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Umnar wrote: Okay, so this is what I was able to come up with. What do you all think?
Adventurer
Alignment: Any.
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The adventurer’s class skills are: Acrobatics (dex), Apprise (int), Climb (str), Craft (int), Disable Device (dex), Handle Animal (cha), Intimidate (cha), Knowledge (dungeoneering) (int), Knowledge (geography) (int), Knowledge (local) (int), Knowledge (nature) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str), Use Magic Device (cha)
Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Torch Expertise (Two-Weapon Fighting), Torch Handling
2nd +2 +3 +0 +0 Light In The Darkness (1st), The Long Road (10%)
3rd +3 +3 +1 +1 Always be Prepared (1/day), Trap Sense +1
4th +4 +4 +1 +1 Better Torch, Light In The Darkness (2nd), The Long Road (20%)
5th +5 +4 +1 +1 Blinding Flash (1/day)
6th +6/+1 +5 +2 +2 Always be Prepared (2/day), Light In The Darkness (3rd), The Long Road (30%), Torch Expertise (Improved Two-Weapon Fighting), Trap Sense +2
7th +7/+2 +5 +2 +2 Rope Master
8th +8/+3 +6 +2 +2 A Light of Comfort And Revelation, Light In The Darkness (4th), The Long Road (40%)
9th +9/+4 +6 +3 +3 Always be Prepared (3/day), Blinding Flash (2/day), Environmental Control, Trap Sense +3
10th +10/+5 +7 +3 +3 Heavy Sleeper, Light In The Darkness (5th), The Long Road (50%)
11th +11/+6/+1 +7 +3 +3 Blinding Flash (2/day), Torch Expertise (Greater Two-Weapon Fighting),
12th +12/+7/+2 +8 +4 +4 Always be Prepared (4/day), Dark Vision, Light In The Darkness (6th), The Long Road (60%), Trap Sense +4
13th +13/+8/+3 +8 +4 +4 Adventure’s Diet
14th +14/+9/+4 +9 +4 +4 Light In The Darkness (7th), The Long Road (70%)
15th +15/+10/+5 +9 +5 +5 Always be Prepared (5/day), Blinding Flash (3/day), Trap Sense +5...
I added: Cursed Items Resistance: At 14th level the Adventure gains a +4 bonus curse effects and they may chose to remove or not use a cursed item even if the curse would normally force them to keep or use the cursed item.

Okay, so this is what I was able to come up with. What do you all think?
Adventurer
Alignment: Any.
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The adventurer’s class skills are: Acrobatics (dex), Apprise (int), Climb (str), Craft (int), Disable Device (dex), Handle Animal (cha), Intimidate (cha), Knowledge (dungeoneering) (int), Knowledge (geography) (int), Knowledge (local) (int), Knowledge (nature) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str), Use Magic Device (cha)
Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Torch Expertise (Two-Weapon Fighting), Torch Handling
2nd +2 +3 +0 +0 Light In The Darkness (1st), The Long Road (10%)
3rd +3 +3 +1 +1 Always be Prepared (1/day), Trap Sense +1
4th +4 +4 +1 +1 Better Torch, Light In The Darkness (2nd), The Long Road (20%)
5th +5 +4 +1 +1 Blinding Flash (1/day)
6th +6/+1 +5 +2 +2 Always be Prepared (2/day), Light In The Darkness (3rd), The Long Road (30%), Torch Expertise (Improved Two-Weapon Fighting), Trap Sense +2
7th +7/+2 +5 +2 +2 Rope Master
8th +8/+3 +6 +2 +2 A Light of Comfort And Revelation, Light In The Darkness (4th), The Long Road (40%)
9th +9/+4 +6 +3 +3 Always be Prepared (3/day), Blinding Flash (2/day), Environmental Control, Trap Sense +3
10th +10/+5 +7 +3 +3 Heavy Sleeper, Light In The Darkness (5th), The Long Road (50%)
11th +11/+6/+1 +7 +3 +3 Blinding Flash (2/day), Torch Expertise (Greater Two-Weapon Fighting),
12th +12/+7/+2 +8 +4 +4 Always be Prepared (4/day), Dark Vision, Light In The Darkness (6th), The Long Road (60%), Trap Sense +4
13th +13/+8/+3 +8 +4 +4 Adventure’s Diet
14th +14/+9/+4 +9 +4 +4 Light In The Darkness (7th), The Long Road (70%)
15th +15/+10/+5 +9 +5 +5 Always be Prepared (5/day), Blinding Flash (3/day), Trap Sense +5
16th +16/+11/+6/+1 +10 +5 +5 Light In The Darkness (8th), The Long Road (80%)
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Always be Prepared (6/day), Light In The Darkness (9th), The Long Road (90%), Trap Sense +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Blinding Flash (4/day), The Long Road (100%)
Weapon and Armor Proficiency: A adventurer is proficient with all simple and martial weapons plus one exotic weapons and with light and medium armor and shields (not tower shields).
