Barbarian

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This is an attempt to make the fossegrim into a playable race while attempting to capture the monster's mechanics as closely as possible.

The class is definitely on the high-power side and since it's worth exactly 20 RP, DMs are easily able to justify either giving it a +1 level adjustment until level 6, or keeping it as is.

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Type: Fey (2 RP).
Subtype: Aquatic (0 RP, obtained upon meeting the qualifiers from Swim + Amphibious).
Size: Medium (0 RP).
Speed: Normal (0 RP).
Senses: Low-light vision (from Fey type) (0 RP).
Ability Scores: Advanced (4 RP). +4 to Cha, -2 to Wis, +2 to Str, Dex and Con.
Languages: Standard (0 RP). Common and Sylvan.

Racial Traits:

DEFENCE

Fey Damage Resistance (3 RP): DR 5/Cold Iron.

MAGICAL

Seducer (2 RP): Adds +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Members of this race with a Charisma score of 15 or higher gain the following spell-like ability (the caster level is equal to the user's character level): 1/day—charm person.

Greater Spell-Like Ability (3 RP): May use Water Walk 1/day, with character level as CL.

Fascination (3 RP): 1/day—a member of this race can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier).

MOVEMENT

Swim (2 RP): Swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

OTHER

Amphibious (2 RP): Breathes air and water equally.

WEAKNESSES

Weakness to Flattery (-1 RP): Fossegrim take a -4 racial penalty to Sense Motive, Perception, Bluff, Intimidate and Initiative checks for 1d4+1 rounds when a creature succeeds at a DC 20 Diplomacy check to flatter them. Creatures cannot make multiple Diplomacy checks to stack these penalties. Further successful Diplomacy checks to flatter merely reset the duration.

Alternative Racial Traits:

The following traits reference the fossegrim Bestiary entry.

Will to Kill: Fossegrim may gain the Drowning Touch ability 3/day along with Cold Iron Vulnerability (take double damage from cold iron weapons, attacks or effects). This replaces Seducer.

What Glitters In The Depths: Fossegrim may gain the Treasure Form ability 1/day. This replaces Fascination.

Out of Sight, Out of Mind: Fossegrim may become transparent underwater 1/day. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds) and may only be used while completely submerged in water. This replaces the Advanced Ability Scores. Fossegrim with this racial trait only gain a +2 to Cha and Dex, and still have a -2 to Wis.

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Feedback appreciated!


I'm playing a paladin/wilder in a game, and I wanted to join a PrC that progressed the paladin's core abilities and psionic manifesting. Because I have the best DM ever, he let me create my own (I based it on a souped up version of the Eldritch Knight). This is the version after I showed it to him and he proposed a few changes. I'm pretty happy with it, but I could obviously use some insight.

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The Sacred Mind Guardian

Requirements

To qualify to become a sacred mind guardian, a character must fulfil all the following criteria.

BAB: +5.
Feats: Psionic Meditation.
Psionics: Must be able to manifest the powers Psychic Bodyguard, Fortify and Thought Shield.
Special: Must be able to Smite Evil and Lay on Hands.
Special: Must have the Mercy class feature.

Class Basics

HD: d8.
Skills: 2+Int.
Class Skills: Autohypnosis, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Psionics), Knowledge (Religion), Knowledge (Nobility), Intimidate, Perception, Profession, Ride, Sense Motive, Spellcraft.
BAB: Full.
Saves: Fort (Bad), Ref (Bad), Will (Good).

