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


Homebrew and House Rules

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You could have Con as the casting stat, but something would have to balance it out. Perhaps some of the abilities that have DC's and/or Number of Times Per Day require a different stat?

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Azten wrote:
You could have Con as the casting stat, but something would have to balance it out. Perhaps some of the abilities that have DC's and/or Number of Times Per Day require a different stat?

Hahaha!

This class would only use its casting stat for DCs and number of times per day. I'm (probably) not going to require the 10 + spell level minimum for the spell-like abilities, etc.

So Con is probably nixed.

Int, Wis, or Cha????


I was trying to say that some class abilities would not use Con. That way the class would be slightly MAD.

Otherwise Wisdom as you force your will power upon whatever force is is moving things around.

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Azten wrote:

I was trying to say that some class abilities would not use Con. That way the class would be slightly MAD.

Otherwise Wisdom as you force your will power upon whatever force is is moving things around.

Con would be neat, but Wisdom makes sense, and help boost Will saves, which also works out.

EDIT:

Actually, maybe we can use one casting stat for each of the four disciplines! Int, Wis, Cha, and Con! But which goes where????

Enhancement: Charisma? Since it's affecting yourself...
Manipulation: Intelligence? Since you're mentally controlling stuff...
Propulsion: Wisdom? Since you need a keen eye to aim at stuff...
Repulsion: Constitution? Since it's protecting yourself...


I would go with:

Intelligence would determine precision
Wisdom would determine sustainability (i.e. duration/number of uses)
Charisma would determine strength

Enhancement abilities should just scale with level and not be based on ability scores. Actually I would be wary of giving enhancement to telekinetic but that's my personal preference.

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Drejk wrote:

I would go with:

Intelligence would determine precision
Wisdom would determine sustainability (i.e. duration/number of uses)
Charisma would determine strength

Enhancement abilities should just scale with level and not be based on ability scores. Actually I would be wary of giving enhancement to telekinetic but that's my personal preference.

For enhancement, I'm thinking of jumping, climbing, swimming, levitating, flying, telekinetically boosting Str and Dex, stuff like that.

The Exchange

The variable casting stat for different disciplines is what turned me off of the Psion pre-Expanded Psionics Handbook. Personally, I don't think it's a good idea, but YMMV.

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Edgar Lamoureux wrote:
The variable casting stat for different disciplines is what turned me off of the Psion pre-Expanded Psionics Handbook. Personally, I don't think it's a good idea, but YMMV.

Yeah, I think I'm going with just one casting stat for now. I'm using Constitution as a place holder for now.

Right now, I'm working on 4 "spell lists," one each for Enhancement, Manipulation, Propulsion, and Repulsion. Then I'm going to have to design some unique abilities to fill out the gaps and really define what I want this class to be able to do.

I've already statted out the reserve powers for the 4 disciplines, including lots of boosts for the reserve powers. I might post what I have so far pretty soon. It's still a work in progress.


How about a Rogue that doesn't have sneak attack? I like the Rogue, but I hate the sneak attack feature. Replace it with something else, and you are totally awesome.

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Kelsey MacAilbert wrote:
How about a Rogue that doesn't have sneak attack? I like the Rogue, but I hate the sneak attack feature. Replace it with something else, and you are totally awesome.

I think there is a version in 3.5's Unearthed Arcana that replaced sneak attack with bonus combat feats. Maybe make an Advanced Talent called Fighter Training that treats rogue levels as half fighter levels, and you're all set.

Or replace sneak attack with bonus general feats. More of a con-man or jack of all trades than a combat striker. With the right feat selection, you could make a defense specialist, especially when combined with evasion and slippery mind and the like.

Sczarni RPG Superstar 2012 Top 32

This link has an Archetype for the Rogue that uses bombs called the Sapper.


Thomas LeBlanc wrote:
This link has an Archetype for the Rogue that uses bombs called the Sapper.

Broken for me due to rogue tag appearing at the end of link.

Corrected link to folder and sapper archetype.

Sapper looks interesting but it could get some minor editing (mostly clarifications and rewording of abilities - first sentence of Disabling Bomb, for example).

EDIT: Interesting. Your own link in my quotation works correctly. I wonder what is the source of that error and if it occurs only for me or someone else as well?

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Drejk wrote:
Sapper looks interesting but it could get some minor editing (mostly clarifications and rewording of abilities - first sentence of Disabling Bomb, for example).

