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Stratovarius
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« Reply #20 on: August 05, 2008, 03:31:55 PM »

Brewing Potions, Reimagined

This is a modification to the brew potion feat, rather than a new creation entirely.

Brew Potion
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 15 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Logical Explanation
Currently, Potions are the weakest and least used of any class of item creation. An oft-cited example is the Potion of Cure Serious Wounds when compared to a Healing Belt or a Wand of Cure Light Wounds. The scale and effect of one is fully out of proportion to the other. This is especially noticeable when the action cost of in-combat buffing is taken into account, should a potion actually be used for that purpose. Thus, this adjustment to the cost of the potion is presented as a brief take on correcting the use imbalance between potions and other items. I recognize that it is drastic, but it creates more situations where the usage of a potion has merit in a cost benefit analysis.
« Last Edit: August 05, 2008, 04:00:03 PM by Stratovarius » Logged

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« Reply #21 on: August 05, 2008, 05:08:53 PM »

First time for everything, I guess. Never thought I`d see you make something more powerful. And thats quite a change too.  Clap
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DnD classes is kind of like art. You make lots of stuff that everyone loves but aint no fun to play. This one is like getting a nude pic of Britney Spears when she was hot above your bed.  Anyone can appreciate it. And it works as it should in practise, not just in theory. -Me to Strato regarding his Elemental
Stratovarius
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« Reply #22 on: August 06, 2008, 07:54:50 AM »

That particular change makes, for example, a serious of CLW potions cost the same as a CLW wand. Of course, given encumbrance and a few other things, the wand is still better overall.

At the WotC cost levels, a potion above first level is not worth the time nor the effort. With this change, I'd actually consider using them. It needed to be made stronger to be a viable character option.
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« Reply #23 on: August 06, 2008, 12:10:37 PM »

Healing Spells are Necromancy

This is a modification to the healing subschool.

Healing Subschool
All spells from the healing subschool are moved from the conjuration school to the necromancy school.

Logical Explanation
Healing, prior to the advent of Third Edition, was located in the necromancy school, which was the spell school of life and death, rather than just death, which is how it is currently presented. This change restores the life aspect to the necromancy school, and also prevents illogical situations where Cure and Inflict spells, as well as other paired spells are separated over two distinct spell schools. Also, Conjuration is perhaps the most powerful spell school, regardless of whether it contains the healing subschool, and so will not suffer greatly from the removal of a small aspect of the total whole.
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« Reply #24 on: August 06, 2008, 01:06:29 PM »

Proteus

"I can do all things."
- Excasard the Brilliant, Human Proteus


Text

Making a Proteus
Text

Abilities: Intelligence is the ability that the Proteus uses to give him extra spells. Equally at home in combat as in spellcasting, the Proteus does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Proteus appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Proteus can be of any alignment, and there is no bias in any one direction.

Table 1: The Proteus
Code:
Level  BAB   Ref   Fort  Will  Abilities                        0   1st   2nd  3rd  4th  5th  6th
-------------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Sneak Attack +1d6, Trapfinding   2    —    —    —    —    —    —
2      +2    +3    +1    +3    Bonus Feats                      3    0    —    —    —    —    —
3      +3    +3    +1    +3                                     3    1    —    —    —    —    —
4      +4    +4    +2    +4    Sneak Attack +2d6                3    2    0    —    —    —    —
5      +5    +4    +2    +4                                     3    3    1    —    —    —    —
6      +6    +5    +3    +5    Bonus Feats                      3    3    2    —    —    —    —
7      +7    +5    +3    +5                                     3    3    2    0    —    —    —
8      +8    +6    +2    +6    Sneak Attack +3d6                3    3    3    1    —    —    —
9      +9    +6    +3    +6                                     3    3    3    2    —    —    —
10     +10   +7    +3    +7    Bonus Feats                      3    3    3    2    0    —    —
11     +11   +7    +3    +7                                     3    3    3    3    1    —    —
12     +12   +8    +4    +8    Sneak Attack +4d6                3    3    3    3    2    —    —
13     +13   +8    +4    +8                                     3    3    3    3    2    0    —
14     +14   +9    +4    +9    Bonus Feats                      4    3    3    3    3    1    —
15     +15   +9    +5    +9                                     4    4    3    3    3    2    —
16     +16   +10   +5    +10   Sneak Attack +5d6                4    4    4    3    3    2    0
17     +17   +10   +5    +10                                    4    4    4    4    3    3    1
18     +18   +11   +6    +11   Bonus Feats                      4    4    4    4    4    3    2
19     +19   +11   +6    +11                                    4    4    4    4    4    4    3
20     +20   +12   +6    +12   Sneak Attack +6d6                4    4    4    4    4    4    4


Game Rule Information
Proteus have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Proteus are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with a Proteus’s movements, which can cause her spells with somatic components to fail.
  • Sneak Attack: At level 1, the Proteus gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Spells: A Proteus casts arcane spells which are drawn from the sorcerer/wizard spell list. A Proteus must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Proteus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Proteus’s spell is 10 + the spell level + the Proteus’s Intelligence modifier. Like other spellcasters, a Proteus can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Proteus may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Proteus decides which spells to prepare.
  • Bonus Feats: At 2nd level, a Proteus gets a bonus combat-oriented feat. The Proteus gains an additional bonus feat at 6th level and every four Proteus levels thereafter (10th, 14th, 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Proteus must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purpose of fighter only feats, the Proteus counts as a fighter of his level -2.
  • Trapfinding: Proteus 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 trap has a DC of 25 + the level of the spell used to create it. Proteus can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Proteus 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 her party) without disarming it.
« Last Edit: August 27, 2008, 12:18:38 PM by Stratovarius » Logged

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« Reply #25 on: August 12, 2008, 03:15:57 PM »

I've updated the name on the Fighter/Mage/Thief to the Proteus, as it is a more elegant name that covers the same aspects, if being somewhat less descriptive.
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« Reply #26 on: August 13, 2008, 01:38:01 PM »

Wounded Monsters

This is an alteration of how monsters (and PCs) act when wounded and near death.

