Creating New Class (Suggestions wanted)


Homebrew and House Rules


1 person marked this as a favorite.

Unfortunately I haven't been playing Pathfinder for too long, but I had an idea for a class so i started on it. After a few hrs I decided to jump on here. this is what I have so far.

-Blood Reavers-

Blood Mages are hunted down and killed because there magic is thought of to be evil. To protect themselves during rituals Blood Mages experimented with using their magic to create a new type of warrior. Reavers are born from a ritual performed by Blood Mages involving the draining and transfusion of blood touched by magic. If the ritual is successful a new powerful being is born... if they fail then death is the price they pay.
Some crave this kind of power and will make pacts with Blood Mages to become a Reaver. Usually the pacts involve the Reaver serving as guardians for the Blood Mage.
Reavers gain power from blood but must drink often to keep their power. The longer a Reaver goes without drinking the weaker they get. If one goes too long without drinking blood they go into a Blood Frenzy and lash out at anything that they can get blood from. Reavers may be born from a ritual performed by Blood Mages but some split off and go on their own, having no intentions of keeping to their agreement of protection after they attain their power. Foolish Reavers get often mistaken for Vampires and are hunted down. The smarter Ones keep what they are a secret from the rest of the world.

ALIGNTMENT: Most tend to lean towards the evil side, rarely does a Reaver use their abilities for good. Chaotic Neutral, Chaotic Evil, and Lawful Evil are the usual alignments
Hid Dice 1d10

-CLASS SKILLS-
The Reaver’s class skills are Acrobatics (Dex), Climb
(Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Knowledge (Local, Knowledge (Arcana), (Int), Perception (Wis), Sleight of Hand (Dex),
Stealth (Dex), Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

The Table below appears on here really badly.

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Undead Resistance, Plasma Surge
2nd +2 +3 +0 +0 Plasma Surge
3rd +3 +3 +1 +1 Minor Sense Blood
4th +4 +4 +1 +1 Plasma Surge
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Scarred +1 ,Plasma Surge
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Plasma Surge
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Sense Blood, Plasma Surge
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Scarred +2, Plasma Surge
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Plasma Surge
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Plasma Surge
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Scarred +3, Plasma Surge
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Plasma Surge

Class Features
Undead Resistance: Reavers gain a +2 Class bonus on
saving throws against disease and mind-affecting effects.
Weapon and Armor Proficiency: A Reaver is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Minor Sense Blood (Ex) At 3rd level a Reaver can immediately sense the presence of warm-blooded creatures in a 30-foot radius as if by scent. They can detect exposed blood within half a mile.
Scarred: At 6th level a Reaver’s skin has many underlying scars from self inflicted wounds that they gain Natural armor +1, increasing to +2 at 12th level, and +3 at 18th level
Sense Blood (Ex) At 10th level A Reaver can immediately sense the presence of warm-blooded creatures in a 60-foot radius as if by scent. They can detect exposed blood within a mile.

Plasma Pool: After drinking “Good” blood a Reaver stores the blood to keep their hunger satisfied or by infusing magic with it they can expend this stored blood to do some incredible things. The Reaver's Plasma Pool Capacity is 5+ Con and increases every level by 2

Plasma Surges-From 1st level and every even level after, Reavers gain a special ability. Expending Plasma Points a Reaver can do many things from increasing physical attributes to mental attributes, rapidly accelerating their bodies natural healing, and more.

