Didn't make the top 100. It's a spell in a can I admit, but I was hoping I had made it interesting enough to get away with it. Alas.
Lake Maker Spigot
On its own the spigot does nothing, but when attached to jar, vial, or other small container for holding water, it allows the holder to pour an unlimited supply of water at will. Turning the knob to open the spigot allows water to pour out at a rate of two gallons per minute and will continue until it is closed or no longer held.
The water produced by the spigot is always fresh, clean, and room temperature. However the Spigot cannot be used under water, in freezing temperature, or in any plane other than the material one. This includes Bags of Holding, demiplanes, and other extra dimensional areas or containers.
At will, the user of the spigot may release a concentrated blast of water at an enemy once per day. Using this ability is a standard action that provokes attacks of opportunity. When using this ability, the holder of the spigot makes a ranged touch attack at their intended target. If successful it deals 1d6 bludgeoning damage and the target must succeed a DC 15 reflex save or be knocked prone. This blast of water is strong enough to knock down creatures up to medium size, though larger creatures still take damage. Using this ability causes the container the spigot is attached to shatter, and renders the spigot unable to produce water in any way until the following day.
Hey all! This is my very first fan attempt at making any kind of fan class. I loved the idea buuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuut I am terrible with balancing ideas. So I thought I would post what I have, and have people critique it. Bare bones at the moment, but I'm hoping that it at least has some potential, if only for fun.
So with that in mind, I present the Wassailer Advanced Class Idea! No table, because I don't know how to do that <.<
Starting Wealth: 3d6 x10
Class Skills: Appraise, Bluff, Craft, Diplomacy, Intimidate, Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Perception, Perform, Profession, Sense Motive, Use Magic Device
Skills per level: 4 + Int Modifier
Base Attack Bonus: 3/4
Good Saves: Reflex, Fortitude
Spell Casting: 3/4ths, Prepared, Arcane. Uses Bard Spell List.
Weapons and Armor: Proficient with all simple weapons, Great Club, Light armor, but not with shields.
At first level, a Wassailer gains a special cask in which she keeps her powerful brews. Though it can be used as an improvised bludgeoning weapon it is not meant for such, and a Wassailer would hate to potentially ruin her art. Each cask is magic by nature, and appropriately sized for whatever creature it belongs to.
Beginning at first level, the Wassailer learns to create a number of different brews. During a special ritual that takes 1 hour to complete, the Wassailer can create a powerful brew of magical drink that can have a number of different properties. Drinking from the cask (Directly or from a cup the Wassailer has) is a standard action that provokes an attack of opportunity, just like drinking a potion. Each brew remains potent until used. Due to the mystical nature of the brews, they can only be contained within the Wassailer’s cask, and will expire immediately unless drink or somehow preserved. Mixing multiple brews together will ruin both.
Unless otherwise stated the effects of each brew last for 10 minutes per Wassailer level. When crafting a brew, The Wassailer is able to make a number of doses equal to his Wassailer level + her Intelligence modifier, minimum 1. Drinking a new brew will override the previous one.
Brew of Physical Wonder: At 1st level the Wassailer may craft a special brew that enhances the physical prowess of whoever drinks it. When created the Wassailer choses one physical ability score – Strength, Dexterity, or Constitution. The imbiber receives a +2 alchemical bonus in the chosen score for as long as the brew endures. This bonus increases to +4 at 10th level and +6 at 20th.
Brew of Mental Prowess: At 1st level the Wassailer may craft a special brew that enhances the mental abilities of whoever drinks it. When created the Wassailer choses one mental ability score – Intelligence, Wisdom, or Charisma. The imbiber receives a +2 alchemical bonus in the chosen score for as long as the brew endures. This bonus increases to +4 at 10th level and +6 at 20th.
Liquid Courage: At 3rd level, a Wassailer can create a brew that leaves the imbiber almost completely fearless, granting them a +2 alchemical bonus on saving throws against fear effects. This bonus increases by +1 every 5 wassailer levels after, to a maximum of +5 at level 18. If drunk while under an ongoing fear effect, the brew allows for a second saving throw with the bonus, but its effects then immediately end regardless of if the new saving throw is successful or not.
Belly Scrub: At 3rd level, a Wassailer can craft a brew that purges toxins and disease from the body, granting any who drink it a +2 Alchemical bonus on saving throws against poison and disease. This bonus increases by +1 every 5 wassailer levels after, to a maximum of +5 at level 18. If consumed while under an ongoing poison or disease effect, the brew allows a second saving throw immediately upon consumption. Unlike Liquid Courage, the bonus persists even if consumed in this manner.
Heavenly Delight: At 9th level, the Wassailer learns to make this drink. Infused with positive energy, this sweet and pleasant concoction grants the imbiber fast healing 5 for its duration. This brew can only restore 5 hit points for every Wassailer level the creator possesses per person per day.