Effects
Whenever a creature is wounded below 75% of its maximum hit dice, it is treated as if it had gained one negative level. When it falls below 50%, it is treated as if it had gained a second and was fatigued. Below 25%, treat the creature as having three negative levels and being exhausted. If the creature would gain negative levels that would drop it below level 1, ignore those negative levels. These negative levels do not stack with negative levels gained through other sources.

Logical Explanation
Damaging a creature currently has no real effect on the ability of the creature to fight, resulting in situations where damage is suboptimal unless it is capable of killing a creature within a round or two. This alters the nature of damage such that it results in a penalty that grows with damage dealt, making wounding a more useful tool within the arsenal of DnD. It also results in in-fight healing being more useful, for it can push a creature above a certain threshold.
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« Reply #27 on: August 13, 2008, 01:46:31 PM »

Moving healing spells to necromancy could be fun for the dread necromancer. maybe...
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« Reply #28 on: August 13, 2008, 03:10:20 PM »

Could be, but I think it would matter more for other areas where the benefits are to necromancy spells as a whole. Black Lore of Moil on a healing spell, for example.
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« Reply #29 on: August 22, 2008, 01:17:47 PM »

Completed the Siphoner class, as there has been interest in playing using it.
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« Reply #30 on: August 26, 2008, 12:17:41 PM »

Updated the Siphoner another time, adding greatly to the skill list and tweaking the damage from the Siphoning Touch upwards slightly.
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« Reply #31 on: August 27, 2008, 11:54:45 AM »

Updated the Proteus to be a full class, which it really was, and not an ACF.
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« Reply #32 on: August 27, 2008, 04:08:09 PM »

Feral Shifter

"The beast hungers."
- Kralava Draxila, Elven Feral Shifter


Text

Making a Feral Shifter
Text

Abilities: The Feral Shifter does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Feral Shifter uses to give him extra spells.

Races: Feral Shifter appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Feral Shifter can be of any alignment, and there is no bias in any one direction.

Table 1: The Feral Shifter
Code:
Level  BAB   Ref   Fort  Will  Abilities                                                                1st  2nd  3rd  4th
--------------------------------------------------------------------------------------------------------------------------
1      +1    +2    +2    +0    Rage 1/day                                                               —    —    —    — 
2      +2    +3    +3    +1    Fast Movement                                                            —    —    —    — 
3      +3    +3    +3    +1    Uncanny Dodge                                                            —    —    —    — 
4      +4    +4    +4    +2    Rage 2/day                                                               0    —    —    — 
5      +5    +4    +4    +2    Wild shape 1/day                                                         0    —    —    — 
6      +6    +5    +5    +3    Wild shape 2/day                                                         1    —    —    — 
7      +7    +5    +5    +3    Wild shape 3/day                                                         1    —    —    — 
8      +8    +6    +6    +2    Rage 3/day, Wild shape (Large)                                           1    0    —    — 
9      +9    +6    +6    +3                                                                             1    0    —    — 
10     +10   +7    +7    +3    Wild shape 4/day, Wild Shape (Tiny)                                      1    3    —    — 
11     +11   +7    +7    +3    Greater Rage, Tireless Rage                                              1    3    0    — 
12     +12   +8    +8    +4    Rage 4/day, Wild shape (Plant)                                           1    3    1    — 
13     +13   +8    +8    +4                                                                             1    3    1    — 
14     +14   +9    +9    +4    Wild shape 5/day                                                         2    3    1    0 
15     +15   +9    +9    +5    Mighty Rage, Wild shape (Huge)                                           2    3    1    1 
16     +16   +10   +10   +5    Rage 5/day, Wild shape Elemental 1/day                                   2    2    1    1 
17     +17   +10   +10   +5                                                                             2    2    2    1 
18     +18   +11   +11   +6    Wild shape (6/day, elemental 2/day)                                      3    2    2    1 
19     +19   +11   +11   +6                                                                             3    3    3    2 
20     +20   +12   +12   +6    Rage 6/day, Supreme Rage, Wild shape (elemental 3/day, Huge elemental)   3    3    3    3 


