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


Homebrew and House Rules

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Lots of flying here. Was it designed for your campaign (IIRC having isles flying over sea of chaos or something like that) or is it just a coincidence.

Magical flight normally is worth 4 evolution points.

If you intend to show it anywhere else some editing would be in order:

Quote:
The aerial servant gains the magic flight evolution; aerial servants reduce the number of evolution points a standard eidolon gets by 2. Do to the airy nature of the aerial master’s aerial servant, the two can share the same space without penalty. Whenever the aerial master gains a level, he must decide how these points are spent, and they are set until he gains another level of aerial master.

Bold part is certainly out of its place and should be moved.

RPG Superstar 2012 Top 32

I'm reading Prospero Lost by L. Jagi Lamplighter, and they use lots of aerial servants. Also, I recently read Thunderer by Felix Gilman, and it had a kind of Bird god that gave its followers the ability to fly in its wake.

But this would be a good version of the summoner for my campaign!


Bardess wrote:
Variant alignment paladins!

Check out my idea/thread for a TN Aeonic Paladin:)

The Exchange

Was more ever done regarding the Enforcer? Just curious, as it's still something I'd be interested in.

RPG Superstar 2012 Top 32

Not really. I might be re-inspired soon. It was a bit cumbersome, looking through a whole bunch of spell lists for "telekinetic-ish" spells.

The Exchange

No problem, I was just curious.

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Here's what I have so far.

ENFORCER

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

Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge local, Profession, Ride, Spellcraft, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Enforcers are proficient with all simple weapons. Enforcers are not proficient with any armor or shields.

LEVEL ABILITY
1. Enforcer, Far Hand, Kinetic Armor, Ram 1d6
2. Force Power
3. Ram 2d6
4. Force Power, Kinetic Armor +1
5. Ram 3d6
6. Force Power
7. Ram 4d6
8. Force Power, Kinetic Armor +2
9. Ram 5d6
10. Advanced Force Powers, Force Power
11. Ram 6d6
12. Force Power, Kinetic Armor +3
13. Ram 7d6
14. Force Power
15. Ram 8d6
16. Force Power, Kinetic Armor +4
17. Ram 9d6
18. Force Power, Grand Force Powers
19. Ram 10d6
20. Force Power, Kinetic Armor +5

Enforcer (Ex): The enforcer gains the Enforcer feat as a bonus feat 1st level.

Far Hand (Sp): As a standard action, the enforcer can use mage hand as a spell-like ability. It has Strength and Dexterity scores equal to the enforcer’s level. The enforcer can use the far had to manipulate objects or wield weapons with it. He can make combat maneuvers with his far hand, using a CMB modified by his BAB and by the far hand’s Strength modifier. Its CMD is equal to the enforcer’s BAB modified by the far hand’s Strength and Dexterity modifiers.

Kinetic Armor (Su): The enforcer is able to generate a field of kinetic energy to protect himself from danger. While conscious, he gains an armor bonus equal to his Charisma to his AC. At 4th level, and every 4 levels thereafter, the enforcer’s armor bonus to AC increases by 1. The enforcer can activate his kinetic armor ability as an immediate action, its duration is 24 hours or until the enforcer is unconscious.

Ram (Sp): As a standard action, the enforcer can project a burst of telekinetic force. The enforcer can make a ranged touch attack with a range of 60 feet, if he succeeds, his target takes 1d6 points of force damage and is subjected to a bull rush attempt with a CMB equal to the enforcer’s level + his Charisma modifier; this bull rush attempt does not provoke attacks of opportunity and the enforcer does not have to move to push the target more than 5 feet back. This ability causes half damage to non-living objects. The enforcer can choose to cause non-lethal damage with his ram ability; if he does so, he can use his enforcer feat in coordination with that attack. The enforcer uses his Charisma modifier on Concentration checks. The ram has a threat range and critical multiplier of 20/x2.

Force Powers (Sp or Su): At 2nd level, and every 2 levels thereafter, the enforcer gains one of the following force powers. The enforcer’s caster level for these abilities is equal to his class level. The save DC, if any, of any force power is 10 + ½ the enforcer’s class level + the enforcer’s Charisma modifier.

Cone of Force (Sp): You can project your ram ability in a cone 30 long, all within it are allowed a Reflex Save for half damage and to avoid the bull rush attempt

Deflecting Hand: The enforcer can use his far hand to protect him with the Deflect Arrows feat. This also gives him a +1 deflection bonus to his AC.

Disarming Ram (Sp):

Float (Sp): As an immediate action, the enforcer is protected by a feather fall effect, and gains a bonus on Swim skill checks equal to his level.

Floating Disc (Sp):

Force Fist (Su): The enforcer can add his ram effect to his unarmed attacks. He is considered armed when making an unarmed attack using his Force Fist ability.

Hammering Ram: The enforcer causes full damage with his ram ability against non-living objects.

Kinetic Athlete (Su): The enforcer adds his level to Acrobatic skill checks made to balance or jump, and to Climb skill checks.

Kinetic Durability (Su): The enforcer gains DR/- equal to half his level. This ability only works when his Kinetic Armor ability is functioning.

Line of Force (Sp): You can project your ram ability in a line 60 long, all within it are allowed a Reflex Save for half damage and to avoid the bull rush attempt.

Multiple Hands (Sp): As a full round action, the enforcer can control a number of far hands equal to his Intelligence modifier (minimum 1). If the enforcer has the deflecting hand or snatching hand force power, he can use them each once per round per far hand he currently has manifested.

Potent Hand (Sp): The enforcer adds his Charisma modifier to the Strength score of his far hand.

Potent Ram (Sp): The enforcer adds his Charisma modifier to his ram damage rolls and to his caster level checks made to bypass spell resistance when using his ram ability.

Resilient Sphere (Sp):

Snatching Hand (Sp): The enforcer can use his far hand ability use the Snatch Arrows feat. He gains a +2 deflection bonus to his AC. The enforcer must have the deflecting hand force power before selecting this force power.

Spiritual Weapon (Sp):

Swift Flight (Sp): As a swift action, the enforcer can fly with a speed of 60 feet and good maneuverability for 1 round. The enforcer must have the float force power before selecting this force power.

Sudden Barrier (Sp): As an immediate action, the enforcer can create a 5 foot by 5 foot wall of force for 1 round. This grants the enforcer full cover against attacks made from the other side of the barrier. The enforcer must have the sudden shield force power before selecting this force power.

Sudden Shield (Sp): As an immediate action, the enforcer can grant himself a +4 shield bonus to his AC for 1 round.

Sundering Ram (Sp):

Tripping Ram (Sp):

Twilight Knife (Sp):

Unseen Servant (Sp):

Advanced Force Powers (Sp or Su): Beginning at 10th level, the enforcer can select an advanced force power in place of a force power.

Blade Barrier (Sp):

Clenched Fist (Sp):

Crushing Fist (Sp):

Fling Skyward (Sp):

Force Cage (Sp):

Forceful Hand (Sp):

Grasping Hand (Sp)

Interposing Hand (Sp):

Mage’s Sword (Sp)

Overland Flight (Sp):

Piercing Ram (Sp): The critical multiplier of the enforcer’s ram increases to x3.

Reverse Gravity (Sp):

Slashing Ram (Sp): The threat range of the enforcer’s ram increases to 19-20. It can be improved using the Improved Critical feat or keen weapon special ability, etc.

Swift Hand (Sp): The enforcer can use his far hand as a swift action.

Swift Ram (Sp): The enforcer can use his ram ability as a swift action.

Telekinetic Sphere (Sp):

Telekinesis (Sp):

Wall of Force (Sp):


Nice work on the Enforcer SmiloDan. Kinda channels similar powers to Jedi and Psionics based stuff, but who cares. With the array of powers you have presented (and one could always make more) you could almost have a party of these guys, all with different approaches to Force....

