Class Wars


Homebrew and House Rules


Class Wars: New classes and techniques for existing classes.

This is good for random how to books and mysterious masters.

1: Enlarged Rage. For barbarians, were creatures, and maybe even swords of berserking. When they berserk, they become one size category larger. Mundane clothing rips if not removed first, but magic items either stretch or change into swim trunks.


2. Oblivious NPC Attitude
Even though you may look, sound, or have an incredibly evil title, NPCs will not assume the worst about you without direct evidence to the contrary, typically having to see it first-hand themselves or from a close, trusted friend or family member.

You must be evil or at least have evil tendencies and inclinations and must have an evil-sounding name or title that you go by. Such things include names like Sinestro, Lord Viperspike, Mr. Sinister, or Lady Cruella, Wearer of the Coat of 101 Spots. Generally anything with a snake, blood, spikes, skulls, or darkness (GM's call). Other things include outfits that aren't just dark or black, but covered in bones, spikes, blood, or small pets. Generally things would make a person sitting behind you in the theater say, "Aww, hell no! That's the villian, y'all!".

You do not receive any Diplomacy, Bluff, or Intimidate penalties to persuade NPCs based on reputation or in opposition to accusations, rumors, or stories unless the NPC directly witnessed it or it was undeniably relayed by someone they inherently trust as a third-party, like an immediate family member. Even in a likely scenario that something is true you will always be given the benefit of the doubt. This will not find you innocent of a crime with overwhelming evidence, but you'll likely not be lynched before the trial or face mob justice, and anyone attempting it (PCs) will be vigorously opposed or even forcibly stopped, to the point that they lose reputation and credibility themselves.

Crowds can still be swayed against you, but your deeds or reputation cannot negatively affect you (unless you purposefully allow the stories to spread locally). PCs that continue to attempt to pile on such, clearly false, accusations of your wickedness will receive increasing reaction penalties from annoyed NPCs.


2:Is a class ability for anti-paladins. Also, all kinds of NPC bad guys.


3. Upset Punch
You can make an unarmed strike against a caster holding the charge on a spell if they move into your threatened range.
Prerequisites: Improved Unarmed Strike, at least one level in a class that grants the unarmed strike ability or specifically grants the Improved Unarmed Strike feat (not just a bonus feat or other feat that could allow choosing Improved Unarmed Strike), such as monk, brawler, or the esoteric magus archetype.

Benefits: If a caster is holding a charge on a spell and moves into your threatened range you may make an unarmed attack on them as an attack of opportunity. This applies even against 5-foot steps but only if they enter your threatened range, not if they move within or out of it holding a charge (though such actions may provoke other attacks of opportunity).

Normal: You don't get attacks of opportunity on creatures entering threatened squares.

This is basically a defense against casters casting touch spells, then moving next to their target to touch as part of the casting


4: Hypnotherapy.
A Mesmerist at third level can use their hypnotic stare to cause actual hypnosis. This is not a spell so magic resistance is not relevant. At5th level they can cause or cure temporary insanity. At 7th level they can cause or cure permanent insanity. At 9th level they can control mental based changes such as only taking the were form or even deep one form when attacked or immersed in water respectively. One famous mesmerist was able to cause a patient to never change into a deep one. Since this was a greatly desired outcome, the patient waved their will saves.


5. Weapon bond

Rather than forming companionship with an animal, the ranger gains a close spiritual bond with their weapon. This functions similarly to the black blade feature of the blade bound magus. That ability has some features which are pretty arcane (bonus damage, dealing elemental damage, teleporting) and rely on a pool of points. Replacing these with basic, less flashy, always on abilities seems more in line with the Ranger class


6. Repressed Past
You may not have officially had another career, but you did things... things you have tried or would rather forget. When you are drunk or hungover, you can tap into that aberrant past.

Space Saver:
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Prerequisites: Middle-aged or older.

