finesse Strike (Ex): At 17th level, when the bantam is wielding a weapon that he can use the Weapon Finesse feat with, he adds his Dexterity modifier to his weapon damage rolls; this damage is multiplied on a successful critical hit.

Finesse Mastery (Ex): At 20th level, when the bantam is wielding a weapon that he can use the Weapon Finesse feat with, he uses half his Dexterity modifier in place of the weapon’s normal critical hit multiplier.


The Boom-Kicker, a monk variant with explosive feet

RPG Superstar 2012 Top 32

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Just got done reading "Best Served Cold" by Joe Abercrombie, and got inspired by Castor Morveer.

MASTER POISONER Alchemist Archetype

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

Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge arcana (Int), Knowledge nature (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Intelligence modifier

Master poisoners are proficient in all simple weapons and the blowgun. They are also proficient with light armor, but not with shields.

LEVEL ABILITY
1. Alchemy, brew potion, create toxin (1st ability type, 1d4), mutagen, poison use
2. Discovery, poison resistance +2
3. Create toxin (2nd ability type), swift alchemy
4. Discovery
5. Create toxin (1d6), poison resistance +4
6. Discovery
7. Create toxin (3rd ability type)
8. Discovery, poison resistance +6
9. Create toxin (1d8)
10. Discovery, poison immunity
11. Create toxin (4th ability type)
12. Discovery
13. Create toxin (1d10)
14. Discovery, persistent mutagen
15. Create toxin (5th ability type)
16. Discovery
17. Create toxin (1d12)
18. Discovery, instant alchemy
19. Create toxin (6th ability type)
20. Grand Discovery

Alchemy (Su): This ability is identical the standard alchemist’s ability of the same name, except the master poisoner cannot make bombs. Instead, he can create poison (see below).

Brew Potion (Ex): At 1st level, master poisoners receive Brew Potion as a bonus feat. A master poisoner can brew potions of any formulae he knows (up to 3rd level), using his master poisoner level as his caster level. The spell must be one that can be made into a potion. The master poisoner does not need to meet the prerequisites for this feat.
Create toxin (Su): In addition to magical extracts, master poisoners are adept at swiftly mixing various venomous chemicals and infusing them with their magical reserves to create powerful toxins which can poison their enemies. A master poisoner can use a number of toxins each day equal to his class level + his Intelligence modifier. Toxins are unstable, and if not used in a number of rounds equal to the master summoner’s Intelligence modifier after they are created, they degrade and become inert—their method of creation prevents large volumes of poisonous material from being created and stored. In order to create a toxin, the master poisoner must use a small vial containing an ounce of liquid catalyst—the master poisoner can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most master poisoners create a number of catalyst vials at the start of the day equal to the total number of toxins they can create in that day—once created, a catalyst vial remains usable by the master poisoner for years.
Drawing the components of, creating, and unleashing the toxin requires a standard action that provokes an attack of opportunity. Toxins can be applied to a melee or ranged weapon during the round of its creation as part of the action to create the toxin; otherwise it takes a standard action to apply the toxin to a weapon. A target struck by a weapon coated with the master poisoner’s toxin may attempt a Fortitude save to negate its effects. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the master poisoner’s Intelligence modifier. At 1st level, the master poisoner selects one of the following ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma; his toxins cause ability damage of the selected ability score. At 3rd level, and every 4 levels thereafter, the master poisoner selects an additional ability score that his toxin can affect; a single toxin can only cause a single type of ability damage. At 1st level, the master poisoner’s causes 1d4 points of ability damage per round. At 5th level, and every 4 levels beyond 5th, the amount of ability damage the master poisoner’s toxin causes increases by one type: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. The target of the master poisoner’s toxin must make a Fortitude save each round for a number of rounds equal to half the master poison’s level (minimum 1 round); once a creature successfully saves, it no longer needs to make additional saving throws.
Master poisoners can learn new types of toxins as discoveries (see the Discovery ability) as they level up. A master poisoner’s toxin, like an extract, becomes inert if used or carried by anyone else.
This replaces the standard alchemist’s bomb ability.

Mutagen (Su): At 1st level, a master poisoner discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An master poisoner can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or toxin, a mutagen that is not in a master poisoner’s possession becomes inert until a master poisoner picks it up again.
When a master poisoner brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the master poisoner to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per master poisoner level. In addition, while the mutagen is in effect, the master poisoner takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist or non-master poisoner who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the master poisoner’s level + the master poisoner’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a master poisoner drinks a mutagen, the effects of any previous mutagen immediately end.