@SmiloDan - anywhere to find the collected "I'm bored thread" base classes? Be nice to have them in one place...

The Exchange

Excellent. This looks like a lot of fun, and will work just fine.

RPG Superstar 2012 Top 32

The enforcer is a super rough draft.

The Exchange

It'll work fine for what I need it for.


SmiloDan, the rough draft looks pretty good! The final version should be awesome.

Have you given any thought to Skaorn's Bearers? That and the Invocations for the Dragonfire Adept are pretty much the only thing I've got to ask about right now.

Skaorn wrote:

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.

RPG Superstar 2012 Top 32

What are Skaorn's Bearers?

I'll check out the invocations soon.


hmm maybe a fighter type that specializes in the use of vital strike?

RPG Superstar 2012 Top 32

Vinja89 wrote:
hmm maybe a fighter type that specializes in the use of vital strike?

Do you mean a fighter type that specializes in just making 1 big hit each round, instead of multiple hits?

It might work as a fighter archetype?

Replace Bravery with Solid Hit

Solid Hit (Ex): As a standard action, you may make a single melee attack, and if you hit, add 1/2 your class level to damage if you hit.

Replace Weapon Training 1, 2, 3, 4 with Vital Hit

Vital Hit (Ex): At 5th level, as a standard action, you may make a single melee attack, and if you hit, roll your weapon damage dice twice. At 9th level, you roll your weapon damage dice 3 times. At 13th level, you roll your weapon damage dice 4 times. At 17th level, you roll your weapon damage dice 5 times. This additional damage is not multiplied on a critical hit. This ability does not stack with the feats Vital Strike, Improved Vital Strike, or Greater Vital Strike. This extra damage does not get added to any attacks of opportunity you make.


SmiloDan wrote:

What are Skaorn's Bearers?

I'll check out the invocations soon.

Like the quote and the link in it explain, they are Summoners that summon and change a weapon with Evolution Points, like an Eidolon.

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LEADER

Tactician (Ex): At 1st level, 2nd level, and every 2 levels beyond 2nd level, the leader gains a bonus teamwork feat. The leader must meet any requirements for the selected feat. As a standard action, the leader can grant a teamwork feat he has to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the leader possesses. Allies do not need to meet the prerequisites of these bonus feats. The leader can use this ability a number of times per day equal to 3 + his Charisma modifier.
This ability replaces the standard fighter’s bonus combat feats.

Great Leader (Ex): At 2nd level, whenever the leader performs the Aid Another action or benefits from another character’s Aid Another action, the bonus from the Aid Another action increases by +1. At 6th level, and every 4 levels thereafter, this bonus increases by an additional +1.
This ability replaces the standard fighter’s Bravery class feature.

Solo Tactics (Ex): At 3rd level, all of the leader’s allies are treated as if they possessed the same teamwork feats as the leader for the purpose of determining whether the leader receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves or the leader uses his Tactician ability. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the leader to receive the listed bonus.
This ability replaces the standard fighter’s Armor Training 1 ability.

Improved Aid Another (Ex): At 5th level, the leader can perform the Aid Another action as a move action.
This ability replaces the standard fighter’s Weapon Training 1 class feature.

Armor Training (Ex): At 7th level, the leader gains Armor Training 1.
This ability replaces the standard fighter’s Armor Training 2 ability.

Mass Aid Another (Ex): At 9th level, when the leader uses the Aid Another action, he may choose to affect a number of allies equal to his Charisma modifier; the leader provides the same type of bonus to all affected allies. The leader divides the bonus from his Aid Another action amongst his allies as he sees fit. For example, a leader with a Charisma of 16 and a +4 bonus to his Aid Another action can choose to split this bonus amongst his allies by granting +1 to the rogue and cleric, and +2 to the wizard.
This ability replaces the standard fighter’s Weapon Training 2 class feature.

Greater Tactician (Ex): At 11th level, the leader can use his Tactician ability as a swift action.
This ability replaces the standard fighter’s Armor Training 3 ability.

Greater Aid Another (Ex): At 13th level, the leader can perform the Aid Another action as a swift action.
This ability replaces the standard fighter’s Weapon Training 3 class feature.

Armor Training 2 (Ex): At 15th level, the leader gains Armor Training 2.
This ability replaces the standard fighter’s Armor Training 4 ability.

Greater Mass Aid Another (Ex): At 17th level, when the leader uses the Aid Another action to affect multiple allies, he applies his full Aid Another bonus to each ally.
This ability replaces the standard fighter’s Weapon Training 4 class feature.

Master of Aid (Ex): At 20th level, the leader can use the Aid Another action as a free action. This allows him to apply his Aid Another bonus to different kinds of effects to different allies. Each ally can only benefit from one Aid Another effect from the leader per round.
This ability replaces the standard fighter’s Weapon Mastery class feature.

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MASTER CHYMIST

Requirements
To qualify to become a master chymist, a character must fulfill all the following criteria.
Spells: Ability to create 3rd-level extracts.
Special: Mutagen class feature, feral mutagen or infuse mutagen discovery.

Class Skills
The master chymist’s class skills are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks at Each Level: 2 + Int modifier

LEVEL ABILITY
1. Bomb Thrower, Mutagenic Form, Mutate 2/day
2. Advanced Mutagen
3. Brutality +2
4. Advanced Mutagen, Mutate 3/day
5. Persistent Mutagen
6. Advanced Mutagen, Brutality +4
7. Mutate 4/day
8. Advanced Mutagen
9. Brutality +6
10. Advanced Mutagen, Mutate 5/day

LEVEL EXTRACTS PER DAY
1. --
2. +1 level of Alchemist
3. +1 level of Alchemist
4. --
5. +1 level of Alchemist
6. +1 level of Alchemist
7. +1 level of Alchemist
8. --
9. +1 level of Alchemist
10. +1 level of Alchemist

Extracts per Day

At the indicated levels, a master chymist gains new extracts per day as if she had also gained a level in alchemist. She does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

Bomb-Thrower (Ex)

The destructive power of bombs appeals to the violent urges of a master chymist. Add the character’s alchemist and master chymist levels together to determine the damage done by her bombs.

Mutagenic Form (Ex)

A master chymist’s mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memories and basic goals with the chymist’s normal personality but goes about meeting those goals in a different manner. The mutagenic form is often ugly and monstrous and may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. Indeed, the mutagenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The mutagenic form even has his or her own alignment (which is selected by the player, but must be different from the master chymist’s normal alignment). The change in alignment only affects the master chymist while in her mutagenic form.
Example: Darabont is a neutral good gnome alchemist 7/master chymist 4. Her mutagenic form is a deformed, twisted creature called Butcher. Butcher is neutral, and more interested in seeing the world kept in balance than promoting the greatest good. Butcher is aware she exists only when called on by Darabont, but seeks to build her own circle of like-minded friends during the hours she exists. Butcher does not dislike Darabont, but feels her gnome form is too soft and innocent to survive in the harsh world the chymist lives in. As Darabont, the character detects as good and is affected as a good character by spells with effects that vary by alignment; as Butcher, the same character is neutral, is not revealed by a detect good spell, and is treated as neutral for all spells and effects.

Mutate (Su)

At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her alchemist and master chymist levels together to determine her effective alchemist level for the duration of this form. Using a mutagen also forces the chymist into this form. Taking a mutagen or using the mutate ability again while in her mutagenic form works normally (with the new mutagen’s modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her mutagenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her mutate ability.
A chymist may be forced to take her mutagenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the mutate ability available, she may be forced to switch after suffering a critical hit or failing a Fortitude save. In these situations the chymist must make a DC 25 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic form (which counts as a use of the mutate ability).
At 4th level, the master chymist can assume her mutagenic form three times per day; this increases to four times per day at 7th level and five times per day at 10th level.