Torch Expertise: At 1st level when the Adventurer is wielding a torch in one hand and a one-handed weapon in the other they gain the use two-weapon fighting (even if they do not have the feat or prerequisite for the feat). The torch counts as a light weapon for this ability. At 6th level this ability counts as improved two-weapon fighting, and at 11th level this ability counts as greater two-weapon fighting.
Torch Handling: At 1st level, the Adventurer gains torch handlingDH as a bonus feat.
A Light In The Darkness: At 2st level when the Adventurer wields a torch acts as though it were a 1st level light spell for the purpose of dispelling or resisting magical and non-magical darkness. At 4th level and every two levels after the level increase by 1 to a max level of 9th at level 18th.
The Long Road: At 2nd level when the Adventure overland travels they increase the amount they traveled by 10%. At 4th level and every 2 levels after this increases by 10%.
Always be Prepared: At 3rd level the Adventure may 1/day just happen to have an of non-magical item of up to 10gp. This item must be of a verity that the Adventure can easy carry, you must pay for these items as normal. At 3rd level and every 3 levels after the Adventure can use this ability one additional time per day the cost of the gear increases by 10gp.
Trap Sense (Ex): At 3rd level, Adventurer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Better Torch: At 4th level torches wielded by the Adventure increase the light they illuminate by 10ft and increase the length they burn by 1 hour. The fire damage from a torch the Adventure is using as a weapon is increased to 1d3. At 8th level and every 4 levels after any torch the Adventurer wields burns for an additional hour.
Blinding Flash: At 5th level the Adventure may 1/day may cause their torch to make a blinding flash. Everyone in a 10ft radius around the Adventure must make a fortitude save (DC= 10 plus half the Adventures level plus their wisdom modifier) or be blind for 1 round. At 10th level this ability is usable one extra time per day and the blind duration is increased by 1 round, at 15th and 20th levels his ability is usable one extra time per day and the blind duration is increased by 1 round.
Trap: At 5th level the Adventure gains Trap ability as per the trapper ranger archtype.
Rope Master: At 7th the Adventurer gains the rope master rouge trait of the same name.
A Light of Comfort And Revelation: At 8th allys in the light of an Adventure torch (this includes the Adventure themselves) gain a +2 morale bonus vs. fear effects and illusion effects.
Environmental Control: At 9th level the Adventurer gains a permanent non-magical endure elements effects.
Heavy Sleeper: At 10th level when the Adventure gains a full nights sleep, they heal double the hit points damage ability damage then they normally would.
Dark Light: At 12th level when the Adventure lights a torch they may chose to half the light of the torch. This light can not be seen by creatures using darkvision.
Adventure’s Diet: At 13th level the Adventure needs only half the normal amount of food and water to survive. They can also eat spoiled food and drink putrid without any issues.
