I have been working on an idea for a arcane warrior called the Raider. They gain spells at the same rate as rangers, but their spells are arcane and focused on treasure hunting. I am trying to come up with a valid choice for a group's 5th or 6th team member. He makes for a good warrior, and skill monkey, and can be the groups face if that is needed.
I really like the treasure sense ability. I have played in games where adventures would not search areas because they were worried about monsters or traps. The treasure sense ability allows players to judge for themselves, "should I risk it?", even before they know what the treasure is.
Raider HD, Stats and Skills, Weapons & Armor :
Hit Die: d10.
BAB: Fast
Fort: Good
Ref: Poor
Will: Poor
Class Skills
The raider’s class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: A raider is proficient with all simple and martial weapons and with light and medium armor. They are not proficient with any shields. A raider can cast raider spells while wearing light armor and medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a raider wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass raider still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Abilities through 3rd level:
Treasure Lore (Ex): At 1st level a raider gains a competence bonus equal to half their level in the raider class (minimum + 1) on Appraise, and Knowledge checks in regards to treasures. The raider can make all Knowledge skill checks against any DC in regards to treasure lore even if they are not trained in that skill.
Treasure Sense (Ex): At 1st level a raider gains the ability to detect the presence of treasure at will. This sense is not visual, it is a feeling that causes the raiders mind to get excited, causing them to experience slight shaking, hair standing on end, becoming flushed, or stuttering when they talk while sensing nearby treasures. This ability works like detect evil except it detects gold piece value as shown below using the Treasure Values per Encounter table from the Core Rulebook. Use the raiders level in place of the Average Party Level on the table when using this ability. This ability does not detect living or undead creatures as treasure. Constructs can be detected, but they are not exposed as constructs by this ability. Building structures (such as walls and floors) do not detect as treasure. The raider’s own gear does not count for sensing treasure, however other people’s gear does so the raider should avoid using this ability on team members.
Faint = 6 levels lower than the raiders level.
Moderate = 5 to 4 level lower than the raider’s level.
Strong = 3 or 2 levels lower than the raider’s level.
Overwhelming = 1 level lower than the raider’s level or higher.
Any time the raider senses an overwhelming presence of treasure they must make a will save with a DC equal to 10 + the level of the treasure. Failure means the raider is dazed for one round. Magical artifacts automatically cause this effect unless the raider rolls a natural 20 on the save.
Pocket Dimension (Su): At 2nd level, the raider gains a permanent extra dimensional storage space to store his treasures. Items stored in this way are stored on the ethereal plane. The pocket dimension can only hold 10 pounds / level in the raider class. Storing an item is a standard action, and it provokes an attack of opportunity. Storing a items in the pocket dimension cost one point from the raider’s reserve bank. When the raider spends, this point he can place up to the maximum amount of weight his pocket dimension can hold. Retrieving items from the pocket dimension is a standard action that provokes attacks of opportunity, but it does not cost anything from the raider’s reserves.
Raider’s Reserves (Su): At 2nd level, the raider gains a reservoir of arcane energy that he can draw upon to fuel his powers. A raider’s reserves have points equal to 1/2 his raider level (minimum 1) + his Intelligence modifier. A raider’s reserves refresh once per day after the raider has meditated for 1 hour.
Skill Master (Ex): At 3rd level a raider becomes a master in one selected skill. For the skill chosen the raider gains a bonus equal to ½ his raider level. At 10th level, and again at 16th level the raider selects an additional skill to master.
Raider Talents (Ex or Su): Starting at 3rd level, a raider gains one raider talent. He gains an additional raider talent for every 4 levels of raider attained after 3rd level. A raider cannot select an individual talent more than once. Many of the talents require the raider to use their raider reserves.
Instant Shield (Su): As an immediate action the raider can create a magical barrier that grants a + 2 shield bonus to a target’s armor class. This bonus increases by + 1 for every four levels of raider the character has. The target must be within 25 ft. plus 5 ft. per every two levels of raider (the raider may target himself). The shield remains with the target until the start of the raider’s next turn. This talent requires a point from the reserves.
Artificer’s Touch (Sp): You can cast mending at will, based on your caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage + 1 for every two raider levels you possess. This attack bypasses damage reduction and hardness equal to ½ your raider level. This talent requires a point from the reserves.
Conjured Weapon (Su): As a move action the raider can create a weapon to meet his need. The weapon created must be one the raider is proficient with. The weapon created is of masterwork quality and is treated as magic for overcoming damage resistance, As the raider’s increases in level the weapon picks up other qualities. At 6th level the weapon when created is made of cold iron or mithral at the raider’s choice. At 12th level the weapon can be made of adamantine or it can overcome damage resistance against alignment (the raider’s alignment type must match one part of the raider’s alignment). At 18th level the weapon is treated as epic against damage resistance. This weapon cannot be permanently enchanted, but spells can be cast to improve the weapon. The conjured weapon last for one minute per raider level. This talent requires a point from the reserve bank.
Dimensional Step (Sp): You can teleport up to 5 feet per raider level as a move action. This teleportation does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. The raider must be 11th level to choose this ability. This talent requires a point from the reserves.
Disrupt Magic (Sp): As a standard action, you can use dispel magic as a touch attack. Use your raider level to determine effects of this ability as per the dispel magic spell. The raider must be 7th level to choose this talent.
Elemental Enchantment (Su): As a move action the raider can cause a weapon he is holding to gain an aura of elemental energy. This aura causes + 1d6+ 1 per every 2 levels of raider damage of the type of energy chosen. If used on a ranged weapon this ability effects the weapons ammunition. The type of energy is chosen from the following list when the raider learns this ability. Acid, Cold, Electric, Fire, Sonic. This talent requires a point from the reserve bank. A raider can choose this talent multiple times each it is chosen a different energy type must be chosen. This talent requires a point from the reserves.
Energy Orb (Su): As a standard action the raider can throw an energy orb at close range (as a spell) at a target as a range touch attack. The orb inflicts 1d4+ 1 per every 2 levels of raider. The type of energy is chosen from the following list when the raider learns this ability. Acid, Cold, Electric, Fire, Sonic. This talent requires a point from the reserve bank. A raider can choose this talent multiple times each it is chosen a different energy type must be chosen. This talent requires a point from the reserves.
Evil Eye (Su): The raider can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a – 2 penalty on one of the following (raider’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This talent lasts for several rounds equal to 3 + the raider’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to – 4. This talent requires a point from the reserves.
Extend Magic (Su): The raider can cast spells as if it were modified by the Extend Spell feat. This does not increase the casting time or the level of the spell. The talent requires a point from the reserves.
Familiar (Ex): The raider gains a familiar, using his raider level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Follow Clues (Ex): A raider with this talent can use Perception to follow tracks as per the Survival skill. This talent requires a point from the reserves. This ability remains active for one hour once activated.
Fortify Self (Su): As an immediate action the raider can fortify themselves against damage. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At 3rd level the chance is 25%, at 10th level the chance is 50%, and at 17th level the chance is 75%. This talent requires a point from the reserves.
Mass Withdraw (Su): As a swift action a raider may withdraw any item the raider has placed in his pocket dimension that can be held in the raider’s hand (ex. a weapon, a gem, a cloak) He can not use this ability to withdraw an item if it would place him above the medium load category. Using this ability does not provoke attacks of opportunity. This talent requires a point from the reserves.
My Own Master (Ex): As a swift action, a raider’s can try to wriggle free from magical effects that would otherwise control or compel him. If a raider with my own master is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He can use this ability each round he desires to do so. This talent requires a point from the reserves.
Physical Enhancement (Su): As a standard action the raider can grant himself an enhancement bonus to one of his physical ability scores (Str, Dex, or Con). This enhancement last for one minute. At 3rd level the enhancement is a + 2 to any ability score. At 6th level the bonus is + 3, at 9th level the bonus is + 4 at 12th level the bonus is + 5, and at 15th level the enhancement is + 6, this is the maximum increase for this talent. This talent requires a point from the reserves.