Advanced Mutagen (Su)

At 2nd level, the mutagenic form of the master chymist continues to evolve and develop as she grows in power. The master chymist selects an advanced mutagen, a power that changes how her mutagen form works or can only be accessed in her mutagenic form. She gains additional advanced mutagens at 4th, 6th, 8th, and 10th level. The chymist cannot select the same advanced mutagen more than once.

Advanced Mutagens:

Burly (Ex): In her mutagenic form, the master chymist’s heavy physical frame gives her an alchemical bonus on Strength checks, Constitution checks, and Strength-based skill checks as well as a bonus to CMB and CMD. The bonus is equal to half the master chymist’s class level.

Disguise (Ex): When in her mutagenic form, the chymist can temporarily change her appearance to her normal form and still retain most of the abilities of her mutagenic form. As a standard action, she may make a Will saving throw (DC 20) to assume the appearance of her normal form for one minute. Each additional minute beyond the first requires a new saving throw with a +1 increase to the DC. Failure means the chymist assumes her normal form (as if ending the use of mutagenic form) or reverts fully to her mutagenic form. At any time while using this ability, the chymist can resume her normal form as a standard action or relax her will and revert to her mutagenic form as a free action. Once this ability ends, the chymist cannot use it again until 10 minutes have passed. Obvious physical changes in mutagenic form such as draconic mutagen, feral mutagen, and growth mutagen do not work while the chymist is disguised in her normal form. Time spent disguised counts toward the chymist’s time in her mutagenic form.

Draconic Mutagen (Su): When the chymist assumes her mutagenic form, she gains dragon-like features— scaly skin, reptilian eyes, and so on, resembling a halfdragon. The chymist chooses one dragon type (see the draconic bloodline) when selecting this advanced mutagen; once selected, this choice cannot be changed and determines her draconic resistances and breath weapon type. The chymist gains resistance 20 to the dragon’s energy type. The chymist’s breath weapon deals 8d8 points of energy damage (Reflex half, DC 10 + the chymist’s class level + the chymist’s Intelligence modifier); she may use her breath weapon once per transformation into her mutagenic form. The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 16, must know the form of the dragon I extract, and must have the feral mutagen discovery or advanced mutagen to select this ability.

Dual Mind (Ex): The chymist’s alter ego gives her a +2 bonus on Will saving throws in her normal and mutagenic forms. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC; if she succeeds, she is free of the effect (as if she had made her original save) and immediately changes to her mutagenic form or back to her normal form. If she has no more uses of the mutate ability remaining for the day, she cannot use dual mind. The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 10 to select this ability.

Evasion (Ex): This mutagen functions as the rogue ability of the same name, except that it only applies in the chymist’s mutagenic form.

Extended Mutagen (Ex): The duration of the master chymist’s mutation is doubled.

Feral Mutagen (Ex): This mutagen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced mutagens.

Furious Mutagen (Ex): The damage dice for the feral mutagen’s bite and claw attacks increase by one die step. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 11 and must have the feral mutagen discovery or advanced mutagen to select this ability.

Grand Mutagen (Ex): This mutagen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced mutagens. The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 16 and must have the feral mutagen discovery or advanced mutagen to select this ability.

Greater Mutagen (Ex): This mutagen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced mutagens. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 12 and must have the feral mutagen discovery or advanced mutagen to select this ability.

Growth Mutagen (Su): When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know the enlarge person, giant form I, or polymorph extract to select this ability.

Night Vision (Ex): The chymist gains darkvision 60 feet and low-light vision in her mutagenic form.

Nimble (Ex): The master chymist’s lithe physical frame gives her an alchemical bonus on all Dexterity checks, Dexterity skill checks, and CMD, and a natural armor bonus to her Armor Class. The bonus is equal to half the master chymist’s class level.

Restoring Change (Su): When the chymist assumes her mutagenic form or returns to her normal form from her mutagenic form, she heals a number of hit points equal to 1d8 + her character level.

Scent (Ex): The master chymist gains the scent ability in her mutagenic form.

Brutality (Ex)

At 3rd level, a master chymist’s taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her mutagenic form deals +2 damage when attacking with simple weapons and natural attacks. This bonus increases to +4 at 6th level and to +6 at 9th level.

Persistent Mutagen (Su)

At 5th level, the effects of a mutagen last for 1 hour per character level.

Dark Archive

Hey, SmiloDan - I need your help on something. I need a class that is focused on "bladedance" - that is, highly mobile class focused on two-weapon fighting with light blades or double-blades, with some kind of armor bonus and bonuses to attack and damage based on Dexterity and perhaps some "flurry of blades" ability. Imagine Seoni or Red Sonja in their skimpy outfits, but with double-bladed swords or two blades, jumping all over the battlefield and dealing well-placed deadly blows.

RPG Superstar 2012 Top 32

nightflier wrote:
Hey, SmiloDan - I need your help on something. I need a class that is focused on "bladedance" - that is, highly mobile class focused on two-weapon fighting with light blades or double-blades, with some kind of armor bonus and bonuses to attack and damage based on Dexterity and perhaps some "flurry of blades" ability. Imagine Seoni or Red Sonja in their skimpy outfits, but with double-bladed swords or two blades, jumping all over the battlefield and dealing well-placed deadly blows.

Base class or PrC?

Sounds like my kind of class! I love highly mobile combatants!

Kind of a cross between the scout (skirmish) and swashbuckler (flashing blades).

Do you want it all (Ex), or some (Su) and (Sp) abilities thrown in for zest?


Got anything in here for a class that focuses on singular attacks--giving up iterative, TWF, and the like for single, powerful blows?

Grand Lodge

Ok, I got two ideas.

1st a class that is built like a spellcaster, but has no spells of his own. Instead he grants spell-like abilities to others members of his party. Also, he can recharge other party members limited use abilities like the bard's songs and barbarian's rage.

2nd a class that gets access up to 4th level alchemy extracts, but is otherwise built like a fighter (bab, saves & HD). On top of that he can use his own blood to inflict supernatural damage/effects like it's an alchemy ingredient.

Thanks

Dark Archive

SmiloDan wrote:
nightflier wrote:
Hey, SmiloDan - I need your help on something. I need a class that is focused on "bladedance" - that is, highly mobile class focused on two-weapon fighting with light blades or double-blades, with some kind of armor bonus and bonuses to attack and damage based on Dexterity and perhaps some "flurry of blades" ability. Imagine Seoni or Red Sonja in their skimpy outfits, but with double-bladed swords or two blades, jumping all over the battlefield and dealing well-placed deadly blows.

Base class or PrC?

Sounds like my kind of class! I love highly mobile combatants!

Kind of a cross between the scout (skirmish) and swashbuckler (flashing blades).

Do you want it all (Ex), or some (Su) and (Sp) abilities thrown in for zest?

Base class. I was thinking something like Defender, but more Dexterity and exotic weapons oriented. I was asked by my player to make her something like that. She would like to be limited to knives - but all knives, even exotic ones - and two-bladed sword, but to somehow apply Dexterity for attack and damage bonuses.

Dark Archive

The fluff behind this class is that she belongs to an order of (sexy) warrior-nuns, that act as bodyguards and (rarely) assassins for pay (which goes back to their order) - so they are something like monks, but who combine sensual dancing with bladework in their training.

