Hope you guys like it!
THE _______ (looking for name)
Role: The _______ is often thrust into the role of leader thanks to her combat prowess and her supporting auras, using tactical strategies to win the battle, the _______ can be a great addition to any team.
Hit Die: d10.
The 's class skills are Appraise (Int), Climb (St), Craft (any) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Good Fort and Ref Bad Will
Same spell progression as ranger.
The following are class features of the _______.
Bodily Prowess: The ______ adds half her class level to combat maneuver checks and she treats all her ability scores as 2 higher for the purpose of fulfilling the prerequisites for any feat.
Weapon and Armor Proficiency: _______s are proficient with all simple weapons and martial weapons as well as nets. They are also proficient with all types of armor, and shields (except tower shields).
Oils(Su): _______s are masters of creating magic oils and gases to rub on himself and allies to boost their power.
Oils are similar to extracts; however they are applied externally rather than drank like a potion, however it still takes a standard action to perform.
Oils in many ways, behave like spells in liquid form, and as such their effects can be dispelled by effects like dispel magic using the _______'s level as the caster level. Unlike potions, though, oils can have powerful effects and duplicate spells that a potion normally could not.
A _______ can create only a certain number of oils of each level per day. His base daily allotment of oils is given on Table 2–1. In addition, he receives bonus oils per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When a ________ makes oil, he infuses the tar and reagents in the oil and boils it. Oils can be passed out to allies for them to use. Oils, once created, remain potent for 1 day before losing its magic, so a _______ must re-prepare his oils every day. Boiling an oil takes 1 minute of work and a sufficient heat source (210 degrees or more)—most _______ prepare many oils at the start of the day or just before going on an adventure, but it's not uncommon for a _______ to keep some (or even all) of his daily oil slots open so that he can prepare oils in the field as needed.
Although the _______ doesn't actually cast spells, he does have a formulae list that determines what oils he can create. A _______ can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). Oil is "cast" by rubbing it on something, as if imbibing a potion—the effects of oil exactly duplicate the spell upon which its formula is based, sae that it only effects the create rubbed with the oil. A _______ can draw and rub oil on something as a standard action. The _______ uses his level as the caster level to determine any effect based on caster level.
Creating oil consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the rubbing of that particular oil. Oils cannot be made from spells that have focus requirements (_______ Oils that duplicate divine spells never have a divine focus requirement).
A _______ can prepare oil of any formula he knows. To learn or use oil, a _______ must have an Intelligence score equal to at least 10 + the oil's level. The Difficulty Class for a saving throw against a _______'s oil is 10 + the oil level + the _______'s Intelligence modifier.
A ______ may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares his oils but not when he consumes it. A _______ begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new _______ level, he gains one new formula of any level that he can create. A _______ can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A _______ can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A _______ does not need to decipher arcane writings before copying them.
Cruelties/Mercies (Su): At 4th level, the _______ gains the ability to use cruelties and mercies to her whim. This function exactly like Paladin/Antipaladin ability of the same name, save that the mercy/cruelty is activated when the _______ uses her tactician ability (all enemies within 30 feet are hindered from the cruelty and all allies within 30 feet benefit from the mercy). The _______ must choose if he wants to activate a cruelty or a mercy when he uses his tactician ability.
Bonus Feats: At 1st level, and every three levels thereafter, the _______ gains a bonus feat chosen from the list below. He must meet the prerequisites for these feats.
Any Teamwork Feat, Bouncing Spell, Craft Magic Arms and Armor, Cleave, Eldritch Heritage, Touch of Serene, Punishing Kick, Master Tactician.
Tactician (Ex): As a standard action, the _______ can grant a teamwork feat he has to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the ______ possesses. Allies do not need to meet the prerequisites of these bonus feats. The _______ can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. At 8th level, the _______ can use this ability as a swift action, and at 15th level, the _______ grants two teamwork feats the allies instead of one when he uses this ability.
Weapon Training (Ex): Starting at 7th level, a _______ can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every six levels thereafter ( 13th and 19th), a _______ becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a _______ reaches 13th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 7th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A _______ also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
Champion of Dark Sun: At 20th level, the _______ truly becomes a god in everyone’s eyes. Your skin now looks like a permanent solar eclipse, and your eyes burn with the heat of a dying star. Your type changes to Outsider, and anyone who looks at you is permanently blinded (you can suppress or resume this ability as a free action). Additionally, you never take armor check penalties or have a maximum dexterity bonus or any other negative effects from wearing armor or a shield or carrying anything, so you only get the positive effects of armor and shields. Finally, a spear of flaming light now follows you around, acting as either a +5 Vorpal Flaming Longsword or Lance (either one) or a Lantern Archon Familiar, and it can freely transform between these forms as a move action.
A _______ uses spells of up to 4th level on the Magus Spell
|Cyrad RPG Superstar Season 9 Top 16|
Sorry, this is just things to fix. The class is kind of jumbled, so I couldn't get a sense of what it's trying to be. The flavor is some ancient Grecian wrestler-tactician blessed by Apollo.
It's very difficult to judge the class's progression with things out of order.
Half level to CMB? That's a much higher bonus than any other class, and on top of weapon focus. I don't think any other class gets pseudo 1.5 BAB.
I get where the oils thing is coming from in terms of origins, but it'll make the class into a joke at a lot of tables.
Combining Tactician with a debuff doesn't make sense, and area cruelties are probably too strong. Mercies put the class in the awkward position of handing out teamwork feats that don't apply to the situation just to remove conditions.
That capstone comes out of left field and doesn't make any sense for the class. Don't hand out a +5 vorpal anything as a class feature, especially one that's also flaming and on a weapon that can't be vorpal. There is no lantern archon familiar because at-will greater teleport isn't something familiars have. How does the spear follow you? What happens if the archon dies? There no save on permanently blinded. I know nobody uses capstones, but this is too much.
It's hard too tell with the formatting, but there seem to be dead levels. However, the class is way too strong, so it's very jumpy.
The magus spell list has a lot of spells that don't work as extract-equivalents.
You say ranger spell progression, but also give two first-level extracts at first level.
The class can't use bouncing spell, as it has no spells, and can't qualify for the crafting feat.
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WALL OF TEXT
This is not easy to read. Put a blank line between each class feature, the way you did within class features with more than one paragraph. You can also put the name of a class feature in boldface.
You don't have a class table. This isn't so terrible, because table don't turn out right when you post them on the forum (you can use googledrive or dropbox for that stuff). However, the class features you have don't state what level they are gained at.
You don't have to put (any) after the Craft skill. You can just put Craft (Int) and it means the same thing.
Instead of saying all armor except heavy, say that he is proficient in light and medium armor.
JUMBLE 'O CLASS FEATURES
Combat maneuver expert, master tactician, alchemy, magical auras, weapon expert... Teamwork feats and bonus feats... And a capstone that sounds cool but doesn't fit with anything else we have read. I'm not seeing a unifying concept excpt that he is good at lots of different thing.
WHAT DOES HE DO?
If you want to focus on this dude being a battle leader, then I suggest dropping oils, combat maneuvers, and weapon training. Focus of the teamwork feats, make up some non-paladin auras, include some bonus feats, and add some other new features. If you want to focus on the mystical aspect then loose tactician, tramwork feats, and the combat maneuver bonus. Focus on clarifying how oils work, write some non-paladin auras, and concoct some new features. If you want to focus on combat mastery, then tone down the combat maneuver bonuses, minimize the tactican stuff, create some lesser auras, and loose the oils. In all cases, you could make spellcasting fit, but you need a customer spell list.
|SmiloDan RPG Superstar 2012 Top 32|
|Some Other Guy|
Like others, I couldn't understand a lot of this.
-Reformat in a a doc
-Include a table if you'd like
-Remove all the blank lines, they distract
-Use shorthand until the final wording is done. For example, -proficiencies can simply say "simple and martial weapons, all armor, shields (not tower)"
-Don't list out the weapon groups, they are already listed under fighter. Or better yet, weapon training can just say "as fighter"
-Tactician can also say that it functions as the cavalier ability.
-The bonus feats are odd: Craft Magic Arms and Armor requires a caster level, Bouncing Spell can't be used with extracts and thus oils, master tactician is a cavalier class feature and not a feat, I have no clue what touch of serene is or if it even exists, and the rest don't fit the flavor aside the teamwork feats.
|SmiloDan RPG Superstar 2012 Top 32|
When I post a class to these boards, this is the format I use. I think it's pretty clear and concise.
Big Damn Hero
Good Saves: Fortitude and Will
Hit Dice: 1d10
1. Aim to Misbehave, Improved Unarmed Strike
2. Let's Be Bad Guys
3. I Swallowed a Bug
4. My Turn
5. Feminine Wiles
6. Mercy is the sign of a great man
7. I'm a good man
8. Well, I'm all right
9. Curse your sudden but inevitable betrayal
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str)
Skill Ranks per Level: 6 + Intelligence modifier
Big Damn Heroes are proficient in Simple Weapons and Firearms. They are proficient in Light and Medium Armor.
Aim to Misbehave (Ex): A number of times per day equal to his Constitution modifier, the big damn hero can use a swift action to re-roll an ability check, attack roll, saving throw, or skill check.
Improved Unarmed Strike: A big damn hero gains Improved Unarmed Strike as a bonus feat. His unarmed strike damage is equal to a monk's of half his class level.
Let's Be Bad Guys (Ex): Beginning at 2nd level, the big damn hero can make an elaborate scheme once per day. This takes 1 hour to do. He can include a number of allies equal to his Charisma modifier in his plan. The big damn hero and his chosen allies gain a pool of Plan Points equal to his Intelligence modifier (minimum 1) that can be spent to make re-rolls on ability checks, attack rolls, saving throws, or skill checks while following the plan.
Yada yada yada
|SmiloDan RPG Superstar 2012 Top 32|
|SmiloDan RPG Superstar 2012 Top 32|
I would say sacred alchemist, with some changes.
1: Not as much combat prowess as a fighter.
2: Nets and tridents? Are you creating a combo of gladiator and alchemist, because that would be for solo play.
3: If this is one of those joke topics, kudos for learning some parts of the topic before satirizing it. At least you are not asking how to create a Were Roc PC or running a fight between two Terasks.
Is no one else gonna mention this? It says that at level 20 you look like a solar eclipse. Does that mean we can kinda see a bright outline around a black circle on you? How? And if you're eyes burn with the heat of a dying star, you're still hot enough to burn everything. (I think, I could be misremembering the numbers, I think it would be avoid 2000 K if I'm generous, which should be hot enough to kill everything in white a large radius.
Alright, I think all of your opinions where good, and i took some of your advice. Also I turned it into a Prestige Class
Champion of Apollo
Fearsome leaders, tacticians and knights, the Warrior of Apollo is a powerful warrior. Using magic paints and oils to boost him/herself and others, as well as hindering his/her enemies.
Role: Champions of Apollo are most often found in the role of warrior, using his/her martial prowess to slay his/her foes.
Alignment: The road to becoming an eldritch knight is as varied as the paths leading to apprenticeship under a wizard or a career as a soldier, and eldritch knights can therefore be of any alignment. Maintaining a balance between studies of arcane lore and martial techniques requires great discipline, however, and for that reason many favor lawful alignments.
Hit Die: d10.
To qualify to become an Champion of Apollo, a character must fulfill all the following criteria.
Skills: Survival 5 Ranks, Knowledge (Planes) 5 Ranks, Knowledge (Religion) 6 Ranks.
Special: Must have sacrificed at least two living things to Apollo.
The champion of Apollo's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Knowledge (religion) (Int), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Good Fort and Ref, Bad Will
All of the following are features of the champion of Apollo prestige class.
Weapon and Armor Proficiency: Champions of Apollo gain no proficiency with any weapon or armor.
Blessed Prowess: The champion of Apollo adds her level to all her ability scores for the purpose of qualifying for any feat.
Tactician (Ex): As a standard action, the champion of Apollo can grant a teamwork feat he has to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the champion of Apollo possesses. Allies do not need to meet the prerequisites of these bonus feats. The champion of Apollo can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. At 8th level, the champion of Apollo can use this ability as a swift action, and at 15th level, the champion of Apollo grants two teamwork feats the allies instead of one when he uses this ability.
Pints(Su): Champions of Apollo are masters of creating magic war paints and oils to rub on him/herself and allies to boost their power.
Pints are similar to extracts; however they are applied externally rather than drank like a potion, however it still takes a standard action to perform.
Pints in many ways, behave like spells in the form of paints, and as such their effects can be dispelled by effects like dispel magic using the Champion of Apollo's level as the caster level. Unlike potions, though, pints can have powerful effects and duplicate spells that a potion normally could not.
A champion of Apollo can create only a certain number of pints of each level per day. His base daily allotment of oils is given on Table 2–1. In addition, he receives bonus pints per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When a champion of Apollo makes pints, he infuses the petals and dyes in the pint. Pints can be placed on allies who are 5 feet away as a full-round action. Pints, once created, remain potent for 1 day before losing its magic, so a champion of apollo must re-prepare his/her pints every day. Mixing a pint takes 1 minute of work. Most champions of Apollo prepare many pints at the start of the day or just before going on an adventure, but it's not uncommon for a Champion of Apollo to keep some (or even all) of his daily pint slots open so that he can prepare oils in the field as needed.
Although the champion of Apollo doesn't actually cast spells, he does have a formulae list that determines what pints he can create. A champion of apollo can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). Pints are "cast" by smearing it on something, as if imbibing a potion—the effects of pints exactly duplicate the spell upon which its formula is based, save that it only effects the create smeared with the pint. A champion of Apollo can draw and smear oil on something as a standard action. The champion of apollo uses his class level as the caster level to determine any effect based on caster level.
Creating pints consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the smearing of that particular pint. Pints cannot be made from spells that have focus requirements (Champion of Apollo Pints that duplicate divine spells never have a divine focus requirement).
A champion of Apollo can prepare a pint any formula he knows. To learn or use pint, a champion of Apollo must have an Intelligence score equal to at least 10 + the pint's level. The Difficulty Class for a saving throw against a champion of Apollo's pint is 10 + the pint level + the champion of Apollo's Intelligence modifier.
A champion of Apollo may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares his pints but not when he consumes it. A champion of Apollo begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new champion of Apollo level, he gains one new formula of any level that he can create. A champion of apollo can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A champion of Apollo can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A champion of apollo does not need to decipher arcane writings before copying them.
Solar Gift(Su): At 10th level, you are given a gift from your god, a spear of flaming light now follows you around, acting as either a +5 Vorpal Flaming Longsword or Lance (either one) or a Lantern Archon Familiar, and it can freely transform between these forms as a move action.
Much better. Pints is short for special paints, right?
There is a problem with Alchemist, that you inherited. As it stands, costly substances magically pop back out of the formulas when it's time to make the formulas for the day. I think it would be better if spells or spell like slots would remain till used or reprepared as something else. When you go up a level, so are any spells or formula you choose not to reprepare. They are already being kept viable by being on your person. If your character is turned to stone for a year, you don't find yourself without magic when turned back.
Can this class use applicable discoveries, such as handing an ally a pint and having it stay viable till used?