Game Rule Information
Feral Shifter have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Feral Shifter are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
  • Spells: Beginning at 4th level, a Feral Shifter gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Feral Shifter must choose and prepare his spells in advance. To prepare or cast a spell, a Feral Shifter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Feral Shifter’s spell is 10 + the spell level + the Feral Shifter’s Wisdom modifier. Like other spellcasters, a Feral Shifter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Feral Shifter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Feral Shifter indicates that the Feral Shifter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Feral Shifter does not have access to any domain spells or granted powers, as a cleric does. A Feral Shifter prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Feral Shifter may prepare and cast any spell on the Feral Shifter spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Feral Shifter has no caster level. At 4th level and higher, his caster level is his Feral Shifter level.
  • Rage (Ex): A Feral Shifter can fly into a rage a certain number of times per day. In a rage, a Feral Shifter temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Feral Shifter’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Feral Shifter may prematurely end his rage. At the end of the rage, the Feral Shifter loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 11th-level Feral Shifter, at which point this limitation no longer applies; see below). A Feral Shifter can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Feral Shifter can do it only during his action, not in response to someone else’s action.
  • Fast Movement (Ex): A Feral Shifter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Feral Shifter’s speed because of any load carried or armor worn.
  • Uncanny Dodge (Ex): At 3rd level, a Feral Shifter 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 Feral Shifter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Wild Shape (Su): At 5th level, a Feral Shifter gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Feral Shifter level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Feral Shifter melds into the new form and becomes nonfunctional. When the Feral Shifter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Feral Shifter's feet. The form chosen must be that of an animal the Feral Shifter is familiar with. A Feral Shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Feral Shifter can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Feral Shifter. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 10th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s Feral Shifter level. At 12th level, a Feral Shifter becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Feral Shifter can’t use this ability to take the form of a plant that isn’t a creature.) At 16th level, a Feral Shifter becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Feral Shifter gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a Feral Shifter becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Feral Shifter may use this wild shape ability to change into a Huge elemental.
  • Greater Rage (Ex): At 11th level, a Feral Shifter’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
  • Tireless Rage (Ex): At 11th level and higher, a Feral Shifter no longer becomes fatigued at the end of his rage.
  • Mighty Rage (Ex): At 15th level, a Feral Shifter’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
  • Supreme Rage (Ex): At 20th level, a Feral Shifter’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at –2.
« Last Edit: August 27, 2008, 11:13:00 PM by Stratovarius » Logged

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« Reply #33 on: August 27, 2008, 07:15:46 PM »

This class is based around using divine and arcane magic in the same class, and having enough levels of each to function as a mystic theurge from level 1 all the way up to level 20. It relies on the cleric and wizard spell lists, and so has a great range that it can utilize.

Numinous

"Magic flows from nature, and yet can be commanded by will and word."
- Sravahaa Wealana, Witchling Numinous


Text

Making a Numinous
Text

Abilities: Wisdom and Intelligence are the abilities that the Numinous uses to give himself extra spells, and are thus the most important. Abilities that relate to his physical defense come afterwards.

Races: Numinous appear amongst all races, but are most prevalent among those who are biased in favour of magical studies.

Alignment: Numinous can be of any alignment, and there is no bias in any one direction.

Table 1: The Numinous
Code:
Level  BAB   Ref   Fort  Will  Abilities                                                               
------------------------------------------------
1      +0    +0    +0    +2    Entwined Casting
2      +1    +1    +1    +3   
3      +1    +1    +1    +3    Bonus Feat
4      +2    +2    +2    +4    Braided Magic
5      +2    +2    +2    +4   
6      +3    +3    +3    +5    Bonus Feat
7      +3    +3    +3    +5    Entwined Casting
8      +4    +2    +2    +6    Interwoven Impulse
9      +4    +3    +3    +6    Bonus Feat
10     +5    +3    +3    +7    Encircled Energies
11     +5    +3    +3    +7    Braided Magic
12     +6    +4    +4    +8    Bonus Feat
13     +6    +4    +4    +8   
14     +7    +4    +4    +9    Entwined Casting
15     +7    +5    +5    +9    Bonus Feat
16     +8    +5    +5    +10   Transposition
17     +8    +5    +5    +10   Braided Magic
18     +9    +6    +6    +11   Bonus Feat
19     +9    +6    +6    +11   Coiled Puissance
20     +10   +6    +6    +12   Entwined Casting

Table 2: Arcane and Divine Spells Per Day
Code:
Level  0    1st  2nd  3rd  4th  5th  6th  7th
---------------------------------------------
1      2    1    —    —    —    —    —   —
2      3    2    —    —    —    —    —   —
3      3    2    1    —    —    —    —   —
4      3    2    2    —    —    —    —   —
5      3    3    2    —    —    —    —   —
6      3    3    2    1    —    —    —   —
7      3    3    2    2    —    —    —   —
8      3    3    3    2    1    —    —   —
9      3    3    3    2    2    —    —   —
10     3    3    3    2    2    —    —   —
11     3    3    3    3    2    1    —   —
12     4    3    3    3    3    2    —   —
13     4    4    4    3    3    2    1   —
14     4    4    4    4    3    2    2   —
15     5    4    4    4    4    3    2   —
16     5    5    4    4    4    3    3   1
17     5    5    5    4    4    3    3   2
18     5    5    5    5    4    4    3   3
19     5    5    5    5    5    4    4   4
20     5    5    5    5    5    5    5    5