The horrible I am at Enlish! Most of the stuff there is 8+ months old and written after 16 hr workdays. Told myself I would edit them and have the wife check the grammer, but been distracted. Damn jingly keys...

Hmm, you were right about the link. I thought I checked it with the preview.

The Exchange

Since rouges are skill monkeys why not one, that replaces sneak attack with the simple expediency of a skill emphasis feat.

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SAPPER

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

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

Skill Ranks per Level: 4 + Intelligence modifier.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sapper Explosive List:

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

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

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

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

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

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


A blood mage which can heal himself and his allies through use of damaging spells. Perhaps with some melee thrown in there, DOK style. Oh, it would be awesome if they could possess the blood of other creatures, controlling them like marionettes.

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SPELLBINDER

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

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

Skill Ranks per Level: 2 + Intelligence modifier.

Spellbinders are proficient in all simple weapons and light armor.

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

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

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

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

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

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

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

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

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


I'm really sorry to skim and post, but I'm afraid I don't have the time for a more detailed look at the moment. But in my skimming, I didn't notice either of these, so I thought I'd put them forward.

Some sort of class based on the chameleon or illithid savant PrCs, a base class that focuses most of it's abilities on emulating the powers/abilities of other classes/monsters.

Also, something similar to the chaos mage from Encyclopedia Arcane, who could build a magic system to suit his needs as they arose, but suffered from terrible backlashes.

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Shiney wrote:

I'm really sorry to skim and post, but I'm afraid I don't have the time for a more detailed look at the moment. But in my skimming, I didn't notice either of these, so I thought I'd put them forward.

Some sort of class based on the chameleon or illithid savant PrCs, a base class that focuses most of it's abilities on emulating the powers/abilities of other classes/monsters.

Also, something similar to the chaos mage from Encyclopedia Arcane, who could build a magic system to suit his needs as they arose, but suffered from terrible backlashes.

My Spellbinder class (the post just above yours!) has a custom spell-list that they make each day.

My Pretender class can emulate different classes...it has three main personas: warrior, caster, skill monkey, and then can add additional features as it goes up in level.


I would still like to see somebody brave enough to take on the challenge of this:

An ordinary person class.

This person is the "most unlikely hero imaginable" kind of trope. A farmer, blacksmith, or other person with NO "adventuring" skills who somehow gets caught up in extraordinary events. He uses his supposedly useless skills in creative ways. Like a brave little tailor who sews the giant's shoes together.


darth_borehd wrote:
An ordinary person class.

Great in literature, just wouldn't work in a D&D/Pathfinder game.

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darth_borehd wrote:

I would still like to see somebody brave enough to take on the challenge of this:

An ordinary person class.

This person is the "most unlikely hero imaginable" kind of trope. A farmer, blacksmith, or other person with NO "adventuring" skills who somehow gets caught up in extraordinary events. He uses his supposedly useless skills in creative ways. Like a brave little tailor who sews the giant's shoes together.

ARG! The post monster ate my post!

But basically, you would have to tailor (sorry, bad pun) a class for each Craft and Profession skill. So 10-20+ different classes!

A blacksmith would use a hammer, good Fort saves, have Endurance and fire resistance, maybe be able to craft metal quickly, use Craft blacksmithing to disable metal traps and break locks, maybe a rhythmic hammering ability to damage constructs and objects, etc.

A farmer would use a pitchfork (trident) or whip, be able to predict weather, animal empathy, grow crops quickly, dig well.

A tailor would be able to set up thread traps, sew wounds shut, poke people with needles, train cartoon birds and mice to make dresses, stuff like that.


Ha! ADOM's Troll Farmer! Great combination.

Maybe make it one class with medium BAB, d8 hp and 4+Int or 6+Int skill points per level with a number of customizable features similar to talents and bonus features dependent upon Craft/Profession selected.


Some ideas for a possible class or archetype:
Tools of the trade: You can use the tools of your profession as weapons. A tool used that way has the same stats as a weapon or shield you are proficient with. A tailor can use needles as darts or a sculptor may use a chisel as knife, for example.

Tricks of the trade: You can use materials and knowledge from your everyday life in unusual ways. Choose one Craft, Knowledge, Performance or Profession skill, whenever (maybe x/day?) making a a skill check where the selected skill could apply make a check with the selected skill against the same DC first, as a swift action, if that check passes you gain a +2 competence bonus on the ohter skill check. For exmple, a character with profession Lawyer, when trying to bluff a guard to let his friends go, could try to speak 'legalese' at the guard to further confuse him, gaining a +2 to his bluff check. Or a woodcarver trying to appraise a wood item, could first use his Craft skill to gain a +2 bonus to appraise.

Fighting for the trade: Your working prowess translates into fighting prowess. Choose one of these options:
-Choose one type of creature from the rangers Favored Enemy list, that connects with your trade skill, you deal an extra 1d6 of damage when fighting against that type of creature. For exemple, blacksmiths, masons, jewelers and others that work with stone or metal can choose to deal extra damage against constructs, while doctors, scholars and others with knowledge of biology may choose to deal extra damage against some type of humanoid.
-Choose one school of magic, which you can relate to your skill. You gain +2 competence bonus to your saves against spells from that school. For exemple doctors, gravediggers and others that work closely with life and death can gain a bonus against necromancy, while politicians, writers, philosofists and others that practice speechcraft and logic can gain bonus against enchantment.
-Choose one combat maneuver. As long as you have one hand free and materials you normally use in your trade, you gain a +2 bonus on that maneuver, both to perform it and against it. For instance a tailor can use needles and thread to tie some during a graple or a teacher can use a eraser and chalk dust as a dirt trick and a smith can see the flaws on other peoples work and use it to sunder.

I thought on dooing one for more magical tricks like digging faster or using small animals to help working but my brain got sleepy. If anyone wants to use this ideas feel free.


Some kind of ritual warrior, like a Temple Guard for a cult or something. Paladins feel very Western Monotheism-y, I'm thinking of someone who guards the druid circles and the cultists. No spells proper, but gains power through certain rituals or ceremonial magic. I guess you could make a kind of Pagan Barbarian, but I'm looking for something more controlled than that.

EDIT: Bonus points if they have abilities that vary depending on their deity/cult/temple/pantheon/spirit/whatever.

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ASSASSIN

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

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

Skill Ranks per Level: 6 + Intelligence modifier

Assassins are proficient in all simple and martial weapons and light armor.

LEVEL ABILITY
1. Mark 1/day, Poison Use, Slaying Strike
2. Follow Mark, Smart Start
3. False Face, Trapfinding
4. Killing Blow, Mark 2/day
5. Bane, Blind-Fight
6. Fast Feint, Fast Poisoning
7. Mark 3/day
8. Improved Mark
9. Evasion
10. Improved Blind-Fight, Mark 4/day
11. Improved Bane
12. Swift Poisoning
13. Improved Killing Blow, Mark 5/day
14. Greater Mark
15. Greater Blind-Fight
16. Mark 6/day
17. Greater Bane
18. Improved Evasion, Instant Poisoning
19. Mark 7/day
20. Ultimate Mark

Mark (Ex): As a swift action, the assassin can designate a single creature he can see or hear as his mark. Against his mark, the assassin adds his Intelligence modifier to his attack rolls and adds his level to his damage rolls. The assassin can use his mark ability once per day at 1st level, twice per day at 4th level, plus 1 additional time per day at 7th level and every 3 levels thereafter.

Poison Use (Ex): The assassin never risks poisoning himself when applying poison.

Slaying Strike (Ex): Against an opponent that is flat-footed or otherwise denied its Dexterity modifier to its AC, the assassin automatically threatens a critical hit. The critical hit must be confirmed as normal.

Follow Mark (Ex): At 2nd level, against his mark, the assassin gains a bonus equal to half his level on Diplomacy checks to made to gather information, Perception, Stealth, and Survival skill checks made to track his mark.

Smart Start (Ex): At 2nd level, the assassin adds his Intelligence modifier to his Initiative roll.

False Face (Ex): At 3rd level, the assassin adds half his level on Disguise skill checks and gains Spell Resistance 15 + his class level against effects that would determine his alignment.

Trapfinding (Ex): At 3rd level, the assassin adds half his level on Disable Device and Perception checks to detect traps. The assassin can use Disable Device to disarm magical traps.

Killing Blow (Ex): At 4th level, whenever the assassin causes enough damage to force his opponent to make a Massive Damage Fortitude save, the DC of the Fortitude save increases by an amount equal to half the assassin’s level.

Bane (Su): At 5th level, an assassin can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the assassin wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the assassin before the duration expires. This ability lasts for a number of rounds per day equal to the assassin’s level. These rounds do not need to be consecutive
At 11th level, the assassin’s bane ability improves, granting a +4 bonus on attack rolls and causing an additional 4d6+4 points of damage. At 17th level, the assassin’s greater bane ability grants a +6 bonus on attack rolls and an additional 6d6+6 points of damage.

Blind-Fight: At 5th level, the assassin gains Blind Fight as a bonus feat.

Fast Feint (Ex): At 6th level, the assassin can feint in combat as a move action instead of a standard action. If the assassin has Improved Feint, he can feint as a swift action.

Fast Poisoning (Ex): At 6th level, the assassin can apply poison to his weapon as a move action.

Improved Mark (Ex): At 8th level, the threat range of any weapon the assassin wields is doubled when he is attacking his mark. This does not stack with keen weapons, the Improved Critical feat, or similar abilities.

Evasion (Ex): At 9th level, the assassin gains evasion.

Improved Blind Fight: At 10th level, the assassin gains Improved Blind Fight as a bonus feat.

Swift Poisoning (Ex): At 12th level, the assassin can apply poison to his weapon as a swift action.

Improved Killing Blow (Ex): At 13th level, the assassin’s killing blow ability improves.
Whenever the assassin causes enough damage to force his opponent to make a Massive Damage Fortitude save, the DC of the Fortitude save increases by an amount equal to the assassin’s level.

Greater Mark (Ex): At 14th level, the critical multiplier of any weapon the assassin wields is increased by 1 when he is attacking his mark.

Greater Blind Fight: At 15th level, the assassin gains Greater Blind Fight as a bonus feat.

Improved Evasion (Ex): At 18th level, the assassin gains Improved Evasion.

Instant Poisoning (Ex): At 18th level, the assassin can apply poison to his weapon as an immediate action.

Ultimate Mark (Ex): At 20th level, the assassin triples the threat range and increases the critical multiplier of any weapon he uses when attacking his mark. This ability supersedes the assassin’s improved mark and greater mark abilities.

The Exchange

SmiloDan wrote:


Smart Start (Ex): At 2nd level, the assassin adds his Intelligence modifier to his Intelligence modifier.

I sense a disturbance in the post...

Also, you may want to specify that Keen doesn't stack with Improved/Ultimate Mark.

RPG Superstar 2012 Top 32

Edgar Lamoureux wrote:
SmiloDan wrote:


Smart Start (Ex): At 2nd level, the assassin adds his Intelligence modifier to his Intelligence modifier.

I sense a disturbance in the post...

Also, you may want to specify that Keen doesn't stack with Improved/Ultimate Mark.

Thanks for catching that quickly enough that I was able to edit it.

I think NOTHING stacks with keen/improved critical/similar abilities. But I can clarify it anyways.....

The Exchange

Almost any time I've seen anything like that, it specifically says "does not stack with keen/improved critical. I may be wrong, but I think it would be better to clarify in the text in any case.

Sczarni

Here's an idea-- how about a class that focuses almost exclusively on skills? Maybe it would get class abilities that let it use noncombat skills in combat, or maybe it gets bonus feats from among the ones that give skill bonuses?

I've got a few ideas-- would it be too leechlike of me to try designing this one myself? I certainly don't have SmiloDan's skill with it, but I don't want to make him do all the work either.


darth_borehd wrote:

I would still like to see somebody brave enough to take on the challenge of this:

An ordinary person class.

This person is the "most unlikely hero imaginable" kind of trope. A farmer, blacksmith, or other person with NO "adventuring" skills who somehow gets caught up in extraordinary events. He uses his supposedly useless skills in creative ways. Like a brave little tailor who sews the giant's shoes together.

They have one of those.... its called a Commoner

Or an Expert if your really looking to play something broken!

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Silent Saturn wrote:

Here's an idea-- how about a class that focuses almost exclusively on skills? Maybe it would get class abilities that let it use noncombat skills in combat, or maybe it gets bonus feats from among the ones that give skill bonuses?

I've got a few ideas-- would it be too leechlike of me to try designing this one myself? I certainly don't have SmiloDan's skill with it, but I don't want to make him do all the work either.

I made a noble class that uses lots of skills in unique ways. It was also a Knowledge-based buffer and de-buffer.


A marksmen class. Someone who only uses ranged weapon (guns included) and is totally combat focused (no magic, no pets). Maybe an ability similar to the Monk's flurry of blows, and perhaps an ability to use ranged weapons as melee which incapacitates or debilitates the opponent in some way.(a la Stunning Fist). I'm looking for a class that doesn't hide in the back and shoots from afar, but someone who stand toe to toe with the other melee classes.

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Has anyone worked on an alchemist/wizard class? Chymical Theurge? Mystic Chymist?


What would work together with that combination?

RPG Superstar 2012 Top 32

ALCHEMICAL THAUMATURGE

To qualify for the Alchemical Thaumaturge prestige class, the character must meet the following requirements:

Ability to prepare and cast 2nd level arcane spells.
Ability to use 2nd level alchemical extracts
Brew Potion
Craft alchemy 7 ranks, Knowledge arcana 7 ranks, Spellcraft 7 ranks
Infusion discovery

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

Class Skills: Craft, Disable Device, Knowledge (arcana), Knowledge (engineering), Perception, Profession, Spellcraft, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Alchemical Thaumaturges do not gain any additional weapon or armor proficiencies.

LEVEL ABILITY SPELLS PER DAY
1. Combined Codex, Infuse Spell +1 level of arcane spellcasting
2. Discovery +1 level of arcane spellcasting
3. Bomb +1d6 +1 level of arcane spellcasting
4. Discovery +1 level of arcane spellcasting
5. Advanced Brewing +1 level of arcane spellcasting
6. Bomb +2d6, Discovery +1 level of arcane spellcasting
7. Poisonous Spell +1 level of arcane spellcasting
8. Discovery +1 level of arcane spellcasting
9. Bomb +3d6 +1 level of arcane spellcasting
10. Discovery, Exploding Spell +1 level of arcane spellcasting

Combined Codex (Ex): At 1st level, the Alchemical Thaumaturge learns to combine his formula book of extracts and spellbook of spells into a workbook. He can prepare and cast any alchemical extract as an arcane spell of the same level. Each time the Alchemical Thaumaturge gains a level (including 1st level), he adds 1 extract and 1 spell he is high enough level to use to his workbook.

Infuse Spell (Su): At 1st level, the Alchemical Thaumaturge learns how to prepare infusions from prepared arcane spells. As long as the infused spell exists, it continues to occupy one of the Alchemical Thaumaturge’s daily spell slots. An infused extract can be imbibed by a non-Alchemical Thaumaturge to gain its effects.

Discovery (Ex, Sp or Su): At 2nd level, and every 2 levels after 2nd, the Alchemical Thaumaturge learns an additional alchemist discovery. Alchemical Thaumaturge levels stack with alchemist levels for the purposes of meeting a minimum required alchemist level and all level dependent features of a discovery.

Bomb (Su): At 3rd level, and every 3 levels thereafter, the Alchemical Thaumaturge’s bomb damage increases by 1d6. Alchemical Thaumaturge levels stack with alchemist levels when determining the DC of the bomb’s Reflex save and the number of bombs the character can use per day.

Advanced Brewing (Ex): At 5th level, Alchemical Thaumaturge learns how to brew potions of higher than normal levels. At 5th level, the Alchemical Thaumaturge can brew potions of 4th level spells. At 6th level, and each level thereafter, the Alchemical Thaumaturge increases the highest level spell that he can brew potions of, to a maximum of 9th level spells at 10th level.

Poisonous Spell (Su): At 7th level, as a full round action, the Alchemical Thaumaturge can add the effects of a poison to a spell that normally has a casting time of 1 standard action or less. This consumes 1 dose of poison, and alters the spell by adding the dose of poison as a material component to the affected spell. Targets that are affected by the spell must make an additional Fortitude save or be affected by the poison. The normal save DC of the poison is replaced by the save DC of the spell when used in this manner. The Alchemical Thaumaturge can use this ability once per day per level.

Exploding Spell (Su): At 10th level, as a full round action, the Alchemical Thaumaturge can combine throwing a bomb at a opponent and targeting that opponent with a spell that has a normal casting time of 1 standard action or less. If the Alchemical Thaumaturge successfully hits his opponent with the bomb, the opponent suffers normal bomb damage and suffers the effect of the spell without the benefit of a saving throw. Creatures adjacent to the Alchemical Thaumaturge’s opponent are also targeted by the spell, even if the spell normally affects a single target, but are allowed a saving throw against the effect. Using this ability consumes 1 daily use of the Alchemical Thaumaturge’s bomb ability.


I realize I have a rather specific request here, so bear with me and feel free to disregard any of these parameters:

I was thinking a rogue/sorcerer mix. Very similar to the beguiler, but not precisely. I want it to be much more viable for melee combat. It's also inspired by several other things, among them the Mesmer from Guild Wars and Nightcrawler from X-Men. I wanted a dex-based (melee, but not necessarily) character (similar to skirmisher, duelist, etc.), who could also use magic (but was limited to the illusion and enchantment schools).

I originally was thinking about making this up myself, but I possess no experience in doing so whatsoever. But here's what I came up with:

d8
fast will and reflex saves
rogue weapon proficiencies
sneak attack
bard spell progression (based on which ability?)
potentially a mechanic similar to the Dimensional Assault feat chain (teleporting while attacking). This may warrant an entirely different class though, like a teleporting specialist. I'm not sure if I want to synthesize the two

Scarab Sages

Hello, one thing I haven't seen yet is a new base class employing the Paladin/Ranger spell progression table with *arcane* spells. I figure an obvious implementation is an "Arcane Warrior" type whose spells are mostly buff/debuff and spells for personal protection and maybe to cancel, suspend or negate spells from opponents. And otherwise he is a warrior; something like Fighter minus all the armor and weapon training, then add the 4-level arcane spell table. Somehow.

Alternatively, fold the the 4-level table of arcane spells into a Rogue-like class -- but *not* a spell-thief concept -- where spells support stealth, subterfuge, and quick escapes, with some information gathering spells here and there too. Say take Rogue, minus all sneak attack ability, then add the spell suite?

It might mean that both ideas above should be alternate classes?

In any case, I see a opportunities for that lesser spell progression to be put to good use, what do you think? :-)


I tried to do a class a while ago that was based off of Summoner but involved a magical weapon that the character was intrusted to bear (I think I called it the Bearer or Legacy). I lost track of it do to ADD but I think it has its place if you want to give it a shot.

I've also liked the idea of a mystic with a hybrid of monk and a 6th level progression of Cleric/Druid spells, possibly with a focus on exorcising undead and outsiders.

A 6th level spellcaster of nature magic might be interesting but I don't have any concept ideas. I would also second a Sorcerer like, non-casting class, unless that's what you figure a binder would be.

Shadow Lodge

How about the Pathfinder version of 3.5's Factotum from Dungeonscape?
Or a spiritist? A type of medium who can speak with the dead, control and command spirits, and such and soforth?

Or, you could put your efforts into converting all of the classes (base, core, and ultimate magic & combat ones) into playable Pathfinder Beginner Box classes... You'd have a loyal following...


I can try converting the factotum...if you tell me how the Beginner Box classes are different from normal ones I can try my hand at that too.I know I'm new on the boards but conversions/homebrew are one of my specialties ;P

I'll work on the other classes suggested and try to post them up here.

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2 people marked this as a favorite.
Cratai wrote:

I realize I have a rather specific request here, so bear with me and feel free to disregard any of these parameters:

I was thinking a rogue/sorcerer mix. Very similar to the beguiler, but not precisely. I want it to be much more viable for melee combat. It's also inspired by several other things, among them the Mesmer from Guild Wars and Nightcrawler from X-Men. I wanted a dex-based (melee, but not necessarily) character (similar to skirmisher, duelist, etc.), who could also use magic (but was limited to the illusion and enchantment schools).

I originally was thinking about making this up myself, but I possess no experience in doing so whatsoever. But here's what I came up with:

d8
fast will and reflex saves
rogue weapon proficiencies
sneak attack
bard spell progression (based on which ability?)
potentially a mechanic similar to the Dimensional Assault feat chain (teleporting while attacking). This may warrant an entirely different class though, like a teleporting specialist. I'm not sure if I want to synthesize the two

Quickjack

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

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Knowledge (dungeoneering, geography, local, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Quickjacks are proficient in all Simple Weapons, handaxe, longbow, rapier, scimitar, shortbow, shortsword, and throwing axe. Quickjacks are proficient in light armor, but not shields.

1. Dimensional Pocket, Skirmish +1d6, Trapfinding, Warp Pool
2. Bonus Feat, Dimensional Hop
3. Evasion, Fast Movement
4. Skirmish +1d6/+1 AC
5. Blink
6. Bonus Feat, Fast Movement, Uncanny Dodge
7. Dimensional Haven, Skirmish +2d6/+1 AC
8. Dimension Door
9. Fast Movement, Improved Uncanny Dodge
10. Bonus Feat, Skirmish +2d6/+2 AC
11. Improved Blink
12. Fast Movement, Improved Evasion
13. Improved Dimensional Haven (sustaining health), Skirmish +3d6/+2 AC
14. Bonus Feat, Teleport
15. Anchor Resistance, Fast Movement
16. Skirmish +3d6/+3 AC
17. Greater Teleport
18. Bonus Feat, Fast Movement, Freedom of Movement
19. Greater Dimensional Haven (Astral Body), Skirmish +4d6/+3 AC
20. Gate

Dimensional Pocket (Su). As long as the Quickjack has at least 1 point in his Warp Pool, he can access an extradimensional storage space. This extradimensional space can hold upto 10 pounds worth of gear per class level. Removing or stowing an object from the Dimensional Pocket is a free action.

Skirmish (Ex). As the Scout ability. It improves at levels 4, 7, 10, 13, 16, and 19.

Trapfinding (Ex). As the Rogue ability.

Warp Pool (Su). A Quickjack as a number of points in his Warp Pool equal to 1/2 his class level + Charisma bonus (minimum 1). The Quickjack can spend a Warp Pool point as a free action to gain a +20 bonus to Acrobatic skill checks to Jump for 1 round, gain a +4 Dodge bonus to AC for 1 round, or to increase his speed by +10 feet per Warp point spent for 1 round.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Quickjack may select a bonus feat from the following list of bonus feats. He must meet all requirements for the selected feat.

Acrobatic, Agile Manuvers, Alertness, Athletic, Blindfight, Combat Expertise, Deadly Aim, Dodge, Double Slice, Exotic Weapon Proficiency, Expeditious Dodge, Greater Two Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two Weapon Fighting, Lightning Stance, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Pinpoiny Accuracy, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Two Weapon Defense, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance.

Dimensional Hop (Su). At 2nd level, by spending 1 point from his Warp Pool, the Quickjack can teleport up to 10 feet per point of his Charisma bonus (minimum 10 feet) as a swift action.

Evasion (Ex). At 3rd level, the Quickjack gains the rogue ability of the same name.

Fast Movement (Ex). At 3rd level, and every 3 levels beyond 3rd, the Quickjack's speed increases by 10 feet.

Blink (Su). At 5th level, the Quickjack gains the benefits of the Blink Spell as a swift action for 1 number of rounds equal to his Charisma bonus (minimum 1) by spending 1 point from his Warp Pool.

Uncanny Dodge (Ex). At 6th level, the Quickjack gains the rogue ability of the same name.

Dimensional Haven (Su). At 7th level, by spending 1 point from his Warp Pool as a standard action, the Quickjack can benefit from a Rope Trick effect (without the need to use a rope) with a caster level equal to the Quickjack's class level. At 13th level, the Quickjack gains the benefits of the Improved Dimensional Haven. All within the effects of the Dimensional Haven benefit from the effects of a Ring of Sustenance and heal a number of hit points equal to their hit dice each hour. At 19th level, the Quickjack can remain safe within his Dimensional Haven and use Astral Projection.

Dimension Door (Su). At 8th level, by spending 1 Warp Point as a swift action, the Quickjack can use a Dimension Door effect with a caster level equal to his class level.

Improved Uncanny Dodge (Ex). At 9th level, the Quickjack gains the benefits of the rogue's Improved Uncanny Dodge ability of the same name.

Improved Blink (Su). At 11th level, the Quickjack can benefit from the Improved Blink spell for a number of rounds equal to his Charisma bonus (minimum 1 round) by spending 1 Warp Point as a swift action.

Improved Evasion (Ex). At 12th level, the Quickjack gains the rogue ability of the same name.

Teleport (Su). At 14th level, the Quickjack can use Teleport with a caster level equal to his class level as a swift action by spending 1 Warp Point.

Anchor Resistance (Ex). At 15th level, the Quickjack gains Spell Resistance 15 + his class level against effects that would suppress his ability to teleport or use dimensional or astral travel.

Greater Teleport (Su). At 17th level, the Quickjack can use Greater Teleport as a swift action by spending 2 points from his Warp Pool.

Freedom of Movement (Ex). At 18th level, the Quickjack is protected with a constant Freedom of Movement effect.

Gate (Su). At 20th level, as a full round action, the Quickjack can spend 3 points from his Warp Pool and use a Gate effect.

RPG Superstar 2012 Top 32

Skaorn--upthread I have a Warden class, it's like the druidic version of the inquisitor.

Rebis Ouroboros--upthread I have a Pretender class, which is versatile like the factotum....it can be a tank, skill monkey, or spellcaster (arcane or divine).


SmiloDan wrote:

Skaorn--upthread I have a Warden class, it's like the druidic version of the inquisitor.

Hmmm... must have missed it on the read through. Here is what I had with the weapon summoning Summoner variant. I didn't get very far. I figure I'll post the link to try to convey the basic idea, though having a non-caster version might be better.

[http://paizo.com/forums/dmtz3gqb?A-Weapon-Summoning-Summoner#16]Bearers[/url].


Skaorn wrote:
SmiloDan wrote:

Skaorn--upthread I have a Warden class, it's like the druidic version of the inquisitor.

Hmmm... must have missed it on the read through. Here is what I had with the weapon summoning Summoner variant. I didn't get very far. I figure I'll post the link to try to convey the basic idea, though having a non-caster version might be better.

Bearers.

Linkified.


Azten wrote:


Linkified.

Whoops, thanks for the fix! In my defense I wrote it at 3am due to insomnia O_o.


A chef. Do what you will in terms of class features, so long as it cooks.

RPG Superstar 2012 Top 32

A.P.P.L.E. wrote:
A chef. Do what you will in terms of class features, so long as it cooks.

In 2nd Edition, one of my players played a ranger that spent 3 non-weapon proficiencies on cooking. That's kind of the equivalent of spending 4 or 5 feats on Skill Focus cooking, with the results stacking.

What would the chef PC do? Wield a cleaver, throw pies, make hour long Diplomacy checks based on his cooking skills? Intimidate like crazy like Chef Ramsey? Poison his customers? Entangle with honey-filled pastries? Over-feed his opponents so they get sickened or nauseated? Detect invisible using bags of flour? Club folks with rolling pins?

RPG Superstar 2012 Top 32

2 people marked this as a favorite.
Skaorn wrote:
SmiloDan wrote:

Skaorn--upthread I have a Warden class, it's like the druidic version of the inquisitor.

Hmmm... must have missed it on the read through. Here is what I had with the weapon summoning Summoner variant. I didn't get very far. I figure I'll post the link to try to convey the basic idea, though having a non-caster version might be better.

[http://paizo.com/forums/dmtz3gqb?A-Weapon-Summoning-Summoner#16]Bearers[/url].

My bad! I must have posted it elsewhere.

Anyways....

WARDEN

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

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

Skill Ranks per Level: 6 + Intelligence modifier.

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

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

Spells:

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

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

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

Natural Bonds:

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

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

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

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

Wards:

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

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

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

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

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

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

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

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

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

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

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

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

Insights:

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

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

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

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

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

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

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

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

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

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

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

Uncommon Senses:

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

Perception: The warden gains Trapfinding.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Warden Spells:

Warden Spells

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

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

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

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

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

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

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


SmiloDan wrote:
A.P.P.L.E. wrote:
A chef. Do what you will in terms of class features, so long as it cooks.

In 2nd Edition, one of my players played a ranger that spent 3 non-weapon proficiencies on cooking. That's kind of the equivalent of spending 4 or 5 feats on Skill Focus cooking, with the results stacking.

What would the chef PC do? Wield a cleaver, throw pies, make hour long Diplomacy checks based on his cooking skills? Intimidate like crazy like Chef Ramsey? Poison his customers? Entangle with honey-filled pastries? Over-feed his opponents so they get sickened or nauseated? Detect invisible using bags of flour? Club folks with rolling pins?

Make poisons that would make an alchemist jealous, attack people with a cleaver, intimidate people with said cleaver, force feed opponents dishes with all sorts of harmful effects, like brutal debuffs and the above mentioned poisons, and create dishes that give her or her allies buffs and healing.

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