Blood Addiction: Reavers must feed to stay strong and sane. For each day a Reaver doesn’t feed they lose Plasma points equal to their (Con). When their pool is at 0, each day they lose 2 (Con). When they reach 6 Con or lower, they go into a Blood Frenzy. They become so desperate for blood they can’t control their urges and lash out at the closest thing that has blood.
Feeding: When a Reaver feeds to replenish its blood there are 4 types of blood. Tainted, Okay, Good, and Exceptional. Drinking 1 Pint is a successful feed. (Flask = 1 Pint )
Tainted Blood: When feeding from a blood of something that has been dead longer than 3 days, they gain all their stats back and start the Blood Addiction over with 0 Plasma Points, but they are Sickened( unable to be removed by any means except feeding) until their next time feeding on something not Tainted.
Okay Blood: Blood from animals or weak creatures like goblins (DM discretion).. Okay Blood starts the Blood Addiction over with 0 Plasma Points without sickening them.
Good Blood: Blood from a humanoid or any other creature that can be considered on the same level as a humanoid (DM discretion). Good Blood refills a Reaver’s Plasma Pool, Starting the Blood Addiction over at full Plasma Points.
Exceptional Blood: Blood of a High Level Humanoid or an extraordinary creature (DM discretion). When drinking Exception Blood, a Reaver refills their Plasma Pool and gains a 2 morale boost in all physical stats (Str)(Con)(Dex), until they reach 0 Plasma Points again.

Plasma Surges

Blood Dilution: As a standard Action, at the cost of temporarily sacrificing 2 (Con) a Reaver can double his remaining plasma points. After resting The Bonus Plasmid is lost and the Temporary lost (Con) is returned. Reaver must be 4th level to select.
First Blood: If a creature that can bleed, besides the Reaver , is damaged first in combat, the Reaver can expend Plasma Points to increase his Attack and Damage by +1 for each point spent, on their next Attack and Damage Roll. This power is used as a swift action before the roll to hit is made .Points spent cannot exceed the Reaver’s (Con).
Blood Lust: At the cost of 1 Plasma Point per round, the Reaver’s blood heats up allow them to enter a state of Rage. Gaining +4 to (Str) and (Con), losing -2 from wisdom and intellect. This power counts as a standard action. Reaver must be 8th level to select.
Blood Poison: By changing the properties of their blood, a Reaver can apply their own blood to their weapon for 1d6 extra damage, but take 1d4 damage from their wound. The blood losing its potency after making contact with another. Costs 1 Plasma point. Increasing in 1d6 of damage to enemy, 1d4 damage to self, and 1 Plasma Point at 8th, 14th, and 20th level. This power is used as a swift action before the roll to hit is made. Must be 2nd Level Reaver to obtain.

Blood Drain (Su): As a Standard Action. A Reaver can suck blood from a grappled opponent; if the Reaver establishes or maintains a pin, it drains blood, dealing 1d3 points of Constitution damage. The Reaver heals 5 hit points each round it drains blood. Cost 2 Plasma Points.

Accelerated Healing: By accelerating their bodies natural healing capabilities in bursts, a Reaver can restore health. By expending 1 plasma point, a Reaver gets 1d8 of health back. Increasing every 5th level by 1d8 and 1 plasma point cost. Useable only once a day. This power counts as a standard action. Reaver must be 5th level to select.

Clot: By Expending 1 plasma point a Reaver can stop bleeds on themselves.

Mark of Death: Using their own blood, Reavers can mark an enemy, giving a +2 circumstance bonus on attack rolls, and the marked enemy can be sensed anywhere by the Reaver until the blood is washed off. Cost 2 Plasma point. This power counts as a standard action. Reaver must be 4th level to select

Blood Flow: By increasing their rate of blood flow and the amount of adrenaline released, the world seems to start slowing for the Reaver. Grants a +4 Morale boost to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. Cost 3 Plasma Point per round. This power counts as a standard action. Reaver must be 8th level to select.

Any and all suggestions would be great. Trying to think of more abiltiies for them to gain naturally as they level, and more "Plasma Surges".

All names are capable of being changed, just prototype basic ideas.


1 person marked this as a favorite.

just from a quick glance a few things.. 1 your saves are off... 2, a high bab class, with all martial proficiencies, amazing abilities, fast movement, blind sense at level 3 (through scent) rage at level 2, stat boosts... you need to figure out where you need to tone this class down, as it is there would never be a reason to play any other class in a game with one of these cause they are very very over powered.. It is a neat concept, i like the concept a lot actually, but the class really does need to be cut back alot for balance.


