T O P I C R E V I E W |
Trafaldi |
Posted - 17 Dec 2003 : 20:50:51 I know many of you have made new classes for your games. I have and so have many of you. Post some of the classes you have made or even some of the ideas you have and maybe we can develop it even further. |
30 L A T E S T R E P L I E S (Newest First) |
The Sage |
Posted - 21 Jan 2004 : 05:08:38 quote: Originally posted by Bookwyrm
Sounds good.
And no, never heard of it. Why? Did I copy something without meaning to?
Not as such, although some of the aspects of the class are similar. I wouldn't worry too much though, there's only so much you can 'do' with an Expert class.
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Trafaldi |
Posted - 20 Jan 2004 : 13:51:18 Cult leader very good on the manslayer class i may actually use that in a game at some point. |
Bookwyrm |
Posted - 20 Jan 2004 : 08:17:22 Sounds good.
And no, never heard of it. Why? Did I copy something without meaning to? |
The Sage |
Posted - 18 Jan 2004 : 07:01:30 Wonderful...simply wonderful. This is a good job, done well Bookwyrm .
In fact you've inspired me so much, that I've now the momentum and energy I need to brush the dust off of my own interpretation on the Aristocrat class, finish the stats and post it here...
Oh, and in case you were wondering, this class is very well balanced, even with the incorporation of your own custom designed feats.
I do have to ask though, have you been looking through the Dawnforge setting book...?
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Bookwyrm |
Posted - 17 Jan 2004 : 06:31:45 A Note on Bonus Feats:
Like with the Fighter’s bonus feats, other feats may be added to this list. These should be confined to feats focused on knowledge, abilities, and skills. Item Creation feats (except Craft Portal) were added as they focus on creation. Feats that deal with battle, magic, or other such areas, should not be added unless the DM decides to allow some of the bonus feats of a class the character is multiclassed in.
The asterisked feats, Disciplined Mind and Master Craftsman, are my own creations. |
Bookwyrm |
Posted - 17 Jan 2004 : 06:25:19 In every society, there arises a group of people who become determined to be masters of their own abilities. These experts will often ignore everything else in their single-minded quest for knowledge, sometimes shunning, or being shunned by, the same societies that bore them.
Adventures: The expert sees everything in life as a road to understanding, and the few such persons who decide to experience adventuring treat them as sources for knowledge or self-improvement. Nothing is more important to the expert.
Characteristics: Most people find true experts strange, as they typically shut out all things not related to their areas of interest. The expert can be many things: a cook, an artist, a blacksmith, an athlete, a scholar. The one thing that binds them together is the manner in which they view their work and their world.
Alignment: Experts seek control over their lives, and patterns in the world. As such, they often favor law over any other ethical stance. In morals, they tend towards neutrality, as knowledge is neither good nor evil. However, experts come from many walks of live, and can be of any alignment.
Religion: Just as no two experts are ever alike, they claim hold on no one religion. Instead, an expert will hold as his or her patron the deity that most resembles their area of expertise.
Background: An expert can come from any walk of life. All that is needed is a curiosity about the world, or a desire to perfect themselves. Experts are most common in civilized areas, but even the most barbarous of wild tribes can produce an expert.
Races: Experts are most often humans or half-elves, but the desire for knowledge knows no boundaries. An expert may be of any race; however, experts from the savage lands or from the brutal humanoids normally tend to be focused on physical achievements rather than mental prowess.
Other Classes: Different experts get along with different classes. An expert focused on physical achievement or practical skill will find more in common with a monk or a rogue, while one who seeks knowledge above all else will be more likely to enjoy the company of a bard or wizard. This will vary depending on the character, though.
GAME RULE INFORMATION
Lvl - BAB - Fort - Ref - Will - Special - 1 - +0 --- +0 -- +0 --- +2 -- Bonus Feat - 2 - +1 --- +0 -- +0 --- +3 -- Bonus Feat - 3 - +1 --- +1 -- +1 --- +3 -- - 4 - +2 --- +1 -- +1 --- +4 -- Bonus Feat - 5 - +2 --- +1 -- +1 --- +4 -- - 6 - +3 --- +2 -- +2 --- +5 -- Bonus Feat - 7 - +3 --- +2 -- +2 --- +5 -- - 8 - +4 --- +2 -- +2 --- +6 -- Bonus Feat - 9 - +4 --- +3 -- +3 --- +6 -- -10 - +5 --- +3 -- +3 --- +7 -- Bonus Feat -11 - +5 --- +3 -- +3 --- +7 -- -12 - +6 --- +4 -- +4 --- +8 -- Bonus Feat -13 - +6 --- +4 -- +4 --- +8 -- -14 - +7 --- +4 -- +4 --- +9 -- Bonus Feat -15 - +7 --- +5 -- +5 --- +9 -- -16 - +8 --- +5 -- +5 ---+10 -- Bonus Feat -17 - +8 --- +5 -- +5 ---+10 -- -18 - +9 --- +6 -- +6 ---+11 -- Bonus Feat -19 - +9 --- +6 -- +6 ---+11 -- -20 -+10 --- +6 -- +6 ---+12 -- Bonus Feat
Note: While this chart lists the favored save of the Expert as the Will save, it can be changed at first level to either Fortitude or Reflex. Once the decision between the three saves is made, it cannot be changed.
Abilities: The primary ability of an expert depends on his or her area of interest. Intelligence will be vital for gaining skill points and knowledge, as well as spells if the character is a multiclassed wizard. A high wisdom score means that less of the world escapes notice and study. Charisma is important for gaining information from people. Strength, dexterity, and constitution is important for experts focused on physical prowess, as well as for those experts who journey out in the world.
Alignment: Any.
Hit Die: d4.
Class Skills: An expert may chose any ten skills to be class skills.
Skill Points at First Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int Modifier.
Starting Gold: 3d4 x 10
Class Features:
All of the following are class features of the Expert.
Weapon and Armor Proficiency: The expert is proficient with all simple weapons, as well as either one martial weapon or light armor.
Bonus Feats: At first level, and every even-numbered level after that, the expert may chose a bonus feat from the following list:
Acrobatic Agile Alertness Animal Affinity Athletic Brew Potion Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Deceitful Deft Hands Diligent *Disciplined Mind Dodge Endurance Forge Ring Great Fortitude Improved Initiative Investigator Iron Will Lightning Reflexes Magical Aptitude *Master Craftsman Negotiator Nimble Fingers Persuasive Run Self-sufficient Skill Focus Stealthy Track
These feats are in addition to those gained at every third level. The character must meet all prerequisites for any bonus feat.
As well, a multiclassed expert may, at the Dungeon Master’s discretion, chose bonus feats from one other class with a bonus feat list (such as a fighter). However, once this class is chosen, it cannot be changed.
Multiclassing: The Expert class does not count when factoring XP penalties due to multiclassing by any character with an Intelligence score of at least 15 points. |
Bookwyrm |
Posted - 17 Jan 2004 : 06:16:41 While I said that there were no more classes, this idea took hold when I was contemplating Jack Archer, my customized Fighter/Wizard. The idea was that he gained the power behind his wizard levels when he got pulled to Faerun; he gained a bit of knowledge from the guy who died summoning him. However, he had his wizard levels before; I considered them levels he had gained due to his education.
That got me thinking about a class for knowledge itself. The Wizard and the Bard do pretty well, but I wanted something without any attatched magic. Something that could describe someone from our world, for instance. I remembered the Expert NPC class from the DMG, and how it said that it could potentially be a worthwhile PC class.
Long story short, here's my version of the PC Expert Core Class. |
Cult_Leader |
Posted - 13 Jan 2004 : 13:52:02 Familiar bombs. Like ... walking talking mage bombs. They really work. |
The Sage |
Posted - 13 Jan 2004 : 13:19:17 'Dread Familiars/Companions' are a RL template that you add to any familiar or Paladin's mount summoned. Since the Dark Powers have absolute control over what goes in and comes out of the Demiplane, this also means that familiars are corrupted by their 'touch'. Usually, the most that changes is the moral alignment of the creature, switching to 'Evil' upon entering the Domain.
There is more, but I think I had better stop before Alaundo and his now-famous staff pay me a (harmful ) visit...
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Shadowlord |
Posted - 13 Jan 2004 : 03:23:14 Sage, What dread familiars, I havent been performing any illegal mutations..... |
Bookwyrm |
Posted - 12 Jan 2004 : 19:34:29 Well, I wouldn't know anything about that, of course.
I'd be interested if anyone thinks that this PrC isn't powerful enough, so to speak. It gives up a lot on the part of the actual PC; should the master gain something else? Should he gain a new weapon proficiency, better saving throws, or such, to show how he's not paying as much attention to magic? Or should the familiar gain an ability or two that directly affects the character? (Like the virtual Alertness bonus becoming +3, or somesuch.) |
The Sage |
Posted - 06 Jan 2004 : 12:02:04 Hmm...sounds very interesting.
Unfortunately, I haven't had a chance to run this class through my game yet, although I have set some game time aside in tomorrow night's game. I'm left thinking though, how effective your PrC will be in the Ravenloft setting, what with the Dark Powers and the Mists effects on summoned familiars, corrupting them into 'Dread Familiars'...
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Bookwyrm |
Posted - 04 Jan 2004 : 08:47:42 No classes at this time. I still have some stuff planned for the Magic Shop when I have some dozen moments to sit down and write it all out: the armor I mentioned, a new spell, and a set of very special manacles (the latter actually a D&Dized version of something my brother created for his most recent book). I also have a spellcasting feat (not a metamagic one, though), inspired by something one of his wizards did in that same story. |
The Sage |
Posted - 03 Jan 2004 : 15:23:35 Overall, I like this class Bookwyrm, very well done for a first attempt. It has a lot of potential, especially if your gaming party consists of only 2-to-3 PCs. I want some more time to read through it properly, and test-drive some of the abilities first, before I comment further.
I'll also try and generate some suggestions for names for this PrC.
Oh and...do you have any more creations on the way?...
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Bookwyrm |
Posted - 03 Jan 2004 : 08:53:13 Don't worry. I could have phrased it better, to let people know. No need now, since your question is out in the open. Saves me the awkward trouble of figuring out how to say "You can be a cleric and take this if you only have one level of sorcerer or wizard" using the language WotC writes this stuff out in. |
Arivia |
Posted - 03 Jan 2004 : 08:46:43 Ack. Sorry about that. I think my lack of sleep is showing... |
Bookwyrm |
Posted - 03 Jan 2004 : 08:43:11 First, the Adept NPC is a divine-spellcasting class that gives a familiar at second level. Second, you have heard of multiclassing, right?
The familiar abilities, as laid out in the PHB, don't specify the type of spells; the ability to share spells and deliver touch spells is available for both arcane and divine spells. It just means that the character has to have one level of Sorcerer or Wizard, or two levels of Adept, in order to qualify. (Plus the Will save, of course.) |
Arivia |
Posted - 03 Jan 2004 : 08:38:30 Familiar spell can be cleaned up then, as no non-arcane spellcasters would have access to the class. |
Bookwyrm |
Posted - 03 Jan 2004 : 08:31:37 Well, yeah. Why are you asking? |
Arivia |
Posted - 03 Jan 2004 : 07:56:57 I like it. You do realize that only mages have familiars, that other classes have their assorted mounts and animal companions and their ilk? |
Bookwyrm |
Posted - 03 Jan 2004 : 07:17:16 Hello, and welcome to my first attempt at a PrC. I created it because I thought there was far too little focus on a mage's best friend: the familiar.
Notice the lack of name: I'm hoping for a few suggestions.
Requirements In order to become a(n) *, the character must fulfill all the following criteria:
Base Will Save: +5 Special: Possession of a familiar or the ability to summon one.
Lvl - BAB - Fort - Ref - Will - Special - 1 - +0 --- +0 -- +0 --- +2 -- +1 Familiar Level, Ability Score Increase - 2 - +1 --- +0 -- +0 --- +3 -- +1 Familiar Level, Familiar Range - 3 - +1 --- +1 -- +1 --- +3 -- +1 Familiar Level, Familiar Feat - 4 - +2 --- +1 -- +1 --- +4 -- +1 Familiar Level, Familiar Spell - 5 - +2 --- +1 -- +1 --- +4 -- +1 Familiar Level, Ability Score Increase - 6 - +3 --- +2 -- +2 --- +5 -- +1 Familiar Level, Familiar Feat - 7 - +3 --- +2 -- +2 --- +5 -- +1 Familiar Level, Imbue Familiar - 8 - +4 --- +2 -- +2 --- +6 -- +1 Familiar Level, Familiar Spell - 9 - +4 --- +3 -- +3 --- +6 -- +1 Familiar Level, Familiar Feat -10 - +5 --- +3 -- +3 --- +7 -- +1 Familiar Level, Ability Score Increase
+1 Familiar Level For each level taken in this class, treat the familiar as having a master of the total caster levels of this prestige class and any other class where the familiar is a class feature. That is, the character adds his or her XXX levels to any adept, sorcerer, or wizard levels and calculates the familiar’s powers accordingly. This does not grant any other benefits of a previous spellcasting class. See the Player’s Handbook for more information on familiar abilities.
Ability Score Increase The familiar gains +2 to an ability score of your choice. This is in addition to the +1 Intelligence bonus granted at each level.
Familiar Range The distance limit of 5 feet with regard to Alertness and the Share Spells ability is increased to 10 feet. Touch-range spells can be cast through the familiar in that distance.
Familiar Feat The familiar gains one feat, though it must meet all prerequisites for it. This may include feats such as Flyby Attack for a flying familiar, or other such non-standard feats as the DM allows. Note that a familiar uses the master’s own Base Attack Bonus and base save values. Your DM will rule on what feats may or may not be appropriate.
Familiar Spell The familiar’s master gains two spells, regardless of class, from the following list, and adds it to his or her own spell list:
Call familiar, enhance familiar, familiar pocket, familiar’s form, familiar’s sense, familiar’s touch, fortify familiar, imbue familiar with spell ability, share life.
See below for descriptions of these spells. Other spells may be used, but must deal directly with familiars. The master need not be of an arcane spellcasting class to cast this spell, but must be able to cast spells of the same level. If the master is a specialist wizard, he or she must be able to cast spells from that school.
Imbue Familiar The familiar gains the ability to cast one 0-level spell its master knows as a spell-like ability three times per day as a first-level caster.
Familiar’s Touch (DR280 p63) Sorcerer/Wizard 2 School: Conjuration Components: V, S Casting time: 1 standard action Range: Medium Duration: 1 minute per level
Cast spells with range of Touch through your familiar at Medium-range.
Familiar’s Sense (DR280 p62) Sorcerer/Wizard 2 School: Divination Components: V, S Casting time: 1 standard action Range: Unlimited Duration: 1 minute per level
Use one of your familiar’s senses in place of your own for 1 minute per level. The sense can be changed or not used at all as a partial action. Your familiar doesn’t loose the sense.
Share Life (DR280 p63) Sorcerer/Wizard 2 School: Necromancy Components: V, S Casting time: 1 full-round action Range: Touch Duration: Instantaneous
Transfer up to your level in hit points to your familiar in order to heal it.
Familiar Pocket (T&B p88) Sorcerer/Wizard 2 School: Universal Components: V, S, M (gold needle and thread), F (garment or container) Casting time: 1 standard action Range: Touch Duration: 1 hour per level (D)
Creates an extradimensional hiding place for your familiar where it has Full Cover & Full Concealment. The pocket can be sealed or unsealed by your or your familiar (the pocket contains 1 hour of air).
Familiar’s Form (DR280 p63) Sorcerer/Wizard 3 School: Necromancy Components: V, S Casting time: 1 full-round action Range: Medium Duration: Unlimited
Transfer your mind & spirit into your familiar, leaving your body comatose. While in your familiar, you have full control of its body. The spell ends when you will yourself back to your own body, though you must be within Medium-range to do so.
Call Familiar (DR280 p63) Sorcerer/Wizard 3 School: Transformation Components: V, S Casting time: 1 standard action Range: 1 mile Duration: Instantaneous
The caster’s familiar is teleported to the caster as long as the familiar is within 1 mile.
Enhance Familiar (T&B p88) Sorcerer/Wizard 3 School: Universal Components: V, S Casting time: 1 standard action Range: Touch Duration: 1 hour per level
The caster’s familiar gains a +2 Competence bonus on attacks, saves, & damage, and a +2 Dodge bonus on AC.
Fortify Familiar (T&B p89) Sorcerer/Wizard 4 School: Universal Components: V, S Casting time: 1 standard action Range: Touch Duration: 1 hour per level
The caster’s familiar gains a +2 Enhancement bonus to its Natural Armor, has a 25% chance to avoid extra damage due to critical hits & sneak attacks, & gains 2d8 temporary hp.
Imbue Familiar with Spell Ability (T&B p91) Sorcerer/Wizard 6 School: Universal Components: VS Casting time: 1 standard action Range: Touch Duration: 1 hour per level
The caster transfers the ability to cast 1 spell per 3 levels into his/her familiar. The spell’s level may be no more than 1/3rd of the caster level (max 5th). Until the subject casts the imbued spell(s), the caster does not regain the spell slot corresponding to this spell. |
Cult_Leader |
Posted - 19 Dec 2003 : 19:28:44 Man Slayer
Alignment: Any non good. Hit dice: 1d10. Save progress: As the monk Saves. Skills: Concentration, Gather Information, Jump, Profession, Intimidation, Listen, Move Silently, Swim, Balance, Escape Artist, Heal, Hide, Innuendo, Pick Pocket, Read Lips, Tumble, spot, and search. Skill Points: 3 + Int Mod X 4 At first level, and 4 + Int Mod Per level.
Class Features: Weapon and Armor Proficiency: A man Slayer devotes himself to becoming one with his weapon of choice. He will never use another weapon type ( ie- If his chosen blade is a Katana then he will never use anything save a Katana but may use another Katana) unless his life is at risk. The character has only one weapon proficiency in his chosen weapon and may never gain another proficiency for any other weapons. However, His chosen weapon may be from the simple, martial, or even the Exotic weapons list. The Man Slayer also will not wear armor. It hampers his movement and his abilities. A man slayer without armor upon his body moves at the same speed as that of a monk at the same level. This means that the Man Slayer will not use a Shield nor Armor.
Preternatural Defence: A code all Man Slayers use is that one must fight without the se of armor or a shield. Thus through training the Slayer learns to be aware of all things around him by use of his Warrior Spirit ( or Ki). The Slayer adds his Wisdom Modifier (if any) to his AC along with his Dex and his AC bonus. His or Her AC also increases with every Four levels. IE- 4th level Slays gain a +1 to their AC, While 8th level Slayers gain a +2 to their AC. His Ac, due to the training h has undergone, is not effected by being caught flat-footed, surprised, ambushed, or attacked by invisible creatures, however it is still lost if the character is immobilized in any way shape or form, Or if he or she has chosen to wear armor of any kind (save things like Bracers of armor).
Disarm resistance: When an opponent attempts to disarm a Man Slayer of her favored weapon, the Slayer adds his Wisdom Mod ( if any) Plus half of his level to his resisted (opposed) attack roll.
Weapon Focus: The slayer has the weapon focus feat at First Level, and Can only have it for his or her chosen Weapon.
Weapon Finesse: At second level the Slayer gains the Weapon Finesse feat which only applies to his or her chosen weapon. It may also like Weapon Focus, only be taken for the chosen weapon.
Weapon Specialization: At 3rd level this applies only to the chosen weapon. The Man Slayers singular devotion allows her to achieve this feat.
Quick Reaction: At 5th level the Slay gains the Improves Initiative feat. Mystic Imbuement: An art of the Man Slayer. The Slayer can hannel his warrior spirit ( his or her Ki) into their chosen weapon. This allows him or her to harm things such as ghosts and things with damage reduction. +1 at 7th, + 2 at 10th, +3 at 13th, +4 at 16th, and +5 at 19th. This does not add in to hit or damage rolls. Its only allows the slayer to harm things he normally would not be able to harm.
Increased Damage: at 13th level, The slayer has mastered control of his chosen weapon to such a degree, that he has been able to temper his chosen weapon with his warrior spirit. The damage is increased by one die. IE- 1d8 is now a 1d10. A No’Dachi is 1d20 weapon, it would now be a 1d30 ( can be done by rolling a d20 and one d10).
True Strikes: At 16th level a slayers threat range with his or her chosen weapon is increased by 1. The multiplayer is also increased by 1. IE- A weapon with a crit of 19-20 is now a weapon with a crit of 18-20, and a weapon with a x3 damage mod for crits is now a x4 damage mod weapon.
Fear of the Slayer: A slayer of 4th level or above can release a terrifying shout while staring into his foes eyes, intimidating a foe into acquiescence. The enemy must make a will save against a difficulty of 10 + half of the slayers level + his charisma Mod (if any), or fall prey to the Fear of the Slayer. This fear last for one round after the round it activated. Scared foes cannot attack or cast spells, they may ony do actions that can keep them from being attacked (IE-parrying is allowed, dodging tumbling to increase ac or even running or giving up). This is a Super Natural effect that is based off from the Slayers Warrior Spirit.
Fear Immunity: Slayers are none to hunt each other down for the benefit of keeping their own personal skills sharp. Thus a Slayer fears no other slayer, nor any thing else for that matter. Doing so is against their ethics. They are the powerful. At 12th level and above a Man Slayer is immune to fear of any form.
Death attack: The Slayer is skilled in delivering deadly blows with his chosen weapon. He can deliver a Coup de Grace in normal combat. If the Slayer surprises a foe, gaining a surprise partial action when his foe does not, the Slayer can set up for a Death Attack. If he could Sneak attack ( Slayers do not have sneak attack but for purposes of Death Attack they may use the sneak up on a foe system) then he may make a Death Attack. If the foe confirms the attack is about to happen with a good roll. Then he may try to take steps to negate the Death “Blow”, and thus turn it into nothing more then a normal Crit. The Foe receives a reflexive save against a DC of 10 + the Slayers level + the Slayers into mod (if any). If this roll fails, the victim suffers the Death Attack. He must then make a Fort save DC 10 + the damage dealt (crits do apply to the dc as well as dmg) or be slain instantly. 1st level- Death attack chance on sneak Must have rolled a 20 on attack, 10th level 19-20, 20th level- 18-20.
Precision Attack: With the Man Slayers chosen weapon, he can focus his attack to cripple his foes as Cripple Strike. (Rouge Special Ability).
Restrictions:
A Man Slayer who refuses a challenge from another Man Slayer will lose his Warrior Spirit thus becoming unable to channel his abilities. The abilities can only be regiven if the Slayer goes through with the challenge. If the other Man Slayer is dead before this time then he must challenge another Slayer to regain them.
Weapon Devotion: A slayers devotion to his chosen weapon is almost like a religion. In fact it very well could be. The slayer must always keep his chosen weapon in highly good condition. It must ALWAYS be treated with great respect and honor. Using a magical weapon is a disgrace to the Slayers warrior spirit and his chosen weapon. A magical weapon is not reflective of his true skills nor his spirit. They can however use master work weapons and it is rare for anyone under 2nd level to not have their chosen weapon be master work.
Benefit: A slayer can have something along the line of being famous. His fame can either be a bane or a boon.
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Cult_Leader |
Posted - 19 Dec 2003 : 18:39:56 Meh i thought it was kinda funny. Anyway I need some help. I lack the skills to think up a good history for the Man Slayer class. Basically because it can be so wide and general. I was thinking about making it a class that is based on Asian things ( can be used for other things as well) that basically is an assassin with a warrior edge. Keeps things in check kinda and makes it so that its not all ... umm... soemthing. Here is the crap for them lol. |
Bookwyrm |
Posted - 19 Dec 2003 : 16:21:01 Well, it's rather obvious that this is a non-canon PrC. Mostly from that name; moob-aK? My gorge is rising.
Still, it's a wonderful class built around the evocation school. And it's rather uncanny -- just a little bit ago I was thinking of this very idea. Well, not this particular PrC, but I was thinking how we've got a couple conjurer-based ones, why not the other schools? Well, one down, six to go. (If I missed a PrC of this type -- there being so many to wade through! -- let me know.)
However, it's highly overbalanced. Slavageable, perhaps. In fact, I think that all you'd need to do is take out the addition of the PrC levels to the previous spellcasting class. Then it might work right. You'll need a real DM for that, though.
Just 'cause I like things to look right, let me fix that chart of yours. Then I'll add comments.
-Level|BAB|Fort|Ref|Will| Special - 1st |+0 | +0 |+2 | +2 | Lower Order of Destruction - 2nd |+1 | +0 |+3 | +3 | Initiate of the moob-aK; 1st Bonus Feat - 3rd |+1 | +1 |+3 | +3 | Spell Mastery - 4th |+2 | +1 |+4 | +4 | 1st Energy Focus - 5th |+2 | +1 |+4 | +4 | Matter is Nothing - 6th |+3 | +2 |+5 | +5 | Middle Order of Destruction - 7th |+3 | +2 |+5 | +5 | Practitioner of the moob-aK; 2nd Bonus Feat - 8th |+4 | +2 |+6 | +6 | Signature Spell - 9th |+4 | +3 |+6 | +6 | 2nd Energy Focus -10th |+5 | +3 |+7 | +7 | High Order of Destruction; Space is Nothing
I really think that this class shouldn't have a good Will save, though Reflex is good. Remember, they're training with evocation spells, not mental ones.
quote:
Initiate of the moob-aK: All Evocation spells of 3rd level and lower have their die max increased by one. (Thus, a 10th-level Order of Destruction wizard's Fireball spell would now deal 11d6 damage).
That definately needs rephrasing.
quote:
Matter is Nothing: Once per day you may designate some material object to be ignored by the effect of your spell. This can be a wall, a specific item, a person. Virtually anything upon the Material Plane can be chosen, and your spell does not affect it in any way.
There needs to be a size limitation here, preferably level-based.
quote:
Signature Spell: As the feat.
This should specify that only evocation spells can be applied with this feat.
quote:
All Evocation spells that have no area have their range increased by 50%.
Ah, now there's an unbalanced class feature. Nasty typo, there. |
Cult_Leader |
Posted - 19 Dec 2003 : 14:08:58 Boom-Mage Created by Haruchai and EvilLuke The Order of Destruction, as it is properly called, is a not-so-secret sect of mages that specialize in Evocation magic. These mages strive, each in their own, way to maximize the potential for each spell that they cast. Favorites of peasants and little ones at festivals and arcane demonstrations, many commoners have used the terms "boom-mage" or "ka-boom mage" to describe them. Not without a sense of humor themselves, the practitioners of the Order of Destruction officially changed the name around, teaching their apprentices the secrets of the "moob-aK".
Finding a master of the Order of Destruction is not hard. Simply seek out those mages which are banned from confining civilized areas, (cities). Realizing their considerable power, most practitioners respect the desires of others, though, as always, there are those who use their arcane might to bend, or break, others to their will. Battling evokers in their own right have been known to destroy parts of many cityscapes. The Order of Destruction mages can destroy whole cities outright.
Though sorcerers are by no means barred from becoming initiates, they do not gain as many benefits from Order as a wizard would. Still, a few sorcerers have been known to enter the Order, lending their own unique talents to the fold.
Prerequisites: Ability to cast 5th level arcane spells Spell Focus: Evocation Base Will save: +6
Class features:
Lower Order of Destruction: All objects subjected to your Evocation spells have their hardness reduced by 3 for puurposes of damage done by the spell.
Initiate of the moob-aK: All Evocation spells of 3rd level and lower have their die max increased by one. (Thus, a 10th-level Order of Destruction wizard's Fireball spell would now deal 11d6 damage).
Bonus Feat: The Order of Destruction practitioner gains a bonus feat from the wizard bonus list.
Spell Mastery: As the feat.
Energy Focus: One energy type is chosen by the practitioner from the following (cold, fire, electricity, acid, or sonic). Whenever a spell is cast with that energy type, the practitioner may add +2 to the DC of the spell.
Matter is Nothing: Once per day you may designate some material object to be ignored by the effect of your spell. This can be a wall, a specific item, a person. Virtually anything upon the Material Plane can be chosen, and your spell does not affect it in any way.
Middle of Destruction: You may now subtract an additional 3 hardness from objects. Cumulative with the Lower Order.
Practitioner of the moob-aK: All Evocation spells of 6th level and lower have their die max increased gy one. This is cumulative with the Initiate ability.
Signature Spell: As the feat.
Energy Focus: You may choose another type of energy. It cannot be the same type. Add +2 to the DC of spells cast with this energy.
High Order of Destruction: You may subtract an additional 4 from the hardness of objects targeted by your spells. This is cumulative with Initiate and Middle abilities.
Space is Nothing: All Evocation spells with an area can now be affected by the Widen Spell feat. All Evocation spells that have no area have their range increased by 50%.
Boom-Mage
Each level progression gives the practitioner +1 spellcasting level as if he had gone up in his previous spellcasting class. You do not, however, gain any other abilities that class may have gained. Class Level BAB Fort Save Ref Save Will Save Special 1st 0 0 +2 +2 Lower Order of Destruction 2nd +1 0 +3 +3 Initiate of the moob-aK, Bonus Feat 3rd +1 +1 +3 +3 Spