Class Concept, Help Wanted


Homebrew and House Rules


This class I made as a exercise with a friend, he made a witch doctor type class and I made this. I wish I could post his class as well but he never seemed to nail down all his class ideas.
I hope someone finds this interesting at the least, but if its total garbage I understand that as well.

***Masoling***

Concept: A constitution centric warrior, that intends to take damage to increase his battle prowess.
Goal: A class that demands constitution as a primary stat.
Masolings, fierce battle combatants, thriving off the pain inflicted in themselves, and use it to fuel their combat and defensive abilities.

HD: 10
Alignment: Any non-lawful
Skill Ranks per Level: 4+Int Mod
3/4 BAB Progression
Will Progression: 12/6/12

Class skills:
Acrobatics, Climb, Craft, Intimidate, Jump, Knowledge (nature), Survival, Swim, Use magic device

Masolings are a very hearting and athletic class, mostly orphans, they were raised to endure as they were regularly left in the wilderness to survive for months at a time. This form of hazing went on with growing duration. Finally when it was time to achieve adulthood, the children would be beaten, have limbs broken, and be hunted for a year. This pain and survival became one and the same. A Masoling is a brute, craftsman, self reliant, and furthermore, runs heads strong into danger. For anticipating the pain is only second best to receiving it. Masoling's harness their inner spirit around them to absorb and reflect incoming damage. Most Masolings prefer a two handed weapon, but two weapon fighting is not uncommon.

CLASS OF FEATURES

Weapon and Armor Proficiency:
Simple weapon and martial weapon proficiency.
Light armor proficient, but not shields.

Taking levels in a class other than the Masoling class lose you access to damage storage as well as the fast healings.

Scars of Pleasure

Fast healings do not stack with each other or any other magical item.

At 1st level Masoling gains fast healing
At 5th level Masoling gains fast healing 2
At 10th level Masoling gains fast healing 3
At 15th level Masoling gains fast healing 4
At 20th level Masoling gains fast healing 5

**Damage Storage**
A Masoling's damage taken places a charge onto damage storage for each point of damage taken. This effect is reset whenever a Masoling sleeps. This effect does not prevent damage taken, instead it can be focused into supernatural abilities . Once a day upon dropping below 0 health you may dump your storage as an immediate action, dumping your storage in this way returns you to Con mod + 1 health and you are exhausted. Damage storage is capped at each level of Masoling for a total of (10 + level + Con mod) and used for various effects including:

Damage Absorption
Starting at 1st level a Masoling can use damage absorbtion to heal himself once per day as a standard action that does not provoke an attack of opportunity. The heal is capped at you current Damage Storage and removes 1/2 the charges on Damage Storage. Masoling gains additional uses per day of DA at 2nd, 4th, 6th and 8th. For each daily use of DA available (not used)you add +1 to all saves, for a max of +5 at 8th level. This bonus is considered a luck bonus for the purposes of stacking.

Damage Spike
Starting at 1st level a Masoling can channel his Damage storage into a single blast. As a ranged touch attack of no greater than 20 feet, a Masoling may use Damage Spike expending all damage storage charges, dealing (Charges removed + Con Mod).

Damage Drive
Starting at the 2nd level a Masoling gains a thirst for the pain he is inflicted with, DD adds 1 charge to damage storage at the end of his combat round or whenever he takes damage. This bonus increases at 5th, 8th, 11th, 14th, 17th, and 20th levels for a max of 7 charges per incident.

Damage Infusion
Starting at the 3rd level a Masoling is able sacrifice health for damage. This ability works like Power Attack, instead of attack bonus for damage, you instead trade health for attack and damage. This must be paid each round. The life paid is equal to 2 x current HD. The bonus to attack and damage goes up by 1 at levels 5, 10, 15, and 20. Exp: A 5th level Masoling would trade 10 health for +2 atk / +2 dmg

Damage Recoil
Starting at 4th level 1/10th of all damage taken by the Masoling is dealt back to the enemy, for a minimum of 1 damage. This is changed to 1/5th at 7th level and 1/4th at 10th level and capped out at 1/3rd at 13th. This damage cannot exceed the charges on Damage Storage. This damage is considered sonic and always rounded.
Exp: Damage 4 and below goes to 0 and 5 or more goes to 10.