Hmmm now that you mention it I can see that. Thank you very much for the input, making changes now.


soulofwolf wrote:
just from a quick glance a few things.. 1 your saves are off... 2, a high bab class, with all martial proficiencies, amazing abilities, fast movement, blind sense at level 3 (through scent) rage at level 2, stat boosts...

This description seems rather similar to the barbarian: martial prof, full bab, rage at lvl 1 (that increases), fast movement, scent as a rage power, amazing abilities through rage powers. + you might add: trap sense, uncanny dodge, damage reduction.

@OP: Some of the powers might be a bit too strong / be availiable too early. I miss something to look forward to in this class.
My suggestion is to distinguish between surge power and greater surge powers, being availiable at later levels.
Having some other class features at later levels would give more incentive to stay in the class.


I'm trying to think of more class features and more Surge Powers just stumped. I have ideas but trying to make them fit and make sense is the issue >.<


If you can get your hands on the D&D 3.0 Book of Vile Darkness, there was a prestige class in there called "Warrior of Darkness" (or something along those lines) who had a line of class abilities related to anointing himself with evil potions and such.

May want to take a look at the class and see if you can modify any of the abilities to fit your idea. You could even add some interesting blood baptism aspect to the class.


few changes i'd suggest.. plasma pool = level plus con instead of level *2 plus con plus 5, make anything that can do actual ability score damage or drain a greater power surge like harald suggested about splitting them between regular and greater and making greaters available at 10. change the blood scent to state that they can sense there is blood in the area, but can't pin point it's location, and can't know whose it is. I'd also make scarred start at 4th and be every 4 thereafter so 4,8,12,16,20 ending at +5 nat armor. Also you should explain the system for how exactly they feed, cause it seems to me like the blood drain ability which states you drink the blood would replenish plasma instead of costing them?


@soul I can see what you mean.

Still Trying to think of Surges and Greater Surges, and fill out the rest of the level so they get something every level so you stay interested.

1st +1 +2 +0 +0 Undead Resistance, Plasma Surge
2nd +2 +3 +0 +0 Plasma Surge
3rd +3 +3 +1 +1 Minor Sense Blood
4th +4 +4 +1 +1 Scarred +1, Plasma Surge
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Plasma Surge
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Scarred +2 , Plasma Surge
9th +9/+4 +6 +3 +3 Quenching
10th +10/+5 +7 +3 +3 Plasma Surge
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Scarred +3, Plasma Surge
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Plasma Surge
15th +15/+10/+5 +9 +5 +5 Sense Blood
16th +16/+11/+6/+1 +10 +5 +5 Scarred +4, Plasma Surge
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Plasma Surge
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Scarred +5, Plasma Surge

Class Features
Undead Resistance: Reavers gain a +2 Class bonus on
saving throws against disease and mind-affecting effects.
Weapon and Armor Proficiency: A Reaver is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Minor Sense Blood (Ex) At 3rd level a Reaver can immediately sense the presence of warm-blooded creatures in a 30-foot radius as if by scent but can’t exactly pin point the location. They can detect exposed blood within half a mile.

Scarred: At 4th level a Reaver’s skin has many underlying scars from self inflicted wounds that they gain Natural armor +1, increasing by +1 at 8th, 12th, 16th, and 20th level, ending at Natural Armor +5
Quenching: At 9th level, the reaver no longer provokes attacks of opportunity when drinking a flask(or other container of similar size) of blood in combat. Drinking blood from this containing has become a swift action.

Sense Blood (Ex) At 15th level A Reaver can immediately sense the presence of warm-blooded creatures in a 30-foot radius as if by scent and gaining blindsense against warm-blooded creatures. They can detect exposed blood within Half a mile.

Plasma Pool: After drinking “Good” blood a Reaver stores the blood to keep their hunger satisfied or by infusing magic with it they can expend this stored blood to do some incredible things. The Reaver's Plasma Pool Capacity is Reaver level + (Con).

