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Emperor_Ing
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« Reply #15 on: February 11, 2009, 12:08:50 PM »

Hmm, something about that PrC screams OMFG GAME-BREAKINGLY OVERPOWERED!!!
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Dezna
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« Reply #16 on: February 12, 2009, 02:10:20 AM »

Which one? Sentinal of Stone or Flames?
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« Reply #17 on: February 12, 2009, 02:34:05 AM »

Flames. Definitely Flames.
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Dezna
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« Reply #18 on: February 12, 2009, 03:04:38 AM »

Sentinal of Tides
Prestige class

Requirements:
Base Attack: +6/+1
Skills: 8 ranks Swim, 4 ranks Survival, 4 ranks Heal
Feats: Weapon Focus (Melee Slashing Weapon), Quick Draw
Special: You must find a Sentinal of Tides and train for 2d6 weeks. Sentinal of Tides can be found through the Fighters guild or in wet areas (i.e. Lakes or fountainous areas)

Class Skills:
Climb, Craft (Weaponsmithing), Disable Device, Escape Artist, Heal, Intimidate, Jump, Knowledge (Nature), Listen, Sense Motive, Spot, Survival, Swim
Skill Points: 10+Int

Class Features:
Hit Die: d6
Attack Bonus: Good
Fort Save: Poor
Ref Save: Good
Will Save: Good
Bonus Language: Aquan

Weapon Proficience:
Sentinal of Tides is proficient with all slashing weapons and no armor

Flexible Form (Ex):
A Sentinal of Tides can fit through any space two size catagories smaller than their original size. This means a Medium Character can fit through a Fine sized space.

Liquidity (Ex):
At level 2, a Sentinal of Tides no longer needs to drink water, and can breath perfectly underwater. At level 5 they also gain the ability to fall from any height without taking damage.

Fluid Strike (Ex):
At level 3, a Sentinal of Tides has a doubled threat range with slashing weapons. They also deal +1/Sentinal of Tides level extra damage with a Slashing weapon.

Watery Connection (Ex):
At level 4, a Sentinal of Tides can telepathically link with any creature within 50 ft of them. They can then communicate mentally if they share a common language. At level 5, the distance increases to 100 ft.

Sentinal Connection (Skills) (Ex):
At level 5, a Sentinal of Tides gains 3 bonus skill points every time their level increases.
« Last Edit: February 16, 2009, 09:55:12 PM by Dezna » Logged

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« Reply #19 on: February 12, 2009, 03:10:26 AM »

The Inquisitor looks very... appealing. Mechanically sound. Some might say that this is a paladin rework, but whoever they might be, I rebut them. What you have made, sir, is a representation of the Knights Templar and the Spanish Inquisition whereas the historic and ideological model to which the paladin hearkens to were the knights-errant.
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Dezna
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« Reply #20 on: February 15, 2009, 11:04:41 PM »

Well, I am making a base class today.... And it will not be overpowered (I hope)  Grin

Battle Acrobat

Alignment: Any
Hit Dice: d8
Starting Gold: 2d6 x 10
Base Attack Bonus: Average
Fortitude: Good
Reflex: Good
Will: Poor
Skill points per level: 6 + int mod ( 8 + int mod x 4 at level 1)
Class Skills: Balance, Bluff, Climb, Escape Artist, Hide, Jump, Move Silently, Preform (Any), Slight of Hand, Swim, Tumble, Use Rope

Class Features:
Weapon and Armor Proficiency:
Battle Acrobats are proficient with: Unarmed, Dagger, Dart, Light Hammer, Kukri, Short Sword, Long Sword, Warhammer, Whip, Shurikens
They are not proficient with any armor or shields and may loose some of their benefits by wearing them.

Bonus Feat (Ex):
At level 1, level 3 and then every 3 levels after (i.e level 6) a Battle Acrobat gets a bonus feat from the Fighters list of Bonus feats.

Unarmed Strike (Ex):
Battle Acrobats are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Battle Acrobat gains Improved Unarmed Strike as a bonus feat. A Battle Acrobat’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Battle Acrobat may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Battle Acrobat striking unarmed. A Battle Acrobat may thus apply their full Strength bonus on damage rolls for all their unarmed strikes. Usually a Battle Acrobat’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling. A Battle Acrobat’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). They also do the damage that a monk would deal (See page 40-41 in PHB for details).

Muscle Armour (Ex):
At level 2 a Battle Acrobat, while unarmored, gets their strength bonus added to their AC. This is lost when they are wearing armor

Acrobatics (Ex):
At level 5, and every 2 levels after, a Battle Acrobat gets a +1 bonus on Climb, Jump and Tumble checks

Dextrous Flurry (Ex):
At level 8, a Battle Acrobat is able to do 1/2 their Dex modifier (rounded down) as attacks in a standard action. They recieve a -4 attack penalty for each attack however (Even if they are unarmed) but recieve no other penalties. This cannot be done with any weapon the Battle Acrobat is not proficient with.

Furious Strike (Su):
At level 11, a Battle Acrobat can, once a day, deal +3 more damage on an attack. They cannot use this ability if they are wearing armor of any kind.

