The Cinderlander

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7 posts. Alias of VM mercenario.




Speedster.
This homebrew class is an effort to make a truly mobile warrior without having to rely on being a Martial Initiator. It is based on the Scout from 3.5, the Dynamo by Ciaran Barnes and the Marauder by Alluria Publishing and uses inspiration from media speedsters like the Flash, Sonic and the Roadrunner.

Please read and review. Tell me if there are any glaring errors, any possible abuses or just any talents or powers from speedsters in other media that you would like me to add.

Accompanying the class are two archetypes:
The Juggernaut, for those that want to be the immovable object in addition to being the unstoppable force.
And the Wilderness Scout for those that want a mobile warrior but without the supernatural flavor.
With more archetypes planned for the future.


Combination Strike: [teamwork feat]

Prerequisites: BAB+6

Benefit: After a sucessful attack against an enemy you can spend a use of this feat as a swift action at the end of your turn to call a combination attack against that enemy. You then can choose to give a +1 circumstance bonus to attack or a +2 circumstance bonus to damage to any allies that have this feat and attack the same enemy before the beginning of your next turn.
If you sucessfully hit an enemy in a Combination Attack started by another character you can spend a use of this feat as a free action at the end of your turn to increase the duration to the beginning of your next turn and increase the circunstance bonus to attack by +1, up to a maximun of +5 or to increase the damage bonus by +2 to a maximun of +10.
You can use this feat a total of 3 time per day.

Special: You can buy this feat multiple times, each time you gain +3 uses of this feat. If you have an Initiator level you gain an exta use of this feat and gain +4 uses instead of +3 for buying it multiple times. If you grant this feat to allies, using the Cavaliers Tactician ability or something similar, you and the allies you grant this feat share the number of uses you have left, if you grant this feat to two allies and all three of you use Combination attck on the same round you spend all the uses of Combination Attack you have.

After watching the new RWBY episode I wanted a feat that allowed a party of martials to do cool combos. So I made this. What do you guys think? Too clunky? Any ways that I can word it better? Too powerful? Should I put more prerequisites? Constructive criticism welcomed.


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First thing, the fighter doesn't need any improvement in realation to his fighting ability, I know that.
What he needs is improving his ability in other areas.

Basic idea:
Give him 4 skill points per level. Particularly I believe that 4 per level should be the minimun for all heroc classes, with more skillful classes getting six (ranger, bard) and the rogue, as skill master should have eight.
Add perception to his skill list. Remove Knowledge Dungeoneering and Knowledge Engineering.
Give him the folowing ability:
Fighting Knowledge(Ex): At firsth level the fighter chooses two Knowledge skills and another skill not on the fighters list. This skills become class skills for the Fighter.
Maybe add a suggestion list of possible skill combinations you can take depending on background, to help lazy GMs and indecisive players, like:
Soldier: Engineering and Dungeoneering; Acrobatics or Heal
Aristocrat: Nobility and Religion or History; Appraise or Diplomacy
Streetraised: Local and Nature; Stealth or Sleight of Hand

More involved idea:
Another idea would be giving him a couple of new class abilities.
My suggestion would be at level 4 and then 12 the fighter can choose from a small pool of abilities. A list with 8 to 12 abilities would be enough. This abilities would have to meet two critria:
One: be useful out of battle but not so much during it. Fighter are already great damage dealers they don't need help in that area. Using Intimidate instead of Diplomacy to gather information is a good examle, it rewards charismatic fighter and those that spend a feat or two to improve intimidate. Giving a bonus to Intimidate, on the other hand, would just make Demoralize builds more abusable.
Two: Have a Fighter flavor. Rogue Talents have many similarities to this idea, so it would be best to keep the fighter abilities as something unique. The sweet spot for the flavor of those abilities would be too brutish and jock type for rogues, too disciplined for barbarians and too ruthless for paladins.
My first name for this wouldbe Diversified Training but I think there's an ability with that name already. Not sure.

So, what do you guys think?


A generic base twenty levels racial paragon class. Just to see if it's possible, and what people think of the idea.