Class Features


  • [1:] Lay on Hands (Su): The sacred mind guardian adds her class levels to whichever class grants her Lay on Hands to determine the amount of times per day she can use Lay on Hands.
  • [2:] Manifesting (Ps): At every level except 1st, a sacred mind guardian advances power points and powers known in whatever psionic class allowed them to manifest Psychic Bodyguard, Fortify and Thought Shield.
  • [2:] Smite Evil (Su): At levels 2 and 8, the sacred mind guardian gains an additional use of her Smite Evil class feature. Sacred mind guardian levels stack with whichever class grants her Smite Evil for the bonus damage.
  • [3:] Mercy (Su): Sacred mind guardian levels count as half of whichever class grants her the Mercy class feature.
  • [4:] Wilfulness (Su): A Sacred mind guardian gains the rogue talent Slippery Mind, but she can only use it while psionically focused, and using it spends her psionic focus.
  • [5:] Bonus Psionic Feat (Ex): The sacred mind guardian gains a bonus feat at levels 5 and 9, which must be chosen from among the [Psionic] or [Metapsionic] feats.
  • [6:] Dream Guardian (Su): Once per day by spending a full minute in a trance, the sacred mind guardian may link her mind with up to one extra creature per class level. Once linked, the bond lasts 24 hours. For that duration, any effect, spell, power or ability that affects sleeping or unconscious targets is redirected to the sacred mind guardian instead of her bonded allies. If the effect does not allow a save, the sacred mind guardian gains a Will save to prevent it at a -10 penalty. The sacred mind guardian need not be asleep for this ability to take effect. However, if she fails her saves against the effect, it takes hold the next time she goes to sleep, trance or falls unconscious. If the sacred mind guardian is able to dream, she becomes capable of lucid dreaming, and may visit her bonded allies dreams. Should she encounter a foe while dreaming, she is able to use the full extent of her psionic powers, though power points spent while dreaming are deducted from her daily total when she wakes up. If the sacred mind guardian was unable to sleep, she now gains the ability to do so at will. Any immunities to sleep effects still remain.
  • [7:] Mental Bastion (Su): When a sacred mind guardian is targeted by an effect that has a diminished or partial effect on a successful Will save, she instead avoids its effects entirely if she succeeds on the save. This ability also applies for her allies when the sacred mind guardian is using the Psychic Bodyguard power or her Dream Guardian ability.
  • [8:] Smite Evil (Su).
  • [9:] Bonus Psionic Feat (Ex).
  • [10:] Safeguard The Mind (Su): If a sacred mind guardian fails a Will save against a mind-affecting effect while psionically focused, she may spend her psionic focus to suppress the mind-affecting effect for a number of rounds equal to her class level. If she does so, she is completely aware of the details of the effect she is under. She may use this on allies she is protecting via Psychic Bodyguard.

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Comments and critique welcome!


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So in one of my games, I had a Martyred sorcerer because it was great fluff, before realising just how much I hated that bloodline in practice. After talking to the DM, we agreed we would swap the sorcerer's bloodline to a new one. The problem is that none of the bloodlines were a good fit thematically. Anarchic came very close, but it left most of the original Protean powers as-is, which was a problem. So my DM told me he'd be willing to let me refluff whatever needed to refluff, and replace some of the Protean abilities with stuff from other bloodlines.

And so is born the Fate-Breaker bloodline. I consider it to be an "intensified" version of the Anarchic wildblooded bloodline.

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Fate-Breaker

You tore out the power in your blood in defiance of fate, the gods and anyone who would try to control you. In its place, a new power was born, a power that comes from your will to fight, to defy, to break the chains of fate.

Class Skill: Knowledge (planes).

Bonus Spells: entropic shield (3rd), blur (5th), gaseous form (7th), confusion (9th), break enchantment (11th), disintegrate (13th), spell turning (15th), greater spell absorption (17th), mage's disjunction (19th).

Bonus Feats: Agile Maneuvers, Defensive Combat Training, Disruptive Spell, Iron Will, Improved Iron Will, Skill Focus (Use Magic Device), Spell Focus, Toughness.

Bloodline Arcana: Whenever you fail a concentration check to cast a spell, a cantrip effect is created. Randomly determine one of your cantrips known (for example, if you know 6 cantrips, roll 1d6). There is a 50% chance this cantrip affects a target of your choice within 60 feet; otherwise it affects you.

Challenge the Fates (Sp): At 1st level, you can use your supernatural defiance to hijack the fate of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by challenge the fates, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Wild Feedback (Su): At 3rd level, when you successfully dispel or counterspell an opponent’s spell, the caster (if it is within 100 feet) takes 1d6 points of damage +1 per level of the spell affected.

Where They Dare Not Tread (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.

Scorn the Boundaries (Sp): At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of long sepia-toned arms centered on your former location (treat as the spell black tentacles, made to look as the grasping hands of fate that seek to punish you for your transgressions). Both of these effects use your sorcerer level as the caster level. At 20th level, you can use this ability twice per day.

Master of my Own Fate (Su): At 20th level, your soul becomes a shining beacon of defiance. You gain DR 10/cold iron (if you already have DR/cold iron, instead it increases by 10) and immunity to curses, paralysis, and sleep. You can always act in the surprise round of combat, and you cannot be caught flat-footed. You gain unlimited uses of your challenge the fates ability.

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Figured I'd share it with the messageboard, since it fits a very common archetype, and since it's more of a rearrangement than a true homebrew, it may be more easy to accept by DMs.

Comments welcome!