Landerthunk Glamertongue the Illusion Fighter


Homebrew and House Rules


Hi All,
pitching this character to my GM for the Kingmaker game we'll be starting in a few months. just wanted to some thoughts on a few liberties I've taken with the Fighter Class.

Also looking for anything which could be a bit broken from a game play standpoint either over or under powered

Name: Landerthunk Glamertongue
Race: Gnome
Class: Gnome Illusion Fighter (I'll explain ;) )
+2 Constitution, +2 Charisma, –2 Strength:

STR 14 (16)
DEX 14
CON 15 (13)
INT 12
WIS 12
CHA 15 (13)

Skills 2+1
(Illusion Fighter ability, all CHA based skills are considered class skills)
Bluff, Perception, Craft Weapon, (UMD and others later maybe)

BAB +1
Fort +4, Ref +2 Will +1

Traits
Excitable: You gain a +2 trait bonus on all Initiative checks.
Illusion Multitasker: Can concentrate on maintaining illusion spells with a swift instead of move action.

Collector and Explorer were also on my list of traits I'd almost trade a feat for them.

Lander is well, a gnome, and they are crazy, excitable would be an understatement his families crowning achievement the ABC weapon system is quite possibley the most insane and yet most versatile weapon in existence. How his family ever had the resources to invest and come away with an actual usable object is anyone's guess but some would say their strong ties with the powers of illusion might have something to do with thier good fortune to source manpower and materials for a VERY competitive rate. Lander himself is no slouch when it comes to illusion , he could have easily been a sorcerer but it simply didn't hold his attention and once he saw the ABCWS lets just say he fell somewhat in love.
However no one thing can ever hold a gnomes entire attention and his innate magical ability drew him to refine his illusion abilities making him more than just a fighter or sorcerer. It will be interesting to see where the limit of his powers lies. as he has already become proficient with the ABCWS and some basic illusion spell more powerful than those most gnomes have access to.

Spell Like Abilities:
1/day dancing lights, ghost sound, prestidigitation, and speak with animals.
(From Bonus Feat below) 1/day color spray or silent image

Feats
Exoitc Weapon Proficiency: [ABC WS] Allpurpose Battleladder Complete Weapon System. (trademark pending)

Illusion Fighter Feat Variant:
Requirments: Gnome, Fighter
This chain of feats completely replaces the Fighter bonus feats at the same intervals
Level 1 Choose 2 spells from wiz/sorc illusion list level 1, you may cast one of them once per day as a spell like ability CHA based
Level 2 You may reduce the arcane spell failure for wearing armor by 2% per class level
Level 4 Choose 2 spells from level 2 illusion, you may cast one of them 1/day
Level 6 Choose 2 spells from level 3 illusion, you may cast one of them 1/day
Level 8 Choose 2 spells from level 4 illusion, you may cast one of them 1/day
Level 10 Choose 2 spells from level 5 illusion, you may cast one of them 1/day
Level 12 Choose 2 spells from level 6 illusion, you may cast one of them 1/day
Level 14 Choose 2 spells from level 7 illusion, you may cast one of them 1/day
Level 16 Choose 2 spells from level 8 illusion, you may cast one of them 1/day
Level 18 Choose 2 spells from level 9 illusion, you may cast one of them 1/day
Level 20 You may cast any two of your spell like abilities an additional 1 time per day

As these as expanded racial powers you are not considered to be able to cast arcane spells for the purposes of prestige class requirements.

The ABC Weapon System , or ABCWS
AllPurpose Battleladder Complete Weapon System.

Very far from being as easy as ABC to anyone but a gnome this complex weapon is the culmination of a slew of other gnomish weapon inventions.

The ABCWS encompasses these 6 gnome weapons into 1 unit.
(Due to the complex nature of this weapon the gnome fighter must spend all his time with it, as such he takes a -2 when using any other weapon. Also the fighter weapon training bonuses only apply to the ABSWS, and no other weapons)

1) Battle Ladder: reinforced 4-foot ladders, functions as quaterstaff
2) Flailpole: heavy flail with reach and trip
3) Flask Thrower: sling staff but can throw flasks and other items increasing thier range
4) Piston Maul: Greatclub but bonus to sunder when charged with thunderstone
5) Ripsaw Glaive: Glaive, but +2 damage when blades are spining, (Gnome Chainsaw BOOYA!)
6) Switchscythe: Scythe but hidden in a staff

These have all been combined into the modular ABCWS
The core part is the battle ladder.
The switchscythe curved blade can bee seen tucked between the two poles of the ladder if you look closely.
For the other weapons the heads are attached to the battleladder allowing them to operate as the specified weapon.
Changing the head on the weapon is a standard action , however disengaging the current head allowing it to fall to the ground is a swift action.
to open the sycthe component is also a swift action, however due to some clever internal mechanics the current head can be dropped and the scythe opened in a single swift action.

Being a very complicated apparatus the gnome who uses it is forever tweaking tinkering and adjusting the numerous components , which is also essential to the weapons continued function. As such whenever combat begins there is a random chance in what form the ABCWS will currently be.
Roll 1d6 at the start of combat before the surprise round, match the number rolled to the number above and that is the current setup. The gnome can of course change this during his first turn but it will cost him his std action to do so.

I was also toying with the idea that a up to 2 metamagic rods could be integrated into the battleladder (one each side) to allow him to improve his illusion powers by metamagic.

Finally anyone who picks up an ABS weapon system runs the risk of setting off the switchscythe by accident if its not already out.
If the individual has no ranks in craft weapon they automatically activate it by mistake and must make a DC15 Reflex save or lose 1d3 fingers as they are severed by the sycthe as it flicks out right where they're holding the weapon improperly. (that'll teach you to play with a gnomes ladder ! !)

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