Plasma Surges-From 1st level and every even level after, Reavers gain a special ability. Expending Plasma Points a Reaver can do many things from increasing physical attributes to mental attributes, rapidly accelerating their bodies natural healing, and more.

Blood Addiction: Reavers must feed to stay strong and sane. For each day a Reaver doesn’t feed they lose Plasma points equal to their (Con). When their pool is at 0, each day they lose 2 (Con). When they reach 6 Con or lower, they go into a Blood Frenzy. They become so desperate for blood they can’t control their urges and lash out at the closest thing that has blood.

Feeding: When a Reaver feeds it must drink a pint to satiate its hunger any less than a pint just doesn’t seem to quench their thirst. When a Reaver feeds to replenish its blood there are 4 types of blood. Tainted, Okay, Good, and Exceptional. Drinking 1 Pint is a successful feed. (Flask = 1 Pint ) Most Reavers tend to carry a Flask of Good or exceptional blood for when they need more in combat.

Tainted Blood: When feeding from a blood of something that has been dead longer than 3 days, they gain all their stats back and start the Blood Addiction over with 0 Plasma Points, but they are Sickened( unable to be removed by any means except feeding) until their next time feeding on something not Tainted.

Okay Blood: Blood from animals or weak creatures like goblins (DM discretion).. Okay Blood starts the Blood Addiction over with 0 Plasma Points without sickening them.

Good Blood: Blood from a humanoid or any other creature that can be considered on the same level as a humanoid (DM discretion). Good Blood refills a Reaver’s Plasma Pool, Starting the Blood Addiction over at full Plasma Points.

Exceptional Blood: Blood of a High Level Humanoid or an extraordinary creature (DM discretion). When drinking Exception Blood, a Reaver refills their Plasma Pool and gains a 2 morale boost in all physical stats (Str)(Con)(Dex), until they reach 0 Plasma Points again.

Plasma Surges

Blood Dilution: As a standard Action, at the cost of temporarily sacrificing 2 (Con) a Reaver can double his remaining plasma points. After resting The Bonus Plasmid is lost and the Temporary lost (Con) is returned. Reaver must be 4th level to select.

First Blood: If a creature that can bleed, besides the Reaver , is damaged first in combat, the Reaver can expend Plasma Points to increase his Attack and Damage by +1 for each point spent, on their next Attack and Damage Roll. This power is used as a swift action before the roll to hit is made .Points spent cannot exceed the Reaver’s (Con).

Blood Lust: At the cost of 1 Plasma Point per round, the Reaver’s blood heats up allow them to enter a state of Rage. Gaining +4 to (Str) and (Con), losing -2 from wisdom and intellect. This power counts as a standard action. Reaver must be 8th level to select.

Blood Poison: By changing the properties of their blood, a Reaver can apply their own blood to their weapon for 1d6 extra damage, but take 1d4 damage from their wound. The blood losing its potency after making contact with another. Costs 1 Plasma point. Increasing in 1d6 of damage to enemy, 1d4 damage to self, and 1 Plasma Point at 8th, 14th, and 20th level. This power is used as a swift action before the roll to hit is made. Reaver must be 2nd level to select.

Blood Drain (Su): As a Standard Action. A Reaver can suck blood from a grappled opponent; if the Reaver establishes or maintains a pin, it drains blood, dealing 1d3 points of Constitution damage. The Reaver heals 1d4 of damage and gains that many plasma points back. The amount heals and points regains increases by 1d4 every 5th level. Reaver must be 10th level to select.

Accelerated Healing: By accelerating their bodies natural healing capabilities in bursts, a Reaver can restore health. By expending 1 plasma point, a Reaver gets 1d8 of health back. Increasing every 5th level by 1d8 and 1 plasma point cost. Useable only once a day. This power counts as a standard action. Reaver must be 5th level to select.

Clot: By Expending 1 plasma point a Reaver can stop bleeds on themselves.