Here is what I got so far:

THE PARAGON

The paragon seeks advancement towards the ideals of his race, developing his innate abilities and talents. He is a shining example of his race, representing all of their best qualities.

Alignment: Any non-Evil
BAB: medium
Saves: All three good

1 Favored path; Alternate Racial Trait
2 Respected
3 Ancestral Power
4 Peak Condition
5 Alternate Racial Trait
6 Hero Point 1
7 Blessed
8 Ancestral Power
9 Peak Condition
10 Alternate Racial Trait
11 Hero Points 3
12 Exemplar
13 Ancestral Power
14 Peak Condition
15 Alternate Racial Trait
16 Hero Points 5
17 Legendary
18 Ancestral Power
19 Peak Condition
20 Capstone

These abilities are finished:

Done:
Favored Path(Ex): The path of the Paragon is always a favored class. You gain favored class bonus at each level of paragon. If you choose Paragon as your favored class this bonuses stack, giving you +1 HP and +1 skill rank per level. If you choose another class as your favored class and multiclass into paragon you can continue getting a racial favored bonus. For example a human summoner multiclassing as a human paragon can continue to add +1 hit point or +1 skill rank to the
summoner’s eidolon every level.
Alternate racial trait(Ex): The character gains an alternate racial trait in addition to the normal traits gained at character creation. If the character has traded a core trait for an alternate racial trait he can use this ability to buy back that trait, if he chooses to. (AN: I wanted to continue this ability to 20th level, or even have it more times on the table but humans only have 4 alternate racial traits. Stupid humans).
Peak Condition(Ex): A paragon is always in peak phisical and mental condition. At 4th level and every five levels after he gains an ability score increase. This increase must be to one of the scores that gain a increase or decrease at character creation, for example, an elven paragon can choose to increase their dexterity, inteligence or constitution. Races that gain a +2 to one ability score of their choice can increase any attribute.
Respected(Ex): The character has an aura of confidence that makes people more trusting and respectful of him. He gains a +1 morale to Bluff, Diplomacy and Sense Motive checks. At 10th level this bonus increases to +2. This bonuses are doubled when the paragon deals with someone from his own race.
Blessed(Su): As the paragon raises in notoriety and power the very gods of his race start to take an interest in him. Spells that heal hitpoints heal an extra 50% when used on the Paragon. Natural healing heals twice as much hitpoints and he recovers two points of ability damage per night of rest.

These are the ones I'm still working on:

WIP:
Ancestral Power: This is supposed to be a list of four powers, with each race having a different list. These powers are suposed to be connected to the race, for instance the elfs would gain one power that deals with their connection to nature, another that deals with being masters of the bow or the sword, another that ties with them being master of the arcane and another referring the fact that they arethe most long living race and usually one of the oldest races in wathever setting. If anyone would like to sugest ideas for powers for their favorite race I would appreciate. This abiity also really needs a better name. I almost called it Stereotype Powers...
Hero Points: Another ability that needs a better name. The idea I'm rolling in my head is that the class would have a lesser version of the hero points from the APG, but that he regained at a rate of one per day. They would also serve as fuel for some of the racial powers.
Exemplar and Legendary are placeholder names. I still have no idea what I want from them.
Capstone. I really need a capstone.

I'm looking for any critic, review or idea you guys can give me.


Based on the Swashbuckler made by Magnusk, but with some of the discussed changes.

Swashbuckler

Role: The swashbuckler’s role is to be on the frontlines, bewildering his opponents with his wit, grace and his outstanding talent at acrobatics. Be it in a dark alley or on the field of battle, a swashbuckler can step up to the plate and deliver his special brand of derring-do whenever a worthy challenge presents itself.

Alignment: Any.
Hit Die: d10

Class Skills
The swashbuckler’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Swim (Str)
Skill ranks per level: 4 + Int modifier.

Class Features
All of the following are class features of the Swashbuckler class.

Weapon and Armor Proficiency: The swashbuckler is proficient with all simple and martial weapons and with handguns. Swashbucklers are proficient with light armor and bucklers.

