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


Homebrew and House Rules

651 to 700 of 912 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Dark Archive

Goth Guru wrote:

In dreams in the Witch House, the witch's familiar was some kind of tenticle monster that formed it'self into a rat with a human face.

I think it was a summoned iodon, not an altered rat.

Paizo actually released that :p

It's the ratling, found in the Brinewall Legacy bestiary. You can pick one up as a familiar as a 7th level, chaotic evil spellcaster.


Temporal School :Anything that stops, slows, or even reverses events can fit in this variant school. Also any spell that gathers information from the past or future.
0 level: Mending.
1st level: Hold Portal, Identify, True Strike, Erase, Expeditious Retreat, Feather Fall, Negate Deathblow- New Spell
2nd level: Make Whole, Knock
3nd level: Dispel Magic, Hold Person, Gentle Repose, Halt Undead, Haste, Slow
4th level: Dimensional Anchor, Remove Curse, Break Enchantment, Dismissal
5th level: Hold Monster, Permanancy, Dispel Magic Greater, Contingency, Nap-Sort of new spell
6th level: Dispel Magic Greater, Legend Lore, Time Walk-New Spell, Mage’s Lucubration
7th Level: Phase Door, Vision, Hold Person, Mass, Limited Wish, Discern Location, Moment of Prescience, Clone, Horid Wilting, Temporal Stasis, Mage’s Disjunction, Foresight, Hold Monster, Mass, Time Stop, Wish

A temporal mage could give up any school except abduration or alteration.
3 times a day they can give anyone a new roll, second result cannot be redone.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

URSMITH

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

Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge engineering (Int), Knowledge history (Int), Knowledge local (Int), Knowledge nobility (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Intelligence modifier.

Ursmiths are proficient in all simple and martial weapons, as well as any weapon they make using Craft weapon smith. They are proficient with light, medium, and heavy armor and shields, including tower shields.

LEVEL ABILITY
1. Craft pool, enchantment +1, shaping, unmaking, ur-spark
2. Bonus feat, knack
3. Enchantment +2
4. Crafter’s touch +1, knack
5. Enchantment +3
6. Bonus feat, knack
7. Enchantment +4
8. Crafter’s touch +2, knack
9. Enchantment +5
10. Bonus feat, knack
11. Enchantment +6
12. Crafter’s touch +3, knack
13. Enchantment +7
14. Bonus feat, knack
15. Enchantment +8
16. Crafter’s touch +4, knack
17. Enchantment +9
18. Bonus feat, knack
19. Enchantment +10
20. Crafter’s touch +5, knack

Craft Pool (Su): The ursmith can tap into the primal spark of creation and use this magic to make and unmake temporary items. The ursmith has a pool of craft points that he spends when using his magical creative talent. At 1st level, this pool has a number of points equal to 4 + the ursmith’s Intelligence modifier. At 2nd level, and every level thereafter, this pool increases by 2 points. As long as the ursmith has at least 1 point in her craft pool, he gains a bonus on all Craft skills equal to his half his class level.

Enchantment (Su): At 1st level, the ursmith learns how to temporarily enchant his armor, shield, melee or ranged weapon, or 50 pieces of ammunition as a standard action for 1 minute per ursmith level. At 1st level, this grants the item a +1 enhancement bonus. For every two levels beyond 1st, the item gains another +1 enhancement bonus, to a maximum of +10 at 19th level. These bonuses can be added to the item, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add special armor properties to armor, special shield properties to armor, or special weapon properties to weapons. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the item already has, but duplicate abilities do not stack. If the item is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses apply to only one end of a double weapon and armor or shield spikes must be enchanted separately from their armor or shield. To activate this ability, the ursmith must spend a number of craft points equal to the enhancement bonus granted to the item.

Shaping (Su): The ursmith can use his urspark to create non-magical armor, shields, weapons, or items; doing so is a full-round action and the created item persists for a number of hours equal to his class level. The ursmith must make an appropriate Craft check to successfully activate this ability. The ursmith can dismiss created items as a move action; alternatively, the ursmith can dismiss a created item as an immediate action by spending 1 craft point.
When the ursmith creates armor, he spends 1 craft point to make light armor, 2 craft points to make medium armor, or 3 craft points to make heavy armor.
When the ursmith creates a shield, he spends 1 craft point to make a buckler or light shield, 2 craft points to make a heavy shield, or 3 craft points to make a tower shield.
When the ursmith creates a weapon, he spends 1 craft point to make a light simple weapon, 2 craft points to make a one-handed simple weapon, and 3 craft points to make a two-handed simple weapon. The ursmith can create martial weapons by spending 1 additional craft point, or an exotic weapon by spending 2 additional craft points.
When the ursmith creates a tool or other piece of equipment, including alchemical items, he spends 1 craft point for every 100 gp (or fraction thereof) of the base price of the tool. He can spend an additional craft point to make the tool masterwork.
Any item created by the ursmith disappears 1 round after leaving his possession.

Unmaking (Su): The ursmith can spend 1 point from his craft point as a standard action and make a ranged touch attack with his urspark against an object. This causes 1 point of damage per level of the ursmith, and ignores a number of points of hardness equal to the ursmith’s level. The range of the ursmith’s unmaking ability is 10 feet per class level.

Urspark (Su): The urspark is a Fine-sized piece of primal matter from the dawn of creation. The ursmith uses his urspark to enchant weapons and armor, create weapons, armor, and other tools with his shaping ability, and damage items with his unmaking ability. He can also use his urspark to make ranged touch attacks; the range of this is 10 feet per class level. This causes 1d6 points of damage + the ursmith’s Intelligence modifier.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the ursmith may select one of the following feats. The ursmith must meet the requirements of the selected feat.
Cooperative Crafting, Cypher Mage, Disposable Weapon, Extra Ranger Trap, Field Repair, Learn Ranger Trap, Master Alchemist, Master Craftsman, Prodigy, Ricochet Splash Weapon, Skill Focus, Splash Weapon Mastery, Splintering Weapon, Throw Anything, Trapper’s Setup, Well Prepared, or any Item Creation feat.

Knack (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the ursmith learns how to use one of the following abilities.

Knacks:

Arrow Smith (Sp): A number of times per round equal to his Intelligence modifier, the ursmith can create a piece of ammunition; this ammunition exists for a number of rounds equal to his Intelligence modifier.

Bomb (Su): By spending 2 points from his craft pool, the ursmith can create and use 1 bomb, using his ursmith level as his effective alchemist level to determine the base damage of his bomb.

Bomb Discovery (Su): The ursmith gains one alchemist discovery of his choice, using his ursmith level as his effective alchemist level. The selected alchemist discovery must be one that applies to alchemist bombs. This knack can be selected multiple times; each time it is, the ursmith selects a new bomb discovery.

Create Ring (Su): The ursmith can use his urspark to create magical rings. To do so, he must spend a number of craft points equal to half the caster level of the ring and make a Spellcraft check with a DC of 15 + the caster level of the ring. The ursmith cannot make rings with caster level requirements higher than his class level. A created ring remains for 1 hour per level of the ursmith. An ursmith must be at least 12th level to select this knack.

Create Rod (Su): The ursmith can use his urspark to create magical rods. To do so, he must spend a number of craft points equal to half the caster level of the rod and make a Spellcraft check with a DC of 15 + the caster level of the rod. The ursmith cannot make rods with caster level requirements higher than his class level. A created rod remains for 1 hour per level of the ursmith. An ursmith must be at least 10th level to select this knack.

Create Staff (Su): The ursmith can use his urspark to create magical staves. To do so, he must make a Spellcraft check with a DC of 20 + 1 per spell level of the highest level of the staff + 1 per caster level of the staff (minimum 8th). The ursmith can make staves with a spell level equal one less than ½ his class level (maximum 9th level spells at 20th level). A staff created by the ursmith has a number of charges equal to half his class level (maximum 10 charges at 20th level), and remains for a number of days equal to his Intelligence modifier. An ursmith must be at least 12th level and have the Create Wand knack to select this knack.

Create Wand (Su): The ursmith can use his urspark to create magical wands. To do so, he must make a Spellcraft check with a DC of 15 + 1 per spell level of the wand +1 per caster level of the wand and spend a number of craft points equal to double the spell level of the wand (1 craft point for 0 level wands). The ursmith can make wands with a spell level equal to ¼ his class level; a wand created by the ursmith has a number of charges equal to his class level and remains for a number of hours equal to his class level. An ursmith must be at least 6th level to select this knack.

