Working on a new class need help


Homebrew and House Rules


ok so i am working on a new base class but it is far from finished and i need a little help.

one of the primary features of the base class is that the class has a living weapon that they fight with, it has two forms one is the in the form of a basic weapon the other is in the form of a living creature that can fight on its own, right now my problem is when the weapon take on their living form they need a size category. my question is if a light weapon is size small and a one handed weapon is size medium then would it be ok if a two handed weapon is size large or should a two handed weapon start out as size medium and eventually turn size large.

i know this is a difficult question but i need a little help with this class.


northbrb wrote:

ok so i am working on a new base class but it is far from finished and i need a little help.

one of the primary features of the base class is that the class has a living weapon that they fight with, it has two forms one is the in the form of a basic weapon the other is in the form of a living creature that can fight on its own, right now my problem is when the weapon take on their living form they need a size category. my question is if a light weapon is size small and a one handed weapon is size medium then would it be ok if a two handed weapon is size large or should a two handed weapon start out as size medium and eventually turn size large.

i know this is a difficult question but i need a little help with this class.

I think you're right thinking that large size right away probably shouldn't work. I don't know how much to delay it, though. Maybe level 4-5ish..?

It sounds to me like you're doing Soul Eater. I like it.


thanks for the response, i will probably wait till around 4th or 5th level.


Going with object sizes it would be

Light = tiny

one-handed = small

two-handed = medium

(Might not be a bad idea to start them all that size and then at whatever level you choose everything goes up a size)


basically i am making a class inspired a bit my the summoner and their edilon, the difference is that they don't use spells their edilon is basically their weapons and they use evolution points similar to the summoner but they spend them on themselves as well as their weapons.

i will not be using the same evolution ability list so it would be harder for them to gain similar abilities as the edilon.


what happens if it's sundered/disintegrated?

same mechanics as Summoner?


that doesn't sound bad, i could go with the light =tiny, one handed =small, two handed =medium.

the other thing i was thinking of is if they choose a light weapon they actually get a pair of them.


actually they would count as living creatures, they would have hp and saves and could be healed just as an animal companion.


northbrb wrote:
actually they would count as living creatures, they would have hp and saves and could be healed just as an animal companion.

so *not* sunderable?

would it go to a different plane or would raise dead apply?


well i am still working on it so most of this can change but i think raise dead would work, i would probably put in a mechanic to make it not so easy to take away their primary class feature.


what do you think would be a good way to handle this?


northbrb wrote:
what do you think would be a good way to handle this?

Best way might be to make the 'living weapon' an extension of the wielder. If it is sundered or killed he can reform it with X amount of time meditating, and perhaps some damage or ability damage or something.


maybe he can expend some of his HP to bring it back, sort of using his own body to form the weapon.


the problem being that if you retain the Summoner mechanics then you've got a weapon that a)can't be sundered; and b)is upgradable without item creation feats.

i suggest using a mechanic where a 'destroyed' living weapon (LW) is unable to function for say, an amount of days equal to the amount of damage inflicted (that gave it the destroyed condition) - the hp of the LW + the class level of the PC.

just be careful of OPness and make sure to test-drive the class thru a variety of encounters.


i think that i might not have these living weapons be enhanced like a normal weapon, more than likely i will give them abilities similar to enhancements that they gain from their evolution pool.


Tanis wrote:

the problem being that if you retain the Summoner mechanics then you've got a weapon that a)can't be sundered; and b)is upgradable without item creation feats.

i suggest using a mechanic where a 'destroyed' living weapon (LW) is unable to function for say, an amount of days equal to the amount of damage inflicted (that gave it the destroyed condition) - the hp of the LW + the class level of the PC.

just be careful of OPness and make sure to test-drive the class thru a variety of encounters.

Or he could just tone down the Eidolon aspects, fewer evolution points, etc etc etc. (Plus I don't suspect this class is a spellcaster, more of a primary weapon combatant with a weapon that can manifest as a living creature)


exactly, plus as i noted in an earlier post their evolution abilities will be different than the edilon's.


and as a result of not being as dependant on his eidolon/LW this class risks being OP'd, IMHO.


Tanis wrote:
and as a result of not being as dependant on his eidolon/LW this class risks being OP'd, IMHO.

Tanis. Every class risks being Over Powered.

If you let fear of being Over Powered push you into a corner during class design you end up with classes like the Complete Warrior Samurai that is barely better than an NPC class.

Trust me pal, it's better to build big, and then cut the power away than to design it too conservatively.


northbrb wrote:

that doesn't sound bad, i could go with the light =tiny, one handed =small, two handed =medium.

the other thing i was thinking of is if they choose a light weapon they actually get a pair of them.

Hmm... maybe a double weapon for 2 creatures? Instead of a size increase for a 2-hander, maybe? I might just be complicating things, but it does sound pretty fun.


kyrt-ryder wrote:
Tanis wrote:
and as a result of not being as dependant on his eidolon/LW this class risks being OP'd, IMHO.

Tanis. Every class risks being Over Powered.

If you let fear of being Over Powered push you into a corner during class design you end up with classes like the Complete Warrior Samurai that is barely better than an NPC class.

Trust me pal, it's better to build big, and then cut the power away than to design it too conservatively.

+1

I work on my own classes, too, every now and then, and what I've learned is to think awesomeness first, and hash out how it all works afterwards.


Swivl wrote:
northbrb wrote:

that doesn't sound bad, i could go with the light =tiny, one handed =small, two handed =medium.

the other thing i was thinking of is if they choose a light weapon they actually get a pair of them.

Hmm... maybe a double weapon for 2 creatures? Instead of a size increase for a 2-hander, maybe? I might just be complicating things, but it does sound pretty fun.

or a double headed creature, lol


kyrt-ryder wrote:

Tanis. Every class risks being Over Powered.

If you let fear of being Over Powered push you into a corner during class design you end up with classes like the Complete Warrior Samurai that is barely better than an NPC class.

Trust me pal, it's better to build big, and then cut the power away than to design it too conservatively.

agreed. just pointing out an inherent danger in this particular concept.


their weapon will be a big part of the class but they also will have the evolutions that alter themselves, i will be using two set of evolution points for the weapon and the character as well as two separate lists of evolution abilities to choose from.


warning dually noted, once i have the class finalized i will post it here to get your opinions.


ok so i am writing up the base stats for each type of living weapon (light, one handed, two handed) my question is what should their base type of attacks be? should they all just get a bite attack or a claw attack or both? they will be able to gain new attack options from their evolution points as the character levels but for now the base forms need base attacks.


northbrb wrote:
ok so i am writing up the base stats for each type of living weapon (light, one handed, two handed) my question is what should their base type of attacks be? should they all just get a bite attack or a claw attack or both? they will be able to gain new attack options from their evolution points as the character levels but for now the base forms need base attacks.

Well, what does the fighter do while his weapon is transformed into a monster?


for the most part they have the option to use a normal weapon or any natural attacks they may pick up with their evolution points.

to be honest though i am trying to finalize the basic set up of their living weapons before working on other aspects of the class.


more than likely i will give the class a type of attack that they gain a bonus to damage with much like sneak attack or channel energy or something like that, im not sure what it will be but that will come after i finish writing up their living weapon stats.


so any thoughts on what type of attacks the living weapons should get?

should i just give them all claw attacks or should they get bite attacks?


so i am going to use the druids animal companion chart for leveling and abilities, i will add at 1st level darkvision. sense the living weapons wont have the base stats of a specific animal they will have a base statistic like the edilon.

any thoughts on this would be appreciated.


Bound weapon, one weapon of your choice is bound to you and as you level you modify it with additional abilities. This weapon is a living creature and has two forms, one is a weapon form the other is a living creature that can move and act on its own.
At character creation you may choose any one weapon that you will be proficient at using even if it is an exotic weapon. If you choose a light weapon you actually gain a pair of living weapons.
In case the Living weapon is killed as a full round action the character may regrow his weapon out of his body giving up a number of HP equal to the living weapons current HD.
Living Weapon starting stats.

Light Weapon: Size Tiny, Speed 20ft, AC +2 Natural Armor, Saves Fort(Bad), Ref(Good), Will(Bad), Attack, Bite (1d4). Claw (1d3), Ability scores. Str 8, Dex 16, Con 10, Int 7, Wis 12, Cha 10

One handed Weapon: Size Small, Speed 20ft, AC +2 Natural Armor, Saves Fort(Good), Ref( Bad), Will(Bad), Attack, Bite (1d4), Claw (1d4), Ability Scores. Str 14, Dex 12, Con 14, Int 7, Wis 12, Cha 10

Two handed Weapon: Size Medium, Speed 30ft, AC +2 Natural Armor, Saves Fort(Good), Ref(Bad), Will(Bad), Attack, Bite (1d6), Claw (1d4), Ability scores. Str 16, Dex 10, Con 12, Int 7, Wis 12, Cha 10

this is the base stats for the living weapon, let me know what you think

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