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


Homebrew and House Rules

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Spyder25 wrote:
Dan, you're apothecary looks like an awesome class.

Thanks!

I wanted to make an alternate healer that could do some other fun stuff. I think it's a neat combo skill monkey/healer, with some self-buffing abilities for when it's forced into combat.

RPG Superstar 2012 Top 32

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

a stealthy caster( think nightblade from TES)

What's a nightblade? What is TES?

The Elder Scrolls. A very popular sandbox style RPG.

The nightblade is one of the few "premade" classes.

Translated to PFRPG, they'd focus on Transmutation, Abjuration, and Illusions. They'd also focus on light armor, short blades (light weapons?), marksmanship, stealth, and disable device.

That's the Morrowind version (TES3). The Oblivion version (TES4) is crazy, and not very "nightblade"-y at all.

They get light armor, transmutation, evocation (?!), restoration skills (?!), Acrobatics, and increased run speed.

The Morrowind version is listed here. Note that the spells are just the spells they started with.

"Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents."

I've been planning to play around with this concept a bit, but I'd love to see other attempts.

NIGHTBLADE

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

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Knowledge (planes), Perception, Profession, Ride, Sleight of Hand, Spellcraft, Stealth, Swim.

Skill Ranks per Level: 4 + Intelligence modifier.

Nightblades are proficient with all simple weapons, hand axes, hand crossbows, kukri, rapiers, scimitars, shortswords, and throwing axes. Nightblades are proficient in light armor, but not shields.

LEVEL ABILITY
1. Arcane Pool, Cantrips, Fast Movement, Trapfinding
2. Nightblade Arcana
3. Sneak Attack +1d6
4. Nightblade Arcana
5. Evasion, Quickness
6. Nightblade Arcana
7. Sneak Attack +2d6
8. Nightblade Arcana
9. Evasive Maneuvers
10. Nightblade Arcana
11. Sneak Attack +3d6
12. Nightblade Arcana
13. Improved Evasion
14. Nightblade Arcana
15. Sneak Attack +4d6
16. Nightblade Arcana
17. Hide in Plain Sight
18. Nightblade Arcana
19. Sneak Attack +5d6
20. Nightblade Arcana, Step Out of Time

Arcane Pool (Su): At 1st level, the nightblade gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers. This arcane pool has a number of points equal to 1/2 his nightblade level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the nightblade prepares his spells. As long as the nightblade has 1 point in his arcane pool, he gains a bonus to his CMD and to his initiative rolls equal to his Intelligence modifier. A nightblade can spend 1 point from his arcane pool as a swift action to increase his speed by 20 feet for round, add +20 to an Acrobatics or Stealth check, or gain 1 additional attack at his highest attack bonus as part of a full attack action.

Cantrips (Sp): The nightblade can use cantrips.

Fast Movement (Ex): While wearing light armor or no armor, and while not carrying in excess of light encumbrance, the nightblade’s base land speed increases by +10 feet.

Trapfinding (Ex): The nightblade adds half his level (minimum +1) to Disable Device checks and Perception checks relating to traps. The nightblade can use Disable Device to disarm magical traps.

Nightblade Arcana (Ex or Su): At 2nd level, and every 2 levels thereafter, the nightblade gains one of the following abilities.

Nightblade Arcana:

Astral Escape (Ex): The nightblade gains spell resistance 15 + his class level against effects that prevent astral travel or teleporting.

Blurring Speed (Su): The nightblade gains a 20% miss chance against attacks of opportunity for moving when he moves at least 30 feet in a round.

Dispelling Strike (Su): When the nightblade makes a sneak attack against an opponent, he can spend 1 point from his arcane pool as an immediate action and target the opponent with a dispel magic spell with a caster level equal his class level.

Flawless Stride (Ex): The nightblade’s speed is not reduced when moving through difficult terrain.

Flight of the Night Winds (Su): Whenever the nightblade casts a spell, he can spend 1 point from his arcane pool as a swift action and gain a fly speed (with good maneuverability) equal to 20 times the level of the spell for 1 round.

Free Movement (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and gain the benefits of a freedom of movement spell for a number of rounds equal to his Intelligence modifier.

Greater Sudden Vanishing (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and gain the benefits of a greater invisibility spell for a number of rounds equal to his Intelligence modifier. The nightblade must have the Sudden Vanishing arcana before selecting this arcana.

Improved Blurring Speed (Su): The nightblade gains a 20% miss chance if he moves at least 30 feet in a round. The nightblade must have the Blurring Speed arcana before selecting this arcana.

Momentous Spell (Su): Whenever the nightblade casts a spell that requires an attack roll, the nightblade can spend 1 point from his arcane pool as a free action and make a combat maneuver with a CMB equal to his caster level + his Intelligence modifier. This does not provoke an attack of opportunity.

Quicker than the Eye (Ex): The nightblade can make a Sleight of Hand skill check, or a Steal or Disarm combat maneuver, as an immediate action, using a Sleight of Hand skill check in place of CMB for Disarm or Steal combat maneuvers.

Shadow Strike (Su): As a swift action, the nightblade can spend 1 point from his arcane pool and treat all melee attacks as melee touch attack for 1 round.

Spell Surge (Su): Whenever the nightblade casts a spell, he increases his speed by an amount equal to 10 times the spell level for 1 round.

Spider Stride (Su): The nightblade gains a climb speed equal to his base land speed, including a +8 racial bonus on climb skill checks. In addition, the nightblade is immune to the effects of magical and non-magical webs.

Steal Spell (Su): When the nightblade makes a sneak attack against an opponent, he can spend 1 point from his arcane pool as an immediate action and steal the effects of a single spell affecting the opponent.

Subtle Spell Focus (Ex): Whenever the nightblade targets an opponent with a spell, and that opponent is flat-footed against the nightblade, the nightblade adds the number of sneak attack dice he has to the spell’s save DC.

Subtle Spell Penetration (Ex): Whenever the nightblade targets an opponent with a spell, and that opponent is flat-footed against the nightblade, the nightblade adds the number of sneak attack dice he has to caster level checks made to overcome spell resistance.

Sudden Quicken (Su): The nightblade can cast a spell that normally has a casting time of 1 round or less as a swift action by spending a number of points from his arcane pool equal to the level of the spell he cast.

Sudden Shift (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and teleport up to 5 feet per class level; if this is done in response to an attack, there is a 50% chance the attack misses.

Sudden Vanishing (Su): As an immediate action, the nightblade can spend 1 point from his arcane pool and gain the benefits of an invisibility spell for a number of rounds equal to his Intelligence modifier, or until he makes an attack.

Swift Haste (Su): As a swift action, the nightblade can spend 1 point from his arcane pool and gain the benefits of a haste spell for a number of rounds equal to his Intelligence modifier.

Swim Speed (Ex): The nightblade gains a swim speed equal to his base land speed, including a +8 racial bonus on Swim checks; the nightblade can take 10 on Swim checks. In addition, the nightblade gains a bonus equal to his class level on Constitution checks to hold his breath.
.

Sneak Attack (Ex): At 3rd level, the nightblade gains the rogue ability of the same name. It improves by +1d6 at 7th level and every 4 levels thereafter.

Evasion (Ex): At 5th level, the nightblade gains the rogue ability of the same name.

Quickness (Su): At 5th level, the nightblade gains the ability to make one additional move action each round.

Evasive Maneuvers (Ex): At 9th level, the nightblade uses his class level in place of his BAB when determining his CMD. Whenever the nightblade is subjected to an effect that hinders his movement, he gets a new save every round to resist the effect.

Improved Evasion (Ex): At 13th level, the nightblade gains the rogue advanced talent of the same name.

Hide in Plain Sight (Ex): At 17th level, the nightblade gains the ranger ability of the same name.

Step Out of Time (Su): At 20th level, the nightblade gains the ability to take actions outside the normal flow of time. This is identical to the Time Stop spell, except if lasts 1 round for every point the nightblade spends from his arcane pool. Activating this ability is an immediate action.

Partial Spell List:

Nightblade Spells

0: acid splash, dancing lights, detect magic, flare, ghost sound, guidance, light, ray of frost, read magic, resistance, spark

1: ant haul, bungle, chill touch, color spray, detect secret doors, disguise self, endure elements, expeditious retreat, feather fall, grease, hold portal, jump, liberating command, longshot, longstrider, mage armor, magic weapon, mirror strike, protection from evil, ray of enfeeblement, ray of sickening, shadow weapon, shield, shield of faith, shock shield, shocking touch, silent image, touch of gracelessness, touch of the sea, true strike, vanish, ventriloquism

2: ablative barrier, acid arrow, admonishing ray, alter self, arcane lock, blur, cat’s grace, darkvision, fiery shuriken, fox’s cunning, glide, invisibility, knock, levitate, mirror image, misdirection, pilfering hand, protection from arrows, protective penumbra, resist energy, returning weapon, rope trick, scorching ray, see invisible, slipstream, spider climb, twisted space, water walk

3: air walk, blink, dimension door, dispel magic, displacement, fly, lesser globe of invulnerability, greater invisibility, greater magic weapon, haste, invisibility sphere, magic vestment, nondetection, slow, water breathing.

4: mislead, overland flight, shadow walk, teleport

5: globe of invulnerability, greater dispel magic, greater teleport, true seeing, windwalk

6: astral projection, teleportation circle

.


SmiloDan, I think there's something missing from the Evolver. How does the point pool work? Do you burn through a fixed amount of points daily as you change forms (and if so, do the changes have a time limit), or do you have a reserve from which you can reallocate points at any time?

RPG Superstar 2012 Top 32

Evil Midnight Lurker wrote:
SmiloDan, I think there's something missing from the Evolver. How does the point pool work? Do you burn through a fixed amount of points daily as you change forms (and if so, do the changes have a time limit), or do you have a reserve from which you can reallocate points at any time?

Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities. This pool is replenished after 8 hours of rest.

Each time the evolver uses his Evolve Form ability, he spends 1 evolution point. He can spend additional points to grant himself evolutions while in the Evolved Form.

I haven't really playtested it, so the Evolution Pool might need to change from 1/2 your level + your Constitution modifier to either your level + your Constitution modifier or maybe even 4 + your Constitution modifier at 1st level + 2 for each level thereafter. I want the class to be dynamic, and have lots of fluid shapechanging, but I don't want it to be super powerful.


nice nightblade


The nightblade rubs me the wrong way.

At level 5, they can do pounce-lite with 2 attacks.


A rogue type Magus archetype? Cool...
But how does he get pounce lite? He gets an extra movement per round, as soon as he gets iterative attacks he gets full pounce. Fully hasted, fast moving, pounce, even. It's awesome.


VM mercenario wrote:

A rogue type Magus archetype? Cool...

But how does he get pounce lite? He gets an extra movement per round, as soon as he gets iterative attacks he gets full pounce. Fully hasted, fast moving, pounce, even. It's awesome.

Pounce-lite is from the combination of the extra move action at level 5 and how he can spend a point to get an extra attack at full BAB.

Dark Archive

How bout a Heretic: a priest of a god who is in reality a worshiper of some arcane or infernal power, a hidden witch or something like that, who can simulate god-given powers and spells?


Cheapy wrote:
VM mercenario wrote:

A rogue type Magus archetype? Cool...

But how does he get pounce lite? He gets an extra movement per round, as soon as he gets iterative attacks he gets full pounce. Fully hasted, fast moving, pounce, even. It's awesome.
Pounce-lite is from the combination of the extra move action at level 5 and how he can spend a point to get an extra attack at full BAB.

He can also self-haste at 2nd level (Swift Haste arcana). Better use of the point.

My point is that at eight it turns into full-on pounce, with that extra attack plus the interactives. Maybe Quickness should have a cost or only be usable X times a day? And some of the arcnas that simulate spells like haste and freedom of movewment should have a minimal level prerequisite, aroud 7, I think.

RPG Superstar 2012 Top 32

Too be honest, I noticed that levels 2 through 19 were almost identical in their spacing, except 5, so I tried to find a thematic word that would fill it out. And I've always loved the Quickness ability chokers get.

I should put some level requirements for some of the spell-like ability arcana.

RPG Superstar 2012 Top 32

nightflier wrote:
How bout a Heretic: a priest of a god who is in reality a worshiper of some arcane or infernal power, a hidden witch or something like that, who can simulate god-given powers and spells?

Pretender.

It's more factotum than ur-priest, but may provide some inspiration for a heretic class.


SmiloDan wrote:

Too be honest, I noticed that levels 2 through 19 were almost identical in their spacing, except 5, so I tried to find a thematic word that would fill it out. And I've always loved the Quickness ability chokers get.

I should put some level requirements for some of the spell-like ability arcana.

It's a good ability. It just needs a limitation to avoid abuse.


Everyone talks about anti-paladins and how they're all that, but they fail to impress me.

Show me... the anti-monk!

(Better still, the anti-ranger! HOW WOULD THAT WORK I DON'T EVEN)

RPG Superstar 2012 Top 32

Evil Midnight Lurker wrote:

Everyone talks about anti-paladins and how they're all that, but they fail to impress me.

Show me... the anti-monk!

(Better still, the anti-ranger! HOW WOULD THAT WORK I DON'T EVEN)

Anti-monk: A heavily armed and armored combatant that stands still, somehow draws opponents towards him, and hits with a big single attack. Maybe a boulder hurler? Stays still, makes one big throw, and it does massive damage.

Anti-ranger: A de-buffer that removes the senses of their quarry.


SmiloDan wrote:
Evil Midnight Lurker wrote:

Everyone talks about anti-paladins and how they're all that, but they fail to impress me.

Show me... the anti-monk!

(Better still, the anti-ranger! HOW WOULD THAT WORK I DON'T EVEN)

Anti-monk: A heavily armed and armored combatant that stands still, somehow draws opponents towards him, and hits with a big single attack. Maybe a boulder hurler? Stays still, makes one big throw, and it does massive damage.

Anti-ranger: A de-buffer that removes the senses of their quarry.

Well played. :)


Actually, a nonmagical or quasimagical (Monk-style) de-buffer/stalker/slayer sounds AWESOME. Can we see that?

RPG Superstar 2012 Top 32

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Tim4488 wrote:
Actually, a nonmagical or quasimagical (Monk-style) de-buffer/stalker/slayer sounds AWESOME. Can we see that?

FANGBLADE

Fangblades are mystical assassins that can magically coat their weapons with poison.

BAB: +3/4
Good Saves: Fortitude
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge local, Knowledge nature, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier.

Fangblades are proficient with all Simple Weapons, plus the hand crossbow, rapier, sap, scimitar, shortbow, and shortsword. Fangblades are proficient in Light Armor, but not shields.

LEVEL ABILITY
1. Create Poison (1d2), Poison Pool, Poison Use, Sneak Attack +1d6, Trapfinding, Venomous Sting (First Level).
2. Poison Power
3. Create Poison (1d3)
4. Poison Power
5. Sneak Attack +2d6, Venomous Sting (Second Level)
6. Poison Power
7. Create Poison (1d4)
8. Poison Power
9. Sneak Attack +3d6, Venomous Sting (Third Level)
10. Advanced Poison Powers, Poison Power
11. Create Poison (1d6)
12. Poison Power
13. Sneak Attack +4d6, Venomous Sting (Fourth Level)
14. Poison Power
15. Create Poison (1d8)
16. Poison Power
17. Sneak Attack +5d6, Venomous Sting (Fifth Level)
18. Poison Power
19. Create Poison (1d10)
20. Poison Power, Overwhelming Virulence.

Create Poison (Su). As a swift action, the fangblade spends 1 point from his Poison Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the fangblade successfully strikes a target with the envenomed weapon. When the fangblade creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1d2 points of ability damage. This increases to 1d3 at 3rd level, 1d4 at 7th, 1d6 at 11th, 1d8 at 15th, and 1d10 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the fangblade's class level + the fangblade's Constitution modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the fangblade's Constitution bonus (minimum 1 round) or until it makes a successful Fortitude save.

Poison Pool (Su). At 1st level, the fangblade has a Poison Pool with a number of points in it equal to 4 + his Constitution bonus (if any). At 2nd level, and every level thereafter, the fangblade adds 2 to his Poison Pool.

Poison Use (Ex). The fangblade never risks poisoning himself when he poisons his weapon.

Sneak Attack (Ex). As the rogue ability of the same name.

Trapfinding (Ex). As the rogue ability of the same name.

Venomous Sting (Su). Whenever the fangblade uses his Create Poison ability, he can also add a carrier effect to the poison. The fangblade learns 2 Venomous Stings at 1st level and 1 additional venomous sting each class level thereafter. At 1st level, the fangblade can only choose First Level Venomous Stings; at 5th level, he can learn Second Level Venomous Stings; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Venomous Sting adds a condition or effect to the poison created by the fangblade; if the target fails the save for the poison, he also suffers from the condition or effect of the venomous sting.

First Level
1. Bleed (lose a number of hit points each round equal to the number of sneak attack dice the fangblade has).
2. Dazzled for 1 minute per failed save.
3. Fascinated for 1 minute per failed save.
4. Fatigued for 1 minute per failed save.
5. Shaken for 1 minute per failed save.
6. Sickened for 1 minute per failed save.

Second Level
1. Confused for 1 round per failed save.
2. Entangled for 1 minute per failed save.
3. Nauseated for 1 minute per failed save.
4. Sleep for 1 minute per failed save.
5. Slowed for 1 minute per failed save.
6. Spell-hindered for 1 minute per failed save (Must succeed on a Concentration check with a DC equal to the Poison DC + the attempted spell level to successfully cast a spell)

Third Level
1. Dazed for 1 round per failed save.
2. Deafened for 1 hour per failed save.
3. Exhausted for 1 minute per failed save.
4. Flat-footed for 1 round per failed save.
5. Frightened for 1 minute per failed save.
6. Grappled for 1 round per failed save.

Fourth Level
1. Blind for 1 hour per failed save.
2. Gain 1 temporary negative level per failed save. Lasts 1 hour per fangblade level.
3. Insanity for 1 hour per failed save.
4. Staggered for 1 minute per failed save.
5. Stunned for 1 round per failed save.
6. Reduced Spell Resistance by 1 per failed save. Lasts 1 hour per fangblade level.

Fifth Level
1. Dead
2. Disabled for 1 minute per failed save.
3. Panicked for 1 minute per failed save.
4. Paralyzed for 1 minute per failed save.
5. Petrified permanently
6. Unconscious for 1 hour per failed save.

Poison Power (Ex, Sp, or Su). At 2nd level and every 2 levels thereafter, the fangblade learns a poison power from the following list. After 10th level, he can also choose Poison Powers from the list of Advanced Poison Powers.

Create Improved Poison (Su): When the fangblade uses his Create Poison ability, the size of the poison damage increases by 1: From 1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12.

Draining Toxicity (Su). By spending 1 additional Poison Point, the fangblade increases the toxicity of his Create Poison ability. For 1 round, the fangblade's Create Poison ability causes ability drain instead of ability damage.

Extend Duration (Su). By spending 1 additional Poison Point, the fangblade can double the duration of his Create Poison ability.

Increase Cure (Su). By spending 1 additional Poison Point, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2.

Poison Resistance (Ex). By spending 1 Poison Point as an immediate action, the fangblade reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by 1. This Poison Power can be taken multiple times. Each time it is selected, the amount of ability damage or drain is reduced by an additional 1.

Sneaky Potency (Ex). On a successful Sneak Attack, the fangblade increases the Save DC of any poison he uses on the Sneak Attack by the number of Sneak Attack Dice he has.

Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for up to 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the fangblade's class level.

Advanced Poison Powers:

Double Poison (Ex). The fangblade can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability.

Empower Poison (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5

Extra Venomous (Su). When using his Create Poison ability, the fangblade can spend 1 additional Poison Point and add a second Venomous Sting effect to the poison.

Greater Increase Cure (Su). By spending 2 additional Poison Points, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The fangblade must have the Increase Cure Poison Power before selecting this Advanced Poison Power.

Greater Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for up to 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the fangblade's class level.

Hardy Body (Ex). As an immediate action, the fangblade can spend 1 Poison Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll.

Heighten Poison (Ex). When using his Create Poison ability, the fangblade can spend a number of additional Poison Points (up to 1/2 his class level) and add that number to the Save DC of his poison.

Intensify Poison (Su). When using his Create Poison ability, the fangblade can spend 8 additional Poison Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The fangblade must have Empower Poison and Maximize Poison before selecting this Poison Power.

Maximize Poison (Su). When using his Create Poison ability, the fangblade can spend 3 additional Poison Points and cause the maximum amount of ability damage for this dose of poison.

Overcome Immunity (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and affect a target that is normally immune to poison.

Persistent Poison (Su). The fangblade affects a number of attacks equal to his Constitution bonus with each use of Create Poison ability.

Poison Immunity (Ex). The fangblade is immune to all poisons. He must have the Poison Resistance Poison Power before selecting this Advanced Poison Power.

Overwhelming Virulence (Ex). At 20th level, on a successful Sneak Attack, the fangblade can spend 1 Poison Point as an immediate action to increase the Save DC of any poison he uses on that Sneak Attack by an amount equal to the extra damage caused by that Sneak Attack.


Awesome. Man, how do you come up with these so quickly?


I'd change the poison to be shadowstuff, or some other macguffin.

Otherwise, way too many things are immune to this guy.


Give** me a Knight of Cydonia, a martial artist who hails from Numeria, having learned his trade from vision quests, hallucinations, and holographic displays!

Basically, a non-lawful Alternate Base Class of Monk who swaps all that ki and enlightenment stuff for Numerian artifacts and other crazy martial arts stuff.

I want to roll into the BBEG's lair on a motorbike, smash his minions with my martial arts, while my cohort helps by shooting them with my Numerian artifact laser-revolvers, and then reflect his uber-spell back at him with a pocket mirror for the kill. All the while my backup band plays and flagbearers give me dramatic backdrop.

*Note, I'd like*** to have by about 36 hours from now (my next session IRL), so if it won't be up by then, tell me so I can make it myself.

**This was just to make my statement bold and dramatic. It is by no means a demand.

***Again, this is just a suggestion, but I'd like to know whether or not you'll use it. All due politeness and all that.

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hallowsinder wrote:

Give** me a Knight of Cydonia, a martial artist who hails from Numeria, having learned his trade from vision quests, hallucinations, and holographic displays!

Basically, a non-lawful Alternate Base Class of Monk who swaps all that ki and enlightenment stuff for Numerian artifacts and other crazy martial arts stuff.

I want to roll into the BBEG's lair on a motorbike, smash his minions with my martial arts, while my cohort helps by shooting them with my Numerian artifact laser-revolvers, and then reflect his uber-spell back at him with a pocket mirror for the kill. All the while my backup band plays and flagbearers give me dramatic backdrop.

*Note, I'd like*** to have by about 36 hours from now (my next session IRL), so if it won't be up by then, tell me so I can make it myself.

**This was just to make my statement bold and dramatic. It is by no means a demand.

***Again, this is just a suggestion, but I'd like to know whether or not you'll use it. All due politeness and all that.

I don't know a lot about Golaria.

But you forgot about fixing your pompadour with a magic comb before replacing it in the back of your +5 blue jeans, Fonzie-style.

EDIT:

Is a wannabe Jedi/Gandalf martial artist enough for you?


You've both forgotten the +11 mythic pointy pink sunglasses of utter cool. ;)


The reference to Numeria is just to make it only slightly more setting appropriate.

A Knight of Cydonia is a reference to the Muse video of the same name. One can find it youtube easily, and it's a pretty good video and song.


Rage monk.


A heavily armored caster (think Sorceror from Oblivion.

A vampire CLASS (think the Vampire class form 4E,instead of training in..normal....adventuring they instead seek to unlock the *power within* :P)


Also,a class based completely around craft skills,and makes things to help them,in combat and out.Should be able to make magical arms and armor,even if it has no magical abilities.(Preferably named gadgeteer or artificer)


nightflier wrote:
How bout a Heretic: a priest of a god who is in reality a worshiper of some arcane or infernal power, a hidden witch or something like that, who can simulate god-given powers and spells?

My muse just hit me.

Cleric Archetype:
UR PRIEST
Despite what you actually worship you have the ability to pretend worshipping any god. Some use this ability to avoid persecution, some to infiltrate and corrupt form within and the few good ur-priests even use this ability to dig out heretics and cultists from the community.
Ritual of Change: The Ur-Priest main ability is his knowledge of a secret ritual that can change his abilities and fool even the gods themselves. This ritual takes a day to cast and all the changes it makes last for up to a week. Ur-Priests on long undercover missions can shorten the ritual to only half a day, if they do not change their current abilities.
Fake Aura: The Ur Priest gains an aura like a cleric of his level but he can use the Ritual of Change to emulate an aura of a different alignment or to have no aura as if he were of neutral aligment. This Fake Aura fools any spells or spell-like abilities cast by anyone with less HD than the Ur Priest himself. It also fools any magic items made with a caster level smaller than the Ur Priest HD. This replaces Aura.
Domain Imitation: The Ur Priest gains one doomain of his choice. He does not gain domain spells or domain spell slots, but gains the domain powers as normal. The Ur Priest can change his Domain with Ritual of Change gaining all the powers from the new Domain as a cleric of his level. If he has changed his aura to another alignment he can choose that alignment Domain. This replaces Domains.
Versatile Channel: At 3rd level the Ur-Priest gains the ability to channel energy as a cleric of his level -2. The type of energy he channels is dependant on his alignment, like a normal cleric. If he uses the Ritual of Change to change his alignment Aura he can also change the type of energy that he channels to match his new aura. If a Ur Priest chooses to appear as Neutral in the Good-Evil axis he can choose which type of energy he channels. The Ur Priest qualifies for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat). This replaces Channel Energy.
Spontaneous Casting: The ability to cast cure or inflict spells of a Ur Priest is directly tied to what type of energy he channels. If he channels negative energy he can cast inflict spells spontaneously, if he chooses to channel positive energy he can cast cure spells spontaneously. This changes Spontaneous Casting.

RPG Superstar 2012 Top 32

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sphar wrote:
Also,a class based completely around craft skills,and makes things to help them,in combat and out.Should be able to make magical arms and armor,even if it has no magical abilities.(Preferably named gadgeteer or artificer)

TINKER

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

Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge arcana, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Sleight of Hand, Spellcraft, Use Magic Device.

Skill Ranks Per Level: 6 + Intelligence modifier.

Tinkers are proficient in all simple weapons, the hand axe, hand crossbow, light hammer, repeating heavy crossbow, repeating light crossbow, throwing axe, throwing hammer, and warhammer. Tinkers are proficient in all armor, and shields.

LEVEL ABILITY
1. Master Craftsman, Tinker Item, Tinkering Pool, Tinkering Talent
2. Tinkering Talent
3. Bonus Feat
4. Tinkering Talent
5. Bonus Feat
6. Tinkering Talent
7. Bonus Feat
8. Tinkering Talent
9. Bonus Feat
10. Tinkering Talent
11. Bonus Feat
12. Tinkering Talent
13. Bonus Feat
14. Tinkering Talent
15. Bonus Feat
16. Tinkering Talent
17. Bonus Feat
18. Tinkering Talent
19. Bonus Feat
20. Master Tinker, Tinkering Talent

Master Craftsman: At 1st level, the tinkers receive Master Craftsman as a bonus feat, even if they do not meet the requirements. Treat the tinker’s class level as his caster level. The tinker can use this feat to qualify for any item creation feat they are high enough level to select.

Tinker Item (Su): Tinkers know how to make a temporary, one use, magical item on the fly. As a full round action, a tinker can spend one or more points from his Tinkering Pool, and create a temporary magical item. The tinker must use the magic item within one round per class level or it loses its magic and becomes inert. The tinker can make a magic item with a caster level up to his class level. The tinker must have an Intelligence score of 10 + the level of the highest level spell used in the construction of the magic item. The number of points the tinker spends from his Tinkering Pool is dependent on how often the magic item can be used, as indicated on the following chart:

Usable at will: 1 point
Usable a limited number of times per day: 2 points
Usable by spending a charge from a limited number of un-rechargeable charges: 3 points
Useable once: 4 points

Tinkering Pool (Su): A tinker has a Tinkering Pool with a number of points equal to ½ his class level + his Intelligence modifier. These points are spent to power his Tinker Item ability, as well as some of his Tinkering Talents. These points are restored each day after resting for 8 hours.

Tinkering Talents (Ex, Sp, or Su): At 1st level, 2nd level, and every 2 levels thereafter, the tinker learns one of the following tinkering talents.

Clever Quartermaster (Ex): If given an hour to prepare his gear and load his backpack, belt pouch, and other carrying containers, the tinker may add his Intelligence bonus to his Strength score for the purposes of determining his encumbrance. The tinker can also retrieve an item as a swift action (instead of as a move action) a number of times per day equal to his Intelligence bonus.

Clockwork Companion (Su): The tinker learns how to build autonomous constructs that serve him. Treat these as animated objects that are under the control of the tinker. The tinker can create clockwork companions with a number of hit dice equal to ½ his level. Building a clockwork companion costs 100 gp per hit die. The tinker can create any number of clockwork companions, but after the first, the tinker reduces his daily Tinkering Pool by 1 for each clockwork companion beyond the first. The tinker must be at least 2nd level to select this talent.

Devious Devices (Ex): The tinker adds his Intelligence modifier to Disable Device and Use Magic Device skill checks.

Devious Item Activation (Su): The tinker uses his Intelligence modifier in place of the default ability score modifier when determining the DC of any Saving Throw of any magic item he activates.

Disable Construct (Su): As a standard action, the tinker can disable a construct by making a successful melee touch attack against a construct, spending 1 point from his Tinkering Pool, and making a Disable Device with a DC equal to 10 + the HD of the construct. If successful, the construct is entangled for 1d6 rounds and its damage reduction, if any, is reduced by 5. If the tinker beats the Disable Device DC by 10, the construct is also staggered for 1d6 rounds, and its damage reduction, if any, is reduced by 10. If the tinker beats the Disable Device DC by 20, the construct is instead paralyzed for 1d6 rounds and its damage reduction, if any, is reduced by 15.

Disrupt Item (Su): As a standard action, the tinker can suppress the magic of a magic item within 120 feet for 1 round per level by spending one point from his Tinkering Tool and making a level check with a bonus equal to his Intelligence modifier against a DC of 10 + the caster level of the item.

Efficient Item Creation (Ex): The tinker reduces the amount of time it takes to construct magic items by half. The tinker can select this talent up to 3 times, and the effects stack (the second time this talent is selected, the tinker reduces the amount of time to ¼ normal; the third time this talent is selected, the tinker reduces the amount of time to 1/8 normal.

Enhance Armor or Shield (Su): The tinker can enhance the armor he wears and/or the shield he wields, giving it an enhancement bonus to armor class, and possibly one or more special abilities. The armor or shield remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the armor or shield he enhanced gains one plus of enhancement per point spent. An enhanced armor or shield must have at least a +1 enhancement before it can be enhanced with a special armor or shield ability.

Enhance Weapon (Su): The tinker can enhance a weapon he wields, giving it an enhancement bonus to attack and damage rolls, and possibly one or more special abilities. The weapon remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the weapon he enhanced gains one plus of enhancement per point spent. An enhanced weapon must have at least a +1 enhancement before it can be enhanced with a special weapon ability.

Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 minute per tinker level instead of 1 round per tinker level.

Extra Slot (Ex): The tinker selects one body slot. He may use one additional magical item in that body slot than normal. This talent may be selected more than once; each time the talent is selected, a new body slot must be selected.

Frugal Item Creation (Ex): The tinker reduces the construction costs of magic items by 10%. The tinker can select this talent up to 5 times, and the effects stack.

Greater Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 day per tinker level instead of 1 hour per tinker level. The tinker must be 14th level and have the Extend Tinker Item and Improved Extend Tinker Item talents before selecting this talent.

Greater Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must be 14th level and have the Inventive Combatant and Improved Inventive Combatant talents before selecting this talent.

Improved Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 hour per tinker level instead of 1 minute per tinker level. The tinker must be 8th level and have the Extend Tinker Item talent before selecting this talent.

Improved Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of two combat feats he qualifies for but does not possess for 1 round. The tinker must be 8th level and have the Inventive Combatant talent before selecting this talent.

Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of one combat feat he qualifies for but does not possess for 1 round.

Mad Scientist (Ex): The tinker is insane. This results in a +6 bonus to Charisma and a -6 penalty to Wisdom. The tinker may apply his Charisma modifier in place of his Wisdom modifier to his Will Saves. When subjected to a confusion or insanity effect, the tinker may roll twice and choose either of the results. The tinker gains a number of class skills equal to his Intelligence bonus from the following list: Bluff, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering, history, planes, or religion), Linguistics, Perform, or Stealth.

Major Magic (Sp): The tinker gains the rogue ability of the same name. The tinker must have the Minor Magic talent before selecting this talent. The tinker may spend one point from his Tinkering Pool to gain additional castings of the spell associated with this talent. The tinker may select this talent multiple times; the effects do not stack. Each time the tinker selects this talent, he must select a new spell; this new spell can be 1 spell level higher than the previous selection of this talent.

Metamagic Item Activation (Su): The tinker can add metamagic effects to wands and staves. This uses up 1 additional charge per additional spell level of the affected spell, and the tinker must know the metamagic feat being applied to the item.

Minor Magic (Sp): The tinker gains the rogue ability of the same name.

Potent Item Activation (Su): The tinker can spend 1 point from your Tinker Pool when activating a magic item and use your class level as the caster level of the magic item.

Rapid Repair (Sp): The tinker can use mending at will. The tinker can spend 1 point from his Tinkering Pool and gain the benefits of a make whole spell.

Skill Mastery (Ex): The tinker gains the rogue ability of the same name.

Surgery (Ex): When the tinker uses the Heal skill to Treat Deadly Wounds, he can spend 1 point from his Tinkering Pool and restore a number of hit points equal to the patient’s hit dice + tinker’s Intelligence bonus. A creature can benefit from a tinker’s Surgery ability a number of times per day equal to 1 + its Constitution bonus (if any). He can revivify a dead creature by making a DC 40 Heal check within a number of rounds equal to his Intelligence modifier of the creature’s death; this restores the creature to 1 hit point.

Trapfinding (Ex): The tinker gains the rogue ability of the same name.

Treat Lesser Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 25 Heal check and remove one of the following afflictions from a creature: dazed, exhausted, frightened, nauseated, negative level, or staggered. The tinker must be 6th level to select this talent and have the Surgery and Treat Minor Afflictions talent before selecting this talent.

Treat Major Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 30 Heal check and remove one of the following afflictions from a creature: blinded, deafened, panicked, paralyzed, petrified or stunned. The tinker must be 12th level to select this talent and have the Surgery, Treat Minor Afflictions, and Treat Lesser Afflictions talents before selecting this talent.

Treat Minor Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 20 Heal check and remove one of the following afflictions from a creature: dazzled, entangled, fatigued, shaken, or sickened. The tinker must have the Surgery talent before selecting this talent.

Ultimate Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 year per tinker level instead of 1 day per tinker level. The tinker must be 20th level and have the Extend Tinker Item, Improved Extend Tinker Item, and Greater Extend Tinker Item talent before selecting this talent.

Ultimate Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must 20th level and have the Inventive Combatant, Improved Inventive Combatant, and Greater Inventive Combatant talents before selecting this talent.

Unique Weapon (Ex): The tinker invents a unique exotic weapon that he is proficient in. The weapon can be a light melee weapon, one-handed melee weapon, a two-handed melee weapon, a light ranged weapon, a one-handed ranged weapon, or a two-handed ranged weapon, and cause either bludgeoning, piercing, or slashing damage.

Light weapons have a base damage die of 1d4, and a threat and critical range of 20/x2.
One-handed weapons have a base damage of 1d6, and a threat and critical range of 20/x2.
Two-handed weapons have a base damage of 1d8, and a threat and critical range of 20/x2.

Unique exotic weapons have 6 uniqueness points that can be spent to make the weapon exotic by adding features to it.

Increasing the base damage die by one costs 2 points.
Increasing the base damage die by two costs 4 points.
Reducing the base damage die by one adds 1 point.
Reducing the base damage die by two adds 3 points
Increasing the threat range to 19-20 costs 2 points.
Increasing the threat range to 18-20 costs 4 points.
Increasing the critical multiplier to x3 costs 2 points.
Increasing the critical multiplier to x4 costs 4 points.
Causing 2 types of damage (bludgeoning, piercing, and/or slashing) costs 1 point
Adding the brace ability costs 1 point
Adding the disarm ability costs 1 point
Adding the double weapon quality costs 3 points
Adding the monk quality costs 1 point
Adding the non-lethal quality costs 1 point
Adding the reach quality costs 2 points
Adding the throw-able quality costs 2 points
Adding the trip ability costs 1 point
Adding the Weapon Finesse quality costs 1 point

Visionary Genius (Ex): The tinker adds his Intelligence modifier to Heal and Perception skill checks.

Bonus Feat (Ex): At 3rd level, and every 2 levels thereafter, the tinker gains one of the following bonus feats: Breadth of Experience, Cooperative Casting, Deft Hands, Magical Aptitude, Master Alchemist, Skill Focus, Well-Prepared, or any item creation feat or metamagic feat.

Master Tinker (Ex): At 20th level, the tinker gains the ability to make artifacts and intelligent magic items.


Totally badass.

Scarab Sages

OK how about a Sapper I have been tossing this one around for a while since it is a style of warrior that was super efficient yet totally ignored in most games. I would guess a restriction to hammers and picks might be understandable know dung, engineer, geo would be obvious. I would guess some spell abilities like the cleric ability (Exploration)"Door Sight" would be good,a number of shatter and earthquake like spell choices and so on. something to allow for magical tunneling and magical timed explosives doing damage mainly to structures.

RPG Superstar 2012 Top 32

fatouzocat wrote:

OK how about a Sapper I have been tossing this one around for a while since it is a style of warrior that was super efficient yet totally ignored in most games. I would guess a restriction to hammers and picks might be understandable know dung, engineer, geo would be obvious. I would guess some spell abilities like the cleric ability (Exploration)"Door Sight" would be good,a number of shatter and earthquake like spell choices and so on. something to allow for magical tunneling and magical timed explosives doing damage mainly to structures.

Almost sounds like an alchemist archetype. Trade out mutagens for some kind of bomb timing ability, some different class skills, a few additional weapon proficiencies, and an updated spell list/infusion list, and you should be good to go.


fatouzocat wrote:

OK how about a Sapper I have been tossing this one around for a while since it is a style of warrior that was super efficient yet totally ignored in most games. I would guess a restriction to hammers and picks might be understandable know dung, engineer, geo would be obvious. I would guess some spell abilities like the cleric ability (Exploration)"Door Sight" would be good,a number of shatter and earthquake like spell choices and so on. something to allow for magical tunneling and magical timed explosives doing damage mainly to structures.

Sounds like a barbarian to me.

A breaker barbarian with Greater Sunder, Smasher rage power, Spell Sunder, etc, to be specific.


Racial classes(probably prestige...hmm)? Things like:

Dwarven Crossbowman
Drow Assassin
Elven Scout
Hafling Thief...etc.

Sczarni

~A casting class that casts off of Constitution.

~A hypnotist class.

~A melee/martial class that uses Int as one of its main stats.

~A "gambler" class, whose abilities revolve around luck and chance.

RPG Superstar 2012 Top 32

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fatouzocat wrote:

OK how about a Sapper I have been tossing this one around for a while since it is a style of warrior that was super efficient yet totally ignored in most games. I would guess a restriction to hammers and picks might be understandable know dung, engineer, geo would be obvious. I would guess some spell abilities like the cleric ability (Exploration)"Door Sight" would be good,a number of shatter and earthquake like spell choices and so on. something to allow for magical tunneling and magical timed explosives doing damage mainly to structures.

SAPPER

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

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

Skill Ranks per Level: 4 + Intelligence modifier.

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

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

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

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

Explosives are the most varied of the three. In many ways, they behave like spells in wondrous device form, and as such their effects can be dispelled by effects like dispel magic using the sapper’s level as the caster level.
A sapper can create only a certain number of explosives of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus explosives per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a sapper mixes an explosive, he infuses the chemicals and reagents in the explosive with magic siphoned from his own magical aura. An explosive immediately becomes inert if it leaves the sapper’s possession, reactivating as soon as it returns to his keeping—a sapper cannot normally pass out his explosives for allies to use (but see the “infusion” discovery below). An explosive, once created, remains potent for 1 day before becoming inert, so a sapper must re-prepare his explosives every day. Mixing an explosive takes 1 minute of work—most sappers prepare many explosives at the start of the day or just before going on an adventure, but it’s not uncommon for a sapper to keep some (or even all) of his daily explosive slots open so that he can prepare explosives in the field as needed.
Although the sapper doesn’t actually cast spells, he does have a formulae list that determines what explosives he can create. A sapper can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An explosive is “cast” by detonating it—the effects of an explosive exactly duplicate the spell upon which its formula is based, save that the spell always results in a loud explosion with a Perception DC of -20; the sapper can make a Spellcraft check with a DC of 20 + double the level of the explosive to reduce the DC Perception check; the DC of the Perception check is reduced by 1 for every 1 point the sapper exceeds the Spellcraft check. The sapper uses his level as the caster level to determine any effect based on caster level. Creating explosives consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular explosive. Explosives cannot be made from spells that have focus requirements (sapper explosives that duplicate divine spells never have a divine focus requirement). A sapper can prepare an explosive of any formula he knows. To learn or use an explosive, a sapper must have an Intelligence score equal to at least 10 + the explosive’s level. The Difficulty Class for a saving throw against a sapper’s extract is 10 + the explosive level + the sapper’s Intelligence modifier. A sapper may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an explosive but not when he detonates it. A sapper begins play with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new sapper level, he gains one new formula of any level that he can create. A sapper can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A sapper can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A sapper does not need to decipher arcane writings before copying them.
Explosive Alchemy replaces the standard alchemist’s alchemy ability.

Demolitions (Ex): The sapper ignores 1 point of hardness per level when using a bomb to damage an item. The sapper ignores 1 point of damage reduction or energy reduction per level when targeting a construct with a bomb.
Demolitions replaces the standard alchemist’s mutagen ability.

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

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

Set Fuse (Ex): At 2nd level, sapper can place a bomb so that it explodes a number of rounds after the sapper ceases contact with the bomb. This delay can be any number of rounds as chosen by the sapper, up to a number of rounds equal to his level + his Intelligence modifier. If at any point the sapper reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. A sapper cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the sapper’s level + the sapper’s Intelligence modifier).
At 5th level, the delay can be any number of minutes as chosen by the sapper, up to a number of minutes equal to his level + his Intelligence modifier.
At 8th level, the delay can be any number of hours as chosen by the sapper, up to a number of hours equal to his level + his Intelligence modifier.
At 10th level, the delay can be any number of minutes as chosen by the sapper, up to a number of minutes equal to his level + his Intelligence modifier.
Set Fuse replaces the standard alchemist’s poison use, poison resistance, and poison immunity abilities.

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

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

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

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

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

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

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

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

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

Sapper Explosive List:

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

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

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

4. Acid Pit, Black Tentacles, Confusion, Crushing Despair, Mass Daze, Inflict Critical Wounds, Passwall, Solid Fog, Touch of Slime, Wall of Force, Wall of Stone

5. Disintegrate, Harm, Hungry Pit, Wall of Iron

6. Earthquake, Force Cage, Reverse Gravity

spell lists to be continued....

RPG Superstar 2012 Top 32

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D'arandriel wrote:
Hmmmm...also Duelist as a base class or archetype rather than a prestige class...

SWASHBUCKLER

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

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility), Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.

Skill Ranks per Level: 4 + Intelligence modifier

Swashbucklers are proficient in all simple and martial weapons, and light armor.

LEVEL ABILITY
1. Combat Strike, Weapon Finesse
2. Bonus Combat Feat
3. Trick
4. Dodge +1
5. Combat Strike, Trick
6. Bonus Combat Feat
7. Trick
8. Dodge +2
9. Combat Strike, Trick, Improved Tricks
10. Bonus Combat Feat
11. Trick
12. Dodge +3
13. Combat Strike, Trick
14. Bonus Combat Feat
15. Trick, Greater Tricks
16. Dodge +4
17. Combat Strike, Trick
18. Bonus Combat Feat
19. Trick
20. Combat Strike Mastery, Dodge +5

Combat Strike (Ex): At 1st level, and every 4 levels beyond 1st (5th, 9th, 13th, and 17th), the swashbuckler learns one of the following combat strikes. A combat strike is only effective if the swashbuckler is wielding a weapon that qualifies for use with the Weapon Finesse feat. A target can only be subjected to extra damage from one type of combat strike from a particular swashbuckler at a time, unless the swashbuckler has the Combat Trickster, Improved Combat Trickster, or Greater Combat Trickster tricks. Of course, different swashbucklers can target the same opponent with different combat strikes if they each meet the qualifications of their particular combat strikes.

Combat Strikes:

Ambush Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after she has moved at least 10 feet from her previous position.

Betraying Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls against an opponent that has the Friendly or Helpful attitude towards her.

Charging Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after she has charged into combat.

Fearsome Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is shaken, frightened, panicked, or cowering.

Flanking Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that she is flanking.

Hidden Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she draws a hidden weapon immediately before making the attack. The swashbuckler must have succeeded on a Sleight of Hand check to hide the weapon on her person against her target’s Perception check to use this combat strike. The swashbuckler cannot make a Hidden Strike with an unarmed strike or natural weapon.

Opportunistic Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits while making an attack of opportunity.

Surprise Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is flatfooted or otherwise denied its Dexterity modifier to its AC against the swashbuckler.

Tumbling Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after passing through her opponent’s space.

Underfoot Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is 2 or more size categories larger than her.

Weapon Finesse: At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

Bonus Combat Feat: At 2nd level, and every 4 levels thereafter, the swashbuckler gains a bonus combat feat. The swashbuckler must meet the requirements of the selected feat.

Trick (Ex): At 3rd level, and every 2 levels thereafter, the swashbuckler learns one of the following tricks.

Tricks:

Acrobatic Charge (Ex). The swashbuckler can charge over difficult terrain, through an ally’s space, and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Combat Strike Maneuver: When the swashbuckler meets the requirements of a Combat Strike she knows and performs a combat maneuver, she adds half her level to her Combat Maneuver Bonus to perform that combat maneuver.

Combat Trickster: The swashbuckler may apply two different combat strikes to a single attack if the requirements of both combat strikes are met.

Flawless Stride: The swashbuckler ignores the penalty for moving through difficult terrain.

Graceful Start: The swashbuckler adds her Charisma modifier to her Dexterity modifier when she rolls for initiative. She may roll for initiative twice and select either result.

Nimble Athlete: The swashbuckler may use her Dexterity modifier in place of her Strength modifier on Climb and Swim skill checks.

Parry: The swashbuckler negates a successful melee attack against her by making an attack of opportunity with melee weapon and hitting an AC equal to the attack roll that would have hit her.

Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +1. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled.

Ranged Combat Strike: The swashbuckler may apply the effects of a combat strike when she uses a thrown weapon and is within 30 feet of her target. She must meet all requirements of the combat strike to use this ability with a thrown weapon; this may make it impossible to use some combat strikes with ranged weapons, such as the Charging Strike, Flanking Strike, and Opportunistic Strike.

Swift-footed: The swashbuckler increases her base land speed by +10 feet.

Uncanny Dodge: The swashbuckler gains the Uncanny Dodge ability.

You Shall Not Pass: The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Improved Tricks (Ex): Beginning at 9th level, the swashbuckler may select an improved trick in place of a trick.

Improved Tricks:

Acrobatic Skill Mastery: The swashbuckler can choose to take 10 on Acrobatic, Climb, and Escape Artist skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Charming Cheater: The swashbuckler may use her Charisma score in place of her Strength, Constitution, Intelligence, or Wisdom score when qualifying for a combat feat.

Confident Manipulator: The swashbuckler can choose to take 10 on Bluff, Diplomacy, and Intimidate skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Critical Combat Strike: When the swashbuckler meets the requirements of a Combat Strike she knows and threatens a critical hit, she adds half her level to the attack roll to confirm the critical hit.

Flying Weapon: When the swashbuckler disarms an opponent of a melee weapon while wielding a weapon that qualifies for the Weapon Finesse feat, she may make a ranged attack using the weapon she disarmed from her opponent against a different target; this target must be within 5 feet of the disarmed opponent for ever 5 points her CMB roll to disarm beat her disarmed opponent’s CMD. The ranged attack causes damage equal to the disarmed weapon’s normal melee damage plus the swashbuckler’s Strength modifier. The swashbuckler must have the Improved Disarm and Greater Disarm feats before selecting this improved trick.

Graceful Maneuvers: The swashbuckler adds her Charisma modifier to her CMB and CMD. She must have the Graceful Start trick before selecting this improved trick.

Graceful Saves: The swashbuckler adds her Charisma modifier to her saving throws. She must have the Graceful Start trick before selecting this improved trick.

Improved Combat Trickster: The swashbuckler may apply three combat strikes to a single attack if the requirements of all three combat strikes are met. The swashbuckler must have the Combat Trickster trick before selecting this improved trick.

Improved Flanker: The swashbuckler gains a +4 bonus on attack rolls when she flanks an opponent, instead of the standard +2 bonus. She also provides her flanking ally with a +4 bonus on his attack rolls instead of the standard +2 bonus.

Improved Parry: The swashbuckler negates a successful ranged attack against her by making an attack of opportunity with melee weapon and hitting an AC equal to the attack roll that would have hit her. The swashbuckler must have the Parry trick before selecting this improved trick.

Improved Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +2. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled. The swashbuckler must have the Perilous Weapon trick before selecting this improved trick; the bonus from the Improved Perilous Weapon trick overlaps with the bonus from the Perilous Weapon trick.

Improved Uncanny Dodge: The swashbuckler gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this improved trick.

Improved Weapon Finesse: The swashbuckler adds her Dexterity modifier to the weapon damage rolls of any weapon she wields while using the Weapon Finesse feat; this extra damage cannot exceed half the swashbuckler’s level (minimum +1).

Lucky: Once per day the swashbuckler can re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the second roll, even if it is worse than the first roll.

Opportunist: Once per round, the swashbuckler may make an attack of opportunity against an opponent that been struck in melee by an ally of the swashbuckler. Even a swashbuckler with the Combat Reflexes feat can only use this ability once per round.

Riposte: When the swashbuckler uses her Parry trick to negate an attack, she may make an attack of opportunity against the opponent who’s attack she negated. The swashbuckler must have the Combat Reflexes feat and the Parry trick before selecting this improved trick.

Swift Step: The swashbuckler can move her speed as a swift action. She must have the Swift-footed trick before selecting this improved trick.

Touché: When the swashbuckler threatens to make a critical hit while wielding a weapon that qualifies for the Weapon Finesse feat, she may make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.

Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity.

Weakening Critical: The swashbuckler causes 2 points of Strength damage when she scores a critical hit.

Wobbling Critical: The swashbuckler causes 2 points of Dexterity damage when she scores a critical hit.

Greater Trick (Ex): Beginning at 15th level, the swashbuckler may select a greater trick in place of a trick or improved trick.

Greater Tricks:

Evasion: The swashbuckler takes no damage when she successfully makes a Reflex save that normally causes half damage or a partial effect on a successful Reflex saving throw. The swashbuckler must have the Uncanny Dodge trick and Improved Uncanny Dodge improved trick before selecting this greater trick.

Graceful Moves: The swashbuckler adds her Charisma modifier as a dodge bonus to her AC when she wears no armor. She must have the Graceful Start trick and Graceful Saves improved trick before selecting this greater trick.

Graceful Strike: The swashbuckler adds her Charisma modifier to her melee weapon damage rolls when she uses the Weapon Finesse feat. She must have the Graceful Start trick and the Graceful Maneuvers improved trick before selecting this greater trick.

Greater Combat Trickster: The swashbuckler may apply four combat strikes to a single attack if the requirements of all four combat strikes are met. The swashbuckler must have the Combat Trickster trick and Improved Combat Trickster improved trick before selecting this greater trick.

Greater Critical Combat Strike: When the swashbuckler meets the requirements of a Combat Strike she knows and scores a critical hit, she increases the critical multiplier by 1. The swashbuckler must have the Critical Combat Strike improved trick before selecting this greater trick.

Greater Luck: The swashbuckler can use her Lucky ability a number of times per day equal to her Charisma modifier; she adds her Charisma modifier to the re-roll. The swashbuckler must have the Lucky improved trick before selecting this greater trick.

Greater Parry: The swashbuckler negates a successful melee attack against her as an immediate action. The swashbuckler must have the Parry trick before selecting this greater trick.

Greater Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +3. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled. The swashbuckler must have the Perilous Weapon trick and Improved Perilous Weapon improved trick before selecting this greater trick; the bonus from the Greater Perilous Weapon trick overlaps with the bonuses from the Perilous Weapon and Improved Perilous Weapon tricks.

Greater Touché: As a standard action, the swashbuckler resolves a single melee attack made with a weapon that qualifies for the Weapon Finesse feat as a melee touch attack. She must have the Touché improved trick before selecting this greater trick.

Slippery Mind: The swashbuckler’s mind becomes more difficult to control. If the
swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Swift Strike: The swashbuckler can make an attack at her highest attack bonus as a swift action. The swashbuckler must have the Swift-footed trick and Swift Step improved trick before selecting this greater trick.

Wounding Critical: The swashbuckler causes 2 points of Constitution damage when she scores a critical hit. The swashbuckler must have either the Weakening Critical or Wobbling Critical improved trick before selecting this greater trick.

Dodge (Ex): At 4th level, the swashbuckler gains a +1 dodge bonus to her AC when she is wearing light armor or no armor. This bonus increases by +1 at 8th level and every 4 levels thereafter.

Combat Strike Mastery (Ex): The swashbuckler selects one Combat Strike she knows. Whenever she uses that Combat Strike, she adds her level to damage instead of half her level to damage.


A all in one spell caster, with access to both arcane and divine. Have something like a main area of focus, arcane or divine, and the other becomes a minor.
Was toying with the idea myself, but not too sure how to approach it.

RPG Superstar 2012 Top 32

Tark of the Shoanti wrote:

A all in one spell caster, with access to both arcane and divine. Have something like a main area of focus, arcane or divine, and the other becomes a minor.

Was toying with the idea myself, but not too sure how to approach it.

My Pretender class can already do that, with access to 9th level spells at 20th level, but they are very limited spellcasters...since they are also warriors and experts (or at least can pretend to be).

I think a slightly slowed down spell acquisition rate might balance a 20 level mystic theurge-type base class.

Let me see what I can do....


A pure adventurer class.

Excels in adaptability , is the right man for every job, the kind of person who could make a case for anything found in random loot. always seems to have the right tool for the job, because even when he has the wrong tools for the job he can Macguyver them temporarily into what he needs (possible destroying them in the process).


SmiloDan wrote:
Tark of the Shoanti wrote:

A all in one spell caster, with access to both arcane and divine. Have something like a main area of focus, arcane or divine, and the other becomes a minor.

Was toying with the idea myself, but not too sure how to approach it.

My Pretender class can already do that, with access to 9th level spells at 20th level, but they are very limited spellcasters...since they are also warriors and experts (or at least can pretend to be).

I think a slightly slowed down spell acquisition rate might balance a 20 level mystic theurge-type base class.

Let me see what I can do....

Ah ok, cause I was looking for a Mage type like the casters in Dragon Age.


A Pure Telekinetic

Not a caster, No Spells, Not a psionic just a class that can manipulate objects at will as often as they like for as long as they can concentrate, limited only by their level and how well they can roll.

Or

A Pure Telepathic

Again not a Caster, no spells and not psionic, just a class that can communicate and invade other creatures minds crossing the boundaries of language, impossible thought patterns and even lack of sentience. again something they can always do as often as they want for as long as they want depending on their concentration and rolls.


Tark of the Shoanti wrote:

A all in one spell caster, with access to both arcane and divine. Have something like a main area of focus, arcane or divine, and the other becomes a minor.

Was toying with the idea myself, but not too sure how to approach it.

SGGs Magister does this.

RPG Superstar 2012 Top 32

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) with out 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

RPG Superstar 2012 Top 32

Phasics wrote:

A Pure Telekinetic

Not a caster, No Spells, Not a psionic just a class that can manipulate objects at will as often as they like for as long as they can concentrate, limited only by their level and how well they can roll.

Or

A Pure Telepathic

Again not a Caster, no spells and not psionic, just a class that can communicate and invade other creatures minds crossing the boundaries of language, impossible thought patterns and even lack of sentience. again something they can always do as often as they want for as long as they want depending on their concentration and rolls.

I'm working on the telekinetic. It might end up a bit Jedi-esque....but no glowing swords....probably.


I have spent a lot of time designing the outline for classes similar to Naruto anime ninja (kind of magus monks) but always ended up getting drawn in to an attempt to build a whole new magic system for them.

Same for Avatar style characters.

I honestly have the building blocks for an entire game system bassed on Avatar... just to lazy to write it all out.


SmiloDan wrote:
I'm working on the telekinetic. It might end up a bit Jedi-esque....but no glowing swords....probably.

No glowing sword? You mean it will be old school Sith?

RPG Superstar 2012 Top 32

Drejk wrote:
SmiloDan wrote:
I'm working on the telekinetic. It might end up a bit Jedi-esque....but no glowing swords....probably.
No glowing sword? You mean it will be old school Sith?

I am LOLing so hard at WOOKIEPEDIA!!!!!!!!!

HAHAHAHAHAHAHAHAHAHAHA!!!

Anyways, there is SO MUCH I don't know about Star Wars nowadays!!!

I don't think the class will have a signature weapon ability or anything like that. Some might be able to manifest weapons of force energy, similar to Spiritual Weapon. We'll see how the design process goes....


Check out dreamscarred press' soulknife. It's on d20pfsrd.com, under psionics.

It has very little to do with psionics tho.


SmiloDan wrote:

I am LOLing so hard at WOOKIEPEDIA!!!!!!!!!

HAHAHAHAHAHAHAHAHAHAHA!!!

Anyways, there is SO MUCH I don't know about Star Wars nowadays!!!

The Old Republic is coming so a lot of new lore will be added to Expanded Universe anyway.

Quote:
I don't think the class will have a signature weapon ability or anything like that. Some might be able to manifest weapons of force energy, similar to Spiritual Weapon. We'll see how the design process goes....

I don't see telekinetic as creating weapons of force. Creation of things out of force is different from telekinesis for me as a I see it as manipulation and not creation.

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