Poison Use (Ex): Master poisoners are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
This ability replaces the standard alchemist’s Throw Anything ability.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), a master poisoner makes an incredible alchemical discovery. Unless otherwise noted, a master poisoner cannot select an individual discovery more than once. Some discoveries can only be made if the master poisoner has met certain prerequisites first, such as uncovering other discoveries.
Discoveries that modify toxins that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual toxin.
The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the master poisoner’s level + the master poisoner’s Intelligence modifier.

New Master Poisoner Discoveries:

Anchoring Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin cannot use any teleport effect for a number of minutes equal to the master poisoner’s level in addition to suffering the normal effects of his toxin. The master poisoner must be at least 10th level and have the Disruptive Toxin discovery before he can select this discovery.

Animating Toxin: Targets that are slain by the master poisoner‘s toxin re-animate as zombies 1d6 rounds later. The master poisoner must be at least 8th level and have the Necrotizing Toxin discovery before he can select this discovery.

Bewildering Toxin*: Each time targets of the master poisoner’s toxin fail their Fortitude save, they are confused for 1 round in addition to suffering the normal effects of his toxin.

Dazing Toxin*: Each time targets of the master poisoner’s toxin fail their Fortitude save, they are dazed for 1 round in addition to suffering the normal effects of his toxin. The master poisoner must be at least 6th level and have the Bewildering Toxin discovery before he can select this discovery.

Devestating Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin have their damage reduction, if any, reduced by 5 for a number of minutes equal to the master poisoner’s level in addition to suffering the normal effects of his toxin. The master poisoner must be at least 10th level and have the Disruptive Toxin discovery before he can select this discovery.

Disruptive Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are must succeed on a Concentration check to cast spells or use spell-like abilities for 1 minute in addition to suffering the normal effects of his toxin. The DC of this Concentration check is equal to 10 + ½ the master poisoner’s level + the master poisoner’s Intelligence modifier + the level of the spell or spell-like ability the target is attempting to use. The master poisoner must be at least 8th level to select this discovery.

Draining Toxin: The master poisoner’s toxin causes ability drain instead of ability damage.

Dual Toxin: The master poisoner’s toxin causes ability damage to 2 different ability scores. The master poisoner must be at least 8th level before he can select this discovery.

Enervating Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin gain a negative level in addition to suffering the normal effects of his toxin. The master poisoner must be at least 8th level and have the Necrotizing Toxin discovery before he can select this discovery.

Entangling Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are entangled for 1 minute in addition to suffering the normal effects of his toxin.

Exhausting Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are exhausted for 1 minute in addition to suffering the normal effects of his toxin. The master poisoner must be at least 6th level and have the Fatiguing Toxin discovery before he can select this discovery.

Extend Toxin: The master poisoner’s toxin duration increases to a number of rounds equal to his class level.

Fatiguing Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are fatigued for 1 minute in addition to suffering the normal effects of his toxin.

Greater Persistent Toxin: Targets of the master poisoner’s toxin must succeed on 4 saving throws before it no longer needs to make a saving throw every round. The master poisoner must be at least 20th level and have the Persistent Toxin and Improved Persistent discoveries before selecting this discovery.

Hallucinogen: The master poisoner has the option of forcing the targets of his toxin to make a Will save in place of a Fortitude save; the master poisoner can select this option only if his toxin causes Intelligence, Wisdom, or Charisma damage.

Improved Persistent Toxin: Targets of the master poisoner’s toxin must succeed on 3 saving throws before it no longer needs to make a saving throw every round. The master poisoner must be at least 14th level and have the Persistent Toxin discovery before selecting this discovery.

Internal Toxin: Any creature that bites the master poisoner must succeed on a Fortitude save or suffer the effects of his toxin.

Nauseating Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are nauseated for 1 minute in addition to suffering the normal effects of his toxin. A master poisoner must be at least 6th level and have the Sickening Toxin discovery before he can select this discovery.

Necrotic Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin do not naturally heal for 1 day per level of the master poisoner in addition to suffering the normal effects of his toxin. Magical healing only works if the caster succeeds a caster level check with a DC of 15 + the master poisoner’s class level. The master poisoner must be at least 4th level before he can select this discovery

Paralyzing Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are paralyzed for 1 minute in addition to suffering the normal effects of his toxin. The master poisoner must be at least 10th level and have the Entangling Toxin and Slowing Toxin discoveries before he can select this discovery

Penetrating Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin have their spell resistance, if any, reduced by 5 for a number of minutes equal to the master poisoner’s level in addition to suffering the normal effects of his toxin. The master poisoner must be at least 10th level and have the Disruptive Toxin discovery before he can select this discovery.