Weapon Finesse (Ex): At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

Daring Strike (Ex): At 1st level a swashbuckler gains the ability to strike daringly with a light melee weapon, as well as any weapon which can be used with Weapon Finesse, adding half of her swashbuckler level to her damage roll. When making a daring strike with a one-handed weapon in her main hand, a swashbuckler cannot apply the damage bonus of this ability to attacks with an off-hand weapon or use a shield other than a buckler.

Daredevil (Ex): At 2nd level, the swashbuckler receives a +1 insight bonus to her Acrobatics Skill for every two levels she has in the Swashbuckler class, to a maximum of +10 at 20th level.

Daring Trick (Ex): As a swashbuckler grows in experience he learns new tricks to take advantage of his natural grace and luck. Starting at 3rd level and every four levels after (7th, 11th, 15th, 19th) the swashbuckler gains one daring trick. Unless otherwise noted, a swashbuckler cannot select each trick more than once.

Fast Movement: A swashbuckler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the swashbuckler’s speed because of
any load carried or armor worn. This bonus stacks with any other bonuses to the swashbuckler’s land speed. This trick can be selected more than once.

Combat Trick: A swashbuckler that selects this trick gains a bonus combat feat.

Defensive Roll: With this trick, the swashbuckler can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute her defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the swashbuckler’s evasion ability does not apply to the defensive roll. The swashbuckler must be at least 10th level before choosing this trick.

Improved Flanking: A swashbuckler with this trick increases his bonus when flanking by 2 for a total of +4. Other characters flanking with the swashbuckler don’t gain this bonus. This bonus can stack with the one gained form Outflank to a total of +6.

Fool’s Luck: Whenever the swashbuckler uses Lucky reroll he adds he gains +1 luck bonus on the reroll. This trick can be taken a second time, the bonus increases to +2.

Born Lucky: The swashbuckler was born under a lucky star. He gains an extra Lucky reroll. The swashbuckler must be at least 10th level before choosing this trick.

Acrobatic Strike: If the swashbuckler succeeds in an Acrobatics check to avoid an attack of opportunity or tumble trough an occupied square, he gains a +2 bonus to attacks against that enemy. This bonus lasts to the beginning of his next turn.

With Style: The swashbuckler is naturally graceful and stylish, every action suave and every word smooth. He gains a +2 competence bonus in all Charisma and Charisma-based skill checks that relate to social interaction. Attempts to feint, demoralize or similar abilities do receive this bonus.

Antagonize: The swashbuckler is master of getting under an opponent’s skin. Each time he succeeds on a feint or a demoralize check he gains a cumulative +2 circumstance bonus on all future such rolls against that opponent. This bonus accumulates until the opponent is knocked unconscious, the swashbuckler is knocked unconscious or a day passes.

Sharp Tongue: The swashbuckler is always ready to dispense one-liners, witty repartee and quick insults. When the swashbuckler feints in combat instead of the normal effect the opponent is rendered flat-footed for one round.

Panache: The swashbuckler is brave and free-spirited. He receives half his Daredevil bonus as a bonus on Will saves against fear.

Charming Smile: The swashbuckler is a skilled flirt and capable of seducing even in the heat of battle. When fighting an opponent from the opposite sex (and some from the same sex) the swashbuckler can make a Diplomacy check to flirt with the opponent. The DC for this check is the same as the DC for a feint. If the swashbuckler succeeds the targets becomes reluctant to fight him taking -2 morale penalty on attack rolls and AC against the swashbuckler for the rest of the fight.

Dashing Strike (Ex): At 4th level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage due to her intimidating prowess. For every four levels in the Swashbuckler class, she may apply +1 of her Charisma bonus (if any) as a bonus on attack rolls with any light melee weapon, as well as any weapon which can be used with Weapon Finesse. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. When making a dashing strike with a one-handed weapon in her main hand, a swashbuckler cannot apply the to-hit bonus of this ability to attacks with an off-hand weapon or use a shield other than a buckler.

