I need your opinion on a custom class


Homebrew and House Rules


Hello there Paizonians, I made a custom class and I'm posting it here to get your feedback and opinions on it, everything is subject to change so, please let me know what do you think/what needs improvement etc.

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The Kinetimancer

Hit Die: d8

Base Attack Bonus: 3/4 (As a Cleric, Druid etc.)

Good Save: Will

Spells per day: Same as a Wizard (See below for more information).

Class Skills

The Kinetimancer’s class skills are Acrobatics (Dex*), Climb (Str*), Craft (Int), Disable Device (Dex*), Escape Artist (Dex*), Fly (Dex*), Knowledge Arcana (Int), Knowledge Geography (Int), Knowledge Engineering (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex*), Spellcraft (Int) and Swim (Str*).

Skill Ranks per level: 4 + Intelligence modifier.

Weapon and Armor Proficiency: Kinetimancers are proficient with all simple and martial weapons. They are also proficient with light armor and shields (except tower shields). A kinetimancer can cast kinetimancer spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a kinetimancer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass kinetimancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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

Force Pool: A kinetimancer is adept at manipulating objects and people with the power of his mind alone, as such he has deviced ingenious ways to manipulate his telekinetic ability in various ways. A kinetimancer has a force pool that renews each day after taking 8 hours of sleep, it refreshes at the same time his daily spells refresh. The pool has points equal to 4 + his Intelligence modifier . The kinetimancer increases his force pool by 2 for each level beyond the first.

Force Talents: Starting at first level and every 2 levels thereafter, the kinetimancer may choose a new force talent, provided he meets prerequisites, if any. At 3rd level and above, the kinetimancer may replace his previous force talent with a new one, provided that talent wasn’t used as a prerequisite for an older one. You cannot take any force talent more than once, unless otherwise noted.

Ranged Legerdemain(Su): By spending 1 force pool point a kinetimancer can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 2, and the kinetimancer cannot take 10 on this check. Any object to be manipulated must weigh 25 pounds or less. He can only use this ability if he has at least 1 rank in the skill being used.

Focused Telekinetic Tinkering: By spending 1 force point, as a swift action, you get +4 bonus to your Ranged Legerdemain force talent. You must have the Ranged Legerdemain force talent to take this talent.

Improved Ranged Legerdemain(Su): Your ranged legerdemain no longer increases the DC by 2, you can take 10 on this ability, and can now manipulate any object that weighs 50 pounds or less. You must have Ranged Legerdemain talent and be at least a 7th level kinetimancer in order to take this force talent.

Dancing Weapon(Su): By spending one force point you cause a single one-handed melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, or as a full-round action (provided you can attack more than once per round) you can make an attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier and add your Intelligence Modifier to the damage.

Dancing Whirlwind(Su): By spending 3 points from your force pool, as a full-round action, you can make a single attack at your highest base attack bonus to all enemies within 20 feet of you, the attack and damage is calculated as the Dancing Weapon talent. You must be at least a 9th level kinetimancer and must have the Dancing Weapon force talent.

Two-handed Dancing Weapon(Su): By spending 2 points from his force pool the kinetimancer can now use two-handed weapons with his dancing weapon ability. You must have the Dancing Weapon force talent in order to take this force talent.

Dual Dancing Weapons(Su): By spending 2 points from his force pool the kinetimancer can now use two one-handed weapons with his dancing weapon ability. Dual Dancing Weapons counts as Ambidexterity for feat prerequisites. You take attack penalties the same way as if dual weilding. You must have the Dancing Weapon force talent in order to take this force talent.

Telekinetic Combat Maneuver(Su): By spending 1 point from the force pool per combat maneuver (up to your normal attacks per round), a kinetimancer can perform a bullrush, disarm, grapple (including a pin, grapple uses 1 force pool point every turn if the hold is maintained), reposition, or trip to a target within a range of 30 feet with a size bonus as a medium-sized creature (+0 size bonus). Resolve these attempts as normal , except the kinetimancer does not provokes attacks of opportunity, you use your kinetimancer level in place of your Combat Maneuver Bonus and you add your intelligence modifier in place of your Strength or Dexterity modifier.

Greater Telekinetic Maneuver: You can spend an additional point per combat maneuver in order to use the greater version of that manuever (Greater grapple, greater trip, etc.). You must be at least a 7th level kinetimancer and have Telekinetic Combat Maneuver in order to take this force talent.

Telekinetic Combat Defense(Su): Whenever you are the target of a combat manuever, the kinetimancer can, as an immediate action, spend force pool points in order to increase his size modifier until the beginning of his next turn and use his Intelligence modifier in place of his Strength or Dexterity modifier. You must be at least a 5th level kinetimancer in order to take this force talent.

Size Modifier Force Cost Minimum Level
Large +1 1 5th
Huge +2 2 7th
Gargantuan +4 4 9th
Colossal +8 5 11th

Indomitable Will: If the kinetimancer fails a will saving throw, he can, as an immediate action, spend 2 force points in order to roll another save with a +4 bonus.

Tandem Dancing Maneuver: By spending 3 force points as a standard action , you can make a single dancing weapon attack and attempt one telekinetic combat maneuver against the same target. You must have the Dancing Weapon and Telekinetic Combat Maneuver force talents in order to choose this force talent.