Persistent Toxin: Targets of the master poisoner’s toxin must succeed on 2 saving throws before it no longer needs to make a saving throw every round. The master poisoner must be at least 8th level before selecting this discovery.

Potent Toxin: Targets that are normally immune to poison can still be affected by the master poisoner’s toxin. A master poisoner must be at least 12th level before he can select this discovery.

Sickening Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are sickened for 1 minute in addition to suffering the normal effects of his toxin.

Slowing Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin are slowed for 1 minute in addition to suffering the normal effects of his toxin. The master poisoner must be at least 4th level and have the Entangling Toxin discovery before he can select this discovery.

Soporific Toxin*: Targets that fail the Fortitude save against the master poisoner’s toxin fall asleep for 1 minute per level of the master poisoner in addition to suffering the normal effects of his toxin. The master poisoner be at least 10th level and have the Fatiguing Toxin and Exhausting Toxin before selecting this discovery.

Stunning Toxin*: Each time targets of the master poisoner’s toxin fail their Fortitude save, they are stunned for 1 round in addition to suffering the normal effects of his toxin. The master poisoner must be at least 10th level and have the Bewildering Toxin and Dazing Toxin discoveries before he can select this discovery.

Toxic Cloud: The master poisoner can create a small cloud of inhaled poison. This cloud has a radius of 10 feet and has a range of 30 feet. All of those within the cloud are targeted by the master poisoner’s toxin. The master poisoner must be at least 6th level before he can select this discovery.

Toxic Focus: The save DC of the master poisoner’s toxin ability increases by +2.

Toxic Triad: The master poisoner’s toxin causes ability damage to 3 different ability scores. The master poisoner must be at least 16th level and have the Dual Toxin discovery before he can select this discovery.

Undetectable Toxin: Spellcasters must make a caster level check with a DC of 15 + the master poisoner’s level to detect any poison used by the master poisoner, including his create toxin ability. It takes a Perception skill check with a DC of 25 + the master poisoner’s level to detect any poison used by the master poisoner, including his create toxin ability, without using magic.

Poison Resistance: At 2nd level, a master poisoner gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a master poisoner becomes completely immune to poison.

Swift Alchemy: At 3rd level, a master alchemist can create alchemical items with astounding speed. It takes a master poisoner half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex): At 6th level, a master poisoner can apply a dose of poison to a weapon as a swift action.

Persistent Mutagen (Su): At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy (Ex): At 18th level, a master poisoner can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su): At 20th level, the master poisoner 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 master poisoners, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

New Master Poisoner Grand Discoveries:

Deadly Toxin: Any creature that fails a Fortitude save against the master poisoner’s toxin is slain. This is a death effect.

Greater Enervating Toxin: At the option of the master poisoner, targets that fail the saving throw of the master poisoner’s gain 1d12 negative levels instead of suffering ability damage. The save DC to remove any negative levels gained in this way is equal to the master poisoner’s toxin’s DC. The master poisoner must have the Enervating Toxin discovery before he can select this grand discovery.

Vigorous Toxin: Anytime the master poisoner succeeds on a saving throw against a poison, in addition to suffering no ill effect, he gains a bonus to the relevant ability score equal to the amount of damage he would have suffered had he failed the saving throw (and not immune to poison). This bonus persists for 1 round.

Lantern Lodge

Here is a concept for you. A casterthat doesn't cast in combat rather she focuses on making single use or perday use spell cards. Is able to access higher level spells a level early but the caster level for the spells is behind. The limiting factor is that the cards are expensive so she has to limit what she makes (or perhaps they require maintainence) and she has a premeir card that is an intelligent and aware spell card that counts as a familier or companion.

RPG Superstar 2012 Top 32

DarkLightHitomi wrote:
Here is a concept for you. A casterthat doesn't cast in combat rather she focuses on making single use or perday use spell cards. Is able to access higher level spells a level early but the caster level for the spells is behind. The limiting factor is that the cards are expensive so she has to limit what she makes (or perhaps they require maintainence) and she has a premeir card that is an intelligent and aware spell card that counts as a familier or companion.

So....at 1st level, they would be able to cast 2nd level spells, but their caster level would be 0? And spell use would be based off of Wealth By Level? Sorry, but that seems game breaking on several different levels (no pun intended).

Lantern Lodge

NO, they would gain second level spells at second levelsince everyone else gains them at third but they would remain at CL 1 till third level(they would technically be the exception to making items at a minimum CL).