Create Wonders (Su): The ursmith can use his urspark to create magical wondrous items. To do so, he must spend a number of craft points equal to half the caster level of the wondrous item and make a Spellcraft check with a DC of 15 + the caster level of the wondrous. The ursmith cannot make wondrous items with caster level requirements higher than his class level. A created wondrous item remains for 1 hour per level of the ursmith. An ursmith must be at least 4th level to select this knack.

Disrupt Item (Sp): The ursmith can spend 3 craft points as a standard action and target a single magic item within 10 feet per class level with a dispel magic effect. The ursmith make a dispel check against the item's caster level (DC = 11 + the item's caster level). If he succeeds, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

Distill Poison (Su): The ursmith can use his urspark to create a single dose of poison. This is a full round action. The ursmith spends 1 craft point for every 100 gp (or fraction thereof) of the cost of a single does of the selected poison. The ursmith must make a Craft alchemist skill check to activate this ability.

Double Weapon Enchanter (Su): When the ursmith enchants a double weapon, he can choose to reduce the amount of the enchantment bonus by 1 and enchant both ends of the double weapon.

Efficient Enchantments (Su): When the ursmith uses his enchantment ability, he reduces the number of craft points needed to activate it by 1 (minimum 1). This knack can be selected multiple times; each time it is, the ursmith reduces necessary the number of craft points to activate his enchantment ability by 1.

Extend Enchantment (Su): When the ursmith uses his enchantment ability, the duration increases from 1 minute per level to 1 hour per level.

Launch Trap (Ex or Su): The ursmith gains the Trapper ranger archetype’s class feature of the same name. The ursmith must be at least 10th level and have the Trap Setting knack before selecting this knack.

Mechanical Eidolon (Ex): The ursmith learns how to build a mechanical eidolon, a unique construct. The mechanical eidolon uses the rules for the summoner’s eidolon, except the mechanical eidolon’s creature type is construct instead of outsider. It is not summoned or extraplanar, and therefore does not disappear when its hit points are 0 or less; instead, it is destroyed. Building and maintaining a mechanical eidolon is taxing, and as long as the ursmith has an active mechanical eidolon, his daily craft pool is reduced by a number of points equal to the number of evolution points the eidolon possesses. The ursmith’s effective summoner level is equal to his ursmith level. If an ursmith’s mechanical eidolon is destroyed, he can rebuild one in a number of days equal to its hit dice. If the ursmith’s mechanical eidolon is damaged, he can make a DC 20 Craft blacksmithing, clockworks, or metalworking check; for every point the check beats the DC, the eidolon recovers 1 hit point. It takes 1 hour to make this check.

Mechanical Familiar (Ex): The ursmith learns how to build a mechanical familiar, a unique construct. The mechanical familiar uses the rules for a wizard‘s familiar, except the mechanical eidolon’s creature type is construct instead of magical beast. Building and maintaining a mechanical familiar is taxing, and as long as the ursmith has an active mechanical eidolon, his daily craft pool is reduced by a number of points equal to the number of hit dice the mechanical familiar possesses. The ursmith’s effective wizard level is equal to his ursmith level. If an ursmith’s mechanical familiar is destroyed, he can rebuild one in a number of days equal to half its hit dice. If the ursmith’s mechanical familiar is damaged, he can make a DC 20 Craft blacksmithing, clockworks, or metalworking check; for every point the check beats the DC, the familiar recovers 1 hit point. It takes 1 hour to make this check.

Perfect Tool (Su): When the ursmith uses his shaping ability to create an item or tool that can be used to make a skill check, he can spend 1 additional craft point and that item grants the ursmith a bonus equal to half his level on the related skill checks.

Persistent Shaping (Su): Items created by the ursmith’s shaping ability do not disappear after they leave his possession.

Quick Crafting (Su): When using his shaping ability to create an item, the ursmith may choose to spend 1 additional point from his craft pool to do so as a swift action.

Quick Enchantment (Su): When using his enchantment ability to enhance an item, the ursmith may choose to spend 1 additional point from his craft pool to do so as a swift action.

Sudden Shield (Sp): The ursmith can spend 1 point from his craft pool as an immediate action to cast [I[shield[/I]; the duration lasts until the end of the ursmith’s next turn.

Trap Setting (Ex or Su): The ursmith learns how to make ranger traps. The ursmith knows a number of traps equal to half his class level. The ursmith spends 1 craft point to make a ranger trap. His effective ranger level is equal to his ursmith level. The DC of an ursmith’s trap is 10 + ½ his ursmith level + his Intelligence modifier. The ursmith must have Trapfinding before selecting this knack.

Trapfinding (Ex): An ursmith adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An ursmith can use Disable Device to disarm magic traps.

Unique Weapon (Su): The ursmith can use his shaping ability to create unique weapons. He spends 5 craft points to activate this ability; when he does so, he gains a number of weapon points equal to his level + his Intelligence modifier. He spends these points to design a unique weapon using the Unique Weapon Properties listed below; every unique weapon must select a single property from the Damage, Threat Range, Critical Multiplier, Damage Type, Handedness, and Material categories and may select a single, multiple, or none from the Weapon Traits category.

Crafter’s touch (Ex): Beginning at 4th level, whenever the ursmith wields a weapon he created with his shaping ability, he gains a +1 competence bonus on attack and damage rolls.

Unique Weapon Properties:

Damage:
1d4 4 points
1d6 6 points
1d8 8 points
1d10 10 points
1d12 12 points

Threat Range:
20 0 points
19-20 2 points
18-20 5 points

Critical Multiplier:
x2 0 points
x3 2 points
x4 5 points

Damage Type:
Bludgeoning 0 points
Piercing 0 points
Slashing 0 points
Bludgeoning and Piercing 2 points
Bludgeoning and Slashing 2 points
Piercing and Slashing 2 points
Bludgeoning, Piercing, and Slashing 5 points

Handedness:
Light: 1 point
One-handed: 0 points
Two-handed: 2 points

Material:
Wood 0 points
Bronze 1 point
Iron 1 points
Steel 1 point
Cold Iron 2 points
Silver 2 points
Mithril 5 points
Adamantine 10 points

Weapon traits:
Blocking 1 point
Brace 1 point
Deadly 1 point
Disarm 2 points
Distracting 4 points
Double 4 points
Fragile 2 points
Grapple 4 points
Monk 1 point
Non-lethal 2 point
Performance 1 point
Reach 4 points
Sunder 2 points
Trip 2 points


Can you make a class that evolves as it levels up? Sorta like the summoners eidolon?

RPG Superstar 2012 Top 32

3 people marked this as a favorite.
Vero wrote:
Can you make a class that evolves as it levels up? Sorta like the summoners eidolon?

EVOLVER

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

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

Skill Ranks per Level: 6 + Intelligence modifier.

Evolvers are proficient in all Simple and Martial Weapons. Evolvers are also proficient in any natural weapons they gain by assuming other forms. Evolvers are not proficient with any armor or shields.

LEVEL ABILITY
1. Evolution Pool, Evolutions, Evolve Form (disguise self, enlarge person, reduce person), Evolver’s Defense, Evolver’s Trick, Evolving Enhancement
2. Evolving Trait (skills)
3. Evolve Form (alter self, barkskin, tree shape)
4. Evolver’s Defense +1, Evolver’s Trick
5. Evolve Form (beast shape I, gaseous form, invisibility, water breathing)
6. Evolving Trait (feat), Rapid Change (standard action)
7. Evolve Form (beast shape II, elemental body I), Improved Evolving Enhancement
8. Evolver’s Defense +2, Evolver’s Trick
9. Evolve Form (beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, righteous might)
10. Evolving Trait (extraordinary class feature)
11. Evolve Form (beast shape IV, elemental body III, form of the dragon I, plant shape II, transformation)
12. Evolver’s Defense +3, Evolver’s Trick, Rapid Change (move action)
13. Evolve Form (elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, statue), Greater Evolving Enhancement
14. Evolving Trait (supernatural class feature)
15. Evolve Form (form of the dragon III, giant form II, iron body)
16. Evolver’s Defense +4, Evolver’s Trick
17. Evolve Form (shape change)
18. Evolving Trait (spell-like class feature), Rapid Change (swift action)
19. Ultimate Evolving Enhancement
20. Evolver’s Defense +5, Evolver’s Trick, Fluid Form

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

Evolutions (Su). Whenever you change your form using your Evolve Form ability, you can spend extra points from your Evolution Pool to add one or more Evolutions your new form. Use your evolver level as your summoner level for the purposes of determining which Evolutions you can use.