Empower Maneuver: You can expend more force pool points in order to affect targets that are otherwise too large to target with your combat maneuvers. You must be a level 7th kinetimancer in order to choose this talent. You are considered to be that size when using a combat maneuver:

Size Modifier Force Cost Minimum Level
Large +1 2 7th
Huge +2 4 10th
Gargantuan +4 6 13th
Colossal +8 10 15th

Extend Range: Choose either Dancing Weapon, Ranged Legerdemain, or Telekinetic Combat Maneuver and increase the range of that talent by 30 feet. You can choose this talent more than once, its effect does not stack, instead choose another talent to increase the range.

Force Talent Mastery: Select a force talent that uses force pool points. That force talent uses 1 less force point (minimum 1 point used). You can choose this talent more than once, its effect does not stack, each time you take this talent, select another talent that qualifies.

Force Synergy: You can spend 1 force pool point as you cast any spell with the force descriptor that allows a save to increase the spell save DC by +1 or to add +1 to any spell resistant check made by you .

Greater Force Synergy: Increase the spell save DC by +1 or to add +1 to any spell resistant check made by you. Stacks with Force Synergy for a total of +2 to a force spell DC or to overcome spell resistance. You must have the Force Synergy talent in order to take Greater Force Synergy.

Force Admixture: Once per day, you can cast a kinetimancer spell and use a force talent as a full-round action. You must be at least an 11th level kinetimancer in order to take this force talent.

Mass Telekinetic Maneuver: By spending 5 force pool points, as a full-round action, choose a combat maneuver, a kinetimancer can target all units within 20 feet of each other within range of the Telekeinetic Maneuver force talent and have them all be target of the selected combat manuever (Roll once and compare to each creature affected). You can spend additional points to increase your size modifier with Empower Manuever. You must be at least a level 11th kinetimancer and have the Telekinetic Combat Maneuver and the Empower Maneuver force talents in order to take this talent.

Kinetic Apotheosis: At level 20, whenever a kinetimancer uses force pool points or casts a spell, he has a 20% chance of recovering the force pool points or spell slot used.

Cantrips:
A Kinetimancer can cast Open/Close, Scoop and Mage Hand spells at will.

Spells:
A kinetimancer casts arcane spells drawn from the kinetimancer spell list. He can cast any spell found in his spell list without preparing it ahead of time assuming he has not yet used up his allotment of spells per day for the spell’s level. To cast a spell, a kinetimancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a kinetimancer’s spell is 10 + the spell level + the kinetimancer’s Intelligence modifier. Like other spellcasters, a kinetimancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3). A kinetimancer knows all spells he is able to cast of appropriate to his current level.

Kinetimancer Spell List:

1st – Adjuring Step ,Animate Rope , Dancing Lantern, Feather Fall, Jump, Floating Disk, Hold Portal, Liberating Command, Mage Armor, Magic Missile, Peacebond, Shield, Unseen Servant.

2nd – Admonishing Ray, Arcane Lock, Cushioning Bands, Instant Armor, Glide,Kinetic Reverberation, Levitate, Pilfering Hand, Protection from Arrows, Returning Weapon, Spiritual Weapon, Telekinetic Assembly,Warding Weapon.

3rd – Ablative Barrier, Armor Lock, Battering Blast, Chain of Perdition, Explosive Runes, Fly, Force Hook Charge, Force Punch, Hostile Levitation, Protection From Arrows (Communal),Returning Weapon (Communal), Sepia Snake Sigil, Shining Cord, Tiny Hut, Twilight Knife, Wrathful Mantle.

4th – Emergency Force sphere, Forceful Strike, Globe of Invulnerability (Lesser), Resilient Sphere, Spiritual Ally, Telekinetic Charge, Ward Shield.

5th – Interposing Hand, Life Bubble, Overland Flight, Telekinesis (Sustained Force or Violent Thrust only), Unseen Crew, Wall of Force, Wreath of Blades.

6th – Blade Barrier, Control Water, Enemy Hammer, Forceful Hand, Globe of Invulnerability, Leashed Shackles, Move Earth, Sign of Wrath, Symbol of Sealing.

7th – Deflection, Fly (Mass), Forcecage, Grasping Hand, Mage’s Sword, Spell Turning, Reverse Gravity.

8th – Clenched Fist,Telekinetic Sphere, Temporal Stasis .

9th – Crushing Hand, Implosion, Winds of Vengeance.

New Bonus Feats

Extra Force Pool
You have an improved force pool.
Prerequisite: Force Pool
Benefit: Your force pool increases by six points.
Special: You can take Extra Force Pool multiple times. Its effects stack.

Extra Force Talent
You have made a new force talent discovery.
Prerequisite: Force Talent Class Feature
Benefit: You gain one additional Force Talent. You must meet all of the prerequisites for this force talent.
Special: You can gain Extra Force Talent multiple times.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

When you're spending points to do dancing weapon, you need to specify how long the effects last.


LazarX wrote:
When you're spending points to do dancing weapon, you need to specify how long the effects last.

This works the same way as hand of the acolyte from the universalist wizard(except you can do a full attack action and use your int to attack/damage)


Wow no one has anything to say about this, i dont have a problem with constructive critisism, I want to improve this custom class!

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