Hair Grower: At 9th level, the Wassailer can brew the Hair Grower, a potent and strong drink that causes the imbiber to almost instantly regret drinking it. For the duration of the brew, the imbiber gains a +3 Natural Armor Bonus. The bonus increases by +1 at 13th level, and by an additional +1 for every 3rd level after 13th, up to +6 at 19th. Each drinker may only benefit from this drink once per day. If the drinker is under the effects of this mighty brew and struck by a critical hit, she may choose to end the effects of the Hair Grower immediately and treat the attack as a regular hit.
Draught of Life and Death: at 20th level, the Wassailer learns to create a brew so powerful and delicious it can literally raise the dead. Once per day the Wassailer can make the brew and pour it on the remains of a dead creature, restoring them to life as the spell True Resurrection. If no remains are available, the Wassailer may offer up the Draught as part of a special ritual to call the spirit back to the material plane, with the same specifications that True Resurrection requires. Alternatively, a single living person may consume the brew, which restores them to full hit points and removes all negative levels, and immediately ends any and all of the following effects; ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. Whoever consumes the brew, living or dead, becomes immune to all death effects for 1 hour per Wassailer level the creator possesses. Use of the brew in either way consumes it entirely.
The damage from Fire Breather increases by 1d6 at 5th level, and every 3 Wassailer levels thereafter, to a maximum of 7d6 at 20th level.
At 2nd level and every even level after, a Wassailer picks up a new trick to aid in her adventures. Flair represents the Wassailer’s dramatic presentations and good cheer, and tend to have dynamic effects. A Wassailer must meet all prerequisites (If any) in order to select any given Flair, and unless otherwise specified, no Flair can be taken more than once.
Shots Around: A Wassailer with this perk can split one dose of Brew between two people. She can do this a number of times per day equal to her Charisma modifier. A Wassailer must be at least 8th level before selecting this Flair.
Quick Serve: A Wassailer with this Flair can serve up a shot of Brew as a standard action that does not provoke attacks of opportunity, and can be drunk immediately by an adjacent ally that also does not provoke an attack of opportunity. A Wassailer must have the “Shots Around” Flair before selecting this one. Using this Flair counts towards her limit of split doses per day, but the dose cannot be shared with another due to spillage.
Rainy Day: Trained to perfection, a Wassailer with this Flair has mastered the art of delivering doses of her brew to allies from afar. The intended target must succeed a DC20 Reflex save to catch and consume the liquid in midair, but gains a bonus to the save equal to the Wassailer’s Charisma modifier. A Wassailer must have the “Quick Serve” Flair before selecting this one.
Dynamic Cheer: This Flair allows the Wassailer to cheer her ally to great deeds. As an immediate action, if an ally within 30 feet is under the effects of one of her brews, she can inspire them with praise, granting a +2 morale bonus to confirm a critical hit. A Wassailer can use this Flair a number of times per day equal to half her Wassailer level. A Wassailer can select this Flair a second time to increase the morale bonus to +4.
Brew Potion: A Wassailer with this Flair gains Brew Potion, as the feat. She does not need to meet the requirements to gain this feat.
Storm Breather: Using this Flair, a Wassailer may treat her Fire Breather skill as Electrical damage, instead of fire. Creatures that take damage from this a dazzled for 1d4 rounds, unless they make their reflex save.
Arctic Breathe: Using this Flair, a Wassailer may treat her Fire Breather skill as Frost damage instead of fire. Creatures that fail their reflex save are staggered for 1d4 rounds.
Make Merry: A Wassailer with this Flair gains the ability to rejuvenate her allies. As part of a social ritual requiring 10 minutes, a Wassailer shares her Cask with her allies, consuming a number of doses from her cask as normal, but also curing them of 1d8 + Her Charisma Modifier points of damage. The effects of the brew take effect at the end of the ritual, which is when the damage is healed. If the ritual is interrupted the brew takes effect immediately but the healing is lost. A Wassailer can perform this ritual a number of times per day equal to her Charisma modifier. The curative effects of this Flair increase by 1d8 at 5th level, and by an additional 1d8 every 5 levels thereafter, up to 5d8 at 20th.
Iron Will: A Wassailer with this Flair gains Iron Will as a bonus feat. A wassailer may select this a second time to gain Improved Iron Will.
Lucky Pet: Always a source of merriment and good times, a Wassailer with this Flair gains a familiar.
Lucky Charm: Once per day as an immediate action, when a Wassailer fails a saving throw but rolls higher than 1, she may make a second saving throw with a +1 luck bonus. She must take the second roll even if it is worse. A Wassailer must possesses the Lucky Pet Flair or a familiar from another source before selecting this Flair. The Wassailer’s familiar must be alive for her to use this Flair.
Double Brew: Once per day a Wassailer with this flair may combine any two of her brews together, causing both to come into full effect when drunk. This does not increase the number of doses available. A Wassailer must be 12th level before selecting this Flair.
Delayed Gratification: When consuming a dose of brew, a Wassailer with this Flair may delay the effects of the brew for a number of hours equal to her Charisma Modifier, minimum 1. If a second dose of brew is consumed, the first one is lost, even if it has not come into effect. If the Wassailer possesses the Make Merry Flair, she can grant the same effect to allies that she shares her cask with as part of the ritual. When used this way, the curative effects come into effect when the brew does, instead of immediately.
Positive Thinking: When a Wassailer with this Flair is targeted by any spell or effect with “Cure” in its name, the Wassailer heals for +2 damage for every die, but cannot be healed any more than its normal maximum.
Quick Study: Upon selecting this Flair, a Wassailer adds 2 additional spells to her spell book. These spells must be at least 1 level lower than the highest level spell she can cast. A Wassailer may select this Flair up to three times.
Alchemist Discovery: A Wassailer may gain the discoveries Enhance Potion, Eternal Potion, or Extend Potion as Flairs. She must meet the prerequisites for these discoveries, treating her Wassailer level as her Alchemist level.
I agree! So I propose The Herald, a Bard/Paladin Hybrid!
A medium armored, 3/4 BAB with full caster level (with 6th level spells all divine) support class with some martial ability, but focuses on making his ally's awesome. But instead of directly buffing his friends, he focuses on manipulating events to their favor. People under his rousing tale could;
Automatically make a saving throw they fail a limited number of times per day (Such as three charges per day but each ally can only use it once per day)
Automatically confirm a critical hit
Roll the max amount for damage or healing
And other effects. Maybe purging status conditions, or regain a spell slot by sacrificing a slightly lower spell slot (Recharge a sixth with a fifth, once per day)
The idea I have is someone who can be on the front lines with medium armor and a decent hit die and good saving throws, and boosts his friends, but has less staying power than a paladin, and less wild card flair than the bard, and may not directly buff with hard numbers.
I love the idea of an Alchemist/Bard who uses intoxicating brews and merriment to induce incredibly volatile effects. Less accessible than the bard because it would require actual drinking for the best effects, but would prove very potent.
I'm personally imagining brews that would have straight forward effects like cure light wounds and bull's strength, and more Dynami ones, like one that causes a spell to take effect after a caster uses a spell (Such as chain lightning going off in the area a fireball detonates at)
Or even mutagen-like effects!
3/4ths BAB, full caster up to 6th level, lots of bonuses to brew potion.
So, this might be an insane idea, and I would not say all of them, but what if they looked at a bunch of spells from the Alchemist list? I think it would be kind of awesome (In the insane way) to see a Bloodrager turn into some monstrosity and vomit up a swarm of Spiders.
That being said I probably ovelrooked the fact that the two already have several spells in common. So oops if it turns out to be the case.
Silly Question, but I don't know the answer; Does The Bloodrage physically change under the Blood Rage? For our Playtest character I'm re-imagining my psychotic Urban Barbarian who would go from charming to monster, and I would like if he actually looked like a monster when he get's mad too.
Just curious! :D
I just had what might be an insane/stupid idea.
What if The Skald had an ability (Either base Skald or Archetype) that allowed it to share Teamwork Feats by use of their Raging Song?
For example, a Skald with said ability could say expend an additional round of Raging Song to grant an ally the benefits of (And count as having) a Teamwork Feat that the Skald or another ally under the raging song has.
Mostly I just love the idea of a Hunter's pet, already enraged, granting Teamwork feats to the party.
I dunno if this is even slightly workable, but it seemed like fun. :D
I'd love to see the Studied Combat and Strike do a bit more.
Maybe less restrictive on the studied combat. Maybe bump up the rounds it lasts, and an ability to add more. Like the Studied Strike could actually extend the length of the Studied Combat, but still only once per target.
Oh and I would love to see additional effects behind damage. Such as reduced damage, movement, AC, bleeding, etc.
Studied Strike seems a bit underwhelming because of all the limitations to it. I am actually OK with it only applying once per Studied Combat (Or maybe it ends that round so you can get in as many Studied Strikes as you can attacks per round) but the short duration on Studied Combat coupled with the target then being immune to it thereafter for a day is a bit weak.
I'd love to see it so that you could use Studied Combat as often as you like, and maybe allow the Studied Strike to count as a rogue's sneak attack for certain rogue talents. That way you can cripple an enemy, but you wont match the rogue for damage.
Just me thinking! Oh and I don't know how useful it is (Because my groupd rarely comes across poisons) but I like the new idea behind Poison Lore.