I actually started on a class like this but I stuck with illusions and threw in shadow magic for partial reality. I also used them as a resource for the more combat based ability. I set them up as partially real clones that he can make up to four of and shares action economy with until later levels. For the most part I based the abilities on deception and illusions that could cause harm through the benefit of being partially real. I do most of my work by hand but I'll see if I can find time to post what I have worked up in the next couple days. Although it my take longer as I am currently on a business trip.
Yes, i decided to go this route to allow for a distinct feel to each heritage I think my main issue with the pool points was that it is really a chore to get it to feel distinct from spell casting. That is simply my opinion though. That may work better for your approach given that you are going for a single class that encompasses all of the bloodlines. As far as numbers you can look up the Shadow Lord Here. The other 2 i have yet to type out most of it is in a notebook i carry around with me (since i work a lot its convenient). As for my methods they vary; sometimes i find a mechanic i like and look for a theme sometimes its reversed but for the most part i try my best to give it a distinct feel. While i do like to give choices i want all of them to invoke the feeling that inspired the class, for the Shadow Lord i was inspired by the White-haired Witch archetype so i built a class around it and the mechanic seemed to suit the alien nature found in the Plane of Shadows so I went that route, for the Illusion one i wanted to focus on deception(mainly the feeling of being 1 step ahead at all times), and for the Fey one i am going a feel similar to how Kurama fights particularly during the Dark Tournament (give them tools and toys and if they think it out they can get through any situation).
I am a big fan of this idea (i should be considering that i am working on toward this goal albeit from a different angle). I love the idea of magical but not necessarily caster typed classes, so what i decided to do was make a class that could result from a more lineage embracing sorcerer however i do it for each bloodline individually. To date i have three roughed out one of which i am testing (a semi-villain in my current campaign) before working on fluff and polish.
In relation to your post: 2 of my 3 followed the d8 hit dice 3/4 bab progression and all lean heavily on charisma though that may change as i move forward. As far as a pool goes i almost always try to build around the concept of a pool of points but i always run into some issue or another that makes me change my mind.(The exception being the Fey blooded but he doesn't spend points so much as temporarily looses them.)
Well I'm not sure this will help but you could call the performance mechanic, if you plan on having one, hymns. Another idea, and this one is mostly dependent on the feel that you're looking for in this class, you could go with the idea of a choir or in some cases a chanting mob and allow for the tune callers party members to help him maintain his performance for free up to a cap. It could also lead to some inter-party conflict from members of opposed religions. Just a thought
I recently made a homebrew class (the Shadow Lord found HERE) and i got some helpful advice from some of the people on this board. I did however notice, or fail to notice if i am mistaken, that there is not a current thread for submitting homebrew classes for peer review so i wanted to start one. I am new to this so i don't dare believe i am qualified so i really come to the community begging that they sustain this thread. Whether you choose to put your homebrew classes here or not i would ask that everyone do their best to help others refine their ideas. I found that i enjoy attempting to make classes but i wanted to see what the rest of the community came up with. Remember to be nice.
Thanks for all your help Ocean. Wasn't expecting the community to be so helpful. I am planning on beginning play testing within the week, but like i said i only started on this a couple days ago so i am expecting major problems in the testing phase particularly with power level. Although, I do have a couple other projects lined up as well. In particular an Illusionist based on the mesmer class in Guild Wars 2 and a Gravity manipulation class as well. I enjoy making classes its something i've done in every game i have played to an extent although this is the first one i have ever posted. Thanks again Ocean and thanks for the feedback as well claw. Do you know any specifics of your campaign? I may be able to whip up something specific for you.
