Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Suggestions/House Rules/Homebrew
1)a 8 + int mod class without sneak attack nor its variant.
2) a "BadAss class".
a dragon disciple like prestige class for good aligned oracles who are evolving into angelic beings. maybe throw in something like charisma bonus as a Sacred bonus to AC/Saving Throws when unarmored
a prestige class for playing a Dio Brando/Izayoi Sakuya homeage without having to go into epic levels.
a low magic monk archtype similar to martial artist that gains the ability to use most of it's unarmed bonuses (like damage dice and flurry) with light blades, proficiency in every light blade, parrying bonuses with light blades, and growing weapon training (light blades) at the cost of the Ki pool and Ki related powers. essentially, a badass master of all light bladed weapons from the dagger to the wakazashi.
Edgar Lamoureux wrote:
Hey SmiloDan, any updates on the Enforcer class? I'm quite interested in it, and it might find a place in the next campaign I'm running.
Still working on it. It's going to be a combo of at will powers and some swift action/immediate action 1 round buffs and defenses from a limited pool of power, probably similar in frequency to barbarian rage rounds or bardic performance rounds. Also a selection of reserve powers that the enforcer can access as long as they have a certain number of force points (maybe just 1 point).
I would love to see a Pathfinder Shaman class ala (forgive the reference) original Everquest. A divine support class with a potentially powerful pet. Hybrid of a cleric/ranger/druid pet/ oracle/witch who's divine powers come from the spirit world?
I don't know if it feasible or possible but the EQ style shaman has been my ideal fantasy character since I was very young, predating even EQ.
Hmm ... well then, you just might want to keep your eyes open for the Winter issue of Kobold Quarterly then ... ;)
Nightflier: I'm actually playtesting the warlock now. She is 7th level now. Pretty good so far, seems pretty balanced and easy to use.
Ravenbow: I think this might be posted up stream, but here it is again with some additional Ancestral Spirits.
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (planes), Knowledge (religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim.
Skill Ranks per Level: 4 + Intelligence modifier.
Shamans are proficient in the club, dagger, great club, hand axe, javelin, longbow, longspear, quarterstaff, shortbow, shortspear, sling, spear, throwing axe, whip. Shamans are proficient in light and medium armor, and shields (but not tower shields). Shamans are prohibited from using metal armor or shields, and lose the ability to cast spells and use any spell-like or supernatural abilities for 24 hours after doing so.
A shaman casts divine spells drawn from the druid spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a shaman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell’s level + the shaman’s Charisma modifier.
Orisons: As the oracle ability of the same, but drawn from the druid spell list.
Ritual Sacrifices (Su): To gain your divine power over nature, you have performed a ritual sacrifice. Select one of the following ritual sacrifices.
Ritual Bloodletting: You must cut yourself for 1d4 hit points of damage every morning and are not permitted to heal it. You suffer double damage from bleed damage. You can wound yourself for 1d4 points of damage as a standard action and add the amount of the damage you caused to the save DC of the next spell you cast within 1 round. At 5th level, you can wound yourself as a move action. At 10th level, you when you wound yourself, you also add the amount of the damage caused to your caster level checks for 1 round. At 15th level, you can wound yourself as a swift action.
Ritual Eunuch: Your sexual organs have been removed and you cannot reproduce or engage in sexual relations. You gain a +1 Size bonus to CMB and CMD, and +1 bonus on Concentration checks; these improve by +1 at 5th, 10th, and 15th level. You use your caster level in place of your BAB to determine your CMB and CMD.
Ritual Eye Plucking: One of your eyes has been plucked out. You suffer a -2 penalty on visual-based Perception checks and must roll vision-based miss chance checks twice, taking worse result. At 5th level, you gain darkvision with a range of 60 feet (or have your existing darkvision increase by 60 feet). At 10th level, you gain blindsense with a range of 60 feet. At 15th feet, you get blindsight with a range of 30 feet.