Thank you all for your replies. I admit that slayer with the right build might be what I wanted but I feel like more could be done and I like creating classes. Thank you Kitty Catoblepas for your suggestions, it has given me a lot to think about. I think I will lean into the torch expertise, and I think I might have something for travel but I'm not sure about the other ones yet.
My goal was to make a class that more biased on the exploration side of things. More geared to dungeon diving and dealing with the environments that come from that, being able to deal with traps or hold more treasure and find treasure better.

I wanted to make a adventurer class but not sure what to add. Do you guys have any suggestions? This is what I have so far.
Adventurer
Alignment: Any.
Hit Die: d10
Starting Wealth:
The adventurer’s class skills are: Apprise (int), Climb (str), Craft (int), Disable Device (dex), Handle Animal (cha), Intimidate (cha), Knowledge (dungeoneering) (int), Knowledge (geography) (int), Knowledge (local) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str), Use Magic Device (cha)
Skill Points at each Level: 4 + Int modifier.
Class Features[/b[ Level Base Attack Bonus Fort Save Ref Save Will Save Special
[b]1st +1 +2 +0 +0 Torch Handling
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1 Trap Sense +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Trap Sense +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Trap Sense +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Trap Sense +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Trap Sense +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Trap Sense +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6
Weapon and Armor Proficiency: A adventurer is proficient with all simple and martial weapons plus one exotic weapons and with light and medium armor and shields (not tower shields).
Torch Handling: At 1st level, the adventurer gains torch handlingDH as a bonus feat.
Trap Sense (Ex): At 3rd level, adventurer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Thank you for any suggestions.

I wanted to say thank you both so again for all the help you both have given me on making my homebrew class. I really appertate all the help and suggestions given.
I changed Improved Treat Deadly Wounds to be "in addition to the HP normally healed from treat deadly wounds" and I removed the medic not being able to SA creatures in concealment. I agree with adding debilitating injuries stealing the thunder of the unchained rouge.
Resuscitate: At 10th level the medic can defeat death its self. 1/day the medic can attempt bring a creature back to life as long as die within a number of round equal to half the medic’s level and they did not die from a death effect or the body was destroyed. The medic uses 5 charges from a healer’s kit and makes a DC 25 heal check, if successful this restores the target back to life at 0 hit points. If the target died from ability damage or drain they die again after 1 round the ability damage or drain is removed. At 20th level you use this ability twice per day.
Again thank you both so mush, I would not been able to make this class so cool if not for you both. If you have any more tweaks or suggestions please let me know.
Oh, also put Remove disease and poison at 9th level as it made little sense to be so high, and I changed drain recovery to 12th level. I also added the ability energy recovery to level 15.
Energy Recovery: At 15th level when treating deadly wounds the medic may use three charges from a healer’s kit and 1,000gp worth of rare medicine to heal 1 negative level. A person who benefits from energy recovery must wait for one week to benefit fro it again.

Thank you both for your help. This what I have from your suggestions and some changes I made myself such as Lowering the BAB and HD.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The Medic’s class skills are: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Use magic Device (Cha).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 A place to stay, Healer for hire, Sneak Attack +1d6
2nd +1 +3 +0 +0 Careful Cut, Disease resistance +2, Emergency Treatment (1/day)
3rd +2 +3 +1 +1 Remedies from nature (1/day), Sneak Attack +2d6
4th +3 +4 +1 +1 Emergency Treatment (2/day)
5th +3 +4 +1 +1 Disease resistance +4, Heal unlock, Improved Treat Deadly Wounds (2d4), Sneak Attack +3d6
6th +4 +5 +2 +2 Emergency Treatment (3/day)
7th +6 +5 +2 +2 Acupuncture Specialist, Sneak Attack +4d6
8th +6/+1 +6 +2 +2 Disease resistance +6, Emergency Treatment (4/day)
9th +6/+1 +6 +3 +3 Remedies from nature (3/day), Sneak Attack +5d6
10th +7/+2 +7 +3 +3 Disease immunity, Emergency Treatment (5/day), Healing Hands, Improved Treat Deadly Wounds (3d4)
11th +8/+3 +7 +3 +3 Sneak Attack +6d6
12th +9/+4 +8 +4 +4 Connected, Emergency Treatment (6/day)
13th +9/+4 +8 +4 +4 Sneak Attack +7d6
14th +10/+5 +9 +4 +4 Drain Recovery, Emergency Treatment (7/day)
15th +11/+6/+1 +9 +5 +5 Improved Treat Deadly Wounds (4d4), Remedies from nature (3/day), Remove disease and poison, Sneak Attack +8d6
16th +12/+7/+2 +10 +5 +5 Emergency Treatment (8/day)
17th +12/+7/+2 +10 +5 +5 Sneak Attack +9d6
18th +13/+8/+3 +11 +6 +6 Emergency Treatment (9/day)
19th +14/+9/+4 +11 +6 +6 Sneak Attack +10d6
20th +15/+10/+5 +12 +6 +6 Emergency Treatment (10/day), Improved Treat Deadly Wounds (5d4), Master healer
Weapon and Armor Proficiency: A medic is proficient with all simple weapons, bolas, net, and sap, and with light armor and shields (except tower shields).
A place to stay: At 1st level the medic gains a 10% discount at inn stays and meals purchased. At 5th level this discount increases to 20% and applies to hirelings and travel expenses as well.
Healer for hire: At 1st level the medic may use his Heal skill in place of his Profession skill, and the medic earns gold pieces equal to the result of his check each week. At 5th level when the medic rolls a heal check to gain gold he may roll twice and take the better result. At 10th level the medic may roll a heal check once per day to gain gold instead of once per week.
Sneak Attack: At 1st level the medic has intimate know of anatomy allowing him to deal damage to vital organs. The medic's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the medic flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two medic levels thereafter. Should the medic score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a medic can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A medic cannot sneak attack while striking a creature with concealment.
Careful Cut: At 2nd level when the medic causes damage through the use of the heal skill (such as from a botch of removing barbs) he deals only the minimum amount of damage.
Disease Resistance (Ex): At 2nd level, the medic gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the medic becomes completely immune to disease.
Emergency Treatment: At 2nd level once per day the medic may treat deadly wounds as full-round action instead 1 hour, but instead of recovering hit points damage the target gains temporary hit points that last for 1 min and does not stack with other temporary hit points. This does not count against the once per day limit for being treated with deadly wounds. At 4th level and every two levels after the medic gains another use of this ability.
[/b]Remedies from nature:[/b] At 3rd level the medic no longer takes penalty for not having a healer’s kit. Once per day the medic may add 1d3 uses back to a healer’s kit (max of 10 uses). At 9th level and at 15 level the medic gains an additional use per day.
Heal unlock: At 5th the medic gains signature skill (heal) as a bonus feat.
Improved Treat Deadly Wounds: At 5th level when the medic treats deadly wounds the hit points healed increases to 2d4. At 10 this increases to 3d4, at 15th level this increases to 4d4, at 20th level this increases to 5d4.
Acupuncture Specialist: At 7th level the medic gain acupuncture specialist as a bonus feat.
Healing Hands: This ability functions as the healing hands revelation from the life oracle mystery. This is gained at 10th level.
Connected: At 12th level the medic can purchase antidote kits, doctor’s mask, doctor’s outfit, healer’s kits, surgery tools, and alchemy remedies at a 20% discount, and can always find these items in any town they visit.
Drain Recovery: At 14th level the medic when treating deadly wounds the medic may use three charges from a healer’s kit and 100gp worth expense medicine to heal 1 point of ability drain instead of hit points.
Remove disease and poison: At 15th three times a day level when the medic uses the heal skill to treat disease or poison and is successful he may instead remove the disease or poison as though the subject had made their saving throw.
