Inspired! I want to make classes too!


Homebrew and House Rules


Inspired by smilodan's awesome thread, I want to make classes for people too! All ideas welcome.


How about some classes based off the mistborn allomamcers. At least the ones that would be useful, it's been awhile but the strength one, the ones that push and pull metals, the ones that push and pull emotions.


Diskordant wrote:
How about some classes based off the mistborn allomamcers. At least the ones that would be useful, it's been awhile but the strength one, the ones that push and pull metals, the ones that push and pull emotions.

I'll need to wiki that...


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Kierato wrote:
Diskordant wrote:
How about some classes based off the mistborn allomamcers. At least the ones that would be useful, it's been awhile but the strength one, the ones that push and pull metals, the ones that push and pull emotions.
I'll need to wiki that...

I'd like to see a 4 level arcane caster with full BAB, like an arcane paladin kind of.

RPG Superstar 2012 Top 32

Matt Stich wrote:
Kierato wrote:
Diskordant wrote:
How about some classes based off the mistborn allomamcers. At least the ones that would be useful, it's been awhile but the strength one, the ones that push and pull metals, the ones that push and pull emotions.
I'll need to wiki that...
I'd like to see a 4 level arcane caster with full BAB, like an arcane paladin kind of.

+1

Also, someone mentioned a full-bab class based on sorcerer bloodlines, with no spells. I think a class like that, with supernatural and possibly spell-like abilities, would be really cool too. But pretty hard to design, especially since the iconic abilities of aberrations, demons, dragons, and fey are so different from each other.


I found the descriptions of burning different metals, but if I created an allomancer class, it would be based off of that, not the novels.
EDIT: Darn that 'M' key...


Mage Hunter
HD d10
BAB: +1
Good Saves: Fort, Will
Skills: Appraise, Craft, Bluff, Intimidate, Knowledge (Arcana), Perception, Profession, Spellcraft, Survival, Use Magic Device
Skill Points: 2+int mod
1) Detect Magic, Dispel Strike
2) Arcane Aegis
3)
4) Arcane Aegis, Arcane Bond
5)
6)Arcane Aegis
7)
8)Arcane Aegis
9)
10) Arcane Aegis
11)
12)Arcane Aegis
13)
14)Arcane Aegis
15)
16)Arcane Aegis
17)
18)Arcane Aegis
19)
20)Arcane Aegis, True Aegis

Detect Magic (Sp): At will, as the spell of the same name. The Mage Hunter uses her class level as her caster level.

Dispel Strike(Su): A number of times per day equal to 1/2 her class level + her int mod, the mage hunter can declare a dispel strike and make an attack as a standard action. If this attack hits, the target is struck by a target dispel magic, using the mage hunters class level as the caster level.

Arcane Bond: As the wizard class feature, but you must select a weapon or shield.

Arcane Aegis(Su): The mage hunter learns a number of useful defenses and offenses against magic called arcane aegis'. Unless otherwise noted, an arcane aegis cannot be selected more than once. All arcane aegis' are supernatural abilities.

Arcane Sight: For a number of minutes per day equal to her int mod, the mage hunter convert her detect magic class feature into arcane sight, as the spell of the same name. The duration can be broken into multiple uses, but it must be used in 1 minute increments.

Devour Magic: Once per day when the mage hunter successfully dispels a spell with dispel strike, she can spend an immediate action to heal a number of hit points equal to the level of the spell X 3. This aegis may be chosen more than once, each tie after the first grants an additional use per day.

Somatic Weaponry: The mage hunter is treated as having a free hand to cast spells while wielding his arcane bond.

Spell Shield: Once per day, the Mage Hunter can spend a use of her dispel strike as an immediate action to counter a spell. This aegis may be chosen more than once, each tie after the first grants an additional use per day.

Mirror Shield: Whenever the Mage Hunter successfully counters a spell with the spell shield aegis, that spell is turned, as per the spell spell turning, subject to the normal restrictions.

Dampening Aura: The Mage Hunter can spend 1 use of her dispel strike as a standard action to create a 30 ft radius magic disrupting aura. Whenever anyone attempts to cast a spell within the aura, the must make a concentration check (DC=Mage Hunter's level+spell level) or lose the spell. This aura lasts for 1 round per point of int mod possessed by the Mage Hunter.

Mana Leech: When the Mage Hunter uses a dispel strike, instead of dispelling she can drain a prepared spell or unused spell slot from the target. The Mage Hunter then regains one spent spell slot of up to one level lower than the stolen spell (minium of 1st).

Spell Guard: Once per day as an immediate action, the Mage Hunter can spend one or more uses of dispel strike to automatically save against a spell. 3rd level or lower spells require one use, 4-6th requires 2 uses, and 7-9th requires 3 uses.

Greater Dispel Strike: When declaring a dispel strike, the Mage Hunter can spend 2 uses of dispel strike to have her dispel strike replicate greater dispel magic instead of dispel magic.

At 4th level, the Mage Hunter gains the ability to cast a small number of arcane spells. She casts these spells just like a sorcerer. Her caster level is equal to her class level -3.

Spells/day
level)1,2,3,4
1)-
2)-
3)-
4)0
5)1
6)1
7)1,0
8)1,1
9)2,1
10)2,1,0
11)2,1,1
12)2,2,1
13)3,2,1,0
14)3,2,1,1
15)3,2,2,1
16)3,3,2,1
17)4,3,2,1
18)4,3,2,2
19)4,3,3,2
20)4,4,3,2

Spells known
Level)1,2,3,4
1)-
2)-
3)-
4)2
5)3
6)3
7)3,2
8)3,3
9)4,3
10)4,3,2
11)4,3,3
12)4,4,3
13)5,4,3,2
14)5,4,3,3
15)5,4,4,3
16)5,5,4,3
17)5,5,4,3
18)5,5,4,4
19)5,5,5,4
20)5,5,5,4

Spell List
1:Dancing Lights, Read Magic, Message, Arcane Mark, Magic Missile, Alarm, Mage Armor, Shield, Mount, Enlarge Person, Magic Weapon
2: Arcane Lock, Resist Energy, Acid Arrow, See Invisibility, Touch of Idiocy, Scorching Ray, Mirror Image, Bull's Strength, Fox's Cunning
3: Dispel Magic, Nondetection, Protection From Energy, Arcane Sight, Clairaudience/Clairvoyance, Fireball, Fly, Haste, Greater Magic Weapon Water Breathing
4: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Dimension Door, Arcane Eye, Detect Scrying, Fire Shield, Bestow Curserying, Fire Shield, Bestow Curse


Kierato wrote:

I found the descriptions of burning different metals, but if I created an allomancer class, it would be based off of that, not the novels.

EDIT: Darn that 'M' key...

That's how they work in the novels, like they burn iron to pull on metal and steel to push on metal. As they gain better control over the metal they can use they can do better stuff like who can push on metal can essentially fly by dropping copper coins and pushing off them or someone who burns pewter can run for days on end, or can strengthen their muscles to land devastating blows just as they land a blow.

Here is a pretty good wiki

Edit:to fix broken link and extra /url


Diskordant wrote:
Kierato wrote:

I found the descriptions of burning different metals, but if I created an allomancer class, it would be based off of that, not the novels.

EDIT: Darn that 'M' key...

That's how they work in the novels, like they burn iron to pull on metal and steel to push on metal. As they gain better control over the metal they can use they can do better stuff like who can push on metal can essentially fly by dropping copper coins and pushing off them or someone who burns pewter can run for days on end, or can strengthen their muscles to land devastating blows just as they land a blow.

Here is a pretty good wiki.

That's the one I read, thanks though. I'll work on one, but it might not be up to expectations.


Frackeled Crab Nuggets...

The Mage Hunter is supposed to have the ability to cast in all types of armor (light, medium, and heavy) and shields as well as be proficient with all armor, simple and martial weapons, and shields (except tower shields), True Aegis to come. Also working on Sanguine Knight (warrior with sorcerer bloodlines, no spells).


Sanguine Knight
HD d10
BAB: +1
Good Saves: Fort
Skills: Appraise, Craft, Bluff, Intimidate, Knowledge (Arcana), Perception, Profession, Survival
Weapons and Armor: Sanguine Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

1) Bloodline Power
2) Fighter Training
3)Bloodline Power
4)
5)Bloodline Feat
6)
7)Bloodline Power
8)
9)Bloodline Feat
10)
11)Bloodline Power
12)
13)Bloodline Feat
14)
15)Bloodline Power
16)
17)Bloodline Feat
18)
19)Bloodline Power
20)Bloodline Power

Fighter Training: You are treated as a fighter of 1/2 your level for the purposes of meeting the prerequisites of feats.

Abberant Bloodline:
Abberant
Class Skill: Knowledge (dungeoneering)
Bonus Feats: Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Lunge, Skill Focus (Knowledge [dungeoneering])
Bloodline Pact: Whenever you make a successful attack, you gain one random benefit from the table below until the end of your next round. If you gain the same benefit multiple times, it stacks.
d10)Effect
1)+1 to hit on all attack rolls
2)+1 to damage
3)+1 critical confirmation rolls
4)+1 CMB
5)+1 CMD
6)+1 Dodge bonus to AC
7)+2 on acrobatics checks
8)+2 on perception checks
9)+1 fort saves
10)+1 Ref saves

Bloodline Powers
Acidic Blade (Su): At 1st level, as a swift action you can give a weapon you are wielding the corrosive property for a number of rounds equal to 1/2 your sanguine knight level (minimum 1). At 9th level, you can confer the corrosive burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs(Ex): As a move action, you can increase your reach by 5 ft for your next melee attack. This ability does not otherwise alter your threatened area. At 11th level, you can increase it by 10 ft. At 17th level you can increase it to 15 ft.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Destabilizing Strike (Su): At 15th level, when you confirm a critical hit the target's body begins to lose it's support. The target takes 1d4 str or dex damage (your choice when you confirm a critical hit).

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal:
Abyssal
Class Skill: Knowledge (Planes)
Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]), Toughness.
Bloodline Pact: Whenever you deal damage to a creature with a weapon attack (natural or manufactured), you gain a +1 morale bonus on damage rolls for 1 round. This bonus stacks with itself.

Bloodline Powers
Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of minutes per day equal to 3 + your Charisma modifier. These minutes do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Summon(Sp): Starting at 15th level, 1/day, you can use summon monster VIII, but only to summon demons or fiendish creatures.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane:
Arcane
Class Skill: Use Magic Device
Bloodline Feats: Improved Familiar, Improved Initiative, Iron Will, Magical Aptitude, Master Craftsman, Skill Focus (Use Magic Device)
Bloodline Pact: For the purpose of activating magic items, you are considered a sorcerer of 1/2 your class level. This stacks with any sorcerer level you may have.

Bloodline Power
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sanguine knight level. Your anguine knight levels stack with any wizard or sorcerer levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.

Minor Magic(Sp): At 3rd level, choose 1 sorcerer spell of 1st level or lower, you can use that spell as a spell like ability a number of times per day equal to 3 + your charisma modifier. Your caster level for this spell like ability is equal to your class level.

Improved Magic (Sp): At 9th level, Choose 1 sorcerer spell of 3rd level or lower, you can use that spell as a spell like ability 3 times per day. Your caster level for this spell like ability is equal to your class level.

True Magic (Sp): At 15th level, Choose 1 sorcerer spell of 7th level or lower, you can use that spell as a spell like ability once per day. Your caster level for this spell like ability is equal to your class level.

Arcane Apotheosis(Ex): Whenever you save against a spell that specifically targets you you take no effect from it. Instead, you capture that spell which you can use later as a spell like ability. You can only have 1 spell captured at a time. If you were to capture a new spell while already "holding" one, you must choose which one to keep, the other drains harmlessly away.


Celestial:
Celestial
Class Skill: Heal
Bloodline Feats: Dodge, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Pact: While using the full defensive combat option, you are considered to be under a sanctuary effect (as per the spell) except the save is 10 + 1/2 your class level+your cha mod.

Bloodline Power
Smite Evil (Su): At first level you may smite evil 1/day, as per the paladin class feature of the same name. Your effective paladin level is equal to your sanguine knight levels for the purpose of this ability. Furthermore, if you have levels in paladin, your sanguine knight level stacks with you paladin levels for determining the power of your smite evil ability (whether it comes from sanguine knight or paladin) and the number of times you can smite per day.

elestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined:
Destined
Class Skill: Knowledge (History)
Bloodline Feats: Diehard, Endurance, Leadership, Lightning Reflexes, Skill Focus (Knowledge [history]), Weapon Focus
Bloodline Pact: Whenever you fight defensively or use the full defensive action, you gain a luck bonus to your saving throws equal to the AC bonus provided.