Game Rule Information
Numinous have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Numinous are proficient with all simple weapons, and light armour. Armor above light interferes with a Numinous’s movements, which can cause her spells with somatic components to fail.
  • Divine Spells: A Numinous gains the ability to cast a number of divine spells, which are drawn from the druid spell list. A Numinous must choose and prepare his spells in advance. To prepare or cast a spell, a Numinous must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Numinous’s spell is 10 + the spell level + the Numinous’s Wisdom modifier. Like other spellcasters, a Numinous can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Numinous. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Numinous indicates that the Numinous gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Numinous does not have access to any domain spells or granted powers, as a cleric does. A Numinous prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Numinous may prepare and cast any spell on the Numinous spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
  • Arcane Spells: A Numinous casts arcane spells which are drawn from the sorcerer/wizard spell list. A Numinous must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Numinous must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Numinous’s spell is 10 + the spell level + the Numinous’s Intelligence modifier. Like other spellcasters, a Numinous can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Numinous may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Numinous decides which spells to prepare.
  • Bonus Feats: At 3rd, 6th, 9th, 12th, 15th, and 18th level, a Numinous gains a bonus feat. At each such opportunity, he can choose any feat that affects spells from both of his sources. The Numinous must still meet all prerequisites for a bonus feat, including caster level minimums.
  • Entwined Casting (Ex): The Numinous has woven the brilliance of nature with the intelligence of a scholar, combining the various sources of magic to create a combination more potent than either alone. If he follows an arcane spell with a divine, or a divine with an arcane, the spell cast second gains a +1 bonus to caster level and spell DC. At levels 7, 14, and 20, these bonuses increase by one, to a maximum of +4 at level 20.
  • Braided Magic (Ex): As the Numinous calls forth the magic into his mind and out through his happens, he finds that the presence of the one evokes the skills of the other. At level 4, once per encounter, the Numinous may quicken a single spell with a spell level two or greater below the maximum he can cast. Any other spell cast during that round must be from the alternate magical source. At 11th level, the Numinous can use this ability twice per encounter, and then three times at level 17.
  • Interwoven Impulse (Ex): Magic is but one and the same thing, and when the constraints are dropped, things never before possible become commonplace. By expending an arcane spell as part of casting a divine spell, the Numinous can grant a bonus on caster level equal to the level of the spell sacrificed. He may also sacrifice a divine spell while casting an arcane.
  • Encircled Energies (Ex): As the Numinous advances in skill and power, he learns that what is seen as a division between natural and artificial magics is just that: an artificial divide that can be breached by those with the skill and the passion. The Numinous can use two arcane spell slots of the same spell level to cast a divine spell he knows that is one level higher. Likewise, the Numinous can use two divine spell slots of the same spell level to cast an arcane spell he knows that is one level higher.
  • Transposition (Ex): Skilled in all the ways of magic, the Numious can easily twist one form of energy into the source for another. The Numinous can use two arcane spell slots of the same spell level to cast a divine spell he knows that is up to two levels higher. Likewise, the Numinous can use two divine spell slots of the same spell level to cast an arcane spell he knows that is up to two levels higher.
  • Coiled Puissance (Ex): By binding up the weave of one spell within the coil of another, the Numinous has learned how to unleash power untold. By expending an arcane spell as part of casting a divine spell, the Numinous can grant a bonus on spell penetration and DC equal to the level of the spell sacrificed. He may also sacrifice a divine spell while casting an arcane.
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« Reply #34 on: August 27, 2008, 07:59:25 PM »

The Feral Shifter is my dream class...

Some of the barbarian abilities still say barbarian.
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« Reply #35 on: August 27, 2008, 11:12:19 PM »

I thought I fixed that. All corrected now, anyway.
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« Reply #36 on: August 27, 2008, 11:12:41 PM »

This class is (one of) my attempts at creating a necromantic character who relies on a great volume of controlled undead to do his bidding. Some of the reasons behind the various choices: I believe necromancy should be primarily arcane, not divine, and that the costs associated with necromancy are too high. Also, that there has not really yet been an undead general class. I do realize this overlaps a great deal with the Dread Necro.

Netherlord

"Life is but a prelude to my reign."
- Blackheart Deathtongue, Human Netherlord


Text

Making a Netherlord
Text

Abilities: Intelligence controls the spellcasting of the Netherlord, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.

Races: Netherlord may appear within any race, but are shunned and ostracized for their knowledge. Their willingness and desire to court with the undead makes them prime suspects to be persecuted.

Alignment: Netherlord are evil, wielding the undead as weapons in their war against the living

Table 1: The Netherlord
Code:
Level  BAB   Ref   Fort  Will  Abilities                                1st  2nd  3rd  4th  5th  6th  7th
---------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Deathly Visions, Netherworld Companion   2    —    —    —    —    —    —
2      +1    +1    +1    +3    Sickening Restoration                    2    —    —    —    —    —    —
3      +1    +1    +1    +3    Touch of Corruption                      3    2    —    —    —    —    —
4      +2    +2    +2    +4    Animate Dead                             3    2    —    —    —    —    —
5      +2    +2    +2    +4    Unliving Thirst                          4    3    —    —    —    —    —
6      +3    +3    +3    +5    Leader of Undeath                        4    3    2    —    —    —    —
7      +3    +3    +3    +5    Numberless                               4    4    2    —    —    —    —
8      +4    +2    +2    +6    Beckoning                                5    4    2    2    —    —    —
9      +4    +3    +3    +6    Eyes of Corruption                       5    4    3    2    —    —    —
10     +5    +3    +3    +7    Corpse Flesh                             5    5    3    3    —    —    —
11     +5    +3    +3    +7    Flesh Pact                               6    5    4    3    2    —    —
12     +6    +4    +4    +8    Create Undead                            6    5    4    4    2    —    —
13     +6    +4    +4    +8    Siphon                                   7    6    5    4    3    —    —
14     +7    +4    +4    +9    Master of Undeath                        7    6    5    5    3    2    —
15     +7    +5    +5    +9    Animate Command                          8    7    6    5    4    2    —
16     +8    +5    +5    +10   Fitting Replacement                      8    7    6    6    4    3    2
17     +8    +5    +5    +10   Create Greater Undead                    9    8    7    6    5    4    2
18     +9    +6    +6    +11   Duress                                   9    8    7    7    5    5    3
19     +9    +6    +6    +11   Undying General                          9    9    8    7    6    5    4
20     +10   +6    +6    +12   Servile                                  9    9    8    8    7    6    5


Game Rule Information
Netherlord have the following game statistics.