RPG Superstar 2012 Top 32

nightflier wrote:
SmiloDan wrote:
nightflier wrote:
Hey, SmiloDan - I need your help on something. I need a class that is focused on "bladedance" - that is, highly mobile class focused on two-weapon fighting with light blades or double-blades, with some kind of armor bonus and bonuses to attack and damage based on Dexterity and perhaps some "flurry of blades" ability. Imagine Seoni or Red Sonja in their skimpy outfits, but with double-bladed swords or two blades, jumping all over the battlefield and dealing well-placed deadly blows.

Base class or PrC?

Sounds like my kind of class! I love highly mobile combatants!

Kind of a cross between the scout (skirmish) and swashbuckler (flashing blades).

Do you want it all (Ex), or some (Su) and (Sp) abilities thrown in for zest?

Base class. I was thinking something like Defender, but more Dexterity and exotic weapons oriented. I was asked by my player to make her something like that. She would like to be limited to knives - but all knives, even exotic ones - and two-bladed sword, but to somehow apply Dexterity for attack and damage bonuses.

So, something Dex and Cha based, probably Full BAB, focusing on light weapons and double weapons. Got it.

Zombie Ninja:

Those both sound awesome too. I'll work on them too.

Blahpers:

I think I made a Fighter Archetype like that. Basically gave up Bravery for adding +1/2 level to single attack and gave up Weapon Training 1-4 for Vital Strike-like abilities.

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BLADE DANCER

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

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

Skill Ranks per Level: 6 + Intelligence modifier

Blade Dancers are proficient in all simple and martial weapons, plus 1 double exotic weapon of her choice. Blade dancers are not proficient in any armor or shields.

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

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

Combat Dances:

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

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

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

Cruel Dance: The blade dancer adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is sickened or nauseated.

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

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

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

Nightmare Dance: The blade dancer adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is fatigued or exhausted.

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

Shadow Dance: The blade dancer adds half her class level (minimum +1) to her damage rolls if she hits an opponent she has hidden herself from by succeeding on a Stealth skill check opposed by her target’s Perception skill check.

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

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

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

Dance Pool (Su): At 1st level, the blade dancer gains a pool of points equal to her level + her Charisma modifier. She can spend points from her Dance Pool to activate some of her Blade Dance abilities. She can also spend 1 point from her Dance Pool as a swift action and, until the beginning of her next turn, she may make a Perform (dance) check in place of an attack roll or combat maneuver roll. As long as the blade dancer has at least 1 point in her Dance Pool, she adds her Charisma modifier to her AC as a deflection bonus.

Weapon Finesse: At 1st level, the blade dancer gains Weapon Finesse as a bonus feat. The blade dancer can use Weapon Finesse while wielding a double weapon.

Blade Dance (Ex): At 1st level, and every 2 levels thereafter, the blade dancer learns one of the following blade dances.

Blade Dances:

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

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

Combat Thief: The blade dancer may make a Sleight of Hand check in place of a CMB when using the Steal combat maneuver.

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

Dance of Blades: As a swift action, the blade dancer can spend 1 point from her Dance Pool and move a distance up to her speed and make a full attack action, making her normal melee attacks any time along the move.

Dazzling Dance: As a move action, the blade dancer can spend a point from her Dance Pool and all opponents within 30 feet who can see her must make a Will save with a DC of 10 + ½ her class level + her Charisma modifier or become dazzled for a number of rounds equal to her Charisma modifier. At 4th level, and every 4 levels thereafter, the penalty for being dazzled by the blade dancer increases by 1.

Dirty Fighter: The blade dancer may make a Bluff check in place of a CMB when using the Dirty Trick combat maneuver.

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

Graceful Blade: The blade dancer can spend 1 point from her Dance Pool as an immediate action and, until the end of her turn, add her Dexterity modifier to her melee damage rolls when wielding either a double weapon or a weapon that qualifies for the Weapon Finesse feat.

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

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

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

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

Potent Blade Dance: The blade dancer can spend 1 point from her Dance Pool as a free action while performing a Combat Dance and add her level (rather than half her level) to her damage roll on a successful hit.

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

Sudden Shield: As an immediate action, the blade dancer can spend 1 point from her Dance Pool and gain a shield bonus to her AC for 1 round.

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

Uncanny Dodge: The blade dancer gains the Uncanny Dodge ability.

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

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

Improved Dances (Ex): Beginning at 9th level, the blade dancer may select an improved blade dance in place of a blade dance.

Improved Blade Dances:

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

Apt Student: The blade dancer may choose to learn 2 blade dances in place of 1 improved blade dance. The blade dancer may select this improved blade dance multiple times; each time, the blade dancer may select different blade dances.

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

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

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

Fearsome Slash: The blade dancer can use the Intimidate skill to demoralize opponents as a move action. The blade dancer must have the Dazzling Display feat before selecting this improved blade dance.

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

Flying Foe: When the blade dancer uses the Bull Rush Strike feat to bull rush an opponent after confirming a critical hit, the blade dancer adds the damage from the critical hit to her CMB to bull rush her opponent. The blade dancer must have the Improved Bull Rush and Bull Rush Strike feats before selecting this improved blade dance.

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

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

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

Improved Dodge: The blade dancer adds double the Dodge bonus to AC she gains from her Dodge class ability against attack rolls made to confirm critical hits against her.

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

Improved Mobility: The blade dancer adds double the Dodge bonus to AC she gains from her Dodge class ability against attacks of opportunity made against her.

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

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

Improved Uncanny Dodge: The blade dancer gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this improved blade dance.

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

Leaping Overrun: When the blade dancer makes a successful overrun combat maneuver, she can make an Acrobatics skill check to jump off her opponent, gaining a +5 bonus, +5 for every size category the opponent is larger than her. The blade dancer must have the Improved Overrun feat before selecting this improved blade dance.

Lucky: The blade dancer spend 1 point from her Dance Pool as an immediate action and re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the second roll, even if it is worse than the first roll.

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

Quick Feint: The blade dancer can use the Bluff skill to Feint in Combat as a swift action. The blade dancer must have the Improved Feint and Greater Feint feats before selecting this improved blade dance.

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

Sudden Charge: By spending 1 point from her Dance Pool, the blade dancer can charge as an immediate action.

Sudden Vigor: As an immediate action, the blade dancer can spend 1 point from her Dance Pool and gain a number of temporary hit points equal to her Charisma modifier multiplied by her hit dice. These temporary hit points persist for a number of rounds equal to her Charisma modifier or until they are used up.

Swift Step: By spending 1 point from her Dance Pool as a swift action, the blade dancer can move a distance up to her speed. She must have the Swift-footed blade dance before selecting this improved blade dance.

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

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

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

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

Greater Blade Dance (Ex): Beginning at 15th level, the blade dancer may select a greater blade dance in place of a blade dance or improved blade dance.

Greater Blade Dance:

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

Fearsome Gaze: The blade dancer can use the Intimidate skill as a swift action to demoralize opponents. The blade dancer must have the Dazzling Display feat and Fearsome Slash improved blade dance before selecting this greater blade dance.

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

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

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

Greater Luck: When the blade dancer uses her Lucky ability, she adds her Charisma modifier to the re-roll. The blade dancer must have the Lucky improved blade dance before selecting this greater blade dancer.

Greater Parry: Once per round, the blade dancer can automatically negate a successful melee attack against her as an immediate action. The blade dancer must have the Parry blade dance before selecting this greater blade dance.

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

Greater Touché: As a swift action, the blade dancer can spend a point from her Dance Pool and resolve a melee attacks with a double weapon or a weapon that qualifies for the Weapon Finesse feat as melee touch attacks. She must have the Touché improved blade dance before selecting this greater blade dance.

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

Student is Now the Master: The blade dancer may select 4 blade dances or 2 improved blade dances in place of 1 greater blade dance. The blade dancer may select this greater blade dance multiple times, each time selecting different blade dances and improved blade dances.

Swift Maneuver: The blade dancer can make a combat maneuver as a swift action. The blade dancer must have the Swift-footed blade dance and Swift Step improved blade dance before selecting this greater trick.

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

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

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

Combat Dance Mastery (Ex): At 20th level, the blade dancer automatically confirms any critical hit she scores against an opponent when performing a combat dance.

RPG Superstar 2012 Top 32

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blahpers wrote:
Got anything in here for a class that focuses on singular attacks--giving up iterative, TWF, and the like for single, powerful blows?

Brute (Fighter archetype)

The brute specializes in making a single powerful blow each round.

Replace Bravery with Solid Hit

Solid Hit (Ex): As a standard action, you may make a single melee attack, and if you hit, add 1/2 your class level to damage.

Replace Weapon Training 1, 2, 3, 4 with Vital Hit

Vital Hit (Ex): At 5th level, as a standard action, you may make a single melee attack, and if you hit, roll your weapon damage dice twice. At 9th level, you roll your weapon damage dice 3 times. At 13th level, you roll your weapon damage dice 4 times. At 17th level, you roll your weapon damage dice 5 times. This additional damage is not multiplied on a critical hit. This ability does not stack with the feats Vital Strike, Improved Vital Strike, or Greater Vital Strike. This extra damage does not get added to any attacks of opportunity you make.


Probably nothing I could create this out of, from archetypes... but I'd love a class that uses energy to blast opponents, like the Warlock class from NWN2, without having to be uber dark, or having spells.

A one trick pony that blasts stuff to pieces.

Basic and boring, I know; but great for an NPC.

RPG Superstar 2012 Top 32

BLASTER

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

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Blasters are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Eldritch Blast 1d6
2. Alter Blast
3. Eldritch Blast 2d6
4. Alter Blast
5. Eldritch Blast 3d6
6. Alter Blast
7. Eldritch Blast 4d6
8. Alter Blast, Improved Alter Blast
9. Eldritch Blast 5d6
10. Alter Blast
11. Eldritch Blast 6d6
12. Alter Blast
13. Eldritch Blast 7d6
14. Alter Blast, Greater Alter Blast
15. Eldritch Blast 8d6
16. Alter Blast
17. Eldritch Blast 9d6
18. Alter Blast
19. Eldritch Blast 10d6
20. Alter Blast, Ultimate Alter Blast

Eldritch Blast (Su): At 1st level, the blaster can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage plus the blaster’s Charisma modifier. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.

Alter Blast (Su): At 2nd level, and every 2 levels thereafter, the blaster learns how to alter his eldritch blast. He can apply an eldritch essence, eldritch shape, and/or an eldritch technique to his eldritch blast. A single eldritch blast can have only a single eldritch essence, a single eldritch shape, and a single eldritch technique.
At 8th level, the blaster can apply up to 2 eldritch essences and up to 2 eldritch techniques to an eldritch blast.
At 14th level, the blaster can apply up to 3 eldritch essences and up to 3 eldritch techniques to an eldritch blast.
At 20th level, the blaster can apply up to 4 eldritch essences and up to 4 eldritch techniques to an eldritch blast.

Blast Shape Invocations

1. Eldritch Spear (increase range to 250 feet)
2. Eldritch Glaive (attack as reach weapon)
3. Eldritch Shield (as immediate action, gain shield bonus to AC = EB dice for 1 round)
4. Eldritch Ward (cause eldritch blast damage to opponents that hit you in melee)
5. Hideous Blow (add eldritch blast damage to melee attack)

Improved
1. Eldritch Barrier (create 10 foot square barrier, hardness = level, hit points = EB)
2. Eldritch Bolt (add to ranged attack, can affect multiple pieces of ammunition)
3. Eldritch Chain (1 additional target per 5 levels)
4. Eldritch Path (creatures entering squares you passed through take blast damage)
5. Eldritch Shroud (targets all adjacent opponents)

Greater
1. Eldritch Artillery (can make a number of eldritch blasts equal to iterative attacks)
2. Eldritch Cone (30 foot cone)
3. Eldritch Line (60 foot line)
4. Eldritch Pyre (creatures adjacent to target must make Reflex or take damage)
5. Eldritch Wall (creates wall with duration equal to half level in rounds)
6. Triumvirate Blast (shoot 3 eldritch blasts as a full round action)

Ultimate
1. Eldritch Cage (as force cage, does EB damage if pass through, half damage if 20 foot)
2. Eldritch Doom (20 foot radius, centered on warlock)
3. Eldritch Fist (as clenched fist, does blast damage)
4. Eldritch Pit (fall in extra-dimensional pit, take EB damage w/ no save or attack roll)
5. Eldritch Storm (number of vertical bolts within 120 feet equal to half level)

Essence Invocations

1. Disarming Blast (Reflex or target is disarmed)
2. Entangling Blast (Reflex Save or become entangled for 1 round)
3. Frightful Blast (Will Save or shaken)
4. Hammering Blast (does full damage to objects)
5. Illuminating Blast (Reflex save or dazzled and faerie fire for 1 minute)
6. Merciful (eldritch blast causes non-lethal damage)
7. Sickening Blast (Fort Save or sickened)
8. Thundering Blast (Fort Save or deafened 1 minute, does sonic damage)
9. Tripping Blast (Reflex or target is prone)
10. Unbalancing Blast (suffer -2 to Reflex saves and CMD for 1 round)

Improved

1. Baneful Blast (+2d6 against creature type)
2. Beshadowed Blast (Fort Save or Blinded 1 round)
3. Bloody Blast (bleed damage equal to number of EB dice)
4. Brimstone Blast (Reflex or catch on fire)
5. Deteriorating Blast (Fort Save or -5 DR for 1 minute)
6. Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
7. Hellrime Blast (Fort Save or -2 Dex and cold damage)
8. Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
9. Quenching Blast (double damage vs. fire creatures, dispels fire magic)
10. Silencing Blast (Fort Save or silenced for 1 round)

Greater

1. Aligned Blast (+2d6 against selected alignment, negates alignment-based DR)
2. Bewitching Blast (Will or Confused 1 round)
3. Dispelling Blast (target is subjected to Dispel Magic)
4. Exhausting Blast (Fort Save or become exhausted, otherwise fatigued)
5. Hindering Blast (Will Save or Slowed 1 round)
6. Noxious Blast (Fort Save or nauseated 1 round)
7. Penetrating Blast (+4 on CL checks, -5 to SR for 1 minute)
8. Repelling Blast (Reflex Save or moved back 1d6 squares)
9. Vampiric Blast (+1 damage per level, gain as temporary hit points)
10. Vitriolic Blast (acid damage and no SR, does 2d6 damage for 1 rd/5 levels)

Ultimate

1. Anchoring Blast (target subjected to dimensional anchor effect for 1 minute)
2. Banishing Blast (banishes extraplanar target, randomly teleports planar natives)
3. Binding Blast (Will or stunned 1 round)
4. Grasping Blast (target grappled 1d4 rounds if CL + Cha check beats CMD)
5. Impure Blast (target suffers penalty equal to half your level on its next saving throw)
6. Necrotic Blast (animate as zombie if killed, cannot naturally heal, CL check to cure)
7. Panicking Blast (Will or panicked 1 minute)
8. Petrifying Blast (target takes 1d6 Dexterity damage, petrified when Dexterity is 0)
9. Utterdark Blast (Fort Save or 2 negative levels)
10. Vulnerability Blast (Fort Save or gain specified energy vulnerability for 1 minute)

Eldritch Technique

1. Potent Blast (+1 point of damage per die of the eldritch blast)
2. Strafing Blast (+1 point of damage per level if blaster moves 10 or more feet)
3. Subtle Blast (+1 point of damage per level against flat-footed targets of eldritch blast)

Improved Eldritch Technique

1. Piercing Blast (eldritch blast’s critical multiplier improves to x3)
2. Slashing Blast (eldritch blast’s threat range increases to 18-20)
3. Twin Blast (as a full round action, can use 2 eldritch blasts)

Greater Eldritch Technique

1. Powerful Blast (eldritch blast dice increase from 1d6s to 1d10s)
2. Perfect Blast (roll attack roll twice and choose higher result with eldritch blast)
3. Triumvirate Blast (as a full round action, can use 3 eldritch blasts)

Ultimate Eldritch Technique

1. Maximize Blast (eldritch blast damage causes maximum damage)
2. Surefire Blast (take 10 on attack rolls with eldritch blast)
3. Tesseract Blast (as a full round action, can use 4 eldritch blasts)

RPG Superstar 2012 Top 32

Add the following to the list of Improved Blade Dances:

Enthralling Dance: As a full round action, the blade dancer can dance seductively and hold the attention of her viewers. All who see the blade dancer must make a Will save with a DC of 10 + ½ her class level + her Charisma modifier. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly towards the blade dancer while under this effect. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. The effect lasts as long as she dances, to a maximum of a number of hours equal to her Charisma modifier. Those enthralled by her dancing take no action while she dances and for 1d3 rounds thereafter while they discuss the performance. Those entering the area during the performance must also successfully save or become enthralled. The dancing ends (but the 1d3-round delay still applies) if she loses concentration or do anything other than dance.
If those not enthralled have unfriendly or hostile attitudes toward the blade dancer, they can collectively make a Charisma check to try to end the effect by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the effect if this check result beats her Perform (dance) check result. Only one such challenge is allowed per use of the effect.
If any member of the audience is attacked or subjected to some other overtly hostile act, the effect ends and the previously enthralled members become immediately unfriendly toward the blade dancer.
The blade dancer must have the Dazzling Dance blade dance before selecting this improved blade dance.


Great work SmiloDan, and excellent ideas everybody!

I really like the Master Chymist, Bladedancer, the Leader and the Blaster.
The Blaster captures the Warlock from NWN2 very well...

The Bladedancer rocks - a really comprehensive list of Combat and Blade dances. In case anyone's interested, here's a link to the MCA (Multiclass Archetype) Temple Dancer developed by MCP (MultiClass Productions) - I had wanted to develop different dance styles along the lines of fast/medium/slow/solo and stately but we kept it simple in the end....:

Temple Dancer

I'm currently working on a Fighter/Alchemist MCA - the Augment Soldier - it's not too dissimilar to the Master Chymist - I called the "mutagenic ability without imbibing brewed mutagen schtick" Mutagenic Form as well! Maybe I'll have to change that.... I really like the "change into mutagenic form unwillingly" idea....Again, nice work SmiloDan...

[EDIT - I forgot I already asked this - oh well, doesn't hurt to try again...]Is there a collection of these somewhere SmiloDan?

Dark Archive

Nice work, SmiloDan - and fast one at that. This is something I can work with. I'm gonna create some custom feats to go with the class. Thanks, man. My player will be thrilled.

RPG Superstar 2012 Top 32

Thanks.

The blade dancer is just a tweak of one of my (many) swashbuckler classes.

I'm currently working on a Warbrewer base class that is the 4 extract level, full BAB class.

The Master Chymist is just a tweak of the APG PrC. It really bothers me that they didn't just use a regular numerical pattern for its abilities. All I did was move some abilities around, and give it Persistent Mutagen from the alchemist class, which it seems it could use.


Hmm, I seem to have lost the little function that tells me how many post have been made since I last visited this thread... Oh well, it should be back now.

Nice work on the Blaster, SmiloDan.


I think that it's resetting after some time. Somewhere between a few days and a few weeks, I think.


Thanks a bunch, SmiloDan!

I really appreciate it! The party will love it!

Liberty's Edge

As stated in my own thread here, I am in need of help with archetypes for Bards, Inquisitors, and Paladins that remove spells, in the same vein as the Ranger's Skirmisher archetype. Are you up to it?


Ironic Hero wrote:
As stated in my own thread here, I am in need of help with archetypes for Bards, Inquisitors, and Paladins that remove spells, in the same vein as the Ranger's Skirmisher archetype. Are you up to it?

Warior Of The Holy Light is what you are looking for.

Bard/Inqusitor without spells is here*

*

Spoiler:
Removal of spells from Bard and Inquisitor would change them into quite different classes. You might rather consider building a class based on Ranger or Paladin with some of the Bard/Inquistor features instead - I assume that you are interested in keeping bardic performance from bard or judgements from Inquisitor. Actually, the later could be Paladin-like with smite replaced with judgements and few other tweaks.
.

Liberty's Edge

Actually, replacing Bard spells with a limited selection of Rogue Talents was one of my first ideas. Also, I think you may be onto something with the Inquisitor as a Paladin variant.


I think that removal of inquisitor spells warrants bumping the BAB and HD by a step. Judgements have the same number of uses as smite evil. Quite possible that after bumping the BAB and HD, and maybe adding full martial weapons and heavy armor proficiencies it will be enough, but it could be checked in practice.


SmiloDan wrote:
blahpers wrote:
Got anything in here for a class that focuses on singular attacks--giving up iterative, TWF, and the like for single, powerful blows?

Brute (Fighter archetype)

The brute specializes in making a single powerful blow each round.

Replace Bravery with Solid Hit

Solid Hit (Ex): As a standard action, you may make a single melee attack, and if you hit, add 1/2 your class level to damage.

Replace Weapon Training 1, 2, 3, 4 with Vital Hit

Vital Hit (Ex): At 5th level, as a standard action, you may make a single melee attack, and if you hit, roll your weapon damage dice twice. At 9th level, you roll your weapon damage dice 3 times. At 13th level, you roll your weapon damage dice 4 times. At 17th level, you roll your weapon damage dice 5 times. This additional damage is not multiplied on a critical hit. This ability does not stack with the feats Vital Strike, Improved Vital Strike, or Greater Vital Strike. This extra damage does not get added to any attacks of opportunity you make.

Brutal.

Thanks! I'll give it a shot. : D

RPG Superstar 2012 Top 32

blahpers wrote:
SmiloDan wrote:
blahpers wrote:
Got anything in here for a class that focuses on singular attacks--giving up iterative, TWF, and the like for single, powerful blows?

Brute (Fighter archetype)

The brute specializes in making a single powerful blow each round.

Replace Bravery with Solid Hit

Solid Hit (Ex): As a standard action, you may make a single melee attack, and if you hit, add 1/2 your class level to damage.

Replace Weapon Training 1, 2, 3, 4 with Vital Hit

Vital Hit (Ex): At 5th level, as a standard action, you may make a single melee attack, and if you hit, roll your weapon damage dice twice. At 9th level, you roll your weapon damage dice 3 times. At 13th level, you roll your weapon damage dice 4 times. At 17th level, you roll your weapon damage dice 5 times. This additional damage is not multiplied on a critical hit. This ability does not stack with the feats Vital Strike, Improved Vital Strike, or Greater Vital Strike. This extra damage does not get added to any attacks of opportunity you make.

Brutal.

Thanks! I'll give it a shot. : D

One shot.

One.

Shot.

;-)


If you're still taking request I'd like to ask for a cyber warrior or implant hack base class based off the advance classes from D20 Modern Cyberscape. They'd be great additions to my Numeria and Verces games.

Cyber Warrior- warrior whose implants upgrade with his levels. Alchemist/Fighter hybrid class with 'implant/discoveries'
Implant Hack- surgeon who takes apart implants and puts them together.


+1 to that. Even if it means my Augment Soldier is totally surpassed and outshone. Damn you SmiloDan! Damn your creative expertise! *shakes fist*
:)

RPG Superstar 2012 Top 32

WARBREWER

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

Class Skills: Acrobatics, Appraise, Climb, Craft, Disable Device, Fly, Heal, Intimidate, Knowledge arcana, Knowledge nature, Perception, Profession, Ride, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warbrewers are proficient in all bombs and all simple and martial weapons. Warbrewers are proficient in light and medium armor, and shields (but not tower shields).

LEVEL ABILITY
1. Bomb 1d6, Burning Blade, Mutagen (1 dose), Versatile Mutagen
2. Alchemy, Tainted Blood
3. Discovery
4. Bomb 2d6, Extracts, Versatile Mutagen
5. Brew Potion, Mutagen (2 doses)
6. Discovery, Tainted Blood
7. Bomb 3d6, Rapidly Burning Blade
8. Improved Mutagen, Versatile Mutagen
9. Discovery, Mutagen (3 doses)
10. Bomb 4d6, Tainted Blood
11. Persistent Mutagen
12. Discovery, Versatile Mutagen
13. Bomb 5d6, Mutagen (4 doses)
14. Greater Mutagen, Tainted Blood
15. Discovery
16. Bomb 6d6, Versatile Mutagen
17. Mutagen (5 doses)
18. Discovery, Tainted Blood
19. Bomb 7d6
20. Ultimate Mutagen, Versatile Mutagen

Bomb (Su): Warbrewers are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. A warbrewer can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the warbrewer must use a small vial containing an ounce of liquid catalyst—the warbrewer can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most warbrewers create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the warbrewer for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a warbrewer’s bomb inflicts 1d6 points of fire damage plus the warbrewer‘s Intelligence modifier. The damage of a warbrewer’s bomb increases by 1d6 points every three warbrewer levels (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a warbrewer’s bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+3 points of fire damage on a direct hit, its splash damage would be 5 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the warbrewer’s level + the warbrewer’s Intelligence modifier.
Warbrewers can learn new types of bombs as discoveries (see the Discovery ability) as they level up. A warbrewer’s bomb, like an extract, becomes inert if used or carried by anyone else.

Burning Blade (Su): As a move action, the warbrewer can use one of his daily bomb uses and coat his melee weapon with an alchemical reagent that causes additional fire damage equal to his bomb damage on a successful hit. This alchemical reagent remains burning on the warbrewer’s blade for a number of rounds equal to his Intelligence modifier or until he makes a successful melee attack, whichever comes first.

Mutagen (Su): At 1st level, a warbrewer discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. A warbrewer can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. At 5th level, and every 4 levels beyond 1st, the warbrewer can maintain an additional dose of mutagen at a time. As with an extract or bomb, a mutagen that is not in a warbrewer’s possession becomes inert until a warbrewer picks it up again.
When a warbrewer brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the warbrewer to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per warbrewer level. In addition, while the mutagen is in effect, the warbrewer takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-warbrewer who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the warbrewer’s level + the warbrewer’s Intelligence modifier) or become nauseated for 1 hour—a non-warbrewer can never gain the benefit of a mutagen, but a warbrewer can gain the effects of another warbrewer or alchemist’s mutagen if he drinks it. (Although if the other alchemist or warbrewer creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a warbrewer drinks a mutagen, the effects of any previous mutagen immediately end.

Versatile Mutagen (Su): At 1st level, 4th level, and every 4 levels thereafter, the warbrewer selects on of the following abilities. Whenever the warbrewer is under the effects of a mutagen, he may also use one of his Versatile Mutagen abilities during the duration of that mutagen. Each time the warbrewer uses his mutagen ability, he can select to use the same or a different versatile mutagen ability that he knows.

Versatile Mutagens:

Amphibious: The warbrewer gains a Swim speed equal to his base land speed, a +8 racial bonus on Swim checks, and the ability to take 10 on Swim skill checks. At 4th level, he can hold his breath for a number of rounds equal to his Constitution score multiplied by 4. At 8th level, the warbrewer can breathe water (in addition to air). At 12th level, the warbrewer’s swim speed is equal to double his base land speed.

Breath Weapon: The warbrewer can breathe a 15 foot cone of cold or fire, or a 30 foot line of acid or electricity by spending 1 of his daily bomb uses. The breath weapon causes 1d6 points of damage per level of the warbrewer; creatures caught in the area of effect are allowed a Reflex save for half damage with a DC of 10 + ½ the warbrewer’s level + the warbrewer’s Constitution modifier. The warbrewer must wait 1d4 rounds after using his breath weapon before using it again.

Celerity: The warbrewer gains a +10 ft. enhancement bonus to his speed. At 4th level, this increases to +20 ft. At 8th level, the warbrewer is treated as if he were under the effects of a haste/[i] spell.

Enlarge: The warbrewer gains the benefit of an [i]enlarge person spell. At 12th level, this increases to giant form 1. At 16th level, this increases to giant form 2.

Feral: The warbrewer gains 2 primary claw attacks and 1 primary bite attack. At 1st level, their base damage is 1d4. At 4th level, they increase to 1d6. At 8th level, they increase to 1d8. At 12th level, they increase to 1d10. At 16th level, they increase to 1d12.

Flight: The warbrewer can use feather fall at will and gains a +4 on Acrobatics skill checks made to jump. At 4th level, the warbrewer can use levitate once during the duration of mutagen, and gains a +8 on Acrobatics skill checks made to jump. At 8th level, the warbrewer gains a flight speed equal to his base land speed with average maneuverability. At 12th level, the warbrewer gains a flight speed equal to double his base land speed with good maneuverability. At 16th level, the warbrewer gains a flight speed equal to triple his base land speed with perfect maneuverability.

Reduce: The warbrewer gains the benefit of an reduce person spell. At 8th level, the warbrewer becomes two size categories smaller. At 12th level, the warbrewer becomes three size categories smaller. At 16th level, the warbrewer becomes four size categories smaller. For each size category smaller than Small, the warbrewer gains a cumulative +2 size bonus to Dexterity and a -2 size penalty to Strength (minimum 1).

Senses: The warbrewer gains lowlight vision and a +2 bonus to initiative and Perception checks. At 4th level, he gains darkvision 60 feet and his bonus to initiative and Perception increase to +4. At 8th level, he gains scent and his bonus to initiative and Perception increase to +6. At 12th level, he gains blindsense with a range of 60 feet and his bonus to initiative and Perception increase to +8. At 16th level, he gains blindsight with a range of 30 feet and his bonus to initiative and Perception increase to +10.

Alchemy (Ex): At 2nd level, the brewer gains a competence bonus on Craft alchemy skill checks equal to ½ his class level.

Tainted Blood (Su): At 2nd level, 6th level, and every 4 levels thereafter, the warbrewer may select one of the following abilities. The save DC of any tainted blood ability is 10 + ½ the warbrewer’s level + the warbrewer’s Constitution modifier. A warbrewer can only have one Blood Spray effect in effect at one time.

Tainted Blood:

Acidic Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. This causes 1d6 points of acid damage, plus ½ the warbrewer’s class level.

Blinding Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. The opponent must make a Reflex save or become blinded for 1d6 rounds.

Double Blood Spray: The warbrewer can use two Blood Spray abilities simultaneously when he is wounded. The warbrewer must have at least 2 Blood Spray abilities before selecting this ability.

Entangling Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. The opponent must make a Reflex save or become entangled for 1d6 rounds

Hindering Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. The opponent must make a Reflex save or become slowed for 1d6 rounds. The warbrewer must have the Entangling Blood Spray ability before selecting this ability.

Nauseating Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. The opponent must make a Fortitude save or become nauseated for 1d6 rounds. The warbrewer must have the Sickening Blood Spray ability before selecting this ability.

Potion Injection: A number of times per day equal to his Intelligence modifier, the warbrewer can inject a potion into his bloodstream as a full round action. Thereafter, the potion remains inert in the warbrewer’s bloodstream until the warbrewer spends a swift action to activate the potion (as if he had drunk it) or 24 hours have passed. The warbrewer can only have one potion injected in this manner at a time.

Renewing Blood: Once per day as an immediate action, the warbrewer heals 1d8 points of damage + 1 point per level. For every Tainted Blood ability the warbrewer has (including this one), the warbrewer heals an additional 1d8 points of damage.

Sickening Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. The opponent must make a Fortitude save or become sickened for 1d6 rounds.

Thickened Blood: The warbrewer is immune to bleed effects.

Venomous Blood Spray: Any opponent that hits the warbrewer with a natural attack, unarmed strike, or non-reach melee weapon gets sprayed with the warbrewer’s blood. The warbrewer’s blood is poisonous; the opponent must make a Fortitude save or take 1d2 points of Constitution damage. This save must be made once a round for a number of rounds equal to half the warbrewer’s levels or until the opponent makes a successful saving throw.

Widened Blood Spray: When the warbrewer is wounded by a melee attack, his Blood Spray targets all adjacent enemies.

Discovery (Ex, Sp, or Su): At 3rd level, and every 3 levels thereafter, the warbrewer gains an alchemist discovery, using his warbrewer level as his effective alchemist level.

Extracts (Sp): At 4th level, the warbrewer can begin using extracts as an alchemist with a caster level equal to his warbrewer class level -3. The warbrewer must have an Intelligence score of 10 + the extract level to use an extract. The save DC of the warbrewer’s extracts is 10 + the extract level + the warbrewer’s Intelligence modifier. He uses the paladin spells per day table. At 4th level, the warbrewer adds a number of 1st level extracts equal to 3 + his Intelligence modifier to his formula book. At 5th level, and every level thereafter, the warbrewer adds 2 extracts to his formula book.

Brew Potion: At 5th level, the warbrewer gains Brew Potion as a bonus feat.

Rapidly Burning Blade (Su): At 7th level, as a swift action, the warbrewer can use one of his daily bomb uses and coat his melee weapon with an alchemical reagent that causes additional fire damage equal to his bomb damage on a successful hit. This alchemical reagent remains burning for 1 round.

Improved Mutagen (Su): At 8th level, when the warbrewer makes a mutagen, he can enhance 2 physical ability scores. One ability score gains a +6 alchemical bonus and the other gains a +4 alchemical bonus. Furthermore, the natural armor bonus increases to +4. The penalties to his mental ability scores do not increase.

Persistent Mutagen (Su): At 11th level, the warbrewer’s mutagens persist for 1 hour per level instead of 10 minutes per level.

Greater Mutagen (Su): At 14th level, when the warbrewer makes a mutagen, he can enhance all 3 physical ability scores. One ability score gains a +8 alchemical bonus, one ability score gains a +6 alchemical bonus, and one ability score gains a +4 alchemical bonus. Furthermore, the natural armor bonus increases to +6. The penalties to his mental ability scores do not increase.

Ultimate Mutagen (Su): At 20th level, when the warbrewer makes a mutagen, he gains a +8 alchemical bonus to Strength, Dexterity, and Constitution, and a +8 bonus to natural armor. The penalties to his ability scores do not increase. His mutagens have a duration of 24 hours.

Grand Lodge

This isn't my request, but rather one for someone else who I was talking with. The conversation was that there's no proper two-weapon melee combatant. Sure you've got the two-weapon warrior fighter archetype and the two-weapon combat style ranger, and they do their job well enough, but what about a real two-weapon combatant? Someone who can take the two-weapon feats without the prereqs like the ranger but have all the feats like the fighter, and gain all the benefits like the 3.5 dervish and tempest who don't have the -2 penalty and can attack with both weapons when making attacks of opportunity?

The Exchange

Don't mind me. Re-dotting. I haven't been getting updates.

Grand Lodge

Thank you SmiloDan, the warbrewer looks great. I was trying to make a class like this, but I'm terrible at making new classes.

RPG Superstar 2012 Top 32

Zombie Ninja wrote:
Thank you SmiloDan, the warbrewer looks great. I was trying to make a class like this, but I'm terrible at making new classes.

You're welcome. It was a fun and interesting idea you inspired me with. It may have some balance issues, but those can be playtested.

RPG Superstar 2012 Top 32

3 people marked this as a favorite.

This is totally broken....

TEMPEST

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

Class Skills: Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Perform (dance), Profession, Ride, Sense Motive, Stealth, Survival, Swim.

Skill Ranks per Level: 4 + Intelligence modifier.

Tempests are proficient in all simple and martial weapons, all armor, and shields (but not tower shields. Tempests treat all double weapons as martial weapons.

LEVEL ABILITY
1. Two-Weapon Fighting
2. Double Slice
3. Two-Weapon Defense +1
4. Two-Weapon Technique
5. Death Walk
6. Improved Two-Weapon Fighting
7. Improved Two-Weapon Defense +2
8. Improved Two-Weapon Technique
9. Opportunity Knocks Twice
10. Two-Weapon Rend
11. Greater Two-Weapon Defense +3, Greater Two-Weapon Fighting
12. Greater Two-Weapon Technique
13. Double Strike
14. Improved Two Weapon Rend
15. Superior Two-Weapon Defense +4
16. Perfect Two-Weapon Fighting, Perfect Two-Weapon Technique
17. Death of a Thousand Cuts
18. Greater Two Weapon Rend
19. Perfect Two-Weapon Defense +5
20. Death Walk Mastery

Two-Weapon Fighting (as the feat)

Double Slice (as the feat)

Two-Weapon Defense (as the feat, the shield bonus to AC increasing by +1 at 7th level and every 4 levels thereafter)

Two Weapon Technique (Ex): At 4th level, the tempest reduces the penalty for two weapon fight by 1. At 8th level, 12th level, and 16th level, the tempest reduces the penalty for two weapon fighting by an additional 1 (to a minimum of 0).

Death Walk (Ex): At 5th level, the tempest can move his speed and make full attack action. He must move at least 5 feet between each attack he makes.

Opportunity Knocks Twice (Ex): At 9th level, when the tempest makes an attack of opportunity and is wielding two weapons or a double weapon, he may make a single attack with each weapon or each end of his double weapon.

Two Weapon Rend (Ex): At 10th level, the tempest gains Two Weapon Rend as a bonus feat, even if he doesn’t meet the requirements. At 14th level, the tempest gains the Improved Two Weapon Rend ability, which increases the bonus damage to 2d10 + double the tempest’s Strength modifier. At 18th level, the tempest gains the Greater Two Weapon Rend ability, which increases the bonus damage to 3d10 + triple the tempest’s Strength modifier.

Double Strike (Ex): At 13th level, whenever the tempest is wielding two weapons or a double weapon and is subjected to any effect that grants him an extra attack (such as haste, boots of speed, the speed weapon special ability, etc.), he gains an extra attack with each weapon or each end of his double weapon.

Perfect Two-Weapon Fighting (Ex): At 16th level, the tempest gains a 4th offhand weapon attack at a -15 penalty.

Death of a Thousand Cuts (Ex): At 17th level, each time the tempest hits the same opponent in 1 round, he causes a cumulative +1 point of damage.

Death Walk Mastery (Ex): At 20th level, the tempest can move up to twice his speed in the round and take a full attack action.

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