Oceanshieldwolf wrote:
Yes it was indeed very helpful and i thank you for your help. First, I was afraid of the format issues to begin with, as i started using a word document, i will get to work right away cleaning up the post for readability. As for the power level on Shadow of the Master I could change it to scale starting at a -1 penalty and moving toward the -4 around 12th level increasing at three level intervals. To be honest about the Darkvision, it is only placed where it is because i didn't want then to get three things at level one. Typing it out is sounds silly but i noticed most classes in Pathfinder only get one or two things max per level. Though as i said it sounds silly now i shall fix it at once. The damage type on Violent Shadow was an over sight it is intended to be bludgeoning until 11th level. On attacking the shadow as opposed to the creature itself, I like the idea but solely from a flavor stand point. So i might add it in when i do flavor (barring i don't find any severe mechanical ramifications) but this is just a first pass at the mechanical side. I only started on it a couple days ago, hence why it is so rough. I threw together this google doc which is a bit easier to read and i made some of the changes.
Hello anyone willing to give this thread a look. I am new to this community but i have played P&P games for a few years now and recently got into pathfinder. I decided to take a crack at class design recently and what follows is the result. I would enjoy any feedback balance suggestions and criticism but as previously stated i am new to this and it is my first attempt please go easy on me. I take no credit for the systems/mechanics only for the manner in which they are combined to form this class. TABLE: SHADOW LORD
19th +14/+9/+4 +6 +6 +11 Blind Sense
Force of Personality (Ex)
Violent Shadow (Su)
At 4th level and every four levels thereafter, a Shadow Lord’s shadow adds 5 feet to its reach, to a maximum of 30 feet at 20th level. In addition, at 5th level and every five levels thereafter, a Shadow Lord gains a +1 incite bonus to CMB checks made with her shadow.
Trip (Ex): At 4th level, a Shadow Lord who successfully strikes a foe with her shadow can attempt a combat maneuver check to trip the creature as a swift action*. Pull (Ex): At 6th level, a Shadow Lord who successfully strikes a foe with her shadow can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*. Strangle (Ex): At 8th level, when the Shadow Lord’s shadow is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components. Touch of Shadows (Su)
Shadow of the Master (Su)
Shadow Talents
Shadows within Shadows (Su): A Shadow Lord who chooses this talent may use her shadows granted by Violent Shadow to deliver her Touch of Shadows ability. Crushing Shadow (Ex): A Shadow Lord who chooses this talent increases the damage dice of her shadows by 1 step. (For example 1d6 increases to 1d8) A Shadow Lord may select this Talent up to four times, however, she may not take this talent a second time until 5th level, a third time until 10th level, or a fourth time until 15th level. Shadow Step (Su): A Shadow Lord who chooses this talent may, as a standard action, instantly transfer her position to a free square adjacent to a creature one of her shadows is grappling. At 12th level she may use this ability as a move action. Sickening touch (Ex)*: A Shadow Lord who chooses this talent may attempt to apply the sickened condition to a creature affected by her Touch of Shadows ability for 1 round per Shadow Lord level, fortitude save negates the sickened condition. Ghostly touch (Ex)*: A Shadow Lord who chooses this talent may attempt to apply the shaken condition to a creature affected by her Touch of Shadows ability for 1 round per Shadow Lord level, will save negates the shaken condition. Weapon Training: A Shadow Lord that selects this talent gains Weapon Focus as a bonus feat. Binding Shadows (Ex): A Shadow Lord that selects this talent may attempt to tie up a creature he has pinned with his shadows. This ability uses the targets own shadow for the bindings and lasts for 1 round per Shadow Lord level or until the creature breaks free. Throw (Ex): A Shadow Lord that selects this talent may throw a creature she trips with her shadow. This ability works like the Ki Throw ability. Shadow of Fear (Ex): When a Shadow Lord with this talent deals damage from constrict the creature must make a will save or become shaken. Grip of the Master (Ex): A Shadow Lord who selects this talent has the DC to break her grapples increased by +4. Advanced Shadow Talents
Engulfing Shadow (Ex): A Shadow Lord who selects this talent may, as a standard action, attempt to engulf a creature she has grappled with her shadow. To succeed, she must a make a grapple check with a -5 penalty against the creatures CMD with a +5 bonus. If she succeeds, until the creature is dead or the grapple is broken, whenever the Shadow Lord maintains this grapple she may choose to have her constrict ability deal 1d4 constitution damage instead of its normal damage. In order to select this talent, the Shadow Lord must have the Grip of the Master talent. Shades touch (Ex)*: A Shadow Lord who chooses this talent may attempt to apply the nauseated condition to a creature affected by her Touch of Shadows ability for 1 round per three Shadow Lord levels, fortitude save negates the nauseated condition. A Shadow Lord must have the sickening touch talent to select this talent. Ghastly touch (Ex)*: A Shadow Lord who chooses this talent may attempt to apply the frightened condition to a creature affected by her Touch of Shadows ability for 1 round per two Shadow Lord levels, will save negates the frightened condition. A Shadow Lord must have the Ghostly Touch talent to select this talent. Brutal Shadows (Ex): A Shadow Lord who chooses this talent may attempt to break the neck of a pinned or helpless target by making an attack roll with a -5 penalty, as a standard action. If successful this a deals 2d6 strength or Dexterity damage to the target if the selected stat reaches zero any remaining damage is dealt to constitution. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this ability. A Shadow Lord must have the Binding Shadows talent to select this talent. Scarlet Touch (Ex)*: A Shadow Lord who chooses this talent can make recipients of her Touch of Shadows ability bleed for 1 damage per damage dice of the attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Enhanced Throw (Ex): A Shadow Lord that selects this talent may throw a creature she trips with her shadow. This ability works like the Enhanced Ki Throw feat. To take this talent a Shadow Lord must first have the Throw talent. Crushing Silence (Ex): If a Shadow Lord has this talent creatures she grapples may not make any audible vocalization. Shadow Door (Su): As a standard action a Shadow Lord may immediately transfer a willing subject to a creature she is grappling. In order to select this talent a Shadow Lord must have the Shadow Step talent. Master Shadow Talents
Taken in the Night (Su): A Shadow Lord with this talent may instantly transfer a creature that is grappled by one of her shadows to an unoccupied square that she threatens as a standard action. In order to take this talent a Shadow Lord must first have the Shadow Door talent. Crush the Windpipe (Ex): A creature grappled by a Shadow Lord with this talent begins to choke. After a creature grappled by the Shadow Lord has been grappled for a number of rounds more than its constitution it begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to –1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the effect continues until the grapple is broken. In order to take this talent a Shadow Lord must first have the Crushing Silence talent. Shadow Sickness (Ex): When a Shadow Lord with this talent applies the nauseated condition to a creature she may select a disease. The affected creature must make a fortitude save against the disease or contract the chosen disease. In order to take this talent a Shadow Lord must first have the Shades Touch talent. Drawn and Quartered (Ex): As a full round action a Shadow Lord with this talent can bring all her force to bear on a single creature. The creature must be grappled by all for shadows the Shadow Lord has. The targeted creature is torn to pieces by the shadows and dies instantly. The creature may immediately make a strength check to pull free of the grapple before it is torn apart, if it succeeds the creature takes 1d8 constitution damage instead. A Creature with more than 120 hit points is unaffected by this ability. In order to take this talent a Shadow Lord must first have the Engulfing Shadows talent and the Brutal Shadows talent. Shadows in the Blood (Ex): A Shadow Lord with this talent is the ultimate puppeteer with her shadows. As a standard action the Shadow Lord may force her shadows into the body of a creature through its wounds. The Target must be bleeding and must be bound by Binding Shadows. If the target fails a will save against the Shadow Lords grapple check with a -5 penalty the creature becomes the Shadow Lords thrall. While she has a thrall a Shadow Lord may not perform combat maneuvers with her shadows and must maintain this affect as her swift action each round. The creature receives a new save once a day. In order to take this talent a Shadow Lord must first have the Scarlet Shadow talent and the Ghastly Touch talent. Darkvision (Ex)
Clinging Darkness (Ex)
Twin Shadows (Ex)
Grasp of Shadows (Ex)
Well of Shadows (Su)
Cloud of Shadows (Su)
Shifting Shadows (Ex)
Shade Triplets (Ex)
Piercing Shadows (Ex)
Grip of Shades (Ex)
Cloud of Shades (Su)
Black Hole (Ex)
Shadow Brood (Su)
Blind Sense (Ex)
Emissary of the Plane of Shadows (Ex)
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