Quick Disable (Ex): It takes a raider with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When he uses Disable Device to open a lock that would normally take a full-round action to open, he reduces the duration to a standard action. This talent requires a point from the reserves. This ability remains active for one hour once activated.
Quick Shot (Ex): Whenever the raider rolls initiative, he can also make a single attack with a ranged weapon as a swift action. He can use this ability only if he has a weapon in hand and it is loaded (if applicable). This attack does not provoke an attack of opportunity. This talent requires a point from the reserves.
Shadow Trap (Su): As a standard action, you can command shadows to come to life. You cause shadows to grapple a target that is within your sight. You attempt a grapple check using your intelligence modifier instead of your strength modifier against the target. You can drag, damage (damage is non-lethal and equal to your unarmed attack), or pin a target with this ability. You cannot affect a creature in bright light with this ability. The raider must be 7th level to choose this talent. This talent requires a point from the reserves.
Silent Magic (Su): The raider can cast spells as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell. The talent requires a point from the reserves.
Silver Tongue (Su): As a swift action, you can gain a + 3 moral bonus to any Charisma ability check or skill check the is modified by Charisma. This bonus increases by + 1 for every three levels you have in the raider class beyond 3rd level. (+ 4 at 6th level, + 5 at 9th level, …). This talent requires a point from the reserves.
Still Magic (Su): The raider can cast spells as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell. The talent requires a point from the reserves.
Spell Recall (Su): The raider learns to pull an additional spell from his spell book to cast. This spell does not have to be one the raider has prepared, but it must be recorded in his spell book or on a scroll that he has and would be able to cast. This talent requires one point per spell level of the spell that the raider wants to cast.
Tongues (Su): A raider with this talent can understand any spoken language for a number of minutes per day equal to his level, as comprehend languages. At 7th level, a raider can use this ability to speak any language, as per tongues. This talent requires a point from the reserves.
Trap Spotter (Ex): Whenever a raider with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. This talent requires a point from the reserves. This ability remains active for one hour once activated.
Danger Sense (Ex): At 3rd level, a raider gains a + 1 bonus on Reflex saves to avoid traps and a + 1 dodge bonus to AC against attacks made by traps. In addition, she gains a + 1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 raider levels thereafter (to a maximum of + 6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Raider Abilities 4th level and beyond:
Bonus Feat At 4th level raiders gain a bonus feat. The raider gains an additional combat feat every 5 levels beyond 4th level. The bonus feat must be chosen from the following list. Combat Feats, Eschew Materials, Item Creation Feats, Skill Focus, or Signature Skill.
Spells (Sp): Beginning at 4th level, a raider gains the ability to cast a small number of arcane spells, which are drawn from the raider spell list. A raider must choose and prepare his spells in advance.
To prepare or cast a spell, a raider must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a raider’s spell is 10 + the spell level + the raider’s Intelligence modifier.
Like other spellcasters, a raider 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. When the table indicates that the raider gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to base on his Intelligence score for that spell level.
A raider must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A raider may prepare and cast any spell from his spellbook, if he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a raider has no caster level (unless they have arcane cross training). At 4th level and higher, his caster level is equal to his raider level – 3.
Spellbooks: A raider must study his spellbook each day to prepare his spells. Around 4th level a raider begins to keep a spellbook containing two 1st-level raider spells of his choice. The raider also selects some additional 1st-level raider spells equal to his Intelligence modifier to add to his spellbook. At each new raider level above 4th level, he gains one new raider spell of any spell level or levels that he can cast (based on his new raider level) for his spellbook. At any time, a raider can also add spells found in other spellbooks to his own
Treasure Master (Su): At 20th level a raider learns how to create a demi-plane hide-away. Treat the demi-plane as a Create Demiplane spell made permanent. He can open a portal as a full round action against a vertical flat surface. This location must be prepared for the portal by a ritual that takes 10 hours, but after that the portal can be opened as a full round action. The portal stays open as long as the raider maintains concentration allowing travel of as many as he wishes. no creature larger than size huge may pass through the portal. The raider also gains plane shift as a spell-like ability usable three times per day. Any plane the raider is on is treated as his home plane.