That could be put off instead gaining 3rd level spells at fourth level.


"I play Reaper, the Hobgoblin Assassin in attack mode. I send your evil cleric to the graveyard. I play a facedown card and end my turn."
The facedown card was an acid pit that hits any attackers.
You realize that a card mage would have a deck of up to 50 cards, all playable once a day, and if they run out of cards during battle they are defeated?
They should start with a deck of about 10 cards because terrain, traps, gear, summoning/monsters, and spells each take a whole card.
To use a dire shark, you would first have to play an ocean terrain.
Cards from card crafters and merchants would sell for around 1,000 a level for commons. Uncommons would be 2,000. Rares would be 5,000. Unique cards would be 10,000. Only the first unique out would be playable, till sent to the graveyard.

Lantern Lodge

Interesting concept but not what I was thinking.

I played around with the magic item creation rules, and you can make single use or use per day items relatively cheap. So the idea is to make a class around that. The spell cards are just what I use to represent those items.

OMG! My mother forced me to stop useing firefox on her computer. I never realized the IE doesn't have spellcheck! And she tells me it's better. Go firefox.


I think it's an interesting idea. Kinda like an alchemist's extracts - the deliverable form is a physical object. There is potential for cool flavor here, once the mechanics are balanced out...

You could go straight tarot/suit cards with numbers and face cards, or you could make a whole new slew of cards with spells, abilities, monsters, buffs - heck terrain is a fantastic idea...

[EDIT] Forgot to add gonzo cardplay concepts for abilities like stacking, cardstorms, shuffling, throwing, palming.... ;)

Lantern Lodge

Make the class truly shine when useing tactics and preperation, and give it's own spell list, mostly abjurations, summons, and illusions but still include a few "trap" cards and attacks cards. For some spells, the card forms the spell itself so the card has to be recovered after the spell ends. If a summoned creature is killed before the spells duration then the card is damaged or destroyed.


Only reason something would be destroyed is something like an orb of oblivion. In pathfinder, all summoned creatures regenerate over time.


i had a thought about a silence based arcane caster, not just that whole mute oracle curse idea but one who actually can manipulate silence in unique ways similar to what a force missile mage does to magic missile.

Lantern Lodge

The creature that was summoned and the spell the summoned it are two different things. The card is the spell, not the creature. The idea is if the spell ends abruptly or in an un-usual fashion (like dispel magic) then the card is damaged.

RPG Superstar 2012 Top 32

I was checking out an SF book site, and one book review mentioned "eldritch swashbucklers," and I thought that sounds like a great idea!

Basically, a class that would use magic to do all the classic swashbuckler-type activities: jumping, flipping, charming, running, dodging, combat maneuvers, etc.

But I need a really cool name for this concept. Preferably a one-word, real-world name.

Any suggestions?


You may be asking too much. All I can think of is SpellBuckler.
Your thinking of a Musketeer who replaces the musket with personal spells.

RPG Superstar 2012 Top 32

Yeah, kind of a free-spirited Jedi or Cha- and Dex-based magus--but not a bard.

Probably a variation of swift/immediate action 1 round buffs. Jump, spider climb, haste, fly seem appropriate, maybe produce flame, flame blade.


Daredevil could work as a name.


Dunno if it has been done (didn't keep up with this thread in months), but, Rogue archetype without Sneak Attack but keep pretty much everything else.
...
I'm not sure what could be a good replacement for SA; another good save, more proficiencies, some weird things, etc...


Are you asking for this?

Silver Crusade

This is alot of posts to read, So i appologize if its been posted in here or elsewhere.

Im looking for a druid/ranger type of character 0th level druid spells at 1st, other magics would be fine to be delayed or limited to the ranger ones.

animal companion at 1st as a wolf
favored terrain stuff can go.
Favored enemy would be undead.
history for a class skill (currently have a feat and two traits that grant bonuses to K-History)
Limited to druid armor and possibly weapons also.

Be willing to trade shapeshifting for something along the lines of warlocks fires, maybe lightning based instead of fire based or trade spells for that for that matter.

Basically someone that is a little more hardy then a druid, can fight less well then a ranger.

This comes from a campaign where I was going to play an even split ranger/druid but the DM doesnt like multiclass characters but is giving leway to design a custom class.

Id call it a Druid Knight for lack of a better name.

Thanks in advance.


Drejk wrote:
Are you asking for this?

I wanna keep the 8 + int mod skill points.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Klokk wrote:

This is alot of posts to read, So i appologize if its been posted in here or elsewhere.