Ritual Hallucination: Each day you imbibe hallucinogenic powders, mushrooms, and herbs. You take a -2 penalty on saves against mind-affecting effects and suffer an additional -2 penalty on saving throws versus illusions. You can use augury a number of times per day equal to 3 + your Charisma modifier. At 5th level, this improves to divination. At 10th level, you can use contact other plane. At 15th level, you can use moment of prescience.
Ritual Nakedness: You wear a minimum of clothing, preferring to go nude or wearing the very minimum of what society requires. You cannot wear armor or use shields, and you cannot use magic items of the body, chest, and shoulders slots. You gain a sacred bonus (if you are good) or profane bonus (if you are evil) to AC equal to your Charisma modifier; this improves by +1 at 5th, 10th, 15th and 20th level; if you are neutral, you choose if the bonus type is sacred or profane. At 5th level, you are protected with an endure elements effect. At 10th level, you gain cold and fire resistance 5. At 15th level, you add your Charisma modifier to your saving throws.
Ritual Scarification: You body is covered with self-inflicted scars. You gain a +2 bonus on Intimidate skill checks, but suffer a -2 penalty on Diplomacy and Disguise skill checks. You reduce your hit point total by -1 hit point per hit die. You gain a +1 natural armor bonus, this improves by +1 at 5th level, 10th level, 15th level, and 20th level..
Ritual Tattooing: Your body is covered with tattoos sacred to your totems. You gain DR 1/magic. At 5th level, this improves to DR 1/magic and either chaotic, evil, good, or lawful, select one alignment that is the opposite of one of your alignments; if you are neutral, you do not gain this benefit. At 10th level and 20th level, your damage reduction increases by +1. At 15th level, your DR improves to DR/-.
Ritual Tongue Extraction: You have removed your tongue and cannot speak. You cast all shaman spells as if they were affected by the Silent Spell metamagic feat without increasing the level of the spell. You gain a bonus equal to half your level (minimum +1) on Bluff skill checks to Linguistics skill checks to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form, and on Sense Motive skill checks. You may use the Perform (Act, to pantomime) skill to communicate non-verbally, using the DCs under the Bluff skill to communicate secret messages. At 5th level, you gain a +3 bonus on Stealth skill checks. At 10th level, you may, as a swift action, fill your space with an effect equivalent to a silence spell. At 15th level, this aura of silence also fills the spaces adjacent to your space.
Totem Spirits (Su): You gain your shamanic powers by communing with the spirits of your totems. At 1st level, you may contact one of 3 totem spirits. At 5th level, and every 4 levels thereafter, you learn how to contact 1 additional totem spirit. Each day when you prepare your spells, you commune with one of your totem spirits and gain the abilities associated with that totem spirit. These abilities are supernatural in nature, even if they emulate abilities that are normally extraordinary or spell-like abilities. Each day, you may select the same or a new totem spirit to commune with.
Beastmaster: At 1st level, you gain an Animal Companion, using your shaman level as your equivalent druid level. At 3rd level, you gain a pair of claw attacks and a bite attack; these attacks cause damage equal to a monk‘s unarmed strike of a level equal to half your shaman level. At 7th level, you gain the ability to wild shape as a druid of your level once a day; you gain one additional daily use of wild shape at levels 11, 15, and 19. At 20th level, your natural attacks bypass damage reduction as if they were magic, silver, and your alignment.
Berserker: At 1st level, your speed increases by +10 feet. At 3rd level, you gain the ability to rage as a barbarian of your shaman level a number of rounds per day equal to double your shaman level. At 7th level, and every 4 levels thereafter, you may select a rage power. At 20th level, you gain DR 5/- while raging.
Brave: At 1st level, you become proficient in all simple and martial weapons. At 3rd level, you gain a +1 bonus to your attack rolls and on saving throws against fear; this bonus increases by +1 at levels 7, 11, 15, and 19. At 20th level, you become immune to fear.