I was looking for stories about great moments in the games we play. I found the stories that were funny, and upsetting, but not stories that shared the moments we love.
A great twist in the story, a moment of great role playing, the time the team pulled together, the time the dice went lop sided causing victory or defeat.
Unforgettable Encounter
I was with a group that was playing through Castle Ravenloft. We battled Strahd on one of the tower bridges. It was not the end battle, but the way the team pulled together to beat Strahd was a great moment. The image of battling between the towers in the rain; greatly overpowered but still finding victory, EPIC.
I wrote it up as I remember it here.
Ravenloft:
I remember a time I was with a group exploring Castle Ravenloft. We had climbed the stairs of one of the towers. We found a door that led outside. It was raining lightly as we crossed the bridge to another tower. Count Strahd appeared from the doorway of the tower we where headed towards. He warned us that he did not suffer thieves in his home. (We had found some of treasures we needed to fight off Strahd.) Our bard tried to use the holy symbol against him, but it did not force him back. Strahd summoned bat swarms against us. Our rogue (that was a kender; I feel I must mention that a kender made its way into Ravenloft) sneaked into the tower that Strahd had come from. The barbarian rushed Strahd, as he cast a cloudkill spell. My wizard was the only one that failed his save. The barbarian bull rushed Strahd off the bridge. We watched him transform into a bat hybrid, and start to come back towards us. The sorcerer killed the bat swarms with a well placed fireball, catching Strahd at the same time. Strahd seemed to ignore the effects of the explosion. Then the bard used an item we had found on my wizard that worked like the breath of life spell. Strahd then bull rushed the barbarian off the bridge, but my wizard saved him with a feather fall spell. The vampire spawn we had fled from in the previous tower then joined us on the bridge. The kender returns from the tower with the sun sword and uses it to destroy the vampire spawn and drive Strahd away.
I will share other Unforgettable Encounters later, but for now tell me about your Unforgettable Encounters.
I am still working on this class trying to balance it, and I am looking for suggestions.
The idea is to make a Fast BAB class with access to up to 4th level spells. Kind of an arcane ranger. I tried to think of a role that would fit this, and I came up with a treasure hunter theme. I wanted him to have a knack with traps but not as good as a rogue. The Schoolmaster abilities I think are cool, but maybe to much, so I added an arcane pool to limit the uses. Most raiders would have a + 2 or + 3 modifier, so the pool would run out fast if overused.
Below is the current setup. In the arcane secrets I have listed my idea seeds but not how they work yet.
Lost riches of ancient civilizations beckon adventures of every color, but few are as prepared to meet the challenge as the raider. Trained in treasure lore, and prepared for battle against guardians of hidden treasures. The raider brings his martial skill and some arcane magic to aid in claiming riches from others. Some raiders are just thieves taking any treasure no matter how sacred it is. Others are of a more academic bent, researching history through artifacts left behind by others.
Role: Raiders study battle, history, and magic to give them the tools they need to gain fame and treasure. They are strong combatants, but are also good at researching information, and finding treasure. They are weak spellcasters, using simple magics to aid in discovering treasures.
Alignment: Any.
Hit Die: d10.
BAB: Fast; Fort: Good, Ref: Poor, Will: Good
Class Skills
The raider’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: A raider is proficient with all simple and martial weapons and with light and medium armor. They are not proficient with any shields. A raider can cast raider spells while wearing light armor and medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a raider wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass raider still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Bond (Ex or Sp): At 1st level, raiders form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the raider’s skills and senses and can aid him in magic, while a bonded object is an item a raider can use to cast additional spells or to serve as a magical item. Once a raider makes this choice, it is permanent and cannot be changed. Rules for bonded items and familiars are the same as it is for a wizard. Raiders treat their raider levels as wizard levels for determining how this ability works. If the raider takes levels in another class that grant a familiar the levels stack.