4th level -
Dmg Taken Dmg Returned
(14) 1
(15) 2
7th level -
(14) 2
(15) 4

Damage Matrix
Once per day, starting at 5th level a Masoling may begin combat with full charges of DS.

Greater Damage Absorption
Starting at level 9 GDA replaces damage absorbtion, GDA is a swift action and no longer removes charges from damage storage.

Greater Damage Spike
Starting at level 9 GDS replaces damage spike, GDS gains an additional 10 feet in range.

At 9th level your damage from con bonus is doubled. At 14th level your damage from con bonus is tripled +10ft range.

Damage Bubble
Starting at 12th level once a day a Masoling may cast a DB as a standard action, it covers a 30 feet diameter centered on you for Con mod + 1 rounds, all allies take half damage, you take the other half. Allies gain AC and Saves equal to ½ your con mod.

Damage Reverie
Starting at 17th level you may expend 20 charges as a standard action. For Con Mod+1 rounds your allies and you gain ½ your con mod to BAB, Saves, Damage, +5 Base movement speed.

**Willed Pulse**

At 6th level your Masoling begins to learn the powers of inertia. All Willed Pulse actions are Constitution checks. Con mod + ½ level + D20. Uses per day of Willed pulse abilities are equal to your Con Mod + 1.

Willed Pull
Starting at 6th level as a full round action you may attempt with a DC 20 check pull a target within 5 feet of you. If the target is moved through hostile squares, no attacks of opportunity may be made against it. A target may resist the pull with a higher opposing Reflex check, saves only move half the distance.

Willed Push
Starting at 8th level you may push a target up to 10ft as a full round action, this provokes attacks from ally adjacent squares to the target except yours.

Willed Haste
Starting at 11th level, as a standard action, a Masoling can use his power of inertia to speed up his allies. All allies within 30ft gain the Haste spell for your Con mod in rounds. Using Willed haste takes 3 daily uses of Willed pulse.

Willed Barrier
Starting at 14th level, as a continuous full round action, you may summon a Willed Barrier with hit points equal to your damage storage cap. The height and length is equal to double your base movement speed. Exp: If you have 30ft base movement speed you can make a 10 foot high and 50 foot long wall, or 20 foot tall and 40 foot long. The height and length when added cannot exceed twice your movement speed. All projectiles, magical, corporeal, and incorporeal are absorbed as long as you are able to focus with a DC of 25. Once the damage cap is reached, the barrier can no longer be held, and you must empty your damage storage charges before attempting to use again. Willed Barrier takes 2 daily uses of Willed pulse.

Willed Stasis
Starting at 16th level, as a standard action, a Masoling can Willed Statis a single target motionless, a DC of 30 is needed, Willed stasis works as hold monster. A target may resist the stasis with an opposing Reflex check, if target saves it is considered staggered for your Con mod in rounds. Willed stasis takes 3 daily uses of Willed pulse.

At 3rd level a Masoling gains Cantrips.
At 7th level a Masoling gains Death Prevention, once per day you may reroll a save.
At 10th level Damage Storage counter cap increased by 5 + Con Mod.
At l5th level Damage Storage counter cap increased by 5 + Con Mod.
At 20th level you gain Quantum Reaction once per day you may reflect a spell as a immediate action, you may chose a new target for this spell. You gain temporary hit points for (Con mod plus 1) rounds, the amount of hit points is equal to the spell level x your Con mod.
At 20th level Damage Storage counter cap increased by 5 + Con Mod.

Special
1F Damage Absorption, Damage Spike, Damage Storage
2 Damage Drive
3F Cantrips, Damage Infusion
4A Damage Recoil
5F Damage Matrix, Damage Storage counter cap increased by 5 + Con Mod
6 Willed Pulse, Willed Pull
7F Death Prevention
8A Willed Push
9F Greater Damage Absorption, Greater Damage Spike
10 Damage Storage counter cap increased by by 5 + Con Mod
11F Willed Haste
12A Damage Bubble
13F
14 Willed Barrier
15F Damage Storage counter cap increased by by 5 + Con Mod
16A Willed Stasis
17F
18 Damage Reverie
19F
20A Quantum Reaction, Damage Storage counter cap increased by by 5 + Con Mod

Looking for constructive feedback, I am sure somethings are too strong and I am looking to the wisdom of the community to make this Con based class something new, fun and balanced.

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