Chieftain: At 1st level, you become proficient in 1 simple or martial weapon of your choice. At 3rd level, you gain the ability to project an aura as a swift action (and maintain it as a free action) with a 30 foot radius. At first level, you can project an aura for a number of rounds per day equal to 4 + your Charisma modifier; at 2nd level, and every level thereafter, you can project this aura for an additional 2 rounds. All allies (including yourself) within the aura gain a +1 bonus. This bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level. At 3rd level, you select 1 of the following auras to project, at 7th level, 11th level, 15th level, and 19th level, you may select 1 additional aura; and you can only project 1 aura at a time; each time you commune with the Chieftain, you may select the same or new auras. At level 20, you gain the ability to project 2 auras simultaneously. The auras you may select from are as follows:
Diabolist: At 1st level, you gain Augment Summoning as a bonus feat, even if you do not meet the requirements. At 3rd level, any Conjuration (summoning) spell you cast has its duration doubled, as if it were altered by the Extend Spell feat, but without increasing the spell level slot of the affected spell. At 7th level, when you cast any summon monster or summon nature’s ally spell and conjure multiple creatures when doing so, you add +1 to the number of creatures summoned. At 11th level, you gain the ability to cast summon monster or summon nature’s ally spell as a standard action instead of as a full round action. At 15th level, any creature you summon has maximum hit points. At 19th level, when you summon multiple creatures with a Conjuration (summoning) spell, you summon the maximum amount of summoned creatures. At 20th level, you can cast any summon monster or summon nature’s ally spell as a swift action, as if affected by the Quicken Spell feat, but without increasing the spell level slot of the affected spell.
Dreamweaver: At 1st level, you gain the Sandcast ability. This is a ranged touch attack with a range of 10 feet per class level, up to 10 feet per point of your Charisma modifier. On a successful hit the Sandcast causes 1d6 points of non-lethal damage for every 2 shaman levels you have (minimum 1d6). At 3rd level, if a target is hit with your Sandcast, the target to make a Fortitude save with a DC equal to 10 + ½ your shaman level + your Charisma modifier or become fatigued. If a target fails the save against a second Sandcast, the target becomes exhausted. If a target fails the save against a third Sandcast, the target falls asleep for 1 minute for every shaman level you have. At 7th level, you can use dream once per night, and recover twice the normal number of hit points when sleeping. At 11th level, you can use symbol of sleep a number of times per day equal to your Charisma modifier. At 15th level, you may use either the slumber or bound slumber version of the binding spell. At 19th level, you recover 5 hit points per level when you sleep for 8 hours, or 10 hit points per level if you have complete bed rest. At 20th level you can cause a creature to fall into eternal slumber. You can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying you ends the effect. You can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day.
Exorcist: At 1st level, you are warded with an effect that combines a protection from chaos/evil/good/law effect with a sanctuary effect against the chosen alignment; you may change which alignment you are protected from as a swift action. At 3rd level, you gain Improved Counterspell as a bonus feat. At 7th level, you may use dispel magic a number of times per day equal to 3 + your Charisma modifier; this improves to greater dispel magic at 15th level. At 11th level, you may spend a move action to ready an action to counterspell. At 19th level, you can counterspell as an immediate action. At 20th level, when making a caster level to counterspell, you may roll twice and select the better result.
Hunter: At 1st level, you add half your shaman level (minimum +1) on Survival skill checks made to track. At 3rd level, you select a creature type from the ranger favored enemies table. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of your selected type. Likewise, you get a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. At 11th level, this bonus increases to +4. At 19th level, this bonus increases to +6. At 7th level, you may spend a move action to grant half your favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear you. This bonus lasts for a number of rounds equal to your Charisma modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher. At 15th level, you can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry, and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to your favored enemy type. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour.
Medicine Man: At 1st level, you gain the ability to lay on hands a number of times per day equal to 3 + your Charisma modifier for 1d6 points of damage; this improves by 1d6 at 3rd level and every 2 levels thereafter. You can heal another creature by touch as standard action or yourself as a swift action. At 3rd level, you gain the ability to spend 2 of your daily uses of lay on hands as a standard action and channel energy in a 30 foot radius. At 7th level, you may apply 1 paladin mercy of your choice to a creature you lay on hands on; use your shaman level as your equivalent paladin level when determining what level mercy you may select. At 11th level, you can use lay on hands to reduce ability damage by an amount equal to the number of dice your lay on hands ability normally heals, or restore an amount of ability drain equal to half the number of dice your lay on hands ability normally heals. At 15th level, when you channel energy, you apply 1 paladin mercy of your choice to all affected creatures. At 19th level, you can channel energy as a swift action by spending 1 additional daily use of your lay on hands ability when activating this power. At 20th level, when you use lay on hands or channel energy, the amount of damage you heal is maximized.