When you are receiving penalties for being drunk or hungover, you have access to a class ability of a class you do not possess. It must be a class that is a favored class for your race. The ability is a starting class ability (1st-lvel) and you count as being half your character level for determining the efficacy of it (ie. spellcasting, a monk's unarmed damage or AC bonus, sneak attack, a cleric's channel, a fighter or monk's bonus feats, etc.)

The choice is subject to GM approval and they determine all choices (though they should fit your character and can be discussed) based on it, such as specific cantrips or channeling negative or positive energy (if your alignment is neutral), or the specific fighter or monk bonus feat. This includes the type of animal companion or familiar if an ability of that type is selected and when or how it shows up when you become drunk or are hungover.

Such feats and class abilities cannot be used as prerequisites for other feats or abilities, such as feats that require you to have rage or unarmed strike. It does not stack with abilities you already have from other sources or if you end up taking a level in that class later, even while drunk, such as multiple sources granting sneak attack or evasion.

This ability can be used any amount of time during a day (unless the ability itself has a limited number of uses) as long as you are drunk or hungover, but once called upon will be unavailable the entire next day before it functions again. While you are generally in control of whether you activate it, your GM can trigger it if it seems logical, such as if you're attacked in an alley while drunk or hungover and they have your animal companion show up.
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New alchemist discovery.

Oiled Blade (Ex): You can create an oil that allows you to deal more damage to a specific enemy type. Once per day, you may spend ten minutes working at an alchemy lab and designate a creature type, as the Ranger’s favored enemy ability. You produce an oil which, when applied to a melee weapon, causes it to deal 2 additional points of damage to creatures of that type for the next hour. You can also apply the oil to 20 pieces of ammunition, though it still only lasts one hour.

At 10th level, this ability deals 4 points of bonus damage instead.

Anyone think this should be more than 1/day?


MagicofPlayer1 wrote:

New alchemist discovery.

Oiled Blade (Ex): You can create an oil that allows you to deal more damage to a specific enemy type. Once per day, you may spend ten minutes working at an alchemy lab and designate a creature type, as the Ranger’s favored enemy ability. You produce an oil which, when applied to a melee weapon, causes it to deal 2 additional points of damage to creatures of that type for the next hour. You can also apply the oil to 20 pieces of ammunition, though it still only lasts one hour.

At 10th level, this ability deals 4 points of bonus damage instead.

Anyone think this should be more than 1/day?

It could probably be more, perhaps make it a new annointing instead. Similar to Mercurial Oil, which typically gives less of a boost on average, but doesn't have the type (and subtype) limitation. Would provide more uses, but shorter duration than your version.


Shared elixir.
This grand discovery allows the alchemist to bottle a mutagen or even discovery to be useable by others. Note that till used it occupies the slot, so unless permanent, such as the elixir of eternal life, two people cannot use it at the same time. Also, the rare ingredients cost 1000 per effective level. When you look at the level a grand discovery is available, you realize just how pricey this is.


MagicofPlayer1 wrote:

New alchemist discovery.

7: Oiled Blade (Ex): You can create an oil that allows you to deal more damage to a specific enemy type. Once per day, you may spend ten minutes working at an alchemy lab and designate a creature type, as the Ranger’s favored enemy ability. You produce an oil which, when applied to a melee weapon, causes it to deal 2 additional points of damage to creatures of that type for the next hour. You can also apply the oil to 20 pieces of ammunition, though it still only lasts one hour.

At 10th level, this ability deals 4 points of bonus damage instead.

Anyone think this should be more than 1/day?

9: Greater oiled blade. Must know oiled blade and be at least 10th level.

This oil deals 4 extra damage to creatures of that type, the rest of the day. The alchemist can spend 20 minutes and produce 2 doses. That's enough for 40 pieces of ammunition. Note that a weapon that breaks for any reason ends the effect for that weapon.


Goth Guru wrote:

8:Shared elixir.

This grand discovery allows the alchemist to bottle a mutagen or even discovery to be useable by others. Note that till used it occupies the slot, so unless permanent, such as the elixir of eternal life, two people cannot use it at the same time. Also, the rare ingredients cost 1000 per effective level. When you look at the level a grand discovery is available, you realize just how pricey this is.

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