Master Healer: At 20th level the medic becomes immune to bleed damage, death effects, and poison. The medic can treat deadly wounds on a specific creatures three times per day instead of only once.
Thank you once again for your help and if you have any more suggestions please let me know.
Hi
That makes a lot of sense. Thank you, I forgot to consider how long it takes to treat deadly wounds, this s a good idea.
I might consider making this an archtype but I was reading third party classes and wanted to make one myself.
I changed a couple of things.
Healer for hire: At 1st level the medic may use his Heal skill in place of his Profession skill, and the medic earn gold pieces equal the result of his check each week. At 5th level when the medic rolls a heal check to gain gold may roll twice and take the better result. At 10th level the medic may roll a heal check once per to gain gold once per day instead of once per week.
Improved Treat Deadly Wounds (this is a new ability): At 5th level when the medic treats deadly wounds the hit points healed increases to 2d4. At 10 this increases to 3d4, at 15th level this increases to 4d4, at 20th level this increases to 5d4.
Master Healer: At 20th level the medic becomes immune to bleed and poison. When the medic uses the ability recovery ability this heals 2d4 ability damage instead of 1d4, and the medic can treat deadly wounds on a specific creatures 2 per day instead of only once.

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I'm trying to make homebrew class that is a non magic healer, and I was wondering if you guys would have any suggestions? Thank you for any help.
This is what I have so far.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The Medic’s class skills are: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 A place to stay, Careful Cut, Healer for hire
2nd +2 +3 +0 +0 Disease resistance +2
3rd +3 +3 +1 +1 Remedies from nature
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Disease resistance +4, Heal unlock
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Ability Recovery
8th +8/+3 +6 +2 +2 Disease resistance +6
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Disease immunity, Healing Hands
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Connected
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Drain Recovery
15th +15/+10/+5 +9 +5 +5 Remove disease and poison
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Master Healer
Weapon and Armor Proficiency: A medic is proficient with all simple weapons, bolas, net, and sap, and with light armor and shields (except tower shields).
A place to stay: At 1st level the medic gains a 10% discount at inn stays and meals purchased. At 5th level this discount increases to 20% and applies to hirelings and travel expenses.
Careful Cut: At 1st level when the medic causes damage through the use of the heal skill (such as from a botch of removing barbs) he deals only the minimum amount of damage.
Healer for hire: At 1st level the medic may use his Heal skill in place of his Profession skill.
Disease Resistance (Ex): At 2nd level, the medic gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the medic becomes completely immune to disease.
Remedies from nature: At 3rd level the medic no longer takes penalty for not having a healer’s kit. Once per day the medic may add 1d3 uses back to a healer’s kit (max of 10 uses). At 9th level and at 15 level the medic gains an additional use per day.
Heal unlock: At 5th the medic gains signature skill (heal) as a bonus feat.
Ability Recovery: At 7th level when treating deadly wounds the medic may use three charges from a healer’s kit to instead cure 1d4 ability damage instead of hit points.
Healing Hands: This ability functions as the healing hands revelation from the life oracle mystery. This is gained at 10th level.
Connected: At 12th level the medic can purchase doctors mask, healer’s kits, surgery tools, and alchemy remedies at 20% discount, and can always find these items in any town they visit.
Drain Recovery: At 14th level the medic when treating deadly wounds the medic may use three charges from a healer’s kit and 100gp worth expense medicine to heal 1 point of ability drain instead of hit points.
Remove disease and poison: At 15th three times a day level when the medic uses the heal skill to treat disease or poison and is successful he may instead remove the disease or poison as though the subject had made their saving throw.
Master Healer: At 20th level the medic becomes immune to bleed and poison. When the medic treats deadly wounds he heals a flat 10 damage, heals a flat 4 ability damage when using ability recovery, and the medic can treat deadly wounds on a specific creatures 2 per day instead of only once.
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