Alignment: Evil
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Netherlord are proficient with all simple weapons, the scythe, and light armour. Armor above light interferes with a Netherlord’s movements, which can cause her spells with somatic components to fail.
  • Spells: A Netherlord casts arcane spells which are drawn from the Netherlord spell list below. A Netherlord must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Netherlord must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Netherlord’s spell is 10 + the spell level + the Netherlord’s Intelligence modifier. Like other spellcasters, a Netherlord can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Netherlord may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Netherlord decides which spells to prepare.
  • Deathly Visions (Su): The eyes of the Netherlord are pierced through with the energy of the undead, seared by the knowledge attained. At will, as a standard action, the Netherlord may use deathwatch or detect undead.
  • Netherworld Companion (Ex): The unholy arts that are the gift of the netherlord have allowed him to create a bodyguard, a creature that never leaves his side. The netherworld companion is 1 Hit Dice animal or humanoid with the skeletal template that does not count against the normal cap of undead the netherlord can control. In order to create a netherworld companion, the netherlord must acquire an appropriate body, and spend twenty four hours in a ritual creation of the companion. The netherworld companion advances 1 hit dice each time the netherlord gains a level. At level 5, monstrous humanoids and magical beasts may be used to create a netherworld companion. At level 8, giants and aberrations become available. At level 12, dragons and outsiders may be used to create a companion. Netherworld companions have maximum hit points per hit dice, and a +2 bonus to attack and a +4 bonus to damage against any creature attacking their master. The netherlord may only have one netherworld companion at a time.
  • Sickening Restoration (Su): The very touch of the Netherlord causes the skin to crawl and the body to shiver, exuding a strange and dangerous power. By making a melee touch attack against a living creature, the Netherlord may sicken that foe. If the creature is unliving, it is healed 1 point per class level.
  • Touch of Corruption (Su): Life seeps from the fingers of the Netherlord, so infused with embalming fluid and other hateful substances that they radiate filth and dark fury. The Netherlord may have any undead under his control deliver a touch spell, as per the Spectral Hand spell.
  • Animate Dead (Sp): Corpses writhe and shudder under the touch of the Netherlord, a vicious form of life reentering their bodies. Twice per day the Netherlord may cast Animate Dead as a spell-like ability.
  • Unliving Thirst (Ex): Creatures controlled by the Netherlord are portals to a horrible draining energy. All undead creatures controlled by Netherlord gain the following trait: Diminution (Su): Any living creature within 10 ft. of this undead loses one hit point per round. Multiple diminution effects stack with one another.
  • Leader of Undeath (Ex): He has begun to amass a great following among the dead, as his necromantic might calls to all who are dead, and yet not at peace. He may now control five times the normal amount of undead.
  • Numberless (Ex): The monsters that follow the Netherlord are uncountable, and spill forth over their foes in a wave of death. Any undead controlled by the Netherlord gains a +1 bonus to attack and damage for each other undead creature controlled by the Netherlord that is attacking that same target.
  • Beckoning (Su): The Netherlord has achieved a special insight into the nature of souls, and the ways in which they depart this plane. All creatures that are slain by the Netherlord or an undead creature that he controls must make a Will save against 10 + 1/2 Netherlord level + charisma modifier or rise again as a zombie in 1d4 rounds, under the control of the Netherlord.
  • Eyes of Corruption (Su): Each undead under the control of the Netherlord is a servant who falls to his knees in order to please the master. The Netherlord may, as a move action, see through the eyes of any undead under his control. He may also have any undead under his control count as the origination point of a spell that he has cast, regardless of the distance between him and that undead. The Netherlord must be using the creature's eyes at that time.
  • Corpse Flesh (Ex): Death flows throughout the body of the Netherlord, rotting the flesh and stealing the life. The Netherlord gains the zombie template with the following changes: mental scores, skills, and feats are unaffected, and the Netherlord can still take its normal allotment of actions per round.
  • Flesh Pact (Ex):The Netherlord revels in the control of the baser creatures of undeath, preferring the ease of control to the struggle for dominance over an intelligent minion. All mindless undead count as one-half their hit dice when calculating the total hit dice that the Netherlord can control.
  • Create Undead (Sp): Life burns in the eyes of the newly spawned, a hatred against all living things. Twice per day the Netherlord may cast Create Undead as a spell-like ability.
  • Siphon (Su): The energy of the living is sweet mead to an undead palette, and each strike becomes a chance to savour that heady aroma. Undead creatures controlled by the Netherlord heal one half the damage dealt on any successful melee attack.
  • Master of Undeath (Ex): The hordes of the Netherlord are legion, and even the great master himself has lost count of the swarms that dance to his whim and will. He may now control ten times the normal amount of undead.
  • Animate Command (Su): Even the most willful of the undead stands little chance against the great power of the Netherlord. Any intelligent undead, upon seeing the Netherlord for the first time, must succeed at a Will saving throw against 10 + 1/2 Netherlord level + charisma modifier or be forced to serve the Netherlord for one day per class level. At the end of this time, the undead may attempt the save again.
  • Fitting Replacement (Su): Even with their own death do creatures serve the Netherlord, for even as they die, they release a pulse of energy, invigorating all around them. Whenever an undead creature controlled by the Netherlord dies, all living creatures within 10 ft. take damage equal to 4 * the hit dice of the undead creature, and that undead creature springs back to life, with one half total hit points. Whenever an undead creature falls a second time, it does not rise.
  • Create Greater Undead (Sp): Vicious and vile creatures spawn under the touch of the Netherlord, slaying all those who oppose him. Twice per day the Netherlord may cast Create Greater Undead as a spell-like ability.
  • Duress (Su): Undead born under the auspices of the Netherlord snear at their living adversaries, watching the fools be crippled by the energy of undead life. Any living creature with three or more undead controlled by the Netherlord within 10 ft. of it gains a negative level, unless it succeeds at a Fortitude saving throw of 10 + 1/2 Netherlord level + charisma modifier.
  • Undying General (Ex): The power of necromancy has stolen away the soul of the Netherlord, and he is forever in its grasp. As long as there was at least one undead creature under the command of the Netherlord at the time of the Netherlord's death, the Netherlord will rise again in 1d10 days at the location of one its surviving undead creatures.
  • Servile (Su): The forces of corruption within the Netherlord are so strong that a single touch will infect a foe, burying his lifeforce beneath an avalanche of dark energy, burning his soul from his body and leaving a lifeless husk, a toy of the Netherlord. Each round as a standard action, the Netherlord may attempt a melee touch attack against a living creature. If the creature is struck by that attack, it must succeed at a Fortitude saving throw against 10 + 1/2 Netherlord level + charisma modifier, or be slain and rise as per Beckoning. This melee touch attack may be delivered as per Touch of Corruption.
Spell List
  • 1st Level: Cause Fear, Chill Touch, Command Undead, Curse Water, Death Knell, Death Watch, Doom, Gentle Repose, Inflict Moderate Wounds, Ray of Enfeeblement, Spectral Hand
  • 2nd Level: Animate Dead, False Life, Fear, Ghoul Touch, Halt Undead, Inflict Serious Wounds, Ray of Exhaustion, Scare, Vampiric Touch
  • 3rd Level: Bestow Curse, Blight, Contagion, Death Ward, Inflict Critical Wounds, Poison, Speak with Dead
  • 4th Level: Enervation, Eyebite, Inflict Moderate Wounds (Mass), Magic Jar, Slay Living, Symbol of Pain, Waves of Fatigue
  • 5th Level: Circle of Death, Create Undead, Harm, Inflict Serious Wounds (Mass), Symbol of Fear, Undeath to Death
  • 6th Level: Control Undead, Destruction, Energy Drain, Finger of Death, Inflict Critical Wounds (Mass), Symbol of Weakness, Waves of Exhaustion
  • 7th Level: Clone, Create Greater Undead, Horrid Wilting, Soul Bind, Symbol of Death, Wail of the Banshee
« Last Edit: September 09, 2008, 10:34:30 AM by Stratovarius » Logged

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« Reply #37 on: August 28, 2008, 09:47:43 AM »

Bowman

"Arrows shall blacken the sky."
- Excasard the Brilliant, Elven Bowman


Text

Making a Bowman
Text

Abilities: Dexterity affects both damage and accuracy from the Bowman. The Bowman does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Bowman appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Bowman can be of any alignment, and there is no bias in any one direction.

Table 1: The Bowman
Code:
Level  BAB   Ref   Fort  Will  Abilities                       
----------------------------------------------------------------
1      +1    +2    +2    +0    Sneak Attack +1d6, Fast Movement
2      +2    +3    +3    +1    Bonus Feats, Archer's Focus 1/day                     
3      +3    +3    +3    +1                                     
4      +4    +4    +4    +2    Sneak Attack +2d6               
5      +5    +4    +4    +2    Sniper's Skill, Archer's Focus 2/day                                 
6      +6    +5    +5    +3    Bonus Feats                     
7      +7    +5    +5    +3                                     
8      +8    +6    +6    +2    Sneak Attack +3d6, Archer's Focus 3/day
9      +9    +6    +6    +3    Agile Focus                                 
10     +10   +7    +7    +3    Bonus Feats                     
11     +11   +7    +7    +3    Archer's Focus 4/day                                 
12     +12   +8    +8    +4    Sneak Attack +4d6               
13     +13   +8    +8    +4    Adept Focus                                 
14     +14   +9    +9    +4    Bonus Feats, Archer's Focus 5/day                     
15     +15   +9    +9    +5                                     
16     +16   +10   +10   +5    Sneak Attack +5d6               
17     +17   +10   +10   +5    Archer's Focus 6/day                                 
18     +18   +11   +11   +6    Bonus Feats                     
19     +19   +11   +11   +6    Supreme Focus                                 
20     +20   +12   +12   +6    Sneak Attack +6d6, Archer's Focus 7/day


Game Rule Information
Bowman have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Bowman are proficient with all simple and martial weapons, and light, and medium armour.
  • Sneak Attack: At level 1, the Bowman gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Fast Movement (Ex): A Bowman’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Bowman’s speed because of any load carried or armor worn.
  • Bonus Feats: At 2nd level, a Bowman gets a bonus archery-oriented feat. The Bowman gains an additional bonus feat at 6th level and every four Bowman levels thereafter (10th, 14th, 18th). These bonus feats must be drawn from the feats noted as bowman bonus feats. A Bowman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
  • Archer's Focus (Ex): Scorching enemies with his focus, the bowman's arrows strike with precision and deadly force. He gains +4 to Dexterity and 1 extra attack per round. Duration of the focus is 3 rounds + one round per two class levels.
  • Sniper's Skill (Ex): The Bowman adds his dexterity to damage when wielding a bow.
  • Agile Focus (Ex): At 9th level, a Bowman’s bonus to Dexterity during his focus increase to +6, and a second extra attack per round.
  • Adept Focus (Ex): At 13th level, a Bowman’s bonus to Dexterity during his focus increase to +8, and a third extra attack per round.
  • Supreme Focus (Ex): At 19th level, a Bowman’s bonus to Dexterity during his focus increase to +10, and a fourth extra attack per round.
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Osteomancy - Rune Magic - Astral Magic
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« Reply #38 on: August 28, 2008, 02:58:39 PM »

Fear based spontaneous casting necromancy class. Pretty good at debuffing, is the hope. It does overlap in some aspects with the Netherlord and Dread Necromancer classes.

Dread Magnate

"Life is but a prelude to my reign."
- Nankahaqht the Feared, Human Dread Magnate


Text

Making a Dread Magnate
Text

Abilities: Intelligence controls the spellcasting of the Dread Magnate, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.

Races: Dread Magnate may appear within any race, but are shunned and ostracized for their knowledge. Their willingness and desire to court with vile forces makes them prime suspects to be persecuted.

Alignment: Dread Magnate are evil, wielding vile forces against their foes.

Table 1: The Dread Magnate
Code:
Level  BAB   Ref   Fort  Will  Abilities           
--------------------------------------------------------------------------
1      +0    +0    +0    +2    Dread Feast, Loathsome Visage, Mind of Iron
2      +1    +1    +1    +3    Dread Casting
3      +1    +1    +1    +3    Lord's Wrath
4      +2    +2    +2    +4    Advanced Learning
5      +2    +2    +2    +4    Fearsome Wrath
6      +3    +3    +3    +5    Disquietude
7      +3    +3    +3    +5    Advanced Learning
8      +4    +2    +2    +6    Dread Casting
9      +4    +3    +3    +6    Figment of Fear
10     +5    +3    +3    +7    Fearsome Wrath
11     +5    +3    +3    +7    Terror's Lord
12     +6    +4    +4    +8    Fear, Advanced Learning
13     +6    +4    +4    +8    Recreance
14     +7    +4    +4    +9    Nightmares and Dreamscapes
15     +7    +5    +5    +9    Phantasmal Killer, Fearsome Wrath
16     +8    +5    +5    +10   Fearful Frenzy
17     +8    +5    +5    +10   Advanced Learning
18     +9    +6    +6    +11   Seeping Dread
19     +9    +6    +6    +11   Phantasmal Form
20     +10   +6    +6    +12   Terror's Shape, Fearsome Wrath

Table 2: Spells Per Day
Code:
Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      2    —    —    —    —    —
2      2    —    —    —    —    —
3      3    —    —    —    —    —
4      4    2    —    —    —    —
5      5    3    —    —    —    —
6      5    4    —    —    —    —
7      5    4    2    —    —    —
8      5    5    3    —    —    —
9      5    5    4    —    —    —
10     5    5    4    2    —    —
11     5    5    5    3    —    —
12     5    5    5    4    —    —
13     6    6    5    4    2    —
14     6    6    6    5    3    —
15     6    6    6    6    4    2
16     7    6    6    6    4    3
17     7    7    6    6    5    4
18     7    7    7    6    6    5
19     7    7    7    7    6    6
20     7    7    7    7    7    7


Game Rule Information
Dread Magnate have the following game statistics.