Nighthawk: At 1st level, you gain Blind-Fight as a bonus feat. At 3rd level, you gain darkvision with a range of 60 feet, or increase any existing darkvision by 60 feet. At 7th level, you gain blindsense with a range of 60 feet. At 11th level, you gain Improved Blind-Fight as a bonus feat. At 15th level, you gain Greater Blind-Fight as a bonus feat. At 19th level, you gain blindsight with a range of 30 feet. At 20th level, you become immune to the dazzled and blind conditions, you can see through magical darkness, you can use true seeing as a swift action for 1 round a number of times per day equal to your level.
Rider: At 1st level, you gain an Animal Companion Mount; the animal companion must be suitable as a mount for a creature of your size. You use your shaman level as your equivalent druid level. At 3rd level, and every 4 levels thereafter, you may select one of the following feats. You must meet the requirements of the selected feat.
Scout: At 1st level, you gain the Trapfinding ability. At 3rd level, you gain the ability to sneak attack for 1d6 points of damage; your sneak attack increases by 1d6 at 7th level and every 4 levels thereafter. At 20th level, you gain the ability to multiply your sneak attack damage on a critical hit.
Skinwalker: At 1st level, you add half your class level (minimum +1) to Bluff, Disguise, and Perform (act) skill checks. At 3rd level, you gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every four shaman levels you possess to a maximum of +5 at 19th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Soothsayer: At 1st level, you add half your class level (minimum +1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. At 3rd level, you can use augury a number of times per day equal to 3 + your Charisma modifier; this improves to divination at 7th level. At 11th level, you become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, a number of times per day equal to your Charisma modifier, you can take 20 on any Knowledge skill check as a standard action. At 15th level, you get the second thought ability. Whenever you fail a Knowledge check, you may make a second Knowledge check as a full round action. At 19th level, you gain the ability to use true seeing at will. At 20th level, you may take 20 on all Knowledge skill checks.
Witchdoctor: At 1st level, you learn one witch’s hex. At 3rd level, and every 4 levels thereafter, you gain an additional witch’s hex. Beginning at 11th level, you may select major hexes. At 20th level, you gain a grand hex.
Totem Spells: Beginning at 2nd level, you gain an additional 1st level spell known based on which totem spirit you are currently in communion with. At 4th level, and every 2 levels thereafter (up to level 18), you gain an additional spell known. Each time you commune with a different totem spirit, you totem spells known change to match the new totem spirit’s spell list.
Totem Spell Lists:
I agree with Spyder25. SmiloDan, you've got some truly amazing base classes here. Seriously! I'd love to use some of them in one of my games or at least show them to my friends. It is hard to look up all the classes while they're just posted here in the forum, though. You should consider it! ^_^
On another note, I've got a suggestion. I fell in love with shadow magic from 3.5's Tome of Magic and have been trying to adapt it for a possible Pathfinder campaign (I feel like it'd translate somewhat well), but I'd like to see a shadow magic user that preps mysteries like a wizard and has the potential to learn as many mysteries as he/she can get his/her hands on. Pathfinder's "shadow magic" as seen in Inner Sea magic left me disappointed (though there was some good feats, I was expecting something similar to Tome of Magic). The shadowcaster class they give in ToM is great, but I feel like shadow magic deserves another base class. If you could, that'd be fantastic!! ^_^
Lunar Mage wrote:
I've kind of been thinking of it....if only because I like all the "dark" magic spells available at 4th level: black tentacles, enervation, phantasmal killer, and shadow conjuration.
The new Cyst Master. I am currently trying to design a new game world called the Wasteland. It's in a giant spaceship with multiple environments in it. Wasteland is the one closest to the massive reactors. I's like Rama meets ringworld. Anyways, radiation exposure should have a chance to cause cancer, but a Cyst Master could stay alive and infect their enemies.
Totally know how you feel. I've been finding a lot of cool "dark" spells available for pretty much any class across both 3.5 and Pathfinder. And it doesn't just stop at fourth level spells. Ultimate Magic has a great eighth level spell called "orb of the void" that would totally fit the "dark magic" feel, plus I've found so many others in various supplements (I don't know how obvious it is, but I love magic supplements ^_^).
If possible, I would like this class to stick with the spell/mystery list provided for shadow magic in Tome of Magic, because it is pretty awesome and seems very unique in how it captures that dark feel (not to mention it still feels balanced in comparison with other spell lists that go up to 9th level spells). However, when I was trying to brainstorm a new shadow magic base class, I got stuck on how to translate how mysteries work between a spontaneous caster like the shadow caster (not sure if it's classified that way, but it feels that way to me) and a prepared caster like what I'd love to see. The fact that mysteries receive slightly different treatment than spells made it tougher for me, and I eventually gave up to pursue other goals. Not to mention I don't feel like I have enough experience to create a balanced base class.
Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.
Skill Ranks per Level: 2 + Intelligence modifier.
Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but no shields.
1. Fundamentals of Shadow, Apprentice Mysteries
Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to half the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.
Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
Swift Stealth (Ex). Beginning at 6th level, you do not suffer the -5 penalty for moving your full speed while using the Stealth skill. You can run or charge while using the Stealth skill, but suffer a -20 penalty to your Stealth skill check.
Camouflage (Ex). At 12th level, you can use the Stealth skill even if you do not have cover or concealment.
Hide in Plain Sight (Su). At 18th level, you can use the Stealth skill even while being observed.
The machine shape ability would have to be "Roll out!".
This has been done quite a few times though. HGG's Clockworker is similar.
I haven't seen one that handles the construct shapeshifting.Would love to give it to my Warforged in the eberron pathfinder game I'm playing.
I have a prestige class (some where) that gave warforged druids the ability to become animal effigies (construct template in 3.5).
If I put it up already, I couldn't find it, so I'll put it up in another thread.
Souldbinder (Witch Archetype) - rough draft, needs better formatting
Soulbound Servant (Su): A Soulbound Servant is a creature that is bound to the Witch and can be changed into a Soulbound Weapon. The type of Weapon is chosen with each transformation. The Servant is a NPC with basic stats, NPC levels equal to the witch level minus 1 (min. 1), and all gear coming from the Witch's funds. The Servant can spend hours/day equal to 1/2 Witch level (min. 1) as the Weapon. The Witch can command the Servant to transform into the Weapon, as a standard action, a number of times per day equal to 3 + Witch's Charisma modifier. This ability replaces a Witch's Familiar.
If a Soulbound Servant is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level.
Create an Unwilling Servant: The Witch must enact a ritual taking 24 hours to complete. The creature gets a Fort save (DC=10 + 1/2 Witch's level + Int modifier) at the end of the ritual to resist the transformation. The creature must be bound and placed in a cauldron that has been filled with components (herbs, chemicals, etc) worth 1000 gp times the creatures Challenge Rating (min. 1000 gp). If the creature escapes the cauldron before the ritual is complete, the ritual fails and the components are used up.
Soulbound Weapon A Soulbound Weapon counts as a masterwork weapon in addition to any Weapon Abilities the Witch knows. A Witch uses her Int modifier to hit instead of her Str when wielding the Soulbound Weapon. If the Witch is not profiecient with the type of weapon she transformed the Soulbound Weapon into, she takes the normal penalties for non-proficiency.
When any creature, besides the Witch who created it, attempts to yield the Soulbound Weapon it works as a masterwork weapon until it is activated. Activating the Weapon is a full round action that requires a Will save (DC = 10 + Witch's level). An activated Soulbound weapon bestows two permanent negative levels on any creature attempting to wield it besides the Weapons creator. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded.
Destroying the Soulbound Weapon slays the Soulbound Servant.
Weapon Abilities: enhancements, magic weapon special abilities upgrades, etc. Needs work to balance. Replaces hexes.
Thomas LeBlanc wrote:
If you go this route, I would suggest summoner archtype instead of witch, but that's just my opinion.
I went for the Soulbound Servant as the Demon Weapon and the Witch as the Meister(kinda).
I am pretty sure I saw a Summoner that could call a weapon somewhere. I created a Summoner who called forth weapons and armor myself when the APG first came out, but I never loaded it to my Google Docs and the HDD crapped the bed so I am SOL. Was pretty easy to create. I made 4 varieties; celestial, infernal, first world, and dark tapestry. Sounds like I have a project to recreate...
Thomas LeBlanc wrote:
I created an archtype like that too, just weapons though. You started with a base form for the weapons and spent evolution points to upgrade it.
I would like to see a class that copies animials and then magic creatures for its fighting style taking on the aspect of what it is mimicing
Here's the beginning of my telekinetic specialist. I could use some guidance on ideas for powers. Also, I'm a bit iffy on the name.
Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge local, Profession, Ride, Spellcraft, Swim, Use Magic Device.
Skill Ranks per Level: 4 + Intelligence modifier.
Anchorites are proficient with all simple and martial weapons. Anchorites are not proficient with any armor or shields.
Disciplines (Su): The anchorite is the master of controlling telekinetic forces. There are four main disciplines of telekinesis: Enhancement, Manipulation, Propulsion, Repulsion. The Enhancement discipline focuses on using telekinetic energy to improve the anchorite’s physical body and abilities. The Manipulation discipline focuses on using telekinesis to perform fine motor tasks, such as ranged legerdemain or wielding weapons telekinetically, and subtle applications of force, such as choking an opponent or slowing the flow of blood to their brain so they become unconscious. The Propulsion discipline focuses on violent thrusts of telekinetic energy. The Repulsion discipline focuses on sustaining force fields to protect the anchorite. Some powers crossover multiple disciplines.
Each anchorite has his own strengths and weaknesses. An anchorite selects a primary discipline, a secondary discipline, a tertiary discipline, and quaternary discipline. His primary discipline is also called his major discipline, his secondary, tertiary, and quaternary disciplines are also referred to as his minor disciplines. At 1st level, the anchorite learns two 1st level powers in his major discipline and one 1st level power in each of his three minor disciplines.
At 2nd level, and every level thereafter, the anchorite learns an additional power in his primary discipline. At 3rd level, and every 3 levels thereafter, the anchorite gains access to higher level powers, up to a maximum of 7th level powers at 18th level.
Also at 2nd level, and every level thereafter, the anchorite gains an additional power in one of his minor disciplines, either his secondary, tertiary, or quaternary discipline. He cannot gain a power in the same minor discipline two levels in a row. The anchorite gains access to higher level powers in his secondary discipline at level 4 and every 4 levels thereafter, to a maximum of 6th level powers at 20th level. The anchorite gains access to higher level powers in his tertiary discipline at 5th level and every 5 levels thereafter, to a maximum of 5th level powers at 20th level. The anchorite gains access to higher level powers in his quaternary discipline at levels 7, 13, and 19.
master arminas wrote:
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge arcana, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.
Skill Ranks per Level: 6 + Intelligence modifier
Spellthieves are proficient in all Simple Weapons, all Light Martial Weapons, and Light Armor.
Spellthieves use the Paladin spells per day table. They may select spells from the Sorcerer/Wizard list from the schools of Abjuration, Divination, Enchantment, Illusion, and Transmutation.
Talents. At 2nd level, and every 2 levels thereafter, the Spellthief gains one talent from the list below.
Channel Spell (Su). As the duskblade ability. The spellthief must be at least 4th level to choose this Talent.
Cantrips (Sp). The spellthief learns a number of cantrips equal to his Charisma bonus (minimum 1).
Disrupt Caster (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to the spellthief's number of sneak attack dice on caster level checks.
Disrupt Concentration (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to twice the spellthief's number of sneak attack dice on Concentration checks to Cast Defensively for as long as the spellthief threatens the target.
Familiar (Su). The spellthief gains a familiar as if he had a wizard level equal to his spellthief class level.
Focusing Attack (Ex). If the spellthief successfully sneak attacks a target, for 1 minute the target suffers a penalty equal to the number of sneak attack dice the spellthief has on Saving Throws for any spells the spellthief casts on the target.
Spell Power (Ex). If the spellthief successfully sneak attacks a target, for 1 minute, he gains a bonus on caster level checks to overcome the target's Spell Resistance equal to the number of sneak attack dice the spellthief has.
Advanced Talents. Beginning at 10th level, the Spellthief adds the following Advanced Talents to the list of Talents he may choose from.
Anchoring Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Dimensional Anchor. The caster level for this effect is equal to the spellthief's level.
Banishing Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Banishment. The caster level for this effect is equal to the spellthief's level. The spellthief must have the Anchoring Attack talent before choosing this talent.
Disjoining Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot use any spellcasting, spell-like, or supernatural abilities for 1 round. The spellthief must have the Greater Dispelling Attack talent before selecting this talent.
Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level.
Forbidden Magic (Ex). The spellthief adds a single spell, up to the highest level spell he can cast, to his list of spells known. This spell must be of the Conjuration, Evocation, or Necromancy school. The spellthief may select this Talent multiple times, selecting a different spell each time.
Greater Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Greater Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level. The spellthief must have the Dispelling Attack talent before selecting this talent.
Greater Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot benefit from any magical healing for 1 hour per level of the spellthief.
Impromptu Sneak Attack (Ex). Once per day, the spellthief can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against this attack). The spellthief may select this talent multiple times, each time gaining 1 additional daily use of this ability.
Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are forced to make a saving throw against the effects of any conjuration (healing) effect for 1 hour per level of the spellthief.
Quick Cast (Ex). Once per day, the spellthief can cast any spell he knows as a swift action, as if using the metamagic feat Quicken Spell, without increasing the level of the spell.
Skill Mastery (Ex). As the rogue ability with the same name.
Slippery Mind (Ex). As the rogue ability with the same name.
Spellbreaker (Ex). The spellthief gains Spellbreaker as a bonus feat. He does not need to meet the requirements of the feat to select this talent.
Sudden Metamagic (Ex). Once per day, the spellthief can apply any metamagic feat he knows to a single spell he casts without increasing the level of the spell or the casting time.
Sputter! Gah, that was fast! I do truely hope it was something you already did, and you didn't just make that up on the fly in under ten minutes time!
(althought it was would be awesome if you did)
*Oh, and would love to have you critique my warlock conversion if you have time, SmiloDan.
master arminas wrote:
Sure! Post some linky goodness.
So anyways, I'm still developing the telekinetic Anchorite.
I'm trying to determing what its "casting stat" should be. I was thinking of using Constitution, just to be different. I think the 3.0 rules used Constitution as the casting stat for Telekinetics, and it would be unique, but I'm worried it would be a bit unbalancing. I don't want a bunch of point-buy anchorites running around with 18 Str, 18 Dex, 18 Con, 7 Int, 7 Wis, 7 Cha!!!!
Also, there is going to be a pool of power points to power some abilities. Some, or even most, will be at will. I also plan on each major discipline to have a reserve power that will be available at will as long as the anchorite has at least 1 point in his reserve.
The Enhancement discipline will probably give a +1 bonus to Str or Dex, or a +10 bonus to speed.
The Reserve Powers gained at 2nd, 5th, and every 3 levels thereafter will either provide additional reserve powers (in order of secondary, tertiary, and quaternary, with required power points increasing by 2, 3, and 4, respectively) or grant additional abilities to the reserve power, like increasing range, damage, bonus amount, number of attributes enhanced, etc. etc.
I'm also wondering how many power points the anchorite should get: 4 + ability modifier at 1st level, +2 per level thereafter, like a barbarian's rage or bard's performance? Level + ability modifier like the alchemist's bombs? 1/2 Level + ability modifier like the monk's ki? 3 + ability modifier like the cleric's channel energy and many domain, bloodline, and school powers?