Bloodline Power
Touch of Destiny(Su): As a move action, you can grant yourself an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sanguine knight level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll or critical hit confirmation roll. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a weapon (natural or manufactured) are automatically confirmed.


Draconic:
Draconic
Class Skill: Perception
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness
Bloodline Pact: Whenever you hit a target with a weapon attack (natural or manufactured) you may attempt to intimidate the foe as a free action. If the attack was a confirmed critical hit, you can instead attempt to intimidate all foes within 30 ft of the target (including the target).

Bloodline Power
The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the table under the sorcerer class.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of minutes per day equal to 3 + your Charisma modifier. These minutes do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sanguine knight level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sanguine knight level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.


Elemental:
Elemental
Class Skill: Knowledge (planes)
Bloodline Feats: Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Pact: Whenever you deal damage to a creature with a weapon attack (natural or manufactured), you gain a +1 bonus on damage rolls for 1 round. This bonus damage matches the type for your bloodline and stacks with itself.

Bloodline Power
One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted under the sorcerer class.

Infuse Blade (Su): At 1st level, as a swift action you can give a weapon you are wielding an additional 1d6 energy damage (as per the flaming property, but the energy matches the type for your bloodline) for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the (energy) burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sanguine knight level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sanguine knight level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.


Fey:
Fey
Class Skill: Knowledge (Nature)
Bloodline Feats:Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Skill Focus (Knowledge [nature]).
Bloodline Pact: While you use the full defensive action you gain (20%) concealment.

Bloodline Power
Feather Blade(Su): At first level, you can cause a creature struck by your weapon attack to laugh uncontrollably for 1 round. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by feather blade, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sanguine knight level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Sp): At 15th level, you can use shadow conjuration and shadow evocation each once per day as spell like abilities.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sanguine knight level as your caster level.


Infernal:
Infernal
Class Skill: Diplomacy
Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Improved Disarm, Iron Will, Quick Draw, Skill Focus (Knowledge [planes])
Bloodline Pact: Creatures that hit you with attacks take a cumulative -1 penalty on damage rolls for 1 round.

Bloodline Power
Smite Good (Su): At first level you may smite evil 1/day, as per the antipaladin class feature of the same name. Your effective antipaladin level is equal to your sanguine knight levels for the purpose of this ability. Furthermore, if you have levels in antipaladin, your sanguine knight level stacks with you anitpaladin levels for determining the power of your smite good ability (whether it comes from sanguine knight or antipaladin) and the number of times you can smite per day.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sanguine knight level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sanguine knight level. The DC of this save is equal to 10 + 1/2 your sanguine knight level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.


Undead:
Undead
Class Skill: Knowledge (religion)
Bloodline Feats: Diehard, Endurance, Great Fortitude, Iron Will, Skill Focus (Knowledge [religion]), Toughness.
Bloodline Pact: While you use the total defensive action, your armor and shield bonuses (if any) are considered to be ghost touch.

Bloodline Power
Phantom Blade (Su): At 1st level, as a swift action you can give a weapon you are wielding the ghost touch property for a number of rounds equal to 1/2 your sorcerer level (minimum 1).You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sanguine knight level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sanguine knight level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sanguine knight level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.


Something with 8 + int mod skill points without Sneak Attack nor its variants. Maybe Based on Rogue/Ninja

Liberty's Edge

SmiloDan wrote:
Matt Stich wrote:
Kierato wrote:
Diskordant wrote:
How about some classes based off the mistborn allomamcers. At least the ones that would be useful, it's been awhile but the strength one, the ones that push and pull metals, the ones that push and pull emotions.
I'll need to wiki that...
I'd like to see a 4 level arcane caster with full BAB, like an arcane paladin kind of.

+1

Also, someone mentioned a full-bab class based on sorcerer bloodlines, with no spells. I think a class like that, with supernatural and possibly spell-like abilities, would be really cool too. But pretty hard to design, especially since the iconic abilities of aberrations, demons, dragons, and fey are so different from each other.

If you like to see a 4 level arcane caster with full BAB, like an arcane paladin, check out the Battle Scion in the current issue of Wayfinder magazine :)

Silver Crusade

Why not begin with a Summoner archetype conversion of the 3.5 Binder class ?
You seemed pretty interested about this on the "Host" alchemist archetype thread. From what I understood, the class made it as if you were able to summon each day a new, adapted creature to your current needs, providing great adaptability.


SmiloDan wrote:
Matt Stich wrote:
Kierato wrote:
Diskordant wrote:
How about some classes based off the mistborn allomamcers. At least the ones that would be useful, it's been awhile but the strength one, the ones that push and pull metals, the ones that push and pull emotions.
I'll need to wiki that...
I'd like to see a 4 level arcane caster with full BAB, like an arcane paladin kind of.

+1

Also, someone mentioned a full-bab class based on sorcerer bloodlines, with no spells. I think a class like that, with supernatural and possibly spell-like abilities, would be really cool too. But pretty hard to design, especially since the iconic abilities of aberrations, demons, dragons, and fey are so different from each other.

Yea. That's why I suggested it. The difficulty of design saddens me.


Kierato wrote:

Sanguine Knight

HD d10
BAB: +1
Good Saves: Fort
Skills: Appraise, Craft, Bluff, Intimidate, Knowledge (Arcana), Perception, Profession, Survival
Weapons and Armor: Sanguine Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

1) Bloodline Power
2) Fighter Training
3)Bloodline Power
4)
5)Bloodline Feat
6)
7)Bloodline Power
8)
9)Bloodline Feat
10)
11)Bloodline Power
12)
13)Bloodline Feat
14)
15)Bloodline Power
16)
17)Bloodline Feat
18)
19)Bloodline Power
20)Bloodline Power

Fighter Training: You are treated as a fighter of 1/2 your level for the purposes of meeting the prerequisites of feats.
** spoiler omitted **...

AWESOME.


Note: The terms Eidalon and Vestige are used mostly interchangeably through out this archtype. Eidalon typically refers to the entity as a whole, while vestige is the power that imbues you.

Summoner Variant: The Binder
Vestige Eidalon: Unlike normal Summoners who call their eidalons to this plane, or Synthesists who fuse with their eidalon, you channel the power of your eidalon through you by binding a vestige of it's power and mind. Because of this, you apply your eidalons evolutions directly to yourself (see Aspect, below).

Aspect(Su): After resting for 8 hours (typically right before or after you meditate to regain spells) you can perform a 5 minute ritual to bring a vestige of your eidalon into your self. At this time you spend your evolution points (as shown on the eidalons table) on evolutions that you meet the prerequisites for (the typical PC is considered a medium biped). You may not purchase the large or huge evolutions, nor may you change your size to small (like you can with an eidalon). It should be noted that you do not get the free evolutions that a base form grants. You do not gain any other benefits an eidalon gains, such as attribute increases, Armor/natural armor, etc. Unlike with a normal eidalon these evolutions do not go away when you are unconscious, and they cannot be dismissed or banished, but they disappear after 24 hours. You cannot perform this ritual if you already have a a vestige bound.The powers are temporarily suspended while in an area of antimagic or similar effect.
Your visual appearance will undergo minimal changes to allow for the evolutions.
This replaces the Eidalon and life link class features.

Bonded Senses(Su): At 2nd level, while you have your vestige bound, you gains darkvision 60 ft. This replaces the normal bonded senses.

Bonded Augmentation(Su): Starting at 4th level, you can petition your eidalon to grant you a boon. When you form a pact with your vestige, you may choose one of the following benefits.
+1 insight bonus on attack rolls, +5 HP, +1 insight bonus to AC, +1 insight bonus on saving throws, or a +2 insight bonus to initiative.
For every four levels beyond 4th (8, 12, etc) you may choose an additional benefit, including the same one multiple times.
This replaces shield ally, transportation, Greater shield ally, merge forms, and twin eidalon.

Soul Guardian (Su): As you gain strength, your eidalon goes to greater lengths to protect you. Starting at 6th level you gain immunity to fear while you have your vestige bound. At 10th level, you gain slippery mind, as the rogue class feature, while you have your vestige bound. At 14th level, you gain immunity to energy drain and negative levels, while you have your vestige bound. Finally, at 18th level, you are immune to mind affecting spells and abilities, again while you have your vestige bound.
This replaces maker's call, aspect, life bond, and greater aspect.

Spellcasting: Remove the fallowing spells from your class list: Rejuvenate Eidalon (all versions), Unfetter, Evolution Surge (all versions), Summon Eidalon, and Purified Calling. Add cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds to your class list at the appropriate levels.


Researcher
HD d8
BAB: +3/4
Good Saves: Will
Skills: Appraise, Craft, Diplomacy, Disable Device, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Spellcraft, Survival, Use Magic Device
Skill Points: 8+int mod
Weapons and Armor: Researchers are proficient with all simple weapons and with light armor.
1) Varied Lore
2) Expanded Research
3)
4)
5)
6) Expanded Research
7)
8) Sudden Inspiration 1/day
9)
10) Expanded Research
11)
12)
13)
14) Expanded Research
15)
16) Sudden Inspiration 2/day
17)
18) Expanded Research
19)
20)

Varied Lore: The researcher spends her time studying items, tomes of forgotten lore, races, and virtually everything else there is to study. At each level, the Researcher chooses one ability from the following list to represent her most recent field of study. Spell like abilities use the researcher's primary intelligence for calculating saves and the like; and class level is the effective caster level. For an ability that requires a save that are not spell like, use 10 +1/2 the researcher's level+the researcher's int mod.

Varied Lore:
Explosives Lore(Su): The researcher has studied the alchemist's ability to create powerful explosives. This requires an alchemist's lab, and the bomb will go inert after 1 round. To craft a bomb, the researcher must spend a move action and make a craft (alchemy) check (DC 15+5/1d6 of the bomb) The researcher cannot create as bomb stronger than an alchemist of her level -2, and she can try to create a weaker than normal bomb. If the alchemist fails the check to create a bomb, she takes the damage instead. A natural 1 is always considered a failure.
Note: The researcher does not get the ability to add her int mod to the damage, as that is a feature of the alchemist's throw anything ability.
Requirements: Researcher 3+, craft (alchemy) 3 ranks.

Arcane Lore(Sp): The researcher has spent extensive time studying arcane writings and scrolls and has grasped the basic concept of arcane magic. The researcher can choose 1 sorcerer/wizard spell (whose level must be no more than 1/2 her class level (minimum of 0) which becomes a spell like ability. To use this spell like ability, the researcher must spend the necessary time and components to cast the spell and make a Knowledge (arcana) check (DC 10 +her researcher level+the level of the spell). Success means the spell goes off as normal. Failure means that the spell did not go off, the components (if any) are wasted, and she cannot try to use that spell like ability again for the rest of the day. The researcher can take this ability multiple times, but must choose a different spell each time. A natural 1 is always considered a failure.
Requirements: Knowledge (Arcana) 1 rank, sufficient intelligence to cast the spell (see page 17, core rule book).

Divine Lore(Sp): The researcher has spent extensive time studying holy scriptures and scrolls and has grasped the basic concept of divine magic. The researcher can choose 1 cleric spell (whose level must be no more than 1/2 her class level (minimum of 0)) which becomes a spell like ability. To use this spell like ability, the researcher must spend the necessary time and components to cast the spell and make a Knowledge (Religion) check (DC 10 +her researcher level+ 5 X the level of the spell). Success means the spell goes off as normal. Failure means that the spell did not go off, the components (if any) are wasted, and she cannot try to use that spell like ability again for the rest of the day. The researcher can take this ability multiple times, but must choose a different spell each time. A natural 1 is always considered a failure.
Note: Clerics are not fond of researchers "stealing" divine power like this.
Requirements: Knowledge (Religion) 1 rank, sufficient intelligence to cast the spell (see page 17, core rule book).

Trapfinding(Ex): As per the rogue class feature of the same name.
Requirements: Disable Device 1 rank.

Monster Lore(Ex): The researcher has studied a particular type of creature's habitats, physical qualities, social patterns, etc. Choose one option from the rangers favored enemy list. When the researcher encounters a creature of that type, she can spend a swift action to make an appropriate knowledge check (DC 15 + target creatures HD) to gain favored enemy bonuses (as a ranger of her level -2) against that type of creature for the duration of the encounter. If she fails, she cannot try again with that type of creature for the reast of the day. The researcher can take this ability multiple times, but must choose a different favored enemy type each time. A natural 1 is always considered a failure.
Example: If the researcher has Monster lore (evil outsiders) and has encountered a band of 3 hell hounds and an imp, she can spend a swift action to make a knowledge (planes) check to gain favored enemy bonuses vs. the hell hounds or the imp. Of course she could attempt the other on the following round.
Note: The DM determines the duration of an encounter. "type of creature" refers to a specific creature (like hell hounds) of a given type (evil outsider).
Requirements: Knowledge (appropriate one for monster type) 3 ranks

Hex Lore(Su): The researcher has studied witch craft and the blessings and curses that originate from them. The researcher chooses one hex that she can attempt to use. To use this hex, the researcher must succeed on a knowledge (arcana) check (DC 10 + her class level). If successful, the hex goes off as normal. If she fails, the hex does not go off at all and she cannot attempt to use that hex for the rest of the day. Her effective witch level for the hexes is equal to her class level -2. The researcher can take this ability multiple times, but must choose a different hex each time. A natural 1 is always considered a failure.
Requirements: Knowledge (arcana) 3 ranks.

Inspiring Lore(Su): The Researcher has studied the song and poems of many a famous bard and has gained more than a little inspiration from them. The researcher can inspire competence (as a bard of her researcher level, -2) with a successful perform (oratory) check. The DC is 15+ her class level, and she maintains the performance must make the check with a cumulative +1 DC. IF she fails a check, the performance ends (or never starts) and she cannot attempt to inspire competence for the rest of the day.
Requirements: Perform (oratory) 3 ranks

Talented Lore (Ex): The researcher has studied the methods of dozens of slight of hand artists, trappers, con artists, and experts and has deduced the basics of some of their trades. Choose one extraodinary rogue talent that the researcher meets the requirements for (using your researcher level as your rogue level, if necessary). The researcher can attempt to use that rogue talent with a successful knowledge (local) check (DC 15 + her class level). If the researcher fails the check, she cannot attempt to use that talent for the rest of the day. The researcher can take this ability multiple times, but must choose a different rogue talent each time. A natural 1 is always a failure.
Requirements: Knowledge (Local) 1 ranks.

Striking Lore(Ex): The researcher has studied a variety of fighting styles and weapon techniques and has learned ways to attack more often than she should be able to. With a successful Acrobatics check (DC 15 + her class level) she can use her class level to determine her number of attacks per round instead of her base attack bonus. Using this ability is part of a full attack action. If she fails, she can only make 1 attack that round. She can only use this when she is wielding a weapon (or weapons) that she is proficient with. A natural 1 is always a failure.
Example: A 5th level researcher has a BAB of +3 if she were to successfully use this ability, she could make 2 attacks, at +3/-2 (before other modifiers).
Requirements: Acrobatics 5 ranks.

Weapon Lore(Ex): The researcher has spent time studying various weapon, including practical usage. The researcher can make a knowledge (History) check (DC 15 for a martial weapon, 25 for an exotic weapon (not including guns), or 35 guns or similarly unusual or rare weapons (GM's decision)) to be treated as proficient with a give weapon for an encounter. If she fails, she does not gain proficiency with the weapon and cannot try again with that weapon for the rest of the day.
Requirements: Knowledge (history) 1 rank.

Expanded Research: At 2nd level, and every 4 levels there after, choose 1 cross class skill, it is now considered a class skill for you.

Sudden Inspiration: Once per day at 8th level, you can choose 1 Varied Lore that you do not possess (or an option of a varied lore you do not possess) that you meet the prerequisites for and attempt to use it. You can use this ability twice per day at 16th level.


These go with the mage hunter farther up. Sorry about this.

True Aegis
At 20th level you may choose from the list below when selecting an aegis.

Spell Resistance: You gain SR 35, you can raise or lower this spell resistance as a free action.

Anti Magic Strike: When declaring a dispel strike, the Mage Hunter can spend 3 uses of dispel strike to create a skin tight area of antimagic (as the spell antimagic field) around the target instead of dispel magic. No magic cast on the target will function, nor will the target's magic items. The target cannot use spells, spell like abilities, or supernatural abilities for the duration of the effect.


1 person marked this as a favorite.

This prestige class goes with these race.