Solid Strike (Su):
A 14th level Battle Acrobat can strike an opponant with one quarter of their life or less health and knocks them into a daze for the opponents HD in rounds once a day. The opponent misses their turns for these rounds, and cannot use any actions. The Batte Acrobat loses this ability while wearing armor.

Air Blast (Su):
At level 15, a Battle Acrobat has become strong that they can hit anything within 20 ft of them with a blast of air. This blast deals 2d6+Str mod and throws anything less than their Light Load a distance of 20 ft. They incure no falling damage from landing if hit with the blast.

Battle Speeds (Ex):
At level 20, a Battle Acrobat, due to their intense practice, can move 10 X 1/2 their Dex modifier ft faster (rounded down to nearest multipul of 10).


Hopefully, this isn't overpowered, but feel free to yell if it is!
« Last Edit: February 23, 2009, 10:28:57 PM by Dezna » Logged

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Emperor_Ing
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« Reply #21 on: February 17, 2009, 02:46:03 AM »

It's really wierd. Its class feats tell me its underpowered, but its got maximum skills, maximum for all 3 saves and superhigh BAB
My critique, change class skills per level, will and fortitude do NOT have to be maxed out, and use Medium BAB. And add a lot of more class feats.
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« Reply #22 on: February 23, 2009, 09:54:43 PM »

Duely noted, changes are about to begin!
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« Reply #23 on: March 09, 2009, 02:03:57 PM »

Technomancer

Alignment: Any (They tend to favor lawful however)
Hit Dice: D6
Starting Gold: 3d8 x 10
BaB: Average
Fortitude: Good
Reflex: Bad
Will: Bad
Skills per level: 6
Class Skills: Diplomacy, Bluff, Sense Motive, Intimidate, Disable Device, Search, Spot, Listen, Open Lock, Knowledge (all), Craft, Perform (all), Sleight of Hand, Tumble, Use Rope, Gather Information,

Class Features:

Proficiencies
Technomancers are proficient in Light and Medium armor (Don't take an arcane casting failure when wearing light armor) and in all simple and martial weapons.

Bard Spells
Is able cast spells from the Bard spell list

Heal Construct (1)
The Technomancer gains the spell Heal Construct as a bonus spell which heals Undead, Constructs, and Items for (+1 every 3 levels starting at 1 and d2 at 3)d8+(class levels) which rises 1 slot every time it's dice increases.

Machine Spirit (5)
The Technomancer's physicality and anatomy becomes more automatonic. Add Constitution modifier to Strength based skills and to Saves/

Robot Eye ( 8 )
Her eye has been augmented mechanically, almost magically, and is now significantly more potent. +3 to search and spot, and Invisible characters must make a Hide check (ignore invisibility bonus) versus the Technomancer's search check. If the technomancer wins, the invisible character is assumed to not be invisible to the technomancer only. The technomancer is assumed to have low-light vision and augment Darkvision by 60 ft.

Armor Plating (12)
The Technomancer has, across a long time of self augmentation, replaced segments of her skin with steel plating. +1 to Natural Armor.

Mechanical Arm (15)
The technomancer, through mastery and practice at the zen and art of mechanics, has been able to attach a mechanical limb onto her back that she directly controls as if it were an extra limb/natural weapon that she is automatically proeficient with.
The different materials that can be used depends on the setting

Magical Golem Limb materials: (requires 25 lbs of material for construction, Create Golem spell required)
Wood: 1d6 bludgeoning damage, can't be used for much else than bashing. +5 weight to encumberence
Bone: 1d6 slashing, can be used as if it were an additional arm, can hold 1 handed weapons, but Exotic Weapon Proeficiency is required for them. Can't use martial or exotic weapons. +7 to encumberence
Stone: 1d8 bashing +15 to encumberence
Steel: 1d8 bashing, +10 to encumberence.
Adamantine: 1d10 bashing, +25 to encumberence

Robotic Arm materials: (requires 25 lbs of material for construction, Craft (Machine) dc 50 required), all arms here are robotic arms which can be used to pick up simple 1 handed weapons and treat them as Exotic weapons
Wood: 1d6 bludgeoning, +7 encumberence
Stone: 1d8 bludgeoning, +5 circumstance bonus to Craft DC, +15 encumberence
Steel: 1d8 bludgeoning, +10 encumberence
Adamantine: 1d10 bludgeoning, +15 circumstance bonus to Craft DC, +25 encumberence

Robotic limbs can be built to replace lost ones using a similar table, except all limb materials are assumed to be arms, and work as if they were the character's own limbs unless the character states otherwise. Reduce encumberence bonuses by 10, min 0. Reduce natural weapon damage by 2 dice (1d6 becomes 1d4, 1d8 becomes 1d6).
Special: If both legs are golem or mechanical, ignore fall damage.

I am the Machine (20)
The Technomancer's anatomy has become completely animatronic. The technomancer now has a d10 hit dice + con score which is retroactive towards previous levels, and has Construct traits including immunity to Mind-affecting effects.