Detect Magic: (Sp): At will, a raider can use detect magic, as the spell. A raider can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the raider does not detect magic on any other object or individual within range.
Trap Spotter (Ex): At 1st level, whenever a raider comes within 10 feet of a trap, he can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Arcane Pool (Su): At 2nd level, the raider gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers . This arcane pool has a number of points equal to 1/2 his raider level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the raider prepares his spells.
Schoolmaster (Su): At 2nd level the raider can select a school of magic gaining the abilities of that school. Once chosen this ability can not be changed. To use this ability you must be in physical contact with your arcane bonded object or with your familiar. Each schoolmaster ability cost one arcane pool point.
The raider learns a new schoolmaster ability at 6th level 12th level and at 18th level.
Abjuration School: Arcane Shield: As an immedaite action the raider can create a magical barrier that grants a + 2 shield bonus to a target’s armor class. This bonus increases by + 1 for every four levels of raider the character has. The target must be with in 25 ft. plus 5 ft. per every two levels of raider. The shield remains with the target for one minute before disappearing.
Conjuration School: Elemental Weapon: As a swift action the raider can summon a powerful weapon from the elemental planes. The weapons power increases as the raider’s level increases. At 1st level the weapon summoned can be of any type chosen by the raider. If the weapon requires ammunition to be used 10 arrows/bolts/bullets appear with the weapon. At 3rd level the weapon is treated as a masterwork weapon. At 5th level the weapon can be made of cold iron or mithral; if the neither of these are chosen the weapon is treated as magic. At 7th level the weapon gains an elemental property chosen each time the weapon is summoned from the following list. Acid; + 1d4 acid damage. Air; + 2 to combat maneuvers. Fire; + 1d4 fire damage. Water: non-lethal damage, and puts out non magical fires. At 9th level the weapon can be made of adamantine. 11th level the weapon can gain an alignment type instead of being magical. The alignment must match one of the alignment types of the raider. If the raider is true neutral he may chose the alignment type the weapon has. The alignment can be change each time this ability is selected. 13th level the weapon can have two sub types; such as good and mithral. At 15th level the elemental properties improve: Acid; + 1d8 acid damage. Air; + 4 to combat maneuvers. Fire; + 1d8 fire damage. Water: non-lethal damage, and puts out magical fires of lower caster level than the raider. 17th level the weapon gains an elemental spirit that can use the weapon instead of the raider. The weapon gains the dancing weapon ability. At 19th level the weapons elemental properties improve: Acid; + 2d6 acid damage. Air; + 6 to combat maneuvers. Fire; + 2d6 fire damage. Water: non-lethal damage and targets become fatigued on a failed Fortitude save (DC= 10 + 1/2 your raider level + your Int modifier), and puts out magical fires of lower caster level than the raider.The weapon remains for one minute after it is summoned, and can be used by anyone.
Divination School: Future Sight: As an intimidate action the raider can grant himself a + 1 bonus to any roll except for damage rolls. This bonus increases by + 1 every even level after 2nd level (+ 2 at 4th, + 3 at 6th…)
Enchantment School: Stunner: As a swift action the raider can attempt to stun a target. This can be done as a touch attack or as part of a normal attack with a weapon. The target gets to make a Fortitude saving throw (DC 10 + 1/2 your raider level + your Int modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. The duration of the stun increases at 7th level to 2 rounds, at 14th level to 3rds.
Evocation School: Energy Orb: As a swift action the raider can throw an energy orb at close range at a target as a range touch attack. The orb inflicts 1d4+ 1 per every 2 levels of raider. The type of energy is chosen from the following list each time the raider uses this ability. Cold, Electric, Fire, Sonic. At 5th level the orbs damage increases to 1d6 and gains additional effects if the target fails their reflex save (DC = 10 + 1/2 your raider level + your Int modifier.) Cold – Entangled, Electric – Fatigued, Fire – catch on fire, Sonic – Deafened. Each round the target can make an additional save to end the effects. At 10th level the orbs damage increases to 2d6 + 1 per every 2 levels of raider, and gains splash damage, inflicting 1 point of energy damage to anything within 5 ft. At 15th level the the orb explodes on impact filling a 10 ft. radius from the point of impact. At 20th level the damage increases to 3d6+ 1 per every 2 levels of raider, and the additional effect change; Cold – Pinned while frozen within ice, Electric – Exhausted, Fire – catch on fire and , Sonic – Deafened and Nauseated.
Illusion School: Phantom Swarm: As a swift action you can cause a target to see more enemies on the battlefield than their truly are. The number of phantasmal enemies you create is equal to 1+ 1 more for every three levels of raider. These phantoms look like the raider. The target must be within close range, and they get to make a will save against this effect (DC = 10 + 1/2 your raider level + your Int modifier.) Failure means that the target believes he is surrounded; the target is treated as if they are flat-footed against all attacks. Each round the target may make an additional save to end this effect. At 5th level the phantom is so convincing they may attack an illusory foe instead of a true enemy (treat as the mirror image spell.) At 10th level the phantoms attacks can cause some damage. The weapons carried by the phantoms is the same as the raider, but only 20% of the damage is real. At 15th level the damage is 50% real. At 20th level the damage is 80% real.
Necromancy School: Terror: As a swift action the raider can touch an enemy with a touch attack or as part of a normal melee weapon attack. The target gets to make a will save (DC = 10 + 1/2 your raider level + your Int modifier.) Failure means that the target is shaken. The target gets to make an additional save each round to end this effect. At 7th level the condition becomes frightened, At 14th level the condition becomes panicked.
Transmutation School: Enhancement: As a swift action the raider can grant himself a enhancement bonus to any of his ability scores. This enhancement last for one minute. At 1st level the enhancement is a + 2 to any ability score. At 5th level the bonus is + 3, at 10th level the bonus is + 4 at 15th level the bonus is + 5, and at 20th level the bonus is + 6.
Arcane Secret (Su): At 3rd level a raider learns more powers that the schools of magic contain. Each arcane secret has a prerequisite of a school of magic that the raider must meet in order to learn the arcane secret.
Abjuration Secrets
Magic Control
Rune
Ward
Conjuration Secrets
Creation
Summoning
Teleport
Divination Secrets
Destiny Control
Mindlink
Scrying
Enchantment Secrets
Charm
Control Morale
Control Others
Evocation Secrets
Force Barrier
Energy Shield
Magic Energy
Danger Sense (Ex): At 3rd level, a raider gains a + 1 bonus on Reflex saves to avoid traps and a + 1 dodge bonus to AC against attacks made by traps. In addition, she gains a + 1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 raider levels thereafter (to a maximum of + 6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Bonus Feat At 4th level raiders gain a bonus feat that is chosen from any combat feat. The raider gains an additional combat feat every 4 levels beyond 4th level. The raider treats his raider level as fighter levels when choosing bonus feats; feats gained from leveling up do not gain the benefit of having fighter levels.
Spells (Sp): Beginning at 4th level, a raider gains the ability to cast a small number of arcane spells, which are drawn from the wizard/sorcerer spell list. A raider must choose and prepare his spells in advance.
To prepare or cast a spell, a raider must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a raider’s spell is 10 + the spell level + the raider’s Intelligence modifier.
Like other spellcasters, a raider 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. When the table indicates that the raider gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A raider must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A raider may prepare and cast any spell from his spellbook, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a raider has no caster level. At 4th level and higher, his caster level is equal to his raider level – 3.
Spellbooks: A raider must study his spellbook each day to prepare his spells. Around 4th level a raider begins to keep a spellbook containing two 1st-level raider spells of his choice. The raider also selects a number of additional 1st-level raider spells equal to his Intelligence modifier to add to his spellbook. At each new raider level above 4th level, he gains one new raider spell of any spell level or levels that he can cast (based on his new raider level) for his spellbook. At any time, a raider can also add spells found in other spellbooks to his own.