Weapon Of Destiny
Requirements: BAB +3, Artifact Race (weapon only), Knowledge (Religion) 5 ranks

HD d10
BAB +1
Good Saves: Fort, Ref, Will
Class Skills: Appraise, Craft, Diplomacy, Intimidate, Knowledge (Religion), Perception, Sensemotive
Skill Points: 2+int mod
Lv) Benefits
1) Alternate Form, Awakened +1
2)Awakened +2
3)Awakened +3
4)Awakened +4
5)Awakened +5, Lesser Power
6)Awakened +6
7)Awakened +7
8)Awakened +8
9)Awakened +9
10)Awakened +10, Greater Power

Alternate Form (Su): You can turn you entire body into a weapon of your type. In this form, you are considered an intelligent magic weapon. You can resize yourself to small, medium, or large as a move action. In this form you cannot move on your own (unless you have an intelligent item power that grants you a movement speed). You possess empathy, speech, and senses (120 ft); see page 533 core rule book. You possess your own mental ability scores, but no physical ability scores (do not adjust statistics). You retain your own HP, Saves, Feats, Class features, and skills (though some may not be usable due to your form) and a hardness equal to your HD. If you can cast spells, you cannot do must use still spell and eschew materials to do so while in this form. You cannot be enchanted by an outside force, but see Awakened below. This is considered a polymorph effect.

Awakened: Your natural weapon (granted by your race, not other natural weapons) gains a +1 (or higher) enhancement bonus, as if it were enchanted. You can trade out these bonuses when you gain a level for special weapon properties (Flaming, Keen, Etc). You may not possess a bonus greater than +5, as normal. These bonuses carry over into your Alternate Form. If you possess more than one of your natural weapons (from the dual wielding feat), only one of them is enchanted.

Lesser Power: At 5th level, you can grant your natural weapon (granted by your race, not other natural weapons) a power from the intelligent item powers list (page 534, core rule book). This power must have a base price modifier of 5,000 gp or less. This power carries over to your alternate form. You cannot choose "item has 5 skill ranks".

Greater Power: This functions as Lesser Power, but you may choose one ability of up to 10,000 GP. You cannot choose "item has 5 skill ranks", "item has 10 skill ranks", or "item can change shape into one other form of the same size".

Sczarni RPG Superstar 2012 Top 32

Kierato wrote:

Weapon Of Destiny

Requirements: BAB +3, Artifact Race (weapon only), Knowledge (Religion) 5 ranks

HD d10
BAB +1
Good Saves: Fort, Ref, Will
Class Skills: Appraise, Craft, Diplomacy, Intimidate, Knowledge (Religion), Perception, Sensemotive
Skill Points: 2+int mod

Umm, why Knowledge(religion)? Craft(Weapons) would seem a better requirement.

Seems kinda weak. Maybe add +1 caster level at 3rd, 6th, and 9th. Every other level would be too much with the HD, good saves, and BAB. Perhaps 4th lvl for Lesser Power, 7th lvl for a 12k gp or less Power, and Greater Power at 10th lvl.


Thomas LeBlanc wrote:
Kierato wrote:

Weapon Of Destiny

Requirements: BAB +3, Artifact Race (weapon only), Knowledge (Religion) 5 ranks

HD d10
BAB +1
Good Saves: Fort, Ref, Will
Class Skills: Appraise, Craft, Diplomacy, Intimidate, Knowledge (Religion), Perception, Sensemotive
Skill Points: 2+int mod

Umm, why Knowledge(religion)? Craft(Weapons) would seem a better requirement.

Seems kinda weak. Maybe add +1 caster level at 3rd, 6th, and 9th. Every other level would be too much with the HD, good saves, and BAB. Perhaps 4th lvl for Lesser Power, 7th lvl for a 12k gp or less Power, and Greater Power at 10th lvl.

When I created these races, the storyline behind them was that they were mundane (or magical) items granted human form and sentience by a god of artifice or forge to fulfill some unknown purpose that they are drawn too. Hence, knowledge (religion). Getting a free +10 weapon that cannot be lost or sundered is pretty good, along with full BAB, and all good saves. I will consider what your suggestions though.

Shadow Lodge

What if there was an option at 1st level that you could choose, either combat or magic, that determined whether you got an extra caster level(at the levels Thomas suggested) or a bonus combat feat?

Fighter Training like the Magus or Weapon Training might be something to consider too.

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