Dodge Bonus (Ex): A swashbuckler of 4th level or higher is trained at focusing her defenses. She receives a +1 dodge bonus to Armor Class against attacks. This bonus increases by +1 every five levels after 4th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. The Dodge Bonus class feature counts as the Dodge feat in terms of prerequisites to other feats. The Dodge feat stacks with the Dodge Bonus class feature.

Uncanny Dodge (Ex): At 4th level, a swashbuckler gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A swashbuckler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Lucky (Ex): A swashbuckler of 5th level or higher may once per day reroll any of her failed attack rolls, skill checks, ability checks, or saving throws. The character must take the result of the reroll, even if it’s worse than the original roll. At 10th level and every five levels thereafter, the swashbuckler may use this ability one additional time per day.

Acrobatic Charge (Ex): At 5th level, a swashbuckler gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Fleet of Foot (Ex): At 6th level the swashbuckler can make a single direction change of 90 degrees or less when running or charging. She cannot use this feat in medium or heavy armor, or if carrying a medium or heavy load. If she is charging, she must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.
Steady Stance (Ex): At 8th level a swashbuckler remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing and she adds a +5 bonus on Acrobatics or Climb checks to remain balancing or climbing when she takes damage.

Evasion (Ex): At 9th level or higher, a swashbuckler can avoid damage from many area-effect attacks. If a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Kip Up (Ex): At 11th level, a swashbuckler can stand up from a prone position as a free action that doesn’t provoke attacks of opportunity. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Uncanny Dodge (Ex): At 12th level and higher, a swashbuckler can no longer be flanked. This defense denies a rogue (or other class with the sneak attack feature) the ability to sneak attack the swashbuckler by flanking her, unless the attacker has at least four more rogue levels than the target has swashbuckler levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Fast Acrobatics (Ex): at 13th level, a swashbuckler can avoid the normal penalties for accelerated movement while using her Acrobatics skill. She ignores the normal -5 penalty when making a balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking the -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the -10 penalty on her Acrobatics check.

Deadly Critical (Ex): At 16th level, when a swashbuckler confirms a critical hit with her weapon, she can increase the weapon’s damage multiplier by +1 as an immediate action. She can use this ability once per day.

Positioning Attack (Ex): At 17th level once per day, when a swashbuckler hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Improved Evasion (Ex): At 18th level, a swashbuckler’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.

Heart Strike (Ex): At 20th level a swashbuckler can use a heart strike on a foe as a swift action. Once declared, the swashbuckler can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. Regardless of whether or not the save is made, the target creature is immune to the swashbuckler’s heart strike ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Any ideas for a new name for Daring Trick would be appreciated. And ideas for Tricks too. I should have some archetypes ready by friday, if anyone's interested.


This class was made based on the idea of rune scarification, fleshgrafting, steroid potions, alchemical piercings and all the other kinds of interesting bodmod an adventurer can find. It’s a single class capable of allowing an adventurer to have magical tattoos, turn into a steampunk cyborg, or replace a lost arm with an ogres arm. Or do a mix of all of these. So, critics, commentaries, playtesters? Too strong, just right or not enough? Also includes a couple of new evolutions at the end. And if anyone can suggest a better name I would appreciate it.

EVOLUTIONARY
Either in search of power, as a temporary solution after losing a member, something forced by the experiments of a mad arcanist or just because they wanted to change their look, many adventurers happen on the idea of augmenting their bodies. This augmentation can come in many ways, be it grafting monster limbs in place of lost ones, drinking permanent alchemical brews, piercing the flesh with magically charge metal spikes, chirurgically attaching strange metallic clockwork, steam based or even golem like devices, fusing magical objects to the body, tattooing mystical symbols to the skin and even ritual scars in the shape of runes and true names.

Requirements:
BAB +5
Feats: Endurance
Special: Must find someone capable and willing to do the procedures, usually a high level arcane caster, but clerics of some gods may be allowed.