Greater Lore (Ex): At 10th level, a raider gains the ability to understand magic items. Whenever a raider examines a magic item to determine its properties, he gains a + 10 circumstance bonus on his Spellcraft skill check.
Pocket Dimension (Su): At 14th level, the raider gains a permanent extra dimensional storage space to store his treasures in. This works like the magic chest spell, as a spell like ability. The raider can only have one pocket dimension he uses for storage.
Treasure Master (Su): At 20th level a raider learns how to create a demi-plane hide-away. Treat the demi-plane as a Create Demiplane spell made permanent. He can open a portal as a full round action against a vertical flat surface. This location must be prepared for the portal by a ritual that takes 10 hours, but after that the portal can be opened as a full round action. The portal stays open as long as the raider maintains concentration allowing travel of as many as he wishes. no creature larger than size huge may pass through the portal. The raider also gains plane shift as a spell-like ability usable three times per day. Any plane the raider is on is treated as his home plane.
These are rules I am thinking of using for pinning a target to an object in my games. What do you think?
Pin Down: A range attack can be used to pin a target down to a surface. The attack gets a – 2 penalty if the target is closer than 30 ft. The penalty increases by 2 for every 30 ft. increment. So a target 80 ft. away applies a – 6 penalty to the shot. If you successfully hit the target you roll damage to see if you penetrate the hardness of the surface you pinned the target to. Example: For a 1st level warrior (longbow + 3 (1d8/x3) to pin a rogue that is 20 ft. away and has AC 16 to ground (harness 3), he would have to roll a 15 or better to hit, and cause at least 4 points of damage (note: at least one point of damage must be done to the object.) for the arrow to stick into the ground. The target is treated as entangled while they are pinned by the attack, and can not move from that spot until the weapon is removed. The target can remove the range weapon as a move action, thus ending the entangled condition.
Feats
Greater Pin Down
Your pin down attacks hurt the targets.
Prerequisite: Deadly Aim, Improved Pin Down
Benefit: When you pin down a target you can choose to have the damage in excess of the hardness needed to overcome the hardness of the object you pinned the target to cause damage to the target. (Example: You inflict 8 points of damage to pin a target to a wooden wall. The wall has hardness 5 so you do 2 points of damage to the target with the attack.) Additionally, for the target to remove the weapon they must pull it away or through their flesh causing damage equal to the weapons normal damage. Note By choosing this option you reduce the DC of the Strength check to remove the weapon down to equal the hardness of the object plus 1. (Example: The target was pinned to a wooden wall, so the DC for the Strength check would be 6 instead of five.)
Improved Pin Down
Prerequisite: Deadly Aim
Benefit: When you successfully pin down a target with a range attack, the target must make a successful Strength check as a full round action to remove the weapon that has entangled them. The DC of the Strength check is equal to the damage that entangled them.
(edited to fix some of the math in the feat descriptions.)
I have always had an issue with the fact that shields do not protect against touch attacks. The image of a warrior blocking a scorching ray attack with his shield is classic. I created this type of magic armor so that this could happen in a game. I made it a + 3 enchantment so that it can not be stacked with ghost touch. Meaning that this type of enchantment does not allow protection from all types of touch attacks. I feel that limits it enough that it will not become a must have for every warrior. Is it to good, or under-powered? What do you think?
Magic Resistance
Price + 3; Aura moderate necromancy; CL 9th; —
Armor that has this ability protects the wearer from magic based touch attacks. This does not protect from touch attacks that are incorporeal even if the incorporeal status of the attack was granted by a spell.
CONSTRUCTION REQUIREMENTS
Cost + 3
Craft Magic Arms and Armor, lesser astral projection
I made this class for one of my players that liked gypsies in the Ravenloft setting. Let me know what you think.
The gypsies of long ago lost there homeland and all connection to society. They have carved their own path in the world forcing their wills onto reality. Many are fun-loving people, but a few are driven by an old pain.
Role: While some gypsies are recluses, living on the edge of civilization, many spend their lives traveling the countryside moving from town to town. The blend of gypsy spells makes them adept at filling a number of different roles, from seer to healer, and their revelations grant them a number of abilities that are useful in a fight. Some gypsies travel about, seeking greater knowledge and better understanding of the mysteries that guide them.
(The gypsy is a class with parts from the bard, oracle & witch.) Gypsy’s spells are arcane.
Alignment: Any
Hit Die: d8
Class Skills
Craft (Int), Handle Animal (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis). In addition, gypsies receive additional class skills depending upon their mystery.
Skill Ranks per Level: 4 + Int modifier.
The following are the class features of the gypsy.
Weapon and Armor Proficiency: A gypsy is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Gypsies are also proficient with light armor and shields (except tower shields). A gypsy can cast gypsy spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gypsy wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gypsy still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Cantrips: Gypsies learn a number of cantrips, or 0-level spells, as noted on Table: Gypsy Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Hex: Gypsies learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a gypsy gains one hex of her choice. She gains an additional hex at 4th level and for every 4 levels attained after 4th level (8th, 12th, 16th, & 20th). A gypsy cannot select an individual hex more than once. Gypsies gain access to Major Hexes at 12th level. Gypsies do not gain access to Grand Hexes.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the gypsy’s level + the gypsy’s Charisma modifier.
Spells: A gypsy casts arcane spells drawn from the bard’s and witch’s spell list . He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a gypsy must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gypsy’s spell is 10 + the spell level + the gypsy’s Charisma modifier.
Like other spellcasters, a gypsy can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Gypsy. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The gypsy’s selection of spells is extremely limited. A gypsy begins play knowing four 0-level spells and one 1st-level spells of the gypsy’s choice and one spell gained from the gypsies mystery. At each new gypsy level, he gains one or more new spells, as indicated on Table: Gypsy Spells Known. (Unlike spells per day, the number of spells a gypsy knows is not affected by his Charisma score. The numbers on Table: Gyspsy Spells Known are fixed.)
Upon reaching 5th level, and at every third gypsy level after that (8th, 11th, and so on), a gypsy can choose to learn a new spell in place of one he already knows. In effect, the gypsy “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level gypsy spell the gypsy can cast. A gypsy may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A gypsy need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bonus Skill Focus Feat: At 1st level a gypsy chooses one of their skills to gain skill focus in.
Gypsy Mystery: Each gypsy draws upon a arcane mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an gypsy with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the gypsy gains levels. A gypsy must pick one mystery upon taking her first level of gypsy. Once made, this choice cannot be changed.
At 1st level, and every three levels thereafter, a gypsy learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on the Gypsy Spells Known Table. They cannot be exchanged for different spells at higher levels.
Revelation: At 2nd level, 5th level, and every four levels thereafter (9th, 13th, & 17th), a gypsy uncovers a new secret about her mystery that grants her powers and abilities. The gypsy must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the gypsy gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Final revelation: At 20th level, an gypsy learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the gypsy’s mystery.
Gypsy’s Curse (Ex): Each gypsy is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The gypsy’s curse cannot be removed or dispelled without the aid of a deity. A gypsy’s curse is based on her gypsy level plus one for every two levels or Hit Dice other than gypsy. Each gypsy must choose one of the following curses.
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis as a 4th level spell to your list of spells known. At 15th level, add reverse gravity as a 6th level spell to your list of spells known.
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Madness: You have a split personality. Choose a second alignment for your other personality’s alignment. At the start of the day make a will save vs. DC = to half your gypsy level + 10. If you fail this save you switch personalities for the day. You can choose to give in to the other personality if you can beat the DC with two consecutive rolls. If you fail in this attempt you must wait 3 hours before you can attempt to switch personalities again. At 5th level you gain the Mad Hallucination spell-like ability 1/day. At 10th level you gain a + 4 vs. charms and compulsion. At 15th level you add the Mind Fog spell to your list of known spells.
Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.