Im looking for a druid/ranger type of character 0th level druid spells at 1st, other magics would be fine to be delayed or limited to the ranger ones.

animal companion at 1st as a wolf
favored terrain stuff can go.
Favored enemy would be undead.
history for a class skill (currently have a feat and two traits that grant bonuses to K-History)
Limited to druid armor and possibly weapons also.

Be willing to trade shapeshifting for something along the lines of warlocks fires, maybe lightning based instead of fire based or trade spells for that for that matter.

Basically someone that is a little more hardy then a druid, can fight less well then a ranger.

This comes from a campaign where I was going to play an even split ranger/druid but the DM doesnt like multiclass characters but is giving leway to design a custom class.

Id call it a Druid Knight for lack of a better name.

Thanks in advance.

Try this. Just switch the familiar out for an animal companion.

WARDEN

Alignment: Any neutral
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Intelligence modifier.

Wardens are proficient with the following weapons: club, dagger, dart, longbow, quarterstaff, scimitar, scythe, shortbow, sickle, shortspear, sling, and spear. Wardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Wardens are proficient with shields (except tower shields) but must use only wooden ones. A warden who wears prohibited armor or uses a prohibited shield is unable to cast warden spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

LEVEL ABILITY
1. Natural Bond, Orisons, Ward 1/day, Warden’s Insight
2. Great Ally +1, Life Vision, Uncommon Sense
3. Solo Tactics, Teamwork Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Great Ally +2, Teamwork Feat
7. Ward 3/day
8. Second Ward
9. Teamwork Feat, Woodwalker
10. Great Ally +3, Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Teamwork Feat
13. Ward 5/day
14. Great Ally +4
15. Teamwork Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Great Ally +5, Teamwork Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Spells: A warden casts divine spells drawn from the warden 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 warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden’s spell is 10 + the spell level + the warden’s Wisdom modifier.
A warden 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 Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A warden’s selection of spells is extremely limited. A warden begins play knowing four 0-level spells and two 1st-level spells of the warden’s choice. At each new warden level, he gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells a warden knows is not affected by his Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third warden level thereafter (8th, 11th, and so on), a warden can choose to learn a new spell in place of one he already knows. In effect, the warden “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 warden spell he can cast. The warden 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.

Bonus Languages
A warden’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A warden also knows Druidic, a secret language known only to druids and wardens, which he learns upon becoming a 1st-level warden. Druidic is a free language for a warden; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Wardens are forbidden to teach this language to nondruids or nonwardens.
Druidic has its own alphabet

Natural Bond (Su): At 1st level, a warden forms a bond with the natural world. This bond can take one of two forms: the warden may select a domain or choose to have a familiar.

Domain (Su): Like a druid, a warden’s dedication to nature influences his alignment, what magic he can perform, and his values. Although not as tied to the tenets of nature as a druid, a warden must still hold such guidelines in high regard, despite that fact he can go against them if it serves the greater good of the faith. A warden can select one domain that matches his personal inclination and abilities. He can select an alignment domain only if his alignment matches that domain. Each domain grants a number of domain powers, depending on the level of the warden. A warden does not gain the bonus spells listed for each domain, nor does he gain bonus spell slots. The warden uses his level as his effective cleric level when determining the power and effect of his domain powers. If the warden has cleric levels, one of his two domain selections must be the same domain selected as a warden. Levels of cleric and warden stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Familiar (Su): At 1st level, a warden gains a familiar, as a wizard equal to his warden level. Warden levels stack with any wizard levels he possesses when determining the powers of his familiar. This ability does not allow him to have both a familiar (see FAQ/Errata) and a bonded item.

Orisons (Sp): Wardens learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Ward (Su): Starting at 1st level, a warden can create a ward on himself as a swift action. Starting when the ward is made, the warden receives a bonus or special ability based on the type of ward made.
At 1st level, a warden can use this ability once per day. At 4th level and every three levels thereafter, the warden can use this ability one additional time per day. Once activated, this ability lasts for 24 hours or until the warden activates a new ward, at which point all of the bonuses from the initial ward immediately end.
When the warden uses this ability, he must select one type of ward to make. If the warden is evil, he receives profane bonuses instead of sacred, as appropriate. Neutral wardens must select profane or sacred bonuses. Once made, this choice cannot be changed.

Wards:

Awareness: The warden gains a +2 bonus on initiative rolls and Perception skill checks. This bonus increases by +2 at 5th level and every 5 levels thereafter. At 10th level, the warden can roll initiative twice, and select either of the results.