I'm really just throwing stuff together. If there's stuff I need to fix, lemme know.  Tongue
« Last Edit: March 11, 2009, 02:26:46 AM by Emperor_Ing » Logged
Dezna
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« Reply #24 on: March 10, 2009, 09:28:30 PM »

Whoa, that is actually an awesome class! Just two quick questions though: how many extra limbs may be created? And could legs be made?
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« Reply #25 on: March 11, 2009, 02:11:15 AM »

I suppose i'll add a feat that allows a technomancer to replace a lost limb with a golem/mechanical limb.
1 extra limb.

edits: Construct traits added at level 20, and mechanical limbs now are possible, added proeficiencies as well.
« Last Edit: March 11, 2009, 02:27:46 AM by Emperor_Ing » Logged
Mia Razorwing
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« Reply #26 on: March 12, 2009, 05:39:25 AM »

In other News Adventure quest released a new class today TECHNOMANCER i smell a rip off Tongue
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« Reply #27 on: March 12, 2009, 11:47:22 AM »

In other News Adventure quest released a new class today TECHNOMANCER i smell a rip off Tongue

I had no knowledge of this. O_o
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« Reply #28 on: April 14, 2009, 08:24:44 AM »

Psi-Rogue
Good Ref and Will saves
Base attack bonus as Rogue
Skill points equal to 6+int score(x4 at 1rst level of course)
1rst: Sneaky +1d6, trapfinding
2nd: Evasion
3rd: Danger sense (as Psychic rogue, used to be 5th level)
4th: Sneak attack +2d6  Psi manipulation (replaces tools when working on traps&locks)
5th: Danger sense(Uncanny dodge)
6th: Psi Manipulation 10 ft Sneaky +3d6
7th:Danger sense (+2 to ac)
8th: Sneak attack +4d6,
9th: Danger sense(Improved Uncanny Dodge), Psi manipulation (20ft)
10th: Sneak attack +5d6,
11th: Special ability
12th: danger sense Sneak attack +6d6
13th: Far hand(3/day)
14th: Sneak attack +7d6
15th:



Sneak Attack: If a psychic rogue can catch an opponent when she cannot defend herself effectively from his attack, he can strike a vital spot for extra damage.

Basically, the psychic rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the psychic rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three psychic rogue levels thereafter. Should the psychic rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a psychic rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon to execute a sneak attack.

A psychic rogue can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The psychic rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A psychic rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Psychic rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic or psionic trap has a DC of 25 + the level of the spell or power used to create it.

Psychic rogues can use the Disable Device skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the level of the spell or power used to create them.

A psychic rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Evasion (Ex): At 2nd level and higher, a psychic rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the psychic rogue is wearing light armor or no armor. A helpless psychic rogue does not gain the benefit of evasion.

Danger Sense (Su): At 5th level, a psychic rogue gains the ability to augment his ability to sense danger. When active, this ability grants the psychic rogue the effects of the danger sense power. This ability is active as long as the psychic rogue maintains psionic focus.

At 7th level, the psychic rogue's danger sense ability gains the effects of a single augmentation and he is granted the effects of the uncanny dodge ability. While his danger sense ability is active, the psychic rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a psychic rogue already has uncanny dodge from a different class (a psychic rogue with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.

At 9th level, he gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While his danger sense ability is active, the psychic rogue cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a psychic rogue gains a special ability of his choice from among the following options.

Blind Spot (Ps): The psychic rogue can use this ability once per day. While in effect, the psychic rogue can attempt to make himself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester level equal to his psychic rogue level. If the target creature fails its save, the psychic rogue can remain hidden as long as he maintains concentration on this ability.

Decoy (Ps): Once a day, the psychic rogue can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his psychic rogue level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level.

Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he adds psionic damage to his sneak attacks. This ability increases his sneak attack damage by +1d6. (For example, an 11th-level psychic rogue would deal +5d6 damage with a sneak attack instead of +4d6). This ability may be selected up to three times.

Improved Evasion (Ex): This ability works like evasion, except that while the psychic rogue still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless psychic rogue does not gain the benefit of improved evasion.

Mind Cripple (Su): A psychic rogue with this ability has learned to focus psychic energy into his sneak attacks, which disrupts the mental capability of his foe. An opponent damaged by one of his sneak attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Shadow Jump (Ps): The psychic rogue gains the ability to travel between shadows. This ability works like the psionic dimension door power with a manifester level equal to his psychic rogue level, except as follows: The transport must begin and end in an area with at least some shadow. A psychic rogue can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump.

The psychic rogue can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.

The psychic rogue can expend his psionic focus to use this ability as a move action.

Skill Mastery: The psychic rogue becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A psychic rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the psychic rogue's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a psychic rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.

Feat: A psychic rogue can gain a bonus feat in place of a special ability.
« Last Edit: April 14, 2009, 08:40:12 AM by Nyt » Logged

[Yawgmoth] 10:01 am: The term you were looking for was "suck".
[Tempest Fennac] 10:01 am: Thanks.
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« Reply #29 on: April 14, 2009, 08:50:59 AM »

That Class is in the works Smiley
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[Yawgmoth] 10:01 am: The term you were looking for was "suck".
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