Need help creating base martial class -- the Birthright


Homebrew and House Rules

Silver Crusade

Before I get into the specifics of the class itself, I want to give a little bit of exposition:

A few months back, I was running a campaign for a few folks that was going to have some guest players. One of those players wanted to try his hand at playing a 'masterless' eidolon. As much as I wanted to make a way for it to work, this was a mere 2-3 hours before the game began, and it was a bit too much for me to compromise on at the time.

However, I wanted to get back to the idea and there are several issues that stand with it. I've always loved the open-ended mechanics of an eidolon, but the flavor seems to consign it to planar entities and arcane rituals. In some campaigns, such a creature acting as a free-willed entity (PC) would probably seem too much.
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Goals

With this in mind, I decided I wanted to create a class that:

-Features the varied abilities of an eidolon without the planar fluff.
-Doesn't mechanically overshadow other classes as some may consider the Summoner to do.
-Exemplifies the power of unique natures/bloodlines through physical attributes primarily, like a Bizarro Sorceror. Basically a 'super hero/villain' class.
-Leaves all of the complicated exceptions that similar concepts bring (lookin' at you, Synthesist).
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Description

There are always stories of adventurers that, by steel and spell, go out into the world to make their marks upon it. While most come by their prowess by honing their natural abilities, a Birthright takes this notion to an entirely different level.

A Birthright, much like a Sorceror, is an individual who finds himself granted a wondrous power by means that are anything but normal. Whether it was granted by strange lineages, magical infusions and rituals, or technological application, the Birthright grasps this well of power by force of will and discipline to shape it into something all his own.

Such powers manifest themselves in ways that grant this otherwise normal individual abilities that can bring low giants, shrug off the most devastating of blows, and more. As the Birthright comes to understand his abilities more clearly, his powers can be consciously shaped into new forms.

As varied as his nature may be to the next individual, a Birthright may find that his abilities allow him to champion the causes of good, evil, or his own goals. As such, a Birthright can be of any alignment or race.
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What's Established
-HD: D10
-Saves: Low Fort, Low Reflex, High Will
-BAB Progression: Fast
-Proficiencies: Simple Weapons, Light Armor, No Shields
-All evolutions and class features that have a DC use the following formula: DC = 10 + 1/2 Class Level + WIS MOD
-Granted 'evolution' points at the rate indicated in the Eidolon progression table.
-Maximum Natural attacks as indicated in the Eidolon progression table.
-Does not gain access to any of the following eidolon features/ special abilities: Darkvision, Link, Share Spells, Ability Score Increase, Devotion, Evasion, Improved Evasion, MultiAttack, STR/DEX Bonus, Armor Bonus, Skills, Feats.
-Does not gain access to the following eidolon evolutions normally: Pounce(Ex), Immunity (Su), Fast Healing (Su), and Large (Ex.).
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What isn't Established
-Perhaps Class Features and Abilities should only be usable while wearing light or no armor.
-Skill Ranks per level haven't decided yet, either 4+INT or 6+INT
-Class Skills (looking at Diplomacy, Intimidate, Perception, Sense Motive, Stealth, and Acrobatics so far)
-Thinking about employing a Ki Pool/Arcane Pool mechanic.
--The Birthright draws upon his power reserves to manifest abilities in a flash of insight.
--Used to grant evolutions as a swift action for short period of time.
--This will allow the Birthright to gain access to 'OP' evolutions in a limited fashion.
--Size of "Potential" Pool = 1/2 Class level + WIS MOD.
--This class feature will grow and expand in capability as the character progresses in the class, allowing for more options. For example, can begin to make use of more evolutions with one swift action, or even make use of evolutions as an immediate action (probably Capstone).
--Only gain access to such evolutions for 1 round.
--While the "Potential" point cost of activating an evolution will usually equal to the cost of the evolution normally, some may be made cheaper or more expensive (Open to suggestions on this one).
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I've seen folks throw around the idea of a standalone eidolon class before, but I hope I've got something to offer here as far as content is concerned.

This is still a work in progress, so I'll probably come back to this post and update it. Thanks for any feedback!


In my experience, in combat, a well built Eidolon is about on par with a fighter, as far as his combat abilities. Of course, fighters typically don't have their own personal buff-monkey, while Eidolons frequently do.

Curious:
Why weapon and armor proficiencies? (Eidolons don't get 'em, and he's already potentially starting with 3 natural attacks at full BAB.)
Why WIS based DCs? (CHA is usual)
Why 4+Int? (that's a lot of skills for a class with as much pure muscle as an Eidolon can potentially have)
Why those skills?

Silver Crusade

If you're curious to know, an Eidolon actually has 6 + INT Mod in skill points per HD, D10 HD, and a Fast BAB. The only reason they get 4 skill points per hd is due to their INT score of 7.

As for a 'buff monkey', this class doesn't come with caster levels of any sort, so he's out on that. His capabilities for stat increasing is greatly diminished. He can't haste, get the STR/DEX boost that a eidolon/animal companion gets, and the class as a standard can't become large or huge without great expenditure and for only a short time.

As for CHA, I believe the feel of the Summoner/Eidolon needing CHA is a matter of their personal bond, whereas this class is based on one's instinct and insight into his own abilities, and no small part of discipline and mental strength. Think Spider-man - "With great power comes great responsibility".

A lot of super-heroes have to show a great amount of responsibility, discipline, and wisdom in order to properly control their powers.

As for the social aspect of most heroes, they tend to garner respect and attention, so diplomacy and intimidate seem to go hand in hand with such an aspect.

Basically the inner struggle of the hero is emphasized, where the over-the-top personality of a hero is a secondary part of the class.


*clears the dust off his thread*

You might want to review my Metamorph base class for ideas and comparison.

Silver Crusade

Drejk wrote:

*clears the dust off his thread*

You might want to review my Metamorph base class for ideas and comparison.

Hm, this is good stuff! As for getting the dust off, I feel rather ashamed, as your thread isn't *that* old. I should've looked a little deeper to find it.

From the looks of it, I like the fact that you have mechanics in place to appropriate for the origins of powers. At the same time, I'm afraid of going that route myself. For example, if I were to take those 4 'paths' of origins into account, it's like saying the player can't be endowed with powers by any other origin or aesthetic.

From the mechanics of it, it seems you were more restrictive of which evolutions can be picked than I was, notably Ability Increase.

I guess for two evo points, +1 to any ability modifier is a bit much.

What are your thoughts on the ki pool mechanic?


Note that while I decided against allowing ability increase (because I am afraid that it's potentially too good evolution to pass, +2 or more to Strength is no brainer to melee oriented class and Metamorph is intended to be primarily melee class) I haven't blocked access to Fast Healing. While it is quite potent ability it's not available until level 11th. At that level it is a great way to save resources after fights but not so impresive during the combat itself while still being useful.

I thought about some sort of ki-like mechanic/evolution surge mechanic but haven't decided to add one yet. I also thought about using rage-like mechanic as alternative: 4+Con modifier rounds per day, plus 2 rounds per day that would grant fast healing and some other abilities. If I resort to the later fast healing won't be available as regular evolution.

Origin of power mechanics do not have to limit actual evolutions, instead they can suggest appropriate evolutions for certain path - like barbarian archetypes suggest rage powers or prebuild eidolons suggest evolutions.


Have you seen this?
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/s ummoner.html

Its from the Ultimate Magic take a look at the bottom of the page
Synthesist (Archetype)

hope this helps

Silver Crusade

Wyn Shallmar wrote:

Have you seen this?

http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/s ummoner.html

Its from the Ultimate Magic take a look at the bottom of the page
Synthesist (Archetype)

hope this helps

Yes, I'm very much aware of that archetype.

As are most people in my gaming circles. They know them for the how often people can make them incorrectly, the strange rulings involved, the tons of errata needed just to know how they operate. A good deal of them opt to ban them in their games.

One of my goals is to actually get the essence of these mechanics without the complication or potential imbalance.

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