Durability: The warden gains DR 1/magic. At 5th level, and every 5 levels thereafter, this damage reduction increases by 1. At 10th level, this damage reduction improves to DR/-.

Endurance: The warden gains a +2 on checks to avoid non-lethal damage, to hold his breath, and on checks made to become stable. At 10th level, the warden is immune to fatigue, and whenever the warden would become exhausted, he instead becomes fatigued.

Energy Resistance: The warden selects one of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy type. At 5th level, and every 5 levels thereafter, this resistance increases by 5. At 10th level, the warden may select 2 energy types to gain resistance against.

Fast Healing: The warden gains fast healing 1 whenever his hit point total falls below half his normal maximum. The rate of his fast healing increases by 1 at 5th level and every 5 levels thereafter. At 10th level, the warden’s fast healing begins when he is below 75% his normal hit point maximum.

Protection: The warden gains a +1 bonus to AC. This bonus increases by +1 at 5th level and every 5 levels thereafter. At 10th level, this bonus is doubled against Attacks of Opportunity and attack rolls made to confirm a critical hit against the warden.

Purity: The warden gains a +1 bonus on all saving throws. This bonus increases by +1 at 5th level and every 5 levels thereafter. At 10th level, whenever the warden succeeds on a saving throw against an effect that has a partial effect on a successful save, the warden instead suffers no negative effect.

Retribution: The warden causes 1d6 points of divine energy damage (against which there is no resistance or immunity) to any creature that hits him with a natural weapon, unarmed strike, or non-reach weapon. At 5th level, and every 5 levels thereafter, this damage increases by 1d6. At 10th level, this damage even affects opponents attacking with reach weapons.

Sanctuary: Any opponent attempting to directly attack the warden, even with a targeted spell, must attempt a Will save with a DC of 10 + ½ the warden‘s level + the warden‘s Wisdom modifier. If the save succeeds, the opponent can attack normally and is unaffected by the sanctuary ward for 1 hour. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warden for a number of rounds equal to the warden’s Wisdom modifier (minimum 1 round). Those not attempting to attack the warden remain unaffected. This ward does not prevent the warden from being attacked or affected by area of effect spells. The warden cannot attack without breaking the ward for 1 minute but may use non-attack spells or otherwise act. At 10th level, the warden can choose to become invisible when using this ward; he becomes visible after attacking and must wait at least one minute before becoming invisible again as a swift action.

Spell Resistance: The warden gains spell resistance 6 + his level. At 10th level, this improves to 12 + his level.

Steady: The warden gains a +2 bonus to his Combat Maneuver Defense. This bonus increases by +2 at 5th level and every 5 levels thereafter.

Warden’s Insight (Ex): The warden learns how to use his insight to enhance his natural talents. He selects one of the following abilities; once the selection has been made, it can never be changed.

Warden’s Insights:

Beast Lore: The warden adds his Wisdom modifier to Knowledge checks made to identify creatures and their abilities.

Clever Fingers: The warden adds his Wisdom modifier to Disable Device and Sleight of Hand skill checks.

Commanding Presence: The warden adds his Wisdom modifier to Diplomacy and Intimidate skill checks.

False Face: The warden adds his Wisdom modifier to Bluff and Disguise skill checks.

Fluid Dynamo: The warden adds his Wisdom modifier to Fly and Swim skill checks.

Hidden Escapades: The warden adds his Wisdom modifier to Escape Artist and Stealth skill checks.

Horse Sense: The warden adds his Wisdom modifier to Handle Animal and Ride still checks.

Parkour Tracer: The warden adds his Wisdom modifier to Acrobatics and Climb skill checks.

Great Ally (Ex): Beginning at 2nd level, when using or benefiting from the Aid Another action, or flanking an opponent, the warden provides or gains a +3 bonus. At 6th level, and every 4 levels thereafter, this bonus increases by +1.

Life Vision (Sp): At will, a warden can use deathwatch combined with a detect poison effect.

Uncommon Sense (Su): When the warden prepares his spells, he selects one of the following skills: Heal, Perception, Sense Motive, or Survival. The warden adds half his class level to skill checks made with the selected skill, and gains one of the following benefits, based on the selected skill.

Uncommon Senses:

Heal: Creatures that the warden provides long term care to gain double the normal benefits. When he treats deadly wounds, he heals 1 extra point of damage for each point he exceeds the Heal skill DC by.

Perception: The warden gains Trapfinding.

Sense Motive: The warden may make a Sense Motive skill check and use the result as his initiative check.

Survival: The warden can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Solo Tactics (Ex): At 3rd level, all of the warden’s allies are treated as if they possessed the same teamwork feats as the warden for the purpose of determining whether the warden receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the warden to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The warden must meet the prerequisites of the selected bonus feat.
As a standard action, the warden can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the warden loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A warden can change his most recent teamwork feat a number of times per day equal to his Wisdom modifier.

Share Ward (Su): At 4th level, the warden can touch an ally and grant his ally the benefit of one of his wards for 24 hours. This uses up 1 daily use of the warden’s ward ability.

Bane: At 5th level, a warden can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the warden wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the warden before the duration expires. This ability lasts for a number of rounds per day equal to the warden’s level. These rounds do not need to be consecutive.

Speak with Plants (Sp): At 5th level, a warden can speak with plants, as per the spell, for a number of rounds per day equal to his warden level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Ward: At 8th level, whenever a warden uses his ward ability, he selects two different wards, instead of one. This only consumes one use of his ward ability.

Woodwalker (Sp): At 9th level, a warden can tree stride, as per the spell, for a number of rounds per day equal to his warden level. These rounds do not need to be consecutive.

Improved Bane (Su): At 11th level, whenever a warden uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Improved Woodwalker (Sp): At 11th level, a warden’s woodwalker ability improves. He can spend 2 of his daily rounds of woodwalker and use transport via plants as per the spell.

Communal Ward (Su): At 12th level, the warden can share the benefits of one his wards with any number of allies equal to his Wisdom modifier within 60 feet of him. The 24 hour duration of the ward is divided between his allies as he chooses, but they must be divided in 1 hour increments. This uses up one daily use of the warden’s ward.

Third Ward: At 16th level, whenever a warden uses his ward ability, he selects three different wards, instead of just two. This only consumes one use of his ward ability.

Greater Bane (Su): At 17th level, whenever a warden uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 6d6.

Mass Ward (Su): At 20th level, when the warden uses his ward ability, he can choose to affect a number of allies equal to his class level within 60 feet, in addition to himself. These allies benefit from all three wards. This only consumes one use of his ward ability.

Ultimate Bane (Su): At 20th, whenever a warden scores a critical hit against an opponent while using his bane ability, the extra damage from his bane ability is maximized. In addition, the opponent must succeed on a successful Fortitude save with a DC of 10 + ½ the warden’s level + the warden’s Wisdom modifier or die.

Warden Spells:


0: acid splash, bleed, brand, create water, daze, detect magic, detect poison, disrupt undead, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, sift, spark, stabilize, virtue

1: alarm, aspect of the hawk, bowstaff, bristle, burning disarm, burst bonds, calm animals, charm animals, charm person, cause fear, command, comprehend languages, cure light wounds, detect aberration, detect animals or plants, detect chaos/evil/good/law, detect secret doors, detect snares and pits, detect undead, disguise self, divine favor, doom, endure elements, entangle, expeditious excavation, expeditious retreat, faerie fire, featherfall, featherstep, goodberry, hide from animals, hide from undead, hold portal, hypnotism, identify, inflict light wounds, keen senses, longstrider, mage armor, magic aura, magic fang, magic stone, magic weapon, memory lapse, negate aroma, obscuring mist, pass without trace, produce flame, protection from chaos/evil/good/law, sanctuary, shield, shield of faith, shillelagh, sleep, speak with animals, stonefist, tireless pursuit, touch of the sea, true strike, vanish, ventriloquism, wrath.

2: accelerate poison, align fang, align weapon, alter self, animal aspect, animal messenger, animal trance, arcane lock, aspect of the bear, augury, bear’s endurance, barkskin, bloodhound, blur, burning gaze, calm emotions, campfire wall, castigate, cat’s grace, confess, consecrate, corruption resistance, cure moderate wounds, darkvision, daze monster, delay poison, desecrate, detect thoughts, eagle eye, elemental speech, enthrall, false life, feast of ashes, find traps, fire trap, flame blade, flames of the faithful, flaming sphere, fog cloud, follow aura, gentle repose, ghost bane dirge, hideous laughter, hold animal, hold person, honeyed tongue, invisibility, knock, locate object, lockjaw, magic mouth, make whole, mirror image, misdirection, natural rhythm, obscure object, owl’s wisdom, perceive clues, phantom trap, protection from arrows, remove paralysis, resist energy, lesser restoration, sacred bond, see invisibility, shield other, silence, spiritual weapon, tongues, touch of idiocy, tree shape, undetectable alignment, warp wood, whispering wind, wood shape, zone of truth.

3: greater animal aspect, aqueous orb, arcane sight, banish seeming, blood biography, call lightning, cast out, clairaudience/clairvoyance, cloak of winds, contagion, continual flame, coordinated effort, cure serious wounds, daylight, deep slumber, dimensional anchor, diminish plants, dispel magic, displacement, dominate animal, mass feather step, fester, glyph of warding, halt undead, hidden speech, hold person, hunter’s eye, hydraulic torrent, inflict serious wound, invisibility purge, invisibility sphere, keen edge, locate object, magic circle against chaos/evil/good/law, magic vestment, greater magic fang, greater magic weapon, meld into stone, nondetection, obscure object, plant growth, poison, protection from energy, quench, rage, remove curse, remove disease, retribution, seek thoughts, searing light, seek thoughts, shifting sands, sleet storm, snare, speak with dead, speak with plants, spike growth, stone shape, suggestion, tiny hut, tongues, ward of the faithful, water breathing, wind wall.

4: air walk, antiplant shell, arcane eye, aspect of the stag, ball lightning, bestow curse, blessing of the salamander, blight, bloody claws, call lightning storm, charm monster, command plants, confusion, control water, crushing despair, cure critical wounds, death ward, denounce, detect scrying, discern lies, dismissal, divination, divine power, fear, fire shield, flame strike, freedom of movement, lesser geas, geyser, hold monster, ice storm, inflict critical wounds, insect plague, greater invisibility, life bubble, locate creature, moonstruck, neutralize poison, rainbow pattern, rebuke, repel vermin, resilient sphere, restoration, river of wind, rusting grasp, scrying, secure shelter, sending, share senses, shared wrath, sleepwalk, snake staff, spell immunity, spike stones, stoneskin, strong jaw, thorn body, threefold aspect, tireless pursuers, transmute mud to rock, transmute rock to mud, tree stride, true form, wall of fire, wall of ice, wall of thorns

5: age resistance, antilife shell, aspect of the wolf, atonement, awaken, baleful polymorph, banishment, mass bear’s endurance, break enchantment, mass castigate, mass cat’s grace, greater command, commune, commune with nature, control winds, mass cure light wounds, dispel chaos/evil/good/law, greater dispel magic, disrupting weapon, find the path, fire snake, fire seeds, geas/quest, mass ghostbane dirge, hallow, mass inflict light wounds, ironwood, live oak, mage’s faithful hound, mage’s private sanctum, mark of justice, move earth, mass owl’s wisdom, repel wood, resounding blow, righteous might, sending, sirocco, spell resistance, stone tell, sunbeam, swarm skin, telepathic bond, transport via plants, true seeing, unhallow, unwilling shield, wall of stone.

6: analyze dweomer, animal shapes, animate plants, antimagic field, blade barrier, change staff, circle of death, cleanse, cloak of dreams, control plants, control weather, creeping doom, eyebite, getaway, globe of invulnerability, guards and wards, mass cure moderate wounds, greater dispel magic, earthquake, euphoric tranquility, mass fester, find the path, firestorm, forbiddance, greater glyph of warding, harm, heal, heroes’ feast, mass inflict moderate wounds, legend lore, mindblank, mislead, rampart, repel metal or stone, repulsion, reverse gravity, greater scrying, seamantle, spell staff, stormbolts, mass suggestion, sunburst, transmute metal to wood, undeath to death, whirlwind, wind walk, word of recall.


Silver Crusade

Did you make that up, or is it from some source? It looks almost perfect to me, course its all up to dm fiat. Not sure how to tell if it is too powerfull or too weak. Rest of party is a pair of paladins, a sorc and a gunslinger. I do like it alot, it keeps the nature roots, plays on my good knowledge skills. AND is named after a 2nd ed class i made to hunt undead years and years ago. AND its also named after my all time favorite class in any mmorpg the EQ2 Warden.

Thank you for the quick response. That is so much better then my feeble attempts at creating a class without really knowing how to do so.

RPG Superstar 2012 Top 32

Yeah, it's basically a druidish inquisitor I made up a little while ago.

Dark Archive

A runeknight class who has a number of different powers he can learn to enhance his weapons, armor, self and companions. However he can't cast in battle and each requires him to make a rune or paint one on the Target..... Perhaps he can also craft runes that work like potions and maybe traps?? Be a nightmare to fight if he knows your coming and wants to blow everything he has for one fight but if he is bushwacked he has it rough.....

Also a wetboy ala Brent weeks nightangel books. Though that might be better as a ninja or fighter mod.....

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