Alignment: Evil
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Dread Magnate are proficient with all simple weapons and light armour. Armor above light interferes with a Dread Magnate’s movements, which can cause her spells with somatic components to fail.
  • Spells: A dread magnate casts arcane spells, which are drawn from the dread magnate spell list. He can cast any spell he knows without preparing it ahead of time, and he knows all spells on his spell list, once he has reached a level at which he can cast them. To learn or cast a spell, a dread magnate must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a dread magnate’s spell is 10 + the spell level + the dread magnate’s Intelligence modifier. Like other spellcasters, a dread magnate can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 2: Spells Per Day. In addition, he receives bonus spells per day if he has a high Intelligence score. As noted above, a dread magnate need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
  • Dread Feast (Su): Life for the dread magnate begins and ends with the consumption of fear, that most exquisite of substances. Each creature that the dread magnate afflicts with magical fear sustains him for one day.
  • Loathsome Visage (Su): Fear lives within the heart of the dread magnate, and becomes manifest at his will. As a standard action, the dread magnate can attempt to frighten a single creature within 60 ft. That creature must succeed at a Will save vs 10 + 1/2 class level + charisma modifier or be shaken for one round per two class levels, minimum of 1. This ability has the fear descriptor. He also gains a bonus to intimidate equal to his class level.
  • Mind of Iron (Ex): So accustomed to the nature and the mind of fear, the dread magnate feels it simply roll off of him, affecting him not. The dread magnate is immune to fear.
  • Dread Casting (Su): The primary tool of the dread magnate is fear, and he must bring that fear through all things, including his spellcasting. Once per encounter, the dread magnate may apply the fear descriptor to a spell that does not normally possess it. If he does so, all those struck by the spell must make a Will save against the spell's DC or be shaken. If the spell does not normally have a saving throw, the Will save is still required. At 8th level, he may do this twice an encounter.
  • Lord's Wrath (Su): Those who see the dread magnate quiver and shake in fear at his great presence. All creatures who move within 5 ft. per class level of the dread magnate must make a Will save vs 10 + 1/2 class level + charisma modifier or be shaken. If a creature succeeds on his save, he is not affected for twenty four hours.  This ability has the fear descriptor.
  • Advanced Learning (Ex): Foul knowledge comes easily to the dread magnate, living as it does off of the fear of others. At 4th, 7th, 12th, and 17th level, a dread magnate can add a new spell of his choice with the fear descriptor to his spell list.
  • Fearsome Wrath (Ex): To bring to fear to the world about him, and, most importantly, fear of himself, is the goal of the dread magnate, for he desires the power and the glory that only fear can provide. The save DC of any spell the dread magnate casts with the fear descriptor increases by +1. At every five levels (10, 15, 20), this increases by a further +1, to a maximum of +4 at 20th level.
  • Disquietude (Su): Within each person, there can be a nagging doubt that claws at the back of the mind, that makes them wonder and question and search for things that may not be there. It is the seed of paranoia. As a standard action, the dread magnate can induce a state of disquiet into his foes. The foe takes two points of wisdom damage, and a -4 penalty to concentration, spot, listen, search, and all charisma based skills, and a -1 penalty to Will saves. These effects last for one round per class level, and are mind-affecting.
  • Figment of Fear (Su): The most damaging terrors can be found within the mind, and it is from his own mind that the dread magnate pulls forth illusionary imaginings, projecting them out upon all others. The dread magnate forms his fears into a Figment of Fear, an ephemeral thing that has no substance, and cannot be affected by spell or attack. Each round, as a move action, the dread magnate may direct the figment of fear to move up 60 ft. and to contact a single enemy creature, calling up all the terrors and phantasms that reside in that mind. That creature must succeed at a Will save vs 10 + 1/2 class level + charisma modifier or be trapped in their own mind, unable to move as they fall prone, wracked by fearful shudderings. This shuddering lasts for one round, and is mind-affecting.
  • Terror's Lord (Ex): There are none who have so great a command of fear as the dread magnate, for he is become fear. Any creature immune to fear may still be affected as if it were not immune to fear by the dread magnate's spells and abilities. This does not affect the dread magnate.
  • Fear (Sp): A single flick of the wrist sends terrors from the night towards his foes, cowering them before him. The dread magnate may cast Fear as a standard action, at will.
  • Recreance (Ex): With enough fear, it is possible to twist a person's mind such that they become unaware of who is an ally and who is a foe. Creatures affected by a fear spell must make a Will save vs 10 + 1/2 class level + charisma modifier or become confused.
  • Nightmares and Dreamscapes (Ex): The night has always allowed fear to run wild, and it is no different here. When at night or in an area of darkness, all spells you cast with the Fear descriptor have a +2 bonus to their caster level, and a +1 bonus to DC.
  • Phantasmal Killer (Sp): The dread magnate may cast Phantasmal Killer as a standard action, at will.
  • Fearful Frenzy (Su): Creatures afflicted by fear can be driven from their sensible mind, and into a state of terror so profound that they have no conception of sanity. Once per encounter, the dread magnate can cause all creatures within 100 ft. to make a Will save vs 10 + 1/2 class level + charisma modifier or become frenzied. Every creature affected gains a +4 bonus to strength and constitution as the fear forces their body to react, but they take a penalty to their wisdom modifier equal to the dread magnate's charisma modifier. In addition, they become confused. The dread magnate can exclude allies from the effect. This ability has the fear descriptor.
  • Seeping Dread (Su): A slow taste of fear slides outwards from the dread magnate, causing those around him to view him with fear and terror, and to see him as something above them. Any enemy within 100 ft. of the dread magnate takes a -4 penalty to attack, -8 penalty to damage, -2 penalty to caster level and DC, and a -2 penalty to Will saves. This ability has the fear descriptor.
  • Phantasmal Form (Su): It is within the power of the dread magnate to become an unholy terror of the mind, grabbing and holding onto the worst of the fears that sit deep in the mind. The dread magnate gains the frightful presence extraordinary ability. Opponents within 30 feet of the dread magnate that have fewer Hit Dice or levels than the dread magnate and that witness the dread magnate become shaken for 5d6 rounds if they fail a Will save (DC 16 + Cha modifier). An opponent that succeeds on the saving throw is immune to the dread magnate's frightful presence for 24 hours. Frightful presence is a fear effect.
  • Terror's Shape (Su): The dread magnate gains the ability to shift into a terrible nighmare as a swift action. While in terror shape the dread magnate is incorporeal, is immune to critical hits, and can fly at a speed of 100 feet (good). He may dismiss this as a free action.
Spell List
  • 1st Level: Bane, Cause Fear, Chill Touch, Command Undead, Curse Water, Death Knell, Death Watch, Doom, Gentle Repose, Inflict Moderate Wounds, Ray of Enfeeblement, Silent Image, Spectral Hand, Ventriloquism
  • 2nd Level: Animate Dead, False Life, Fear, Ghoul Touch, Halt Undead, Illusory Script, Inflict Serious Wounds, Mirror Image, Minor Image, Ray of Exhaustion, Scare, Vampiric Touch
  • 3rd Level: Bestow Curse, Death Ward, Illusory Wall, Inflict Critical Wounds, Major Image, Persistent Image, Phantasmal Killer, Poison, Speak with Dead
  • 4th Level: Dream, Enervation, Eyebite, Magic Jar, Mislead, Nightmare, Permanent Image, Programmed Image, Slay Living, Symbol of Pain, Waves of Fatigue
  • 5th Level: Circle of Death, Control Undead, Create Undead, Harm, Inflict Serious Wounds (Mass), Symbol of Fear, Undeath to Death
  • 6th Level: Create Greater Undead, Destruction, Energy Drain, Finger of Death, Inflict Critical Wounds (Mass), Symbol of Weakness, Waves of Exhaustion, Weird
« Last Edit: January 21, 2009, 01:39:57 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
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Osteomancy - Rune Magic - Astral Magic
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That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
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Posts: 1215


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« Reply #39 on: September 04, 2008, 12:46:35 PM »

Two Weapon Fighting

This is an attempt to boost the power and utility of the Two Weapon Fighting style.

Two Weapon Fighting
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. While Two Weapon Fighting, you gain a +2 bonus to damage. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. When you reach 6 BAB, you gain an additional attack with your off-hand at a -5 penalty. Also, all shield bonuses from Two Weapon Fighting are increased by +1 (to +2 and +3 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +4.

Greater Two Weapon Fighting
Prerequisite: Dex 19, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty. all shield bonuses from Two Weapon fighting are increased by +1 (to +3 and +4 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +6. When you reach 16 BAB, you gain an additional attack with your off-hand at a -15 penalty. Also, all shield bonuses from Two Weapon Fighting are increased by +1 (to +4 and +5 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +8.

Logical Explanation
Currently, Two Weapon Fighting is certainly a much weaker style of fighting than THF. This is an attempt to cut down the feat cost while improving the ability.
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