Evolve Form (Su). You can change your shape as a full round action by spending 1 point from your Evolution Pool.
At 1st level, you can use disguise self, enlarge person, or reduce person.
At 3rd level, you can use alter self, barkskin, or tree shape.
At 5th level, you can use beast shape I, gaseous form, invisibility, or water breathing.
At 7th level, you can use beast shape II, elemental body I.
At 9th level, you can use beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, or righteous might.
At 11th level, you can use beast shape IV, elemental body III, form of the dragon I, plant shape II, or transformation.
At 13th level, you can use elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, or statue.
At 15th level, you can use form of the dragon III, giant form II, or iron body.
At 17th level, they can use shape change.
The Save DC of any special ability of the evolver’s assumed form is 10 + ½ your evolver level + your Constitution modifier.

Evolver’s Defense (Ex). The evolver adds his Wisdom bonus to his AC when he is not wearing any armor or carrying a medium or heavy load. This bonus applies to his touch AC, and he does not lose this bonus to his AC when he is flatfooted or otherwise denied his Dexterity bonus to AC. He does lose it if he is immobilized or helpless. At level 4, and every 4 levels thereafter, this bonus to his AC increases by +1.

Evolver’s Trick (Su). At 1st level, 4th level, and every 4 levels thereafter, the evolver chooses one of the following abilities.

Evolver's Tricks:

Ability Damage/Drain Resistance. When you use Evolve Form, you can spend an additional point from your Evolution Pool and gain the ability to reduce the amount of ability damage, ability drain, and ability penalties you sustain by an amount equal to the number of Evolver’s Tricks that you have.

Chameleon. You gain a bonus equal to your class level on Disguise and Stealth skill checks.

Damage Reduction. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself DR 1/silver for every Evolver’s Trick you know (including this one). At 20th level, when you use this ability you gain DR 10/silver instead.

Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms.

Fast Healing. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself Fast Healing 1 if your hit point total is less than ½ your normal maximum.

Fortification. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of Light Fortification. At level 8, you gain the ability to spend 2 additional points from your Evolution Pool to gain the benefits of Medium Fortification. At level 16, you gain the ability to spend 3 additional points from your Evolution Pool to gain the benefits of Heavy Fortification.

Hand Tool. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a tool. If you spend an additional point from your Evolution Pool, this is considered a masterwork tool.

Hand Weapon. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Simple weapon. By spending 2 points from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Martial weapon.

Kangaroo Pouch. You can grow a pouch with an extradimensional capacity on your body. You can store up to 10 pounds per level in the pouch. You can remove or place an item in the pouch as a free action; this essentially lets you use Quick Draw for any weapons that are stored in your pouch.

Living Weapon. By spending 1 point from your Evolution Pool, you can transform your hands into claws that do damage equal to the unarmed strike of a monk of your level.

Magic Fang. When you use Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of magic fang to one of your natural attacks. You can spend 2 additional points from your Evolution Pool to gain the benefits of greater magic fang instead. You can spend 1 additional point from your Evolution Pool to gain the benefits of align fang.

Quick Change. You decrease the amount of time it takes to use Evolve Form by one step, from a full round action to a standard action at 1st level, from a standard action to a move action at 6th level, from a move action to a swift action at 12th level, and from a swift action to a free action at 18th level.

Quick Curing. You can spend one point from your Evolution Pool as an immediate action and heal yourself 1d8 hit points for every Evolver’s Trick that you have.

Quick Foot. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to give yourself a +10 foot enhancement bonus to your speed for every Evolver’s Trick you know (including this one).

Evolving Enhancement (Ex). Whenever you use your Evolve Form ability, you gain one of the following enhancements: +2 to Strength, +2 to Dexterity, +2 to Constitution, or +2 to your natural armor. At 7th level, you choose two of the above enhancements, and one of them provides a +4 bonus. At 13th level, you choose three of the above enhancements, and one of them provides a +6 bonus and one provides a +4 bonus. At 19th level, you gain a +8, +6, +4, and +2 bonus, distributed amongst all four enhancements.

Evolving Trait (Ex). At 2nd level, you gain an evolving trait. You gain an additional evolving trait at levels 6, 10, 14, and 18. An evolving trait is an ability you can change each day; once it is selected it lasts for 24 hours or until you spend a point from your Evolution Pool to change it. At 2nd level, you can use your evolving trait to gain a number of skill ranks equal to your level. At 6th level, you may select any feat you qualify for as a bonus feat. At 10th level, you can select any extraordinary class ability from any other class, this ability must be available at the other class’s level equal to half your class level. If the ability has any prerequisites, you must meet those requirements. At 14th level, you can select any supernatural class ability from any other class; this ability must be available to the other class at a level equal to half of your class level. At 18th level, you can select any spell-like ability class feature from any other class; this ability must be available to the other class at a level equal to half of your class level.

Rapid Change (Su). At 6th level, you can use Evolve Form as a standard action. At 12th level, you can use Evolve Form as a move action. At 18th level, you can use Evolve Form as a swift action.

Fluid Form (Su). You can use Evolve Form at will without spending any points from your Evolution Pool. You may still spend points from your Evolution points to enhance your form or activate any of your other class abilities, as normal.


Yep, the Evolver totally rocks conceptually! Nice work again SmiloDan. The Ur-Smith ain't half bad either...


Vero wrote:
Can you make a class that evolves as it levels up? Sorta like the summoners eidolon?

Sorty to highjack but my take on this idea was presented here: Metamorph.

SmiloDan's evolver is great but it's more of a versatile shapeshifter that uses evolutions for customization that entity that evolves with time.


oh lovely ursmith, i think you are gonna appear in my next game

RPG Superstar 2012 Top 32

Cool!

I've been working on re-vamping d20 Modern for Pathfinder (in particular, d20 Firefly!), converting and expanding on the 6 base classes, combat, favored class bonuses, feats, skills, talents, traits, and uses for action points.


A magic user who could read anything, from that ancient tome to the flow of battle to the vibrations in the ground.


how about a class that has features that change due to lack of sleep. some kind of warrior who loses defensive capabilities as a result but gain offensive, or maybe greater abilities with a penalty attached

RPG Superstar 2012 Top 32

toastwolf wrote:
how about a class that has features that change due to lack of sleep. some kind of warrior who loses defensive capabilities as a result but gain offensive, or maybe greater abilities with a penalty attached

Sleepless in Seatle Warrior? The Machinist? Me this morning? (I woke up 2 hours before my alarm!!!! :-O )


SmiloDan base class?


In the X-files, the insomniacs could share their waking dreams, giving them delusions.


maybe class abilities founded in self hypnosis.

Liberty's Edge

i have an idea an anti-bard, called the joke killer, the point of the joke killer is to kill
inspiration from the enemy and make them wish they were never born!!

Liberty's Edge

also another idea, a mage style inquisitor

RPG Superstar 2012 Top 32

spider21b wrote:
also another idea, a mage style inquisitor

How would this be different than the magus? Instead of doing melee, he would do more ranged combat? Would it rely on some kind of arcane judgements? Teamwork Feat-using Summoner?

Liberty's Edge

good point, i was thinking, in the way that rangers and inquistors get less spells from the beginging, i was thinking fighting style more like ranged with magic and arrows, idk, but i liked the anti-bard idea a bit better

RPG Superstar 2012 Top 32

Like a de-buffer? I was thinking of working on an exorcist archetype of the inquisitor that used counterspelling and dispel magic a lot. And those new dispel magic feats.

RPG Superstar 2012 Top 32

d20 FIREFLY classes


This is such a big thread I don't know it you have done this yet, or if it is even worthy of consideration.

A fighter-like anti-mage, as in a kind of fighter who can dispel or shrug off spells cast against him or near him.

One of my groups house rules allows me to take parts of a class away and replace it with feats, so I have been able to 'custom build' my own, but it seems a little shoddy at times.

Thanks for your time.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Witch Hunters are canny combatants that specialize in hunting down and disrupting magic-users of all kinds. This is a work in progress.

WITCH HUNTER

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

Class Skills: Craft, Diplomacy, Disable Device, Handle Animal, Heal, Intimidate, Knowledge arcana, Knowledge history, Knowledge local, Knowledge planes, Linguistics, Perception, Profession, Ride, Sense Motive, Spellcraft, Survival.

Skill Ranks per Level: 4 + Int modifier.

Witch Hunters are proficient in all Simple and Martial Weapons. They are proficient in Light, Medium, and Heavy Armor, and all Shields (except Tower Shields).

The Save DC, if any, of any Witch Hunter special ability is 10 + 1/2 his Exorcist level + his Intelligence modifier.

LEVEL ABILITY

1. Detect Magic, Dispelling Strike (1/day), Disrupt Spellcaster, Trapfinding
2. Talent, Spellgrace
3. Dispelling Strike (2/day), Mettle
4. Dispelling Rejuvenation, Talent
5. Arcane Sight, Disable Magic Device
6. Dispelling Strike (3/day), Talent
7. Improved Dispelling Strike (Disrupt Magic)
8. Spell Resistance (5 + class level), Talent, Improved Talents
9. Dispelling Strike (4/day)
10. Slippery Mind, Talent
11. Analyze Dweomer, Improved Disable Magic Device
12. Dispelling Strike (5/day), Talent
13. Greater Dispelling Strike (Greater Dispel Magic),
14. Improved Spell Resistance (10 + class level), Talent, Greater Talents
15. Dispelling Strike (6/day)
16. Mind Blank, Talent
17. Greater Arcane Sight, Greater Disable Magic Device
18. Dispelling Strike (7/day), Talent
19. Dire Dispelling Strike (Disjoining)
20. Greater Spell Resistance (15 + class level), Persistent Disruption, Ultimate Talent

Detect Magic (sp). The exorcist can use detect magic at will.

Dispelling Strike (Su). Once per day as a free action, the exorcist can declare a Dispelling Strike. For 1 round, if the exorcist hits with an attack, the opponent is targeted with a Dispel Magic effect with a Caster Level equal to the exorcist’s Base Attack Bonus. In addition, the target of the Dispel Magic takes 1 point of damage per spell level successfully dispelled. At 3rd level, and every 3 levels thereafter, the exorcist gains an additional daily use of this ability. In addition, the exorcist can use Dispelling Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Dispelling Strike.

Disrupt Spellcaster (Ex). The exorcist increases the Concentration check DC to cast defensively of any spellcaster he threatens by an amount equal to his class level.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the exorcist can choose one of the following as a bonus feat: Blind-fight, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, or Step Up. Beginning at 6th level, the exorcist adds Improved Blind-fight, Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes to the list. At 10th level, he adds Critical Focus, Greater Blind-fight, Improved Critical, and Spellbreaker to the list.

Spellgrace (Su). Beginning at 2nd level, the exorcist adds his Charisma bonus (if any) to all Saving Throws against Spells, Spell-like Abilities, and Supernatural Abilities.

Mettle (Ex). At 3rd level, if the exorcist succeeds on a Fortitude or Will Saving Throw that still has a negative effect, he ignores the negative effect.

Dispelling Rejuvenation (Su). At 4th level, Whenever a exorcist causes damage with his Dispelling Strike, he heals a like amount of damage. Any excess hit points are treated as temporary hit points that last for 1 hour per class level.

Arcane Sight (Sp). At 5th level, the exorcist can use Arcane Sight at will.

Disable Magic Device (Ex). At 5th level, the exorcist learns how to use the Disable Device skill to temporarily disable magical items. As a standard action, the exorcist can make a Disable Device skill check with a DC of 15 + the caster level of the magic item. If he succeeds, the item cannot be activated for 1d4 rounds, plus 1 round for every 5 points the exorcist beats the DC. This ability can be used against armor, weapons, rods, rings, staves, wands, and wondrous items. It does not affect artifacts of any kind. At 11th level, items disabled by the exorcist remain inert for 1d4 minutes, plus 1 minute for every 5 points the exorcist beats the DC. At 17th level, items disabled by the exorcist remain inert for 1d4 hours, plus 1 hour for every 5 points he beats the DC.

Improved Dispelling Strike (Su). At 7th level, the exorcist’s Dispelling Strike improves. It now causes 2 points of damage per spell level dispelled. Alternatively, the exorcist can use 1 daily use of his Dispelling Strike to make a Disrupting Strike. The exorcist must declare the Disrupting Strike before making the attack roll; if successful, the target cannot use any spell, spell-like ability, or supernatural ability for 1 round. In addition, the exorcist can use Disrupting Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Disrupting Strike.

Spell Resistance (Ex). Beginning at 8th level, the exorcist gains Spell Resistance equal to 5 + his class level. At 14th level, this improves to 10 + his class level. At 20th level, he gains Spell Resistance equal to 15 + his class level.

Slippery Mind (Ex). At 10th level, the exorcist gains the Slippery Mind ability as described under the Rogue's Advanced Talents.

Analyze Dweomer (Sp). At 11th level, the exorcist can use Analyze Dweomer at will.

Greater Dispelling Strike (Su). At 13th level, the exorcist’s Dispelling Strike improves. It now causes 3 points of damage per spell level dispelled, and acts as a Greater Dispel Magic. The exorcist can use 1 daily use of his Dispelling Strike to cast Greater Dispel Magic, with a Caster Level equal to his Base Attack Bonus.

Mind Blank (Su). At 16th level, the exorcist is protected with a constant Mind Blank effect.

Greater Arcane Sight (Sp). At 17th level, the exorcist can use Greater Arcane Sight at will.

Dire Dispelling Strike (Su). At 19th level, the exorcist's Dispelling Strike improves. It now causes 4 points of damage per spell level dispelled. Alternatively, the exorcist can use 1 daily use of his Dispelling Strike to make a Disjoining Strike. The exorcist must declare the Disjoining Strike before making the attack roll; if successful, the target is subjected to a Mage's Disjoinment effect with a Caster Level equal to the exorcist's Base Attack Bonus. In addition, the exorcist can use Disjoining Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Disjoining Strike.

Persistent Disruption (Su). At 20th level, the duration of the exorcist’s Disrupting Strike is a number of rounds equal to his Intelligence bonus (minimum 1 round).


Very cool, very cool! Thank you. If you are up for it I do have one more of the fighter type, as far as ideas.

A Battle Master BAB +2, Good Fort Saves (beginning at second or third level)

They must craft their own weapon and armor, or weapon and shield, or 2 weapons, or armor and shield, or lastly shield and shield. They are at a negative four to use anything else (minimum). Anything they create and use are considered exotic to anyone else.

Note: My normal go at creating this particular class is removing weapon groups and/or armor and possibly shield feats (leaving 4 weapon categories for weapon advancements) and replacing them with feats (around 18 to 20) for creating a class unto itself. But that is how I currently go about it...

Any thoughts?


I'd be interested in seeing a melee class (fighter archetype?) that is based around anger/rage. Not to be confused with our beloved barbarian, think more FF7 Limits. Based on damage he has taken, he either A) deals slightly more damage or B) can deal an explosive amount of damage in one swoop.

I'm not sure if this would work, but I'm thinking that it would be a system of "points," kind of like the gunslinger, that the character gets based on how much damage the character has taken, which could be expended as a free action. So a character with 3 "points" could deal +3 damage with each successful hit, OR, could spend all 3 to have access, for one turn, to a feat or two that they would otherwise have no access to.

What do you think?

Oh by the way, any thoughts on the spell-less Paladin?


The 3.5 Bo9S Crusader had a mechanic sort of like what you're describing, dbass. I also remember an alternate Barbarian - maybe in PHB2? I'm not sure - which had an alternate to rage that only activated when he was below a certain number of hit points, but, if I remember correctly, did not have a limited number of uses, so it activated EVERY time you got below that value.


Tim4488 wrote:
The 3.5 Bo9S Crusader had a mechanic sort of like what you're describing, dbass. I also remember an alternate Barbarian - maybe in PHB2? I'm not sure - which had an alternate to rage that only activated when he was below a certain number of hit points, but, if I remember correctly, did not have a limited number of uses, so it activated EVERY time you got below that value.

actually i remember it being unearthed arcanna, i dont have mine on me but i think if it dropped below 50%.


Hmm. I just check d20srd and they've got Whirling Frenzy from Unearthed Arcana, but not this. Pretty sure it was a different book. But that value sounds right, thanks.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

The following replaces the ab-druid's weird shape ability.

Swarm Form (Su): Beginning at 4th level, the ab-druid gains the ability to turn into a mass of tiny tentacles and back once per day. She gains the aberration type and the swarm subtype. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per ab-druid level, or until she changes back. Changing form (to swarm or back) is a standard action and doesn’t provoke an attack of opportunity.
An ab-druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, an ab-druid can use swarm shape at will. Each form expends one daily usage of this ability, regardless of the form taken.
While in swarm form, the ab-druid’s Strength score is reduced to 3, she gets a +4 size bonus to Dexterity, a +2 size bonus to AC, and her space increases to 10 feet by 10 feet, but her reach is reduced to 0. She gains a swarm attack that causes 1d6 points of damage; this increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Any creature damaged by the ab-druid’s swarm attack must also make a Fortitude save with a DC of 10 + ½ her hit dice + her Constitution modifier or become nauseated for 1 round. She is immune to flanking and critical hits or sneak attacks, takes half damage from piercing and slashing weapon damage, but suffers +50% more damage from area effects. She is immune to effects that target a single creature (except mind-affecting effects). While in swarm form, she cannot make attacks of opportunity.
At 6th level, and every 2 levels thereafter, when the ab-druid gains one of the following abilities when she assumes her swarm form. The save DC of any ability is 10 + ½ the ab-druid’s hit dice + her Constitution modifier. The ab-druid must meet the requirements, if any, of the selected ability. The ab-druid may only apply one of the starred (*) abilities when she makes a swarm attack.
Amphibious Swarm: When the ab-druid assumes her swarm form, she gains the ability to breathe water as well as air.
Bloated Swarm: When the ab-druid assumes the swarm form, she fills the space of two 10 by 10 square spaces (or an equivalent number of 5 by 5 contiguous squares (8)). The ab-druid must be at least 12th level to select this ability. At 18th level, the ab-druid may select this ability a second time, increasing the space of her swarm to three 10 by 10 square spaces (or an equivalent number of 5 by 5 contiguous squares (12)).
Burrowing Swarm: When the ab-druid assumes her swarm form, she gains a Burrow speed equal to half her base land speed.
Climbing Swarm: When the ab-druid assumes her swarm form, she gains a Climb speed equal to her base land speed. She gains a +8 racial bonus on Climb skill checks and can take 10 on Climb skill checks.
Confusing Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Will save or be confused for 1 round.
Dazing Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Will save or be dazed for 1 round. The ab-druid must be at least 10th level and gave the confusing swarm ability before selecting this ability.
Diminutive Swarm: When the ab-druid assumes her swarm form, she assumes to forms of Diminutive aberrations. Her Strength is reduced to 2, she gains a +6 size bonus to Dexterity, a +4 size bonus to AC, and she becomes immune to weapon damage. She must be at least 10th level to select this ability.
Eldritch Swarm: When the ab-druid assumes her swarm form, she retains the ability to cast spells, including spells with Verbal or Somatic components. She gains the use of Eschew Materials feat while in her swarm form.
Entangling Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Reflex save or be entangled for 1 round.
Exhausting Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Fortitude save or become exhausted. The ab-druid must be at least 10th level and have the Fatiguing Swarm ability to select this ability.
Fatiguing Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Reflex save or become fatigued. A creature that is already fatigued cannot become exhausted from this ability.
Fine Swarm: When the ab-druid assumes her swarm form, she assumes to forms of Fine aberrations. Her Strength is reduced to 1, she gains a +8 size bonus to Dexterity, a +8 size bonus to AC, and she becomes immune to weapon damage. She must be at least 16th level and have the Diminutive Swarm ability to select this ability.
Flying Swarm: When the ab-druid assumes her swarm form, she gains a Fly speed equal to her base land speed with a Poor maneuverability rating. The ab-druid may select this ability a second time; if she does, her flight speed increases to double her base land speed and her maneuverability rating increases to Average. For each size category the ab-druid is smaller than Tiny, her flying maneuverability rating increases by one step.
Grappling Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Reflex save or gain the grappled condition for 1 round. The ab-druid must be at least 10th level and have the entangling swarm ability before selecting this ability.
Material Swarm: The ab-druid’s swarm attack bypasses damage reduction as if her swarm attack was magic. At 10th level, this improves to overcoming DR as if her swarm attack was silver. At 14th level, this improves to overcoming DR as if her swarm attack was cold iron. At 18th level, this improves to overcoming DR as if her swarm attack was adamantine.
Paralyzing Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Reflex save or become paralyzed for 1 round. The ab-druid must be at least 16th level and have the entangling swarm and grappling swarm abilities before selecting this ability.
Soporific Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Fortitude save or fall asleep for 1 minute. The ab-druid must be at least 16th level and have the fatiguing swarm and exhausting swarm abilities before selecting his ability.
Stunning Swarm*: Any creature damaged by the ab-druid’s swarm attack must succeed on a Will save or become stunned for 1 round. The ab-druid must be at least 16th level and have the confusing swarm and dazing swarm abilities before selecting this ability.
Swimming Swarm: When the ab-druid assumes her swarm form, she gains a Swim speed equal to her base land speed. She gains a +8 racial bonus to Swim skill checks and may always choose to take 10 on Swim skill checks.
Vitriolic Swarm*: Any creature damaged by the ab-druid’s swarm attack suffers an additional 1d6 points of acid damage. When the creature leaves the area of effect of the ab-druid’s swarm attack, it continues to take 1d6 points of acid damage for 1 round, plus 1 additional round for every 4 levels above 8th level that the ab-druid acquires. The ab-druid must be at least 8th level to select this ability.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

Cephalopod Eidolon form

Size Medium; Speed 20 ft., swim 20 ft., jet (200 ft.); AC +2 natural armor; Saves Fort (poor), Ref (poor), Will (good); Attack 2 tentacles (1d6); Ability Scores Str 12, Dex 13, Con 16, Int 10, Wis 7, Cha 11
Free evolutions: Improved damage (tentacle), reach (tentacle), swim, tentacle (2). The cephalopod treats its tentacle attacks as primary attacks. It has the jet universal monster ability.

Suggested Evolutions:

1-Point Evolutions: basic magic, bite, climb, gills, improved damage, improved natural armor, low-light vision, magic attacks, pounce, pull, push, reach, resistance, scent, skilled, sting, swim, tail, tail slap, tentacle, unnatural aura.

2-Point Evolutions: ability increase, constrict, energy attacks, flight, grab, immunity, keen scent, minor magic, poison, shadow blend, shadow form, tremorsense, trip,

3-Point Evolutions: blindsense, burrow, damage reduction, frightful presence, major magic, see in darkness, swallow whole, web.

4-Point Evolutions: blindsight, breath weapon, dimension door, fast healing, incorporeal form, large, life sense, no breath, spell resistance, ultimate magic.


Wizball! Music totally releated!


About ab-druid: IIRC neither wildshape nor other polymorphy change type of the subject (granting swarm subtype is ok as it has very specific effects relevant for the form acquired).

Cephalopod form: I would made jet a 1-point evolution and give it instead of improved damage as a free evolution.

Also, could you post it here as well?


I tried to skim these pages so I did not request a repeat class. I have a sort of silly request. Can I see your take on a Delivery Boy class? If you don't do it I get it too silly. I have a couple more serious requests.

I noticed you stated not watchign anime so I will try to explain to the best of my abilities. Benders from Avatar: The Last Airbender. Benders have the ability to become masters of their element. They practice bending through what can be easiest to explain as martial arts. Doing the forms will cause elements to do as they command. There are 4 elements, Air, Earth, Water, Fire and they are each controled only one at a time. Unless you are the Avatar which is kind of godlike who can learn all 4.

Water Benders are known for having ice/water control, the ability to control plants through water, healing, and the darker side of blood bending controling humans. Each is a technique that can be learned but is usually a location thing.

Earth benders can move rock, dirt, construct fortresses, as well as make boulders their transportation, are known for combat styles of hurling boulders, covering themselves in rock, and a very tough one is metal bending.

Firebenders, are the most aggressive and have machines that they fuel with coal and are the most industrious. They Burn things up alot...

Air benders are nomads that tend to fly using collapsable gliders and their air force to keep afloat. They use airblasts and can run along walls and speed themselves up.

RPG Superstar 2012 Top 32

I made an elemental alchemist class that might fit.


just for the heck of it how about an int based divine caster. also would love to see undead fighter class, as in you actually slowly morph into undead. i could also see undead summoner who uses some eidolon evolutions as grafts or something. wow...maybe i should take a break from building my undead campaign, its getting a little obsessive.

RPG Superstar 2012 Top 32

I think I have a version of the Archivist upstream somewhere. It is an Int-based divine caster from Heroes of Horror. Kind of bardy, but with Knowledge checks instead of Perform, and 9 levels of divine goodness....or evilness...or even neutrality....


SmiloDan wrote:
I think I have a version of the Archivist upstream somewhere. It is an Int-based divine caster from Heroes of Horror. Kind of bardy, but with Knowledge checks instead of Perform, and 9 levels of divine goodness....or evilness...or even neutrality....

whoops forgot that one.


SmiloDan wrote:
I made an elemental alchemist class that might fit.

Sorry to bring it up but I used the search thred function and couldn't find the elemental alchemist.

On a seperate but similar note I was going to ask you if you had a seperate thread where you posted a condensed list of all your classes in one easy to find place.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

This version of the alchemist allows the character to specialize in one of the four fields of study (bombs, elixirs, formulas, poisons), while dabbling to differing degrees in the other three fields of study. It's a bit complicated, and definitely needs a lot of editing and playtesting for balance, but I think it is a workable class.

Alchemist

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

Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge (arcana, dungeoneering, engineering, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Alchemists are proficient in all Simple Weapons and all light melee martial weapons, as well as Bombs. Alchemists are proficient in Light Armor, but not shields.

LEVEL ABILITY
1. Alchemy, Discovery, Doses
2. Discovery
3. Exalted Alchemy 2
4. Greater Alchemy 2
5. Discovery, Lesser Alchemy 2
6. Exalted Alchemy 3
7. Base Alchemy 2
8. Discovery, Greater Alchemy 3
9. Exalted Alchemy 4
10. Lesser Alchemy 3
11. Discovery
12. Exalted Alchemy 5, Greater Alchemy 4
13. Base Alchemy 3
14. Discovery
15. Exalted Alchemy 6, Lesser Alchemy 4
16. Greater Alchemy 5
17. Discovery
18. Exalted Alchemy 7
19. Base Alchemy 4
20. Discovery, Greater Alchemy 6, Lesser Alchemy 5

Alchemy (Bombs (Su), Elixirs (Su), Formulas (Sp), Poisons (Ex)) Alchemists learn to use 4 different kinds of alchemy: bombs, elixirs, formulas, and poisons. Bombs are normal alchemical items, such as acid or alchemist's fire, that the alchemist supernaturally empowers to greater effect. Elixirs are supernatural concoctions the alchemist brewed to enhance his physiology, often grotesquely. Formulas are spell-like abilities that alter the fundamental elements of creation. Poisons are natural toxins the alchemist has learned how to create.

Different alchemists specialize in different fields of study. At 1st level, the alchemist must choose one of the 4 fields of study (bomb, elixir, formula, or poison) and designate it his Exalted Alchemy. He must then designate the remaining fields of studies as Greater Alchemy, Lesser Alchemy, and Base Alchemy. In his Exalted Alchemy, an alchemist can eventually learn 7th level powers; in his Greater Alchemy an alchemist can eventually learn 6th level powers; in his Lesser Alchemy, an alchemist can eventually learn 5th level powers; and in his Base Alchemy, an alchemist can only learn up to 4th level powers.

At 1st level, an Alchemist learns two 1st level powers from his Exalted Alchemy and one 1st level power from each of his Greater, Lesser, and Base Alchemies. At 2nd level, and every level thereafter, the Alchemist learns an additional power from his Exalted Alchemy. At 3rd level, and every 3 levels thereafter, he can choose to learn a power from the next higher level. At 2nd level, and every level thereafter, the Alchemist also chooses an additional power for 1 of his three minor alchemies. After 2nd level, the alchemist cannot choose an alchemical power from the same field of study 2 levels in a row.

Bombs (Su). Alchemists can turn normal flasks of acid or alchemist's fire into bombs. The base damage increases to 1d10 at 1st level, +1d10 per increase in Power level. Increasing the damage of the alchemical item does not take an action; it is based on the alchemist's expertise with alchemical items. The Save DC of an alchemical item used by an alchemist, including his bombs, is 10 + 1/2 his alchemist class level + his Intelligence modifier. An Alchemist can spend one of his daily doses to produce a bomb.

Alchemical Bomb Powers

1. Increase Splash Radius by 5 feet
1. Cold Damage
1. Electrical Damage
1. Sonic Damage
1. Entangle 1 round per Int bonus + 1 per die of damage
1. Increase Range Increment to 20 feet
1. Obscuring Mist
1. Darkness

2. Increase Direct Hit Radius to 5 feet
2. +1d10 per round (Save negates, Upto Int bonus rounds)
2. Acid + sickened
2. Cold + fatigued
2. Electrical + dazed
2. Fire + dazzled
2. Sonic + deafened
2. Increase Range Increment to 30 feet
2. Fog Cloud
2. Glitterdust

3. Increase Direct Hit Radius to 10 feet
3. Force Damage
3. Negative Energy Damage
3. Bludgeoning Damage + Grease
3. Piercing Damage + Spike Stones
3. Slashing Damage + difficult terrain
3. Increase Range Increment to 40 feet
3. Stinking Cloud
3. Delay explosion (upto Int bonus rounds)
3. Deeper Darkness.

4. Increase Direct Hit Radius to 15 feet
4. +2d10 per round (Save negates, upto Int bonus rounds)
4. Acid + nauseated
4. Cold + exhausted
4. Electricity + stunned
4. Fire + blinded
4. Sonic + sunder/shatter
4. Increase Range Increment to 50 feet
4. Solid Fog
4. Black Tentacles

5. Increase Direct Hit Radius to 20 feet
5. Force Damage + Bullrushed out Area of Effect
5. Negative Energy + 1 negative level
5. Increase Range Increment to 60 feet
5. Bludgeoning + Black Tentacles
5. Piercing + Spike Stones (2d6)
5. Slashing + Bear-Trapped in place
5. Cloudkill

6. Increase Direct Hit Radius to 30 feet
6. +3d10/round (Save negates, upto Int bonus rounds)
6. Increase Range Increment to 70 feet
6. Acid Cloud
6. Acid + disolve (as disintegrate)
6. Cold + petrified (turn to ice)
6. Electricity + paralysis
6. Fire + incinerate (as disintegrate)
6. Sonic + shatter (as disintegrate)

7. Increase Direct Hit Radius to 40 feet
7. Increase Range Increment to 80 feet
7. Incendiary Cloud
7. Bludgeoning + Earthquake
7. Piercing + Wall of Thorns
7. Slashing + Blade Barrier
7. Force + Resilient Sphere
7. Negative Energy + 1d10 negative levels
7. Antimagic
7. Reverse Gravity

Elixirs (Su). Elixirs are alchemical concoctions brewed by the alchemist to enhance his physiology. If a non-alchemist drinks an elixir, they must make a Fortitude Save (DC 10 + 1/2 the alchemist's level + the alchemist's Int modifier) or become nauseated for 1 hour. Success means the subject is sickened for 1 minute. The effects of an elixir persist for 24 hours or until the alchemist drinks another elixir. Brewing an elixir takes 1 hour. An alchemist can use one of his daily doses to make an elixir.

Alchemical Elixirs

1. +2 Strength & monk-like unarmed damage
1. +2 Dexterity & +10 Speed & Weapon Finesse
1. +2 Constitution & +2 natural armor & Endurance
1. Breathe Fire once every 1d4 rounds (1d6/level), Fire Res 5
1. +4 Perception, darkvision, see invisible

2. +8 Acrobatics and Climb, +5 feet reach, brachiation
2. +8 Disguise and Stealth, Swift Invisiblity 1/1d4 rounds
2. Ram 2d6 +2d6 charging, Improved Bull Rush
2. Blindsense, Swift Fly 1/1d4 rounds or Shield
2. Enlarge

3. Bonespurs (1d6 vs non-reach, shot as shortbow or 1/minute sphere)
3. Venomous Bite
3. Scent and DR 5/silver and lick wounds (Con x level hp/day)
3. Displacement + 2 reaching tentacle attacks
3.

4. Overland Flight
4. Freedom of Movement
4. See in Darkness
4. +5 hit points/level
4.

5. SR 10 + level & Greater Dispel Magic by touch
5. Tremorsense
5.
5.
5.

6. Windwalker
6. Blindsight
6. Huge
6.
6.

7. Dark Discorporation
7. Constant Invisiblity
7. True Sight & +16 Sense Motive
7. Iron Body

Alchemical Formulas (Sp). Alchemical Formulas are spell-like abilities that alter or create one of the four classical elements: air, earth, fire, or water. To use an Alchemical Formula, the alchemist must make a Craft alchemy check with a DC of 10 + 5 x the power level of the alchemical formula. This DC of the Craft alchemy check increases by 2 for each additional time the alchemist attempts the same formula within 24 hours.

Alchemical Formulas of levels 1 and 2 are called apprentice level formulas and deal exclusively with air, earth, fire, and water. Alchemical formulas of levels 3 and 4 are called journeyman level formulas, and deal with combining 2 elements to make other materials and energies. Alchemical formulas of levels 5 and 6 are called master level formulas, and deal with combining 3 elements together to make other materials and energies. 7th level formulas are grandmaster level, and can be used to create and alter living creatures.

An alchemist can use one of his daily doses to grant himself a +5 bonus on the Craft alchemy check to use a formula.

Alchemical Formulas
1. Aura
Air 20% miss chance
Earth +4 AC
Fire 1d6 & Fire Res 5
Water DR 2/-
1. Blast
Air Ranged Combat Maneuver (Bull Rush, Dirty Trick, Disarm, Steal, Trip)
Earth Magic Stone
Fire Produce Flame
Water non-lethal Produce "flame"
1. Melee
Air Updraft and falling damage
Earth 2d6 bludgeoning
Fire Flame Blade
Water Increase reach 5 feet
1. Movement
Air Featherfall & Jump
Earth Increased CMD, Pass without Trace, Flawless Stride
Fire +30 feet and Up the Walls
Water Swim speed & Hold Breath bonus
1. Area
Air Fog Cloud
Earth Stomp (reflex or prone) & difficult terrain
Fire Burning Hands
Water Non-lethal and Fort or Stun/Daze
1. Utility
Air Mage Hand/Unseen Servant w/ Str=CL, Ventriloquism
Earth Alarm
Fire Light/Faerie Fire
Water Create Water/Purify Water/Clean as Prestidigitation

fire + water = acid
fire + earth = base metal
earth + water = cold
air + fire = electricity
air + earth = force
air + water = sonic

air + earth + fire =Exalted Metals
air + earth + water = Wood
air + fire + water = Poison? Healing? Medicine?
earth + fire + water = Death? (lack of breath?)

Air + Earth + Fire + Water = Living Creatures,

Alchemical Poisons (Ex). Alchemists can make alchemical poisons. These poisons cause ability damage (Str, Dex, Con, Int, Wis, or Cha), as chosen by the alchemist at the time of creation. Alchemical Poisons have a Fortitude Save DC of 10 + 1/2 the alchemist's class level + his Intelligence modifier. Alchemical Poisons cause ability damage for a number of rounds equal to the Alchemist's Intelligence bonus (minimum 1), and are resisted after a single saving throw. The amount of the ability damage is based on the power level of the alchemist's field of study in in Poison:
1. 1d2
2. 1d3
3. 1d4
4. 1d6
5. 1d8
6. 1d10
7. 1d12

Alchemical Poisons also have one or more carrier effects, as selected as field of study powers. An alchemist can use one of his daily doses to create poison.

Alchemical Poison Effects

1. Bleed (1/2 alchemist level/round)
1. Dazed 1 rd
1. Dazzled 1 minute
1. Fascinated 1 minute
1. Fatigued 1 minute
1. Prone
1. Slowed Reactions (no AoO 1 rd)

2. Lesser Confused 1 rd
2. Entangled 1 min
2. Shaken 1 min
2. Sickened 1 min
2. Sleep 1 min/level
2. Spell Hindered (Concentration check DC increased by level 1 min)

3. Deafened
3. Exhausted 1 minute
3. Flatfooted 1 round
3. Grappled 1 minute
3. Slowed 1 minute
3. Stunned 1 round
3. Decreased Spell Resistance by 1 per round of failed saves
3. Weak Willed -1 Will/round
3. Wobbly -1 Reflex/round
3. Woozy -1 Fortitude/round
3. Silenced--cannot speak
3. Deep Slumber 10 minutes/level
3. -1 AC/round
3. Confused 1 round/level
3. Crushing Despair

4. Blinded
4. Negative Level
4. Frightened
4. Nauseated
4. Paralyzed
4. Staggered
4. Gain Energy Vulnerability
4. Dispels Magic
4. Suggestion
4. Reduce DR by 2/round of failed save
4. Zombify (re-animate as a zombie when killed)
4. Dimensionally Anchored
4. Modified Memory (forget)

5. Disabled
5. Pinned
5. Cannot regain hit points through magic
5. Lose DR
5. Dismissal
5. Cannot Breathe for 3 rounds/level
5. Nightmare

6. Panicked
6. Unconscious
6. Insane
6. Greater Dispel Magic
6. Antimagic
6. Discord

7. Cowering
7. Dead
7. Helpless
7. Petrified
7. 1 Negative Level/failed save
7. Does not naturally heal
7. Irresistible Dance
7. Temporal Stasis

Discovery. At 1st level, the alchemist learns a single discovery. He learns one additional discovery at 2nd level, and every 3 levels thereafter (5, 8, 11, 14, 17, and 20). The alchemist can always choose to learn a lower level discovery in place of a higher level discovery.

1. Trapfinding
1. Throw Anything
1. Elemental Focus +1 DC
1. Quickdraw Alchemy
1. Alchemical Deep Pockets
1. Poison Use
1. Add Int bonus to direct hit damage and splash damage
1. Shape splash. You can choose to change of the splash area into a cone. For a standard bomb, this creates a 15 foot cone, with the area of effect that gets the full damage of the bomb at the apex of the cone; the rest of the cone receives splash damage. If the splash radius has been increased to 10 feet, the cone is 25 feet long. Shape splash can only be used on bombs whose area of effect radius has not been increased.

2. Poison Resistance 1
2. Brew Potion
2. Improved Craft Alchemy (+1/2 level)
2. Extend Poison (+1 round of duration)
2. Poison Focus (+2 Save DC)
2. Shaped Charge. You can change the shape of a bomb's blast radius from a circle into a cone. A 10 foot radius is converted into a 15 foot cone. A 15 foot radius is turned into a 25 foot cone. A 20 foot radius is turned into a 35 foot cone. A 30 foot radius is turned into a 45 foot cone. A 40 foot radius is turned into a 60 foot cone. In addition to the main blast effect, the splash area increases the length of the cone by 10 feet.

5. Dilution
5. Enhance Potion
5. Master Craftsman
5. Greater Elemental Focus
5. Greater Craft Alchemy (+1/level)
5. Mettle
5. Poison Resistance = Con bonus
5. Poison Use (move action)
5. Persistent Poison (2 consecutive saves to resist)
5. Double Dose (2 physical ability damage or 2 mental ability damage)
5. Sticky Poison
5. Surgery. You add your Intelligence bonus to your Heal checks, and on a successful Heal check, you restore a number of additional hit points equal to your Intelligence bonus. As a 1 hour long action, you can make a DC 20 Heal check and restore 1d6 hit points per hit die of the target creature. A target creature can only benefit from Surgery once every 24 hours.

8. Two Elixirs
8. Advanced Potion Brewing
8. Create Homonoculus
8. Combine 2 Bombs
8. Empower Poison (x1.5 poison damage)
8. Transmute Poison (ability damage changed to ability drain)
8. Mixed Dose (1 physical and 1 mental ability damage)
8. Two Poison Effects
8. Extend Potion
8. Infuse Elixir (create elixirs others can drink, upto 2 levels below the alchemist's highest level elixir power)

11. Poison Immunity
11. Steadfast Fortitude (re-roll failed Fort save)
11. Poison Use (swift action)
11. Maximize Poison (maximum ability damage)
11. Triple Dose (3 physical or 3 mental ability damage)
11. Improved Surgery. If you treat a creature that is dying or has been dead for a number of rounds not exceeding your Intelligence bonus, you can make a DC 30 Heal check as a Full Round action and restore the creature to life with 1 hit point. It is Fatigued for 24 hours, minus 1 hour for every point your Heal check exceeded 30.

14. Three Elixirs
14. Combine 3 Bombs
14. Overwhelming Poison (overcomes poison immunity)
14. Double Mixed (2 physical and 2 mental ability damage)
14. Three Poison Effects
14. Elixir of Life
14. Eternal Potion

17. Eternal Youth
17. Instant Alchemy
17. Poison Use (immediate action)
17. Panvenom (all 6 ability damage)
17. Greater Surgery. If you treat a creature that has been dead for a number of minutes not exceeding your Intelligence bonus, you can make a DC 40 Heal check as a Full Round action and restore the creature to life with 1 hit point. It is Fatigued for 24 hours, minus 1 hour for every point your Heal check exceeded 40.

20. Four Elixirs
20. Philosopher's Stone
20. Combine 4 Bombs
20. Fast Healing 5
20. +2 Intelligence
20. Venomous Touch
20. Intensify Poison (double maximum ability damage)
20, 4 Poison Effects

Doses (Ex). By spending 1 hour mixing bizarre chemicals together, the alchemist can create doses of alchemical potential that make it easier for him to use his various alchemical abilities. Each day, he can make a number of doses equal to his class level + his Intelligence bonus.

There is probably room for a Discovery that uses Heal checks to restore ability damage, drain, blindness, deafness, sickness, nausea, etc., but I haven't worked them out yet.


Hey Smilo Did you ever come up with a Abberation Shape spell for the Ab-Druid?

I found this in a 3.5 book called Lords of Madness

ABERRATION WILD SHAPE
[ABERRANT]
Most druids detest aberrations and think of them as outside
nature, but some view them simply as examples of nature from
an extreme and alien world. Thanks to your heritage, you are
one of these latter, and have learned to channel your inhuman
bloodline into your shapeshifting power.
Prerequisites: Aberration Blood, wild shape ability.
Benefi t: You can use your wild shape ability to assume the
form of an aberration. This otherwise functions identically
to your normal wild shape ability. The size of the aberration
is limited by the size of animal you can normally assume the
shape of with wild shape.

RPG Superstar 2012 Top 32

Not yet. I DID come up with a cephalopod eidolon body type and a swarm form archetype of the weird shape ability.

I just haven't had time to review all the aberrations, determine which universal monster rules they mostly use, plus unique aberration abilities, and come up with a series of balanced spells using them.

Hopefully soon. Depends on how hectic this weekend is.

RPG Superstar 2012 Top 32

3 people marked this as a favorite.

ABERRANT ANATOMY

Aberrant Anatomy I
School: transmutation (polymorph)
Level: ab-druid 3, alchemist 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume.
Range: personal
Target: you
Duration: 1 min./level (D)

When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability:
Climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent.
Small aberration: If the form you take is that of a Small aberration, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium aberration: If the form you take is that of a Medium aberration, you gain a +2 size bonus to Constitution and a +2 natural armor bonus.

Aberrant Anatomy II
Level: ab-druid 4, alchemist 4, magus 4, sorcerer/wizard 4

This spell functions as aberrant anatomy II, except that it also allows you to assume the form of a Tiny or Large creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, adhesive, all-around vision, darkvision 60 feet, low-light vision, scent, grab, guarded mind, mimic object, pull, spider empathy, strangle, web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
[I]Tiny aberration:
If the form you take is that of a Tiny aberration, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.
Large aberration: If the form you take is that of a Large aberration, you gain a +2 size bonus to your Strength, a +4 size bonus to your Constitution, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Aberrant Anatomy III
Level: ab-druid 5, alchemist 5, magus 5, sorcerer/wizard 5
This spell functions as [I[aberrant anatomy II[/I], except that it also allows you to assume the form of a Diminutive or Huge creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, adhesive, amorphous, charming gaze, constrict, frightful presence, gibbering, grab, ground manipulation, guarded mind, jet, mimic object, mucus cloud, poison, pull, quickness, rake, rust, slime, sneak attack +3d6, spider empathy, spit, spittle, strands, strangle, swallow whole, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Diminutive aberration: If the form you take is that of a Diminutive aberration, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.
Huge aberration: If the form you take is that of a Huge aberration, you gain a +4 size bonus to your Strength, a +4 size bonus to your Constitution, a -4 penalty to your Dexterity, and a +6 natural armor bonus.

Aberrant Anatomy IV
Level: ab-druid 6, alchemist 6, magus 6, sorcerer/wizard 6
This spell functions as aberrant anatomy III except that it also allows you to assume the form of a Fine or Garagantuan creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, adhesive, amorphous, breath weapon, charming gaze, constrict, engulf, feed on fear, frightful presence, gibbering, grab, ground manipulation, guarded mind, jet, mimic object, mind thrust, mucus cloud, natural invisibility, no breath, paralytic tentacles, poison, psychic crush, pull, quickness, rake, rend, roar, rust, slime, sneak attack +3d6, spider empathy, spit, spittle, strands, strangle, swallow whole, trace teleport, trample, trip, and web. If a creature has poison immunity, you gain a +8 bonus on Fortitude saves to resist poison. If the creature has immunity or resistance to any elements, you gain resistance 30 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Gargantuan aberration: If the form you take is that of a Gargantuan aberration, you gain a +6 size bonus to your Strength, a +6 size bonus to your Constitution, a -6 penalty to your Dexterity, and a +8 natural armor bonus.


I am momentarily compiling your ad-druid to get this fine piece of work to one place (including cephalopod eidolon, aberrant spells and swarm option).

While doing so, I wondered:

What about an OOZE eidolon? Or an Ooze-Druid? Maybe a good archetype for the ab-druid?

RPG Superstar 2012 Top 32

Like the Ooze Master from 3.0? CREEPY! Me likey! ;-)

An ooze druid that could wildshape into oozes? And maybe gain some ooze-like abilities? Like acidic touch, squeezability, resistance to mind-affecting effects, etc. etc.

The option of an ooze companion or an ooze familiar?


Hells to the YEAH!

And while you already started it with the swarm form (for ab-druid), why not a real HIVE MASTER?

With a swarm companion and swarm shape and hive mind abilities. A mixture of a druid and a thrall master enchanter, or something like that.

RPG Superstar 2012 Top 32

Nifty!

I'm a big fan of swarms.


Awesome SmiloDan you should have a site or a spot where all of your creations are set up for easy viewing and people can submit playtest notes.


Something with bloodlines but rather then giving the PC magical powers it's physically based. Like as the PC levels he/she slowly morphs into a full dragon, demon, aberration, whatever.


I know I've asked before and this thread keeps going and going, but I have to ask for your take on this one.
My working title for this class is Battle Master. I see it has having a Starting BAB of 2 and no save bonuses at 1st level. Beyond that they may only have 2 items they do combat with and they have to have created the items themselves (for anyone else it would be considered 'exotic').
It could be 2 weapons, shield and armor, armor and weapon...you get the idea. They can also keep 4 weapons groups from the fighter class, so as to 'weapon train' as the fighter. This should be limited to Melee Close, and their weapon(s) and/or Armor/shield combo.
I'm still tossing the idea around, but I would like to see your take on it.


Arikiel wrote:
Something with bloodlines but rather then giving the PC magical powers it's physically based. Like as the PC levels he/she slowly morphs into a full dragon, demon, aberration, whatever.

May I direct you towards: Metamorph? I hope I'd be able to make an update soon.

651 to 700 of 912 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / I'm bored: give me ideas for a new base class I can design! All Messageboards

Want to post a reply? Sign in.