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


Homebrew and House Rules

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I'm surprised Enlarge Person wasn't on the list. *snicker*

RPG Superstar 2012 Top 32

I'm speechless.

Good thing I can still type.

Technically, they can add enlarge person at 5th level....


I would like to see a nature-based defender/ warrior. A class which is akin to the Paladin in its relationship to the Cleric, but with Druids. A druidic warden who wields weapons and the power of the elements to crush the enemies of nature, rather than animal companions or wild shapes to become one with it. I think that would be fun to see.


I started a draft of Warden class basing it on Barbarian, replacing rage with ability to take on a guardian spirit form (with the same rounds/day limit as rage) and replacing rage powers with spirit powers that augment and enhance his abilities while wearing guardian spirit form. I kept damage reduction but it's in early stages of development.

RPG Superstar 2012 Top 32

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Vindicator wrote:
I would like to see a nature-based defender/ warrior. A class which is akin to the Paladin in its relationship to the Cleric, but with Druids. A druidic warden who wields weapons and the power of the elements to crush the enemies of nature, rather than animal companions or wild shapes to become one with it. I think that would be fun to see.

I made a druidy-inquisitor type.

WARDEN

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

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

Skill Ranks per Level: 6 + Intelligence modifier.

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

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

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

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

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

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

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

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

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

Wards:

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

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

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

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

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

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

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

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

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

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

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

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

Warden’s Insights:

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

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

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

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

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

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

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

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

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

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

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

Uncommon Senses:

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

Perception: The warden gains Trapfinding.

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

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

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

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

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

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

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

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

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

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

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

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


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.



Awesome.


My request is a bit of a stretch. I was wondering if I could get your wonderful expertise on a remake of the Alienist PrC but rather as a base class. As it stands the current ability to summon Aberration lies in Druid territory, ironically. (IMO Froghemoth is Magical Beast) But it would be nice to bring back the madness with an Aberrational summoner class/Archetype.


There was a Summoner Archetype made elsewhere on these boards called the Fleshbinder that might suit the idea. Let me look for it and see if I can get the link...

EDIT: Found it.


That is an awesome archetype but it still doesn't summon "true" aberrations. The closest thing I found in the summon monster list was a gibbering mouther. I was hoping for a more Lovecraft-ian Horror summoner with Madness abilities and the like. Not what I was looking for but that is still an awesome find.


Hm... have you considered simply modifying the Summon Monster spell list? Just replace the creatures with Aberrations or similar creatures of the same CR and you're set.


Set for summoning, but what about the class abilities? I agree changing the list is a simple and quick fix, but for true flavor, you need madness related abilities like were in the PrC. The PrC though didn't really give you the Cthulhu Cultist feel. Maybe it just needs to be a witch Patron change? Like a Dark Tapestry, Hastur, or Esoteric Order patron and a summoning hex at the expense of wisdom damage or something?


I've been thinking rituals should be open to anyone with the proper knowledge skills. A ritual summoning would call something sort of permanently. You can banish them, or do the ritual backwards. I think the reworking of the flumph should cause madness as a gaze attack.

RPG Superstar 2012 Top 32

Would something like the Astral Construct from psionics work?

For example, The Alienist would know how to summon a number of different types of Aliens (custom-built aberrations) equal to his ranks in Knowledge dungeoneering or Knowledge the planes. There would be different CR baselines for each level of summon monster I-IX. And eidolon evolutions could be used in this system.

Maybe different "Patrons" that give out different abilities? I like the idea of a Patron of the Pit: using [i]stumble gap, create pit, spiked pit, acid pit, hungry pit, passwall, move earth, disintigration, reverse gravity, [/1]etc., for inspiration.

Other ones could be about warping space, warping minds, warping senses, warping bodies, warping souls, etc. etc.

I can see this almost working as a Witch archetype.


Actually, having presets for an Astral Construct may be the best answer. So maybe a patron or hex that grants the astral construct as a spell instead of a power? And the madness discovery from the homebrew you submitted earlier. Cha and Wis switch on a witch is no big deal. On an Oracle, we may have problems.


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

Sept 2011, eh?

Well, if you're still bored, we're doing a huge love and romance themed set of class archetypes and additional class options. The basic idea is that fans of Calistria needs some love (pun intended).

If you're interested, here's the link:

http://paizo.com/forums/dmtz30ti?Oracle-of-Calistria-Passion-Mystery


please dont forget the elemental warrior, i have tried and failed to make a balanced version of this and would rather leave it to someone who knows what they are doing

RPG Superstar 2012 Top 32

toastwolf wrote:
please dont forget the elemental warrior, i have tried and failed to make a balanced version of this and would rather leave it to someone who knows what they are doing

Don't worry, I'm working on it too. I'm calling it the Hellion. I gave it a bit of an infernal flavor to spice up the elemental bits.


SmiloDan wrote:
toastwolf wrote:
please dont forget the elemental warrior, i have tried and failed to make a balanced version of this and would rather leave it to someone who knows what they are doing

Don't worry, I'm working on it too. I'm calling it the Hellion. I gave it a bit of an infernal flavor to spice up the elemental bits.

(rubs hands together gleefully) that sounds even better

RPG Superstar 2012 Top 32

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ALIENIST

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

Class Skills: Bluff, Craft, Fly, Intimidate, Knowledge arcana, Knowledge dungeoneering, Knowledge history, Knowledge planes, Linguistics, Perception, Profession, Spellcraft, Use Magic Device.

Skill Ranks per Level: 2 + Intelligence modifier.

Alienists are proficient in all simple weapons. Alienists are not proficient in any armor or shields. Armor may interfere in the somatic components of his arcane spells.

LEVEL ABILITY
1. Alien Summoning I, Cantrips, Evolve Alien, Weird Bond (Familiar or Warp)
2. Alter Summoning
3. Alien Summoning II
4. Xenomorphic Evolution
5. Alien Summoning III
6. Alter Summoning
7. Alien Summoning IV
8. Xenomorphic Evolution
9. Alien Summoning V
10. Alter Summoning
11. Alien Summoning VI
12. Xenomorphic Evolution
13. Alien Summoning VII
14. Alter Summoning
15. Alien Summoning VIII
16. Xenomorphic Evolution
17. Alien Summoning IX
18. Alter Summoning
19. Alien Gate
20. Alien Transcendence, Xenomorphic Evolution

Spells: Alienists prepare and cast arcane spells based on Intelligence, yada yada yada. Drawn mostly from Conjuration, Enchantment, Necromancy, and Transmutation.

Alien Summoning (Sp): Beginning at 1st level, the alienist can spontaneously convert a prepared spell slot into a summon monster spell of the same level. The summon monster spell must be used to summon an evolved alien (see below).

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

Evolve Alien (Su): Alienists learn how to summon alien entities from the dark realms between the stars. For each rank the alienist has in Knowledge dungeoneering or Knowledge planes, he adds 1 aberration to his summon monster list. The CR of the aberration must be appropriate for the level of the spell. The aliens will be built on basic frameworks customized with evolution points. Rules to come later.

Weird Bond (Su): The alienist gains one of two benefits: a familiar or a warp.

Familiar (Su): The alienist gains a familiar, using his alienist level as his effective wizard level. He must choose between a pseudonatural familiar (a standard familiar with the pseudonatural template applied to it) or a tumor familiar (as the alchemist discovery of the same name, using the alienist’s class level as his effective alchemist level).

Warp (Su): A warp is similar to a domain. It grants a special ability at 1st level and 8th level. It also adds a bonus spell to each spell level.

Warps:

Warp Body (polymorph)
Warp Mind (charm/dominate)
Warp Pit (create pit)
Warp Position (teleport)
Warp Reality (illusions)
Warp Sense (invisibility)
Warp Soul (undead)
Warp Space (telekinetic)
Warp Spirit (fear)

Alter Summoning (Su): At 2nd level, and every 4th level thereafter, the alienist gains one of the following abilities.

Alter Summonings:

Added Summonings: Whenever the alienist summons an aberration using a summon monster spell, he summons one additional creature of the same kind. The alienist must be at least 10th level to select this ability.

Augment Summoning: The alienist gains Augment Summoning as a bonus feat, even if he does not meet the requirements.

Celerity Summoning: Any creature the alienist summons gains a +4 bonus to Dexterity and a +10 ft. bonus to speed.

Extend Summoning: Any time the alienist casts a spell of the Conjuration (summoning) school, it is affected by the Extend Spell metamagic feat without increasing its effective spell level.

Evolved Summoning: The alienist adds 1 evolution point to the creatures he summons. He must be 6th level to select this ability.

Hidden Summoning: Any creature the alienist summons gains the benefit of the greater invisibility spell. The alienist must be at least 14th level and have the Shadowy Summoning ability to select this ability.

Rapid Summoning: The alienist can cast any Conjuration (summoning) spell that normally has a casting time of 1 round as a standard action.

Regenerative Summoning: Any creature the alienist summons gains Fast Healing equal to half the alienist’s class level.

Resilient Summoning: Any creature the alienist summons gains DR 2/- and a +2 bonus to its natural armor.

Shadowy Summoning: Any creature the alienist summons gains the benefit of the blur spell. The alienist must be at least 6th level to select this ability.

Spellbound Summoning: A number of times per day equal to his Intelligence modifier, as a full round action, the alienist gains the ability to cast a spell that targets the creatures he is summoning as part of the summoning process. The level of the spell targeting his summoned creatures cannot exceed the highest level spell he can cast minus 2. The alienist must be at least 10th level to select this ability.

Swift Summoning: A number of times per day equal to his Intelligence modifier, the alienist can cast a Conjuration (summoning) spell with a normal casting time of 1 round or less as a swift action. The alienist must be 14th level and have the Rapid Summoning ability before selecting this ability.

Xenomorphic Evolution (Su): Beginning at 4th level, the alienist gains 1 evolution point. At 8th level, and every 4 levels thereafter, the alienist gains an additional evolution point. The alienist uses his class level as his effective summoner level for the purposes of determining which evolutions the alienist has access to. The alienist uses these points to add evolutions to himself. At each level, the alienist can redistribute his evolution points. Each time the alienist gains an evolution point, the alienist suffers a cumulative -2 penalty on Bluff, Diplomacy, and Handle Animal skill checks made to influence nonpseudonatural creatures.

Alien Gate (Sp): At 19th level, the alienist can spontaneously convert a prepared spell slot into a gate spell.

Alien Transcendence (Su): At 20th level, the alienist’s body becomes truly unnatural. He becomes immune to critical hits and sneak attacks. In addition, he gains blindsight with a range of 60 feet and damage reduction 5/—.


Wonderful. Going to see how it pans out though. Thinking early levels bad like a wizard/sorcerer who doesn't take color spray or magic missile. Late levels filled literal madness. Wonderful ideas abound. It balances complex mechanics with simple ones. Thanks a ton.


I'd like to see your defense of why applying spells to all creatures you ever summon is balanced, if you have the time.

RPG Superstar 2012 Top 32

Cheapy wrote:
I'd like to see your defense of why applying spells to all creatures you ever summon is balanced, if you have the time.

Are you refering to the Spellbound Summonings ability?

It's "only" usable a number of times per day equal to the alienist's Intelligence modifier. Granted, that might be enough for every summoning the alienist uses each day, since their casting stat is also Intelligence based. It's basically just adding a buff to summoned creatures and giving the alienist some action economy/more efficient version of Quicken Spell for a single purpose (buffing summoned creatures).

Should it be a static number of times per day, like once per day or 3/day or something like that? Based on a second ability score, like Charisma?


Hey SmiloDan, are you still working of the elemental fighter?
Edit
Sorry I did not see the post from earlier.


I was actually referring to Shadowy and the greater invisibility one.

Were the warps ever described?

Sovereign Court

@I think someone mentioned it earlier, but has the equivalent of the WoW Death Knight been done or tried before?


I would downgrade hidden summoning so that altered summons would be conjured invisible but not under effect of greater invisibility.


Matt, Garnished Game Designer wrote:
@I think someone mentioned it earlier, but has the equivalent of the WoW Death Knight been done or tried before?

SGG has this Death Knight


Drejk wrote:
I would downgrade hidden summoning so that altered summons would be conjured invisible but not under effect of greater invisibility.

Personally, I'd just scrap it. How are you going to give orders to things you can't see!

Or possibly communicate with intelligently.

Sovereign Court

Cheapy wrote:
Matt, Garnished Game Designer wrote:
@I think someone mentioned it earlier, but has the equivalent of the WoW Death Knight been done or tried before?
SGG has this Death Knight

Much obliged Cheapy!


Matt, Garnished Game Designer wrote:
Cheapy wrote:
Matt, Garnished Game Designer wrote:
@I think someone mentioned it earlier, but has the equivalent of the WoW Death Knight been done or tried before?
SGG has this Death Knight
Much obliged Cheapy!

I must confess that I'm not familiar with the WoW Death Knight, but uh...they have the same name so maybe they're close.

Sovereign Court

@Cheapy: It's close enough to work.


Cheapy wrote:
Drejk wrote:
I would downgrade hidden summoning so that altered summons would be conjured invisible but not under effect of greater invisibility.
Personally, I'd just scrap it. How are you going to give orders to things you can't see!

"Flank the enemy wizard!" *sound of invisible tentacled monstrosities from outer space bumping each other* "Damned jellyfishes".

The same way you issue orders to your hidden Rogue ally - basing them on your current and incomplete knowledge of situation.

Quote:
Or possibly communicate with intelligently.

It would be good to invest in some sort of telepathic link with summoned minions. Which would make a good alter summoning effect.

RPG Superstar 2012 Top 32

Drejk wrote:
Cheapy wrote:
Drejk wrote:
I would downgrade hidden summoning so that altered summons would be conjured invisible but not under effect of greater invisibility.
Personally, I'd just scrap it. How are you going to give orders to things you can't see!

"Flank the enemy wizard!" *sound of invisible tentacled monstrosities from outer space bumping each other* "Damned jellyfishes".

The same way you issue orders to your hidden Rogue ally - basing them on your current and incomplete knowledge of situation.

Quote:
Or possibly communicate with intelligently.
It would be good to invest in some sort of telepathic link with summoned minions. Which would make a good alter summoning effect.

Yeah! That would totally rock!!! Especially for an insane alienist type.

"I hear voices IN MY MIND!!!!!!"

"Oh yeah, I summoned them into existance..."

RPG Superstar 2012 Top 32

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HELLION

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

Class Skills: Acrobatics (Dex), Climb (Str), Fly (Dex), Intimidate (Cha), Knowledge planes (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 2 + Intelligence modifier

Hellions are proficient in all simple and martial weapons. Hellions are proficient with light, medium, and heavy armor, and shields (but not tower shields).

LEVEL ABILITY
1. Hell Pool, Hellstrike 1d6, Hell Ward
2. Infernal Power
3. Hell Ward
4. Infernal Power
5. Hellstrike 2d6
6. Infernal Power
7. Hell Ward
8. Improved Powers, Infernal Power
9. Hellstrike 3d6
10. Infernal Power
11. Hell Ward
12. Infernal Power
13. Hellstrike 4d6
14. Greater Powers, Infernal Power
15. Hell Ward
16. Infernal Power
17. Hellstrike 5d6
18. Infernal Power
19. Hell Ward
20. Infernal Power, Ultimate Power

Hell Pool (Su): At 1st level, the hellion gains a reservoir of infernal elemental energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 4 + his Charisma modifier. At 2nd level, and every level thereafter, this pool increases by 2 points. The pool refreshes once per day after the hellion has had 8 hours of rest.

Hellstrike (Su): At 1st level, a hellion can expend 1 point from his hell pool as a swift action to grant any weapon he is holding +1d6 points of his choice of acid, cold, electricity, or fire damage for 1 round. For every four levels beyond 1st, the weapon gains another +1d6 points of energy damage to a maximum of +5d6 at 17th level. Multiple uses of this ability do not stack with themselves.

Hell Ward (Su): At 1st level, a hellion can expend 1 point from his hell pool as an immediate action and gain energy resistance 10 against one of the following energy types: acid, cold, electricity, or fire until the end of his next turn. At 3rd level, 7th level, and every 4 levels thereafter, this energy resistance increases by 10 points.

Infernal Power (Su): At 2nd level, and every 2 levels thereafter, the hellion gains an infernal power from the following list. The save DC of any hellion power is 10 + ½ the hellion’s class level + the hellion’s Charisma modifier.

Infernal Powers:

Infernal Blade: As a swift action, the hellion can expend 1 point from his hell pool and resolve all melee attack rolls as melee touch attacks for 1 round.

Infernal Burst: As a swift action, the hellion can expend 1 point from his hell pool and cause 1d6 points of damage per 2 class levels to all adjacent creatures. This damage is the hellion’s choice of acid, cold, electricity, or fire damage. Target creatures are allowed a Reflex save for half damage.

Infernal Dexterity: As a swift action, the hellion can expend 1 point from his hell pool and gain a bonus to Dexterity equal to half his level for a number of rounds equal to his Charisma modifier.

Infernal Growth: As a swift action, the hellion can expend 1 point from his hell pool and gain the benefits of an enlarge person spell for 1 round.

Infernal Impurity: As a swift action, the hellion can expend 1 point from his hell pool and imbue his weapon with an unholy energy for 1 round. Any creature struck by the hellion must make a Will save or suffer a -1 penalty for a number of rounds equal to the hellion’s Charisma modifier. At 6th level, and every 4 levels thereafter, this penalty increases by 1.

Infernal Maneuvers: As an immediate action, the hellion can expend 1 point from his hell pool and gain a +2 bonus to his CMB and CMD for 1 round. At 6th level, and every 4 levels thereafter, the bonus increases by +2.

Infernal Mantle: As an immediate action, the hellion can expend 1 point from his hell pool and for 1 round, opponents targeting him are subjected to a 20% miss chance.

Infernal Protection: As an immediate action, the hellion can expend 1 point from his hell pool and for a number of rounds equal to his Charisma modifier, gain a +1 deflection bonus to his AC. At 6th level, and every 4 levels thereafter, the bonus increases by +1.

Infernal Purity: As an immediate action, the hellion can expend 1 point from his hell pool and gain a +1 bonus to his saving throws. At 6th level, and every 4 levels thereafter, the bonus increases by +1.

Infernal Rebound: As a swift action, the hellion can expend 1 point from his hell pool and grant his melee weapon the throwing and returning special weapon abilities for 1 round.

Infernal Resilience: As an immediate action, the hellion can expend 1 point from his hell pool and gain DR 5/- for 1 round. At 6th level, and every 4 levels thereafter, this damage reduction increases by 5.

Infernal Shield: As an immediate action, the hellion can expend 1 point from his hell pool and gain a +2 shield bonus to his AC foe 1 round. At 6th level, and every 4 levels thereafter, the bonus increases by +2.

Infernal Speed: As a swift action, the hellion can expend 1 point from his hell pool and gain a +30 ft. bonus to speed for 1 round.

Infernal Strength: As a swift action, the hellion can expend 1 point from his hell pool and gain a bonus to Strength equal to half his level for a number of rounds equal to his Charisma modifier.

Infernal Thunder: When the hellion may select an energy type for one of his powers, he adds sonic energy as one of his options.

Infernal Toughness: As an immediate action, the hellion can expend 1 point from his hell pool and gain a number of temporary hit points equal to his Charisma modifier multiplied by his hit dice for 1 round.

Infernal Vanishing: As a swift action, a hellion can expend 1 point from his hell pool and become invisible for 1 round.

Infernal Versatility: As a swift action, a hellion can expend 1 point from his hell pool and alter the damage type of any weapons he is wielding to his choice of bludgeoning, piercing, or slashing.

Infernal Wings: As an immediate action, a hellion can expend 1 point from his hell pool and gain the benefits of feather fall for a number of rounds equal to his class level or gain the benefits of fly for 1 round.

Improved Powers (Su): Beginning at 8th level, the hellion may select an infernal power from the following list.

Improved Powers:

Improved Hellstrike: The damage dice of your hellstrike ability increases to d10s.

Improved Infernal Burst: As a swift action, the hellion can expend 1 point from his hell pool and cause 1d6 points of damage per class level to all creatures within 10 feet. This damage is the hellion’s choice of acid, cold, electricity, or fire damage. Target creatures are allowed a Reflex save for half damage.

Improved Mantle: As an immediate action, the hellion can expend 1 point from his hell pool and for a number of rounds equal to his Charisma modifier, opponents targeting him are subjected to a 50% miss chance.

Infernal Action: The hellion can use both an immediate action and a swift action in the same round. The hellion may use a swift action to activate any action that normally activates as an immediate action.

Infernal Affliction: As a swift action, the hellion can expend 1 point from his hell pool and imbue his weapon with an unholy energy for 1 round. Any creature struck by the hellion must make a Will save or suffer a -2 penalty to its spell resistance for a number of rounds equal to the hellion’s Charisma modifier. At 6th level, and every 4 levels thereafter, this penalty increases by 2.

Infernal Anchor: As a swift action, the hellion can expend 1 point from his hell pool and target a creature he has just successfully hit in melee with dimensional anchor effect if it fails a Will save, using his class level as his caster level.

Infernal Bound: As an immediate action, the hellion can expend 1 point from his hell pool and teleport 5 feet per level; if this is done in reaction to an attack, there is a 50% chance the attack misses the hellion.

Infernal Combat: As a swift action, the hellion can expend 1 round from his hell pool and gain the benefits of a Combat feat for 1 round; the hellion must meet the requirements of the selected feat. At 12th level, the hellion gains the benefits of 2 Combat feats. At 16th level, the hellion gains the benefits of 3 Combat feats. At 20th level, the hellion gains the benefits of 4 Combat feats.

Infernal Debilitation: As a swift action, the hellion can expend 1 point from his hell pool and imbue his weapon with an unholy energy for 1 round. Any creature struck by the hellion must make a Fortitude save or have its damage reduction (if any) decreased by 5 for a number of rounds equal to the hellion’s Charisma modifier. At 12th level, the target creature’s damage reduction is decreased by 10. At 16th level, the target creature’s damage reduction is decreased by 15. At 20th level, the target creature’s damage reduction is decreased by 20.

Infernal Dispelling: As a swift action, the hellion can expend 1 point from his hell pool and target a creature he has just successfully hit in melee with dispel magic, using his class level as his caster level.

Infernal Flight: As an immediate action, the hellion can expend 1 point from his hell pool and gain the benefit of a fly spell for a number of rounds equal to his class level.

Infernal Haste: As a swift action, the hellion can expend 1 point from his hell pool and gain the benefits of haste for a number of rounds equal to his Charisma modifier.

Infernal Luck: As an immediate action, the hellion can expend 1 point from his hell pool and re-roll any d20 roll he has just made; the hellion must take the results of the second roll, even if it is worse than the first roll. The hellion can use this ability a number of times per day equal to his Charisma modifier (minimum 1).

Infernal Regeneration: As an immediate action, the hellion can expend 1 point from his hell pool and gain fast healing equal to his Charisma modifier for a number of rounds equal to half his class level.

Infernal Retribution: As an immediate action, the hellion can expend 1 point from his hell pool and for a number of rounds equal to his Charisma modifier, any creature that successfully hits the hellion with a natural attack, unarmed strike, or non-reach melee weapon take an amount of damage equal to the hellion’s Hellstrike ability. When the hellion activates this ability, he selects one of the following energy types: acid, cold, electricity, or fire; his infernal retribution causes damage of the selected energy type.

Infernal Vulnerability: As a swift action, the hellion can expend 1 point from his hell pool and imbue his weapon with an unholy energy for 1 round. Any creature struck by the hellion must make a Fortitude save or gain vulnerability to the hellion’s choice of acid, cold, electricity, or fire energy damage for a number of rounds equal to the hellion’s Charisma modifier.

Greater Powers (Su): Beginning at 14th level, the hellion may select an infernal power from the following list:

Greater Powers:

Greater Hellstrike: As an immediate action, the hellion can expend 1 point from his hell pool and cause maximum damage on a critical hit.

Greater Retribution: As an immediate action, the hellion can expend 1 point from his hell pool and for a number of rounds equal to his Charisma modifier, any creature that successfully hits the hellion with a natural attack, unarmed strike, or non-reach melee weapon take an amount of damage equal to the hellion’s hellstrike ability. In addition, they must succeed on a Fortitude save or become stunned for 1 round. When the hellion activates this ability, he selects one of the following energy types: acid, cold, electricity, or fire; his infernal retribution causes damage of the selected energy type.

Greater Vanishing: As an immediate action, the hellion can expend 1 point from his hell pool and gain the benefits of greater invisibility for a number of rounds equal to his Charisma modifier.

Infernal Critical: As an immediate action, the hellion can expend 1 point from his hell pool when he threatens a critical hit and automatically confirm the critical hit.

Infernal Disruption: As a swift action, the hellion can expend 1 point from his hell pool and the next creature the hellion strikes within 1 round must make a Will save or be unable to cast spells or use any spell-like or supernatural abilities for 1 round.

Infernal Transposition: As an immediate action, the hellion can expend 1 point from hell pool when he successfully hits an opponent and if the opponent fails a Will save, it is teleported to a location of the hellion’s choice within 5 feet per 2 class levels of the hellion.

Ultimate Powers (Su): Beginning at 20th level, the hellion may select an infernal power from the following list:

Ultimate Powers:

Ultimate Action: The hellion can perform a number of swift or immediate actions per round equal to his Charisma modifier.

Ultimate Destiny: As a swift action, the hellion can spend 1 point from his hell pool and gain a bonus equal to his class level on his next d20 roll.

Ultimate Destruction: As a swift action, the hellion can expend 10 points from his hell pool and target a creature he has just successfully hit in melee with destruction, using his class level as his caster level; the DC of the Fortitude is 10 + ½ the hellion‘s class level + his Charisma modifier.

Ultimate Disruption: As a swift action, the hellion can expend 1 point from his hell pool and the next creature the hellion strikes within 1 round must make a Will save or be unable to cast spells or use any spell-like or supernatural abilities for a number of rounds equal to the hellion‘s Charisma modifier.

Ultimate Hellstrike: As an immediate action, the hellion can expend 1 point from his hell pool and cause maximum damage on all successful hits for 1 round.

Ultimate Moment: The duration of any power that is normally 1 round extends to a number of rounds equal to the hellion’s Charisma modifier.

Ultimate Time: As a swift action, the hellion can expend 1 point from his hell pool and gain the benefits of a time stop spell.


love it, love everything about it, just magnificent (applauds)

RPG Superstar 2012 Top 32

Glad you like it! It's a bit rough, but this is the kind of class I would want to play. My only concern is that EVERY class feature is based on the hell pool. I might tweak it to give it some other kinds of minor abilities just for zest. Maybe arcane paladin/ranger like spellcasting.


a dragon disciple like prestige class for spontaneous divine casters who are slowly evolving into an angelic being.


I know I've tapped you for this before, and you had some helpful comments but didn't really want to pick it up entirely yourself. That said, seeing your Warden class again makes me wonder: Could the Steward be an Archetype for the Warden? Take out Ward and add in some offensive abilities, possibly losing or altering Nature Bond or some other features as well? Other than the focus of primarily defensive abilities, the Warden fits pretty well with what I was hoping to accomplish there before.


SmiloDan wrote:
Glad you like it! It's a bit rough, but this is the kind of class I would want to play. My only concern is that EVERY class feature is based on the hell pool. I might tweak it to give it some other kinds of minor abilities just for zest. Maybe arcane paladin/ranger like spellcasting.

looking forward to it


Hi SmiloDan, just wanted to say, read over all the classes you made here and love all of them. really great work, you seem to really know what your doing. I do have a request if you have the time and find it to your interest. I'd love to see a jinx type class. Yes, there is a jinx prestige class kind of already on the Pathfinder srd, but to me, it seems lackluster at best and extremely feat hungry. To gain all those jinx feats you have to have things such as iron will and lightning reflexes first, just seems off. Was hoping you might be able to make a much better base class for one, if it interests you.


Mabye not as "innovative" than the other ideas, but I always missed the "all-out" SHAPESHIFTER base class.

Care to try?

She might start of light, with "Disguise Self" or even "Alter Self" and get all the other polymorph spells as supernatural abilities.

Capstone Ability, maybe something like "can hold a polymorph effect working on herself for as long as she likes, or dismiss it as a free action (even when cast by an enemy).


DracoDruid wrote:

Mabye not as "innovative" than the other ideas, but I always missed the "all-out" SHAPESHIFTER base class.

Care to try?

She might start of light, with "Disguise Self" or even "Alter Self" and get all the other polymorph spells as supernatural abilities.

Capstone Ability, maybe something like "can hold a polymorph effect working on herself for as long as she likes, or dismiss it as a free action (even when cast by an enemy).

Look/search the thread from the start. SmiloDan did something like that already... I think it was called Evolver.


Drejk wrote:
DracoDruid wrote:

Mabye not as "innovative" than the other ideas, but I always missed the "all-out" SHAPESHIFTER base class.

Care to try?

She might start of light, with "Disguise Self" or even "Alter Self" and get all the other polymorph spells as supernatural abilities.

Capstone Ability, maybe something like "can hold a polymorph effect working on herself for as long as she likes, or dismiss it as a free action (even when cast by an enemy).

Look/search the thread from the start. SmiloDan did something like that already... I think it was called Evolver.

Here you go!


Kobold Quarterly 15 also has a shapeshifter, this time a spell-less druid.

SmiloDan, have you considered posting these in google docs?

I know that anything you post on the forums is technically owned by Paizo. Might be something worth looking in to.

RPG Superstar 2012 Top 32

Tim4488 wrote:
I know I've tapped you for this before, and you had some helpful comments but didn't really want to pick it up entirely yourself. That said, seeing your Warden class again makes me wonder: Could the Steward be an Archetype for the Warden? Take out Ward and add in some offensive abilities, possibly losing or altering Nature Bond or some other features as well? Other than the focus of primarily defensive abilities, the Warden fits pretty well with what I was hoping to accomplish there before.

Yeah, that sounds like a neat idea. Instead of being an ambassador-y agent of nature, it could be an assassin-y agent of nature.


I'm a bit late in responding but thanks for that Archivist class....nice work!

And perhaps I missed it, but have you collected all these class ideas in a document or website somewhere?


Hey, SmiloDan, do you think it is possible for the hellion to apply the bonuses of a hellstrike to an unarmed strike?

RPG Superstar 2012 Top 32

Yes. An unarmed strike is considered a melee weapon for the purposes of the hellstrike and other hellion abilities.


Unarmed strikes are always considered weapons, IIRC.

RPG Superstar 2012 Top 32

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Shuriken Nekogami wrote:
a dragon disciple like prestige class for spontaneous divine casters who are slowly evolving into an angelic being.

ANGELIC ASPIRANT

Requirements:

To qualify to become an angelic aspirant, a character must fulfill all the following criteria.

Alignment: Any good.

Race: Any non-outsider (good).

Skills: Knowledge (religion) 5 ranks.

Languages: Celestial.

Spellcasting: Ability to cast 1st-level divine spells without preparation.

Class Features:

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

Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge planes (Int), Knowledge religion (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Angelic aspirants are proficient in all simple weapons. Angelic aspirants are proficient in light and medium armor and shields (but not tower shields).

LEVEL ABILITY
1. Blood of Angels, Protective Aura +1, Resounding Blow (staggered)
2. Ability Boost (Str +2), Revelation
3. Protective Aura (first level), Bane
4. Ability Boost (Str +2), Protective Aura +2
5. Revelation, Resounding Blow (dazed), Wings
6. Ability Boost (Dex +2), Protective Aura (second level)
7. Protective Aura +3, Divine Vessel 1/day
8. Ability Boost (Wis +2), Revelation, True Wings
9. Protective Aura (third level), Resounding Blow (stunned)
10. Protective Aura +4, Divine Vessel 2/day

Spells per day: At levels 2, 3, 4, 6, 7, 8, and 10, an angelic aspirant gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an angelic aspirant, she must decide to which class she adds the new level for purposes of determining spells per day.

Blood of Angels: An angelic aspirant adds her level to her oracle levels when determining the powers gained from her mystery. If the angelic aspirant does not have levels of oracle, she instead gains a mystery of her choice, using his angelic aspirant level as her oracle level to determine the bonuses gained. This ability does not grant bonus spells to an oracle unless she possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the oracle gains spell slots of the spell's level.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +1 deflection bonus to AC and a +1 resistance bonus on saving throws to anyone within 20 feet of the angel. At 4th level, 7th level, and 10th level, this bonus increases by 1. Otherwise, it functions as a magic circle against evil effect. At 3rd level, it also acts as a lesser globe of invulnerability, but only protecting against 1st level spells. At 6th level, it protects against 2nd level spells. At 9th level, it protects against 3rd level spells. The caster level of this effect is equal to the angelic aspirant’s HD.

Resounding Blow (Ex): If the angelic aspirant strikes the same creature 2 or more times in the same round with a bludgeoning melee weapon, that creature must make a Fortitude save with a DC of 10 + the angelic aspirant’s class level + the angelic aspirant’s Strength modifier or be staggered for 1 round. At 5th level, this ability improves, and the creature becomes dazed for 1 round instead if it fails its Fortitude save. At 9th level, this ability improves again, and the creature becomes stunned for 1 round if it fails its Fortitude save.

Ability Boost (Ex): As an angelic aspirant gains levels in this prestige class, her ability scores increase. At 2nd and 4th level, she gains a +2 increase to her Strength score. At 6th level, she gains a +2 increase to her Dexterity score. At 8th level, she gains a +2 increase to her Wisdom score. These increases stack and are gained as if through level advancement.

Revelation (Ex, Sp, or Su): At levels 2, 5, and 8, the angelic aspirant gains a revelation from her mystery. Her angelic aspirant levels stack with her oracle levels for this purpose.

Bane (Su): At 3rd level, an angelical aspirant can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she 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 angelic aspirant wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the angelic aspirant before the duration expires. This ability lasts for a number of rounds per day equal to the angelic aspirant’s level. These rounds do not need to be consecutive.

Wings (Su): Beginning at 5th level, as a swift action, the angelic aspirant can grow a pair of beautiful angel wings. She gains a flight speed of 60 feet with good maneuverability. The angelic aspirant can use this ability a number of minutes per day equal to her class level; these minutes do not need to be consecutive, but they must be used in 1 minute increments. She can dismiss her wings as a move action.

Divine Vessel (Sp): At 7th level, the angelic aspirant can use divine vessel once per day. At 10th level, she can use it twice per day. The angelic aspirant uses her character level as her caster level. She cannot use the evil aspect of the divine vessel spell.

True Wings (Ex): At 8th level, the angelic aspirant can grow her wings as a immediate action at will. She can dismiss her wings as a free action.

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