BAB: medium
Hit Die: d8
Good Saves: Fort
Bad Saves: Will, Ref
Skill Ranks per Level: 2
Class Skills: Acrobatics, Intimidate, Perception, Survival

Level Evolution pool
01 Procedure 3
02 Monstrous Apearance 5
03 Freak Metabolism 6
04 8
05 Freak Aura 9
06 11
07 Unnatural Metabolism 12
08 14
09 Unnatural Aura 15
10 Aberrant Form 16

Procedure: The Evolutionary submits himself to risky and rare procedures to alter his body. The character gains access to a pool of Evolution points that can be spent to buy evolutions from the Eidolon list. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers. Whenever the evolutionary gains a level, the number in this pool increases and he can spend these points to change his abilities. These choices are not set and he can change them whenever he gains a level. He can choose to apply the claw and pincers evolutions to only one limb instead of 2. For the purpose of choosing evolutions and evolutions that scale according to the summoner level, the evolutionary has a summoner level equal to his evolutionary class level + 1/2levels in other classes, so a fighter7/evolutinary3 has summoner level of 6 and can't buy evolutions like Poison, Tremorsense and Immunity that require a 7th level summoner.
Monstrous Appearance: A 2nd level Evolutionary has changed his appearance so much that it becomes unsettling. He gains a bonus equal to half his class level in all Intimidate checks and as a bonus against fear effects. On the other side he takes a penalty equal to half his class level to all Bluff and Diplomacy checks on NPCs that haven't met him before and animals except Familiars and Animal Companions always start one step below on the reaction table, so an unfriendly animal becomes hostile and an indifferent animal becomes unfriendly.
Freak Metabolism: At 3rd level the Evolutionary has undergone many procedures and introduced many new elements and magics to his system, because of it his metabolism becomes stronger. He adds his class level to the number of rounds he can hold his breath and to Con checks to avoid damage from starvation and thirst.
Freak Aura: At 5th level the magic necessary to power and stabilize the many changes done to the Evolutionary form an aura so strong that it interacts with other magics. He adds +2 rounds to the duration of any beneficial spell cast on him that has a duration of rounds. If the duration of the spell is in minutes, he adds one extra minute to the duration instead.
Unnatural Metabolism: At 7th level the Evolutionarys metabolism has mutated further making him immune to all dieseases, includin magical and supernatural diseases. He also gains a +2 bonus against poisons.
Unnatural Aura: At 9th level the magic aura surrounding the Evolutionary is so strong it actively disrupts some kinds of magic. Choose one of the spell schools. The Evolutionary receives a +2 competence bonus to all saves against spells of that school. Once the choice of school affected is made it cannot be changed.
Aberrant Form: At 10th level, with all the changes he has gone through, the Evolutionarys body surpasses all normalcy or mortality. He stops aging and cannot be magically aged. He no longer takes neither penalties nor bonuses due to aging, and will not die of old age. He also gains 25% chance to negate any extra damage from sneak attacks or critical strikes as if he were using a light fortification armor.

New Evolutions:
Cantrip(sp): (1 point) The eidolon learns one cantrip. This cantrip can be chosen from any spell list and can be cast at will.
Spell-like Ability(sp): (Variable cost) The eidolon can learn one spell from the sorcerer/wizard spell list and use it as a spell-like ability. This spell like ability can be used 3 times a day. The eidolon can only choose spells of up to the third level. This evolution costs 1 evolution point + 1 for each spell level (3 points for a 2nd level spell, for instance). The eidolon must have the Cantrip evolution before selecting this evolution. The summoner must be at least 7th level before choosing this evolution.
Greater Spell-Like Ability(sp): (Variable cost) The eidolon can learn one spell from the sorcerer/wizard spell list and use it as a spell-like ability. This spell like ability can be used once a day. The eidolon can choose spells of up to the sixth level. This evolution costs 2 evolution points + 1 for each spell level (6 points for a 4th level spell, for instance). The eidolon must have the Spell-Like Ability evolution before selecting this evolution. The summoner must be at least 13th level before choosing this evolution.