Mark of Death: Using their own blood, Reavers can mark an enemy, giving a +2 circumstance bonus on attack rolls, and the marked enemy can be sensed anywhere by the Reaver until the blood is washed off. Cost 2 Plasma point. This power counts as a standard action. Reaver must be 4th level to select

Blood Flow: By increasing their rate of blood flow and the amount of adrenaline released, the world seems to start slowing for the Reaver. Grants a +4 Morale boost to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. Cost 3 Plasma Point per round. This power counts as a standard action. Reaver must be 8th level to select.

Blood-Letting: As a standard Reavers can rid their bodies of any disease or poison that is in their blood by opening a wound and draining a small amount of their own blood. Cost 1 Plasma Point. Reaver must be 6th level to select


Quote:
Quenching: At 9th level, the reaver no longer provokes attacks of opportunity when drinking a flask(or other container of similar size) of blood in combat. Drinking blood from this containing has become a swift action.

i would recommend replacing it with

Reaver Fangs: at ninth level a reaver learns to utilize his energies to grow a set of supernatural fangs. by expending a move action the reaper may grow a set of fangs giving him a bite attack of 1d6 plus strength. On a successfull bite the reaver regains 1d4 plasma points. This bite attack cannot be combined with the greater plasma surge Blood Drain. These fangs count as magical for the purposes of damage reduction. these fangs cannot be concealed by magical means, and are too large to keep hidden with a closed mouth. Retracting these fangs is a free action.


@Soul

Definately taking the Reaver Fangs idea. Thank you very much.


Ok Changed up some more.
Changed: Clot: In place of a move action, by Expending 1 plasma point a Reaver can stop bleeds on themselves. At 10th level they can stop bleeding on others by touch.

Added

Class Features:

Reaver Fangs: At 9th level a reaver learns to utilize his energies to grow a set of supernatural fangs. by expending a move action the reaver may grow a set of fangs giving him a bite attack of 1d6 plus strength. On a successful bite the reaver regains 1d4 plasma points. This bite attack cannot be combined with the greater plasma surge Blood Drain. These fangs count as magical for the purposes of damage reduction. these fangs cannot be concealed by magical means, and are too large to keep hidden with a closed mouth. Retracting these fangs is a free action.

Hematology: At 10th level the reaver gains the ability to affect other’s blood by coming into physical contact with the other’s blood. Opening the door to some interesting abilities.

Hemorrhage: At 17th level, after a Successful damaging attack, a reaver causes the opponents body to hemorrhage, causing them to bleed each round for 1d6 damage until the bleed is stopped.

Plasma Surges:

Blood-Letting: Reavers can rid their bodies of any disease or poison that is in their blood by opening a wound and draining a small amount of their own blood. Cost 1 Plasma Point. Reaver must be 6th level to select.

Blood Boil: During Blood Lust, by touching an open or bleeding wound, the reaver can heat up an opponent’s blood, causing 2d8 of damage and causing them to become fatigued for 1d4 rounds. Costs 3 plasma Points. Reaver must be 12th level to select. Fort DC to beat is 10+ Reaver’s level+ Reaver’s (Con).

Coagulate: Learning to affect blood outside of his own body, as a standard action a Reaver can start Coagulating the blood in another’s body by touching an open or bleeding wound, causing them to become staggered, stopping all bleeds. Costs 4 Plasma Points to use. Reaver must be 15th level to select. Successful Will save stops

Open Wound: As an immediate action on a successful damage roll, the reaver ‘s attack opens a wound on the enemy making them exposed to more reaver attacks. Cost 1 plasma point. Reaver must be 10th level to select.


1 person marked this as a favorite.

you should make a google document so you can just make the changes on there, it will be easier than looking at multiple posts for the changes


Thank you. Made a google document. Remaking a new fresh clean thread with a better title. Blood Reaver Class

Link to new thread. Blood Reaver Class Thread

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Creating New Class (Suggestions wanted) All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules