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So hey, for the past year now, I have been working on some classes and having my friends playtest them for me (though many of the classes still need to be tested). Many are close to being finished, and there is even some talk of trying to publish a PDF for them. I just wanted to run the concepts for them past the community and maybe even post a few of the class tables for review. So, long story short, tell me what you think!
-Blink: playtested in two campaigns and wildly enjoyed without seeming to be broken, the blink is a teleporting fighter, who gains access to supernatural abilities themed around mastering the space between spaces.
-Cadaver: also playtested several times, this is basically a class of fighters who remove body parts and replace them with special, homunculus prosthetics. This was originally a prestige class that eventually replace fighters in a campaign and evolved from there, going through many changes and revisions.
-Sennin: based off the sages of Orient legend, this class is basically a ki user that uses ki to manipulate their body and others. An alternate healer basically, but also designed to be good at buffs/debuffs.
-Astrologist: basically a druid with oracle mysteries, a astrologist looks not to nature to empower themselves, but the very stars, drawing strength and power from the constellations. Honestly, meant to basically be a druid but has had a new spell liost made for it with a lot of new space themed ones, like Comet Streak.
-Animator: puppeteers and golem makers, animators are a class that does not use spells but can use special magic to cause inanimate things to rise to their command. A NPC with a few levels in this served as my parties foe and got a lot of praise.
-Grenadier: a bit of a mix between the alchemist and the fighter, the grenadier is bomber and demolitions expert, using explosives to sap enemy fortifications, bombs to attack, and pyrotechnics to awe spectators.
-Hive: a stranger one, the hive is a class where a hive of adaptable insects move into the character with said class and form a symbiosis with the host.
-Zealot: a religious fanatic and alternate to the barbarian. Zealots don't get rage powers or armor, as faith is their shield, but they do get divine blessings and holy fury.
-Oculas: as embarrassed as I am to say this, this class is all about eye rays. Yeah...
So give me feed back and I will post the blink in return.
Heh! What makes you say that? Anyway, you make a good point, so let me post the blink for critic.
Hit Dice: d10
Starting Wealth: 2d6 × 10 gp
Skills: Climb, Craft, Handle Animal, Intimidate, Know.(Planes), Profession, Ride, Survival, Swim
Skills Per Level: 2 + Int
Lvl - BAB - Fort - Reflex - Will - Special - Jump Distance
Weapon and Armor Proficiency: A blink is proficient with all simple and martial weapons, as well as light and medium armor. Heavy armor and shields disrupt a blink's abilities.
Jump: As 1st level a blink gets a Jump supernatural ability, as well as pool of Jump tokens equal to half his level plus his Cha modifier. As a move action and by expending a blink token a blink can Jump, teleporting anywhere within his Jump Distance he can see. This is a noisy, flashy ability so a blink is unable to stealth while moving like this. As a blink levels the distance he can jump gets further.
Spatial Awareness: Blinks have a innate sixth-sense for when time and space are bent. A blink can take Perception tests to predict a conjuration spell, feel the presence of a outsider, and sense when the barrier between the planes weakens. At 5th, 10nth, and 15nth level the blink gets a +2 to this ability.
Blink Technique: Starting at 2nd level and every even level after that the blink gains access to new abilities tied to teleportation. Many require the spending of a blink token or even more. Some have prerequists that must be meet before being taken. (Here's a few that have been made)
- Folded Strike: By spending a blink token a blink may make a single melee attack at a range of his Jump Distance, substituting his Cha modifier in place of his Str modifier. Alternatively a blink may make a ranged attack that ignore his Jump Distance for determining range.
- Jump Further: Adds extra range to your Jump Distance equal to the blink's Cha modifier times 5 feet.
- Shade Steps: Can attempt Stealth tests with Jumps.
- Hammer Space: Blink gains a small demiplane to act as storage. It has a carrying capacity for a heavy load using the blink's level in place of Str for determining the total weight. Only inanimate things may be stored, and nothing bigger than the size category of the blink. The blink may access this demiplane so long as he has a blink token, but does not have to spend any to use it.
Known Plane: Blinks have a innate understanding of the planes, but as they mature they start to understand some better than others. Each time a blink gains a Known Plane he selects one plane, beside the Material one, and gains +1 to know.[Planes] tests and a +1 circumstance bonus to attack versus creatures native to that plane. A blink may select the plane twice, creating a stacking bonus.
Bonus Feat: A blink may select any feat he qualifies for.
Master Blink Technique: A blink selects one of the following master techniques at 20th level (again, just a few of the ones made).
- Begone!: A blink my make a touch attack against a target and attempt to send it to one of the blinks known planes. This uses three jump tokens, and the target make make a Reflex save; the DC for this save is 15+the blink's Cha modifier.
- Vanquish: The blink shoots forth a beam of teleporting energy. This functions as Disintegrate, using the blink's level minus four to determine the strength of the spell.
- Everywhere: A blink no longer needs to spend a jump token to use jump. He can jump so long as a single jump token remains in his point pool.
So be honest and tell me what you think. I really want feedback on the skill list which is almost copy/pasted from the fighter, but I can't think of a better one myself. Also tell me what class you'd want to see next, if any, posted.
Heh! What makes you say that? Anyway, you make a good point, so let me post the blink for critic.
A lot of the classes you listed remind me of naruto in some way.
Lemme look at this
Your Fort save is weird. It progresses the same as Will, but then suddenly catches up to reflex at 9th level. Fighter type classes should have good Fort saves, so you should go through and fix that. No save should suddenly jump like that mid level.
Jump: You call the ability jump, you call it a jump pool and the first time you reference it, you call them jump tokens, but after that you call them blink tokens. I think you should stick to a naming convention to avoid confusion.
Does this jump ability function as a spell-like, supernatural, or extraordinary ability? Will it function in an anti-magic sphere? Does using it provoke an attack of opportunity.
How does a Blink refill his Jump pool?
Blink Technique: Your class gets 9 Blink Techniques and you only listed 4.
Folded Strike: This ability says that it uses Cha instead of Str. Is that for +hit and +dmg or just +hit? Also, I don't really understand the second part of the ability
Shade Steps: Seems underwhelming, I would never take this.
Known Plane: I like this a lot, but I think it's underpowered. Here is what I would do:
Instead of you being able to stack your bonus, I would say that each time you get a rank in Known plane, you select a new plane and all your other planes known go up +1
lvl 3: Infernal Plane +1
Begone!: DCs are usually 10 + 1/2 Level + Ability Mod. You're cheating yourself on the DC of this ability. A Wizard's 9th level spell (Which he get's at 17th level) would probably have a DC somewhere in the neighborhood of 32-34 if he maxes his int and takes spell focus. Your class is not going to max Cha as a martial character and at level 20, a monster is going to scoff at a save in the low 20's
Vanquish: This ability doesn't terribly fit the theme of the class (Planar abilities and Teleporting).
More Abstract Thoughts:
My only problem with this class concept is that you have a fighter who is based around the idea of teleporting around, and while that's cool, fighters really want to make full attacks, and they can't do that while teleporting.
What you want to do is look for a way to give this guy one BIG attack that does a bunch of damage. That's gonna help him out a lot. Because as it stands right now, I know that if I were to play this class, I would climb the Vital Strike tree.
As for Blink Techniques, I have a few suggestions.
Perhaps a blink technique that functions as per the spell blur and then an upgrade that functions as per the spell displacement
Perhaps another blink technique that allows the blink to teleport the party as though he was a wizard -3CL?
I also worry somewhat about the amount of Blink tokens in the blink pool. At 1st level, the max you can have is 6? I can see myself running out of those quickly, and then after that, I'm basically a fighter that doesn't have weapon training or armor training and I don't have nearly as many feats.
I would look at the Barbarian's rage and see if maybe that would fit better.
Finally, I have some concerns about using Charisma to determine the strength of your abilities.
Fighters need good Strength, Dexterity and Constitution. You're adding a 4th ability to the mix, that's gonna be rough. To me, this sounds like a class where maybe Dexterity would be a cool ability to base your abilities on.
Overall, I like it, I like the theme. I think the abilities need to be fleshed out more and to be honest, I think it's a little underpowered, which is honestly rare in custom classes.
Thanks for the feed back! Allow me to clear a few things up.
Reflex Save- my bad; it was a typo I was going back and fixing but must have forgotten about halfway. A blink should have a good reflex save, and a poor fort and will save. I will edit that later.
Jump- again, my fault for my own bad wording skills. This is exactly why I need people to look over my stuff. Jump is a supernatural ability that does not cause an AoO, and honestly I have not thought of how it functions in magically dead zones; I would say it wouldn't. Just to clear it up- Jump= teleporting ability, jump tokens= points blinks use for there supernatural abilities, and jump pool= amount of jump tokens a blink has per day. A blink regains his tokens after resting 8 hours like a monk does.
Blink Techs- I have many more techniques written down, almost three and a half pages. I just choose to post four to save time.
Folded Strike- a blink uses Cha for both to hit and for damage. And the second half basically means a blink subtracts their jump distance from how far they are shooting when firing a range weapon. Example, a blink fires his crossbow a 100ft. at a target, but with folded strike he teleports the shot closer and subtracts 40ft. (his current jump distance) from the 100ft., letting him shoot within the first range incrament.
Shade Steps- made for blinks who want to be stealthy, or better yet multi-class with a rouge/ninja. Mainly maid because a player of mine wanted to make a teleporting assassin.
Known Plane- I actually like your idea. Mind if I use it?
Begone!- Thanks for the tip, can't believe I let that one get past me. Will fix in edit.
Vanquish- my bad for not providing the fluff. The idea is that the target gets torn in many different directions as every bit of it gets teleported somewhere else.
1. I have a blink technique to allow the blink to make a full attack after a jump. That said, a blink doesn't have to jump every turn. :D
2.I also have a blink tech for that. Shifting Strike- Costs one jump token. Coats a weapon in shifting reality. Add 1d6 to the weapons damage as part of an attack. Becomes 2d6 at 6th level, and 3d6 at 12th. This makes the attack count as magical.
3. I surprisingly never thought of blur. Thanks. While not the whole party, I have a blink technique that allows the blink to take one other willing creature with them each jump, so long at the creature is their size or smaller. Can be taken multiple times. Maybe a master tech to teleport the whole party?
4.I have a feat, Extra Tokens, to help with the low number.
5.As for the Cha issue, blinks are supposed to have jumping in their blood, they are born with it. I know if looking at the blink as a fighter sub it can seem hard to build, but the blink is meant to be more of a alternate ranger- who need Wis, Con, and either Str or Dex, dependent on melee/ranged role; that's what I had in mind for the blink anyway.
6. And thank you for liking the theme! I figured people would enjoy it.
So I hope that answers some of the confusion. Like I said, I'll go back and edit away my mistakes. Tell me what you think of my corrections, and tell me which class you'd like to see presented next.
I would like to see more techs
ty for clarifying Folded strike
Feel free to use my known plane suggestion, all I did was apply the fighter's Weapon Training progression to your ability
The full attack Tech sounds good, as does Shifting strike
When I say teleport the party, i mean I think the blink should have a teleport tech since his whole schtick is teleportation. How many he can teleport is up to you and balance.
Ah ok, I could see this working as a ranger now.
As for next class, I would like to see animator or hive.
Also, if you wouldn't mind, I have a thread in this subform for a custom class in a tech/fantasy game, if you wouldn't mind reading it and giving your opinion, I would appreciate it!
Good advise. I'll remember that.
So Animator or Blink Techs my fellow gamers?
Finally getting back to this. College can really blow at times.
Just a few more blink techniques:
Displacement Guard- 1 pt., lasts 1 round/per level- Blink coats himself in shimmering field of warped spaced, granting a AC bonus equal to their Charisma modifier.
Fading Dodge- 1 pt.- The blink may spend a token as part of a reflex save to count as having Evasion for the save. Must opt to use this before roll is made.
Room For One More- passive- The blink can take one extra being of there size or smaller while using jump. The creature in question must be within reach. This technique can be taken multiple times, each time allowing another creature to be taken.
Drop- 1 pt.- The blink may target one creature as a full action, causing attacks of opportunity, within his jump distance that he may choose to bend space so that it 'falls.' The distance the target may be made to fall is equal to whatever remaining distance exists after targeting. Example: a blink uses Drop on a creature within 20ft. of it. The blinks jump distance is 80ft. The blink therefore may, as max, cause the creature to fall up to 60ft. The target creature may make a reflex save equal to 10+half the blink's level+Cha modifier.
I'd love to hear about the Animator, please, that would be amazing. Keep up the good work. Email me at Just.firstname.lastname@example.org if you'd like to chat there but no problems checking this thread as well.
Cool stuff here!
All right, animator will be coming up next. I will post it here for multiple person feed back but anything you want to discuss via email we can.
Do you have an email or skype I can contact you on?
I added you on skype and such as well but i'll email you if you prefer.
Hit Dice: d8
Starting Wealth: 4d6 x10
Skills: Appraise (Int), Bluff (Cha), Craft (any) (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Preform(Cha), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
6 + Int per level.
1. To Life, Manipulation
(Continued in next post)
Weapon and Armor Proficiency: Animators are proficient with simple weapons and light armor, but not with shields.
Too Life(Su): As a full round action, a animator can animate a small or medium object. This is a construct similar to the animated objects found in the Bestiary, with these noted exceptions:
-The animated object's HD is 1d10 plus the animator's Int modifier.
The animator can animate one object per Manipulation spent, up to their Int modifier in max.
Manipulation: Animator's poses special ways of sculpting their objects with a process called manipulation. A animator's Manipulation score is equal to their level plus their Int modifier. A animator must use one point from their Manipulation score to use To Life; any excess Manipulation can be spent as construction points. When a animated object is destroyed or dismissed, the animator receives the invested Manipulation score back. A animator knows all of the construction options from the Bestiary at level one.
Master's Hands: At 2nd level a animator may divert all of his focus into one of his creations. The animator enter's torpor, gaining complete control over the chosen object. The animator becomes stationary, but the following things happen to the object:
-The object gains all of the animator's mental attributes and posseses any of the feats of the animator, weather or not it can use them.
Manipulation of Form: As animator's advance they learn new and unique ways to give objects a semblance of life. At 3rd level and every two levels afterward the animator selects two new Construction options from the animator's construct list. (to be posted later, as it is a WIP)
Trade Secret: Besides unique ways of constructing their objects, animators' are privy to secret manners they employ their different magics.
-Lively Weapon- the animator expends a portion of their Manipulation to make their weapon animated. The animator's current weapon can have construction points spent on the following traits (all cost 2 construction points):
Reach: weapon gains +5 feet to it's reach.
-Mend- the animator, 3/day plus their Int modifier, can mend constructs and objects of damage, repairing 1d6 per two levels of animator.
-Craft Animate- the animator may craft constructs as per the normal rules, counting as possessing all the mandatory spells and such for crafting purposes. Must be 12th level to take.
-Not Just a Hobby!- Requires Craft Animate; the animator subtracts 200 GP from the constructs final price per level of the constructs CR.
-Contagious Animation- a animator may use To Life through his animated objects to animate further objects.
(And of course more exist not listed)
Self Animation: The animator learns how to manipulate themselves, being able to provide certain bonuses using construction points. The max a animator can spend on these self animations is equal to their Int modifier.
-At 6th level the animator can spend a construction point for two temporary health points.
Masterpiece: A animator can opt to make one of their animated objects permanent. They can only have one such object as such. This permanent object recieves bonus HP due to its size, and be further from the animator than normal, and even gains an Int score of 2, as well and the animal (construct) companion class at the animator's level -4.
I absolutely love the Animator!~<3 I want to play one. If you need playtesters PLEASE allow me to play.
I would love a beta tester. No one in my group wants to try it cause it's not bashy enough.
Color me interested. My skype is TheUltimateFictionEmail: Just.email@example.com
Heck, I'd even put my cell phone here. I LOVE that class.
I would love a beta tester. No one in my group wants to try it cause it's not bashy enough.
Please, contact me if you can. I would try and contact you but I don't have any info.
So sorry about the hold up guys. I guess is this my lot, updating a lot and then disappearing for a bit. Blame college if you want to. Anyway, if people are still interested in this class inspection I will keep posting. If someone wants I will add more options for the Animator but for now I plan to move on to the Sennin. Enjoy!
OmNomNid I would like to hear more about the animator please. Contactme ASAP I would like to get your permission to maybe make it, and other things, into base classes that I can publish alongside you for my Third Party Consignment.
Shade Steps: Seems underwhelming, I would never take this.,
I would. Teleporting past an enemy seems very useful, especially if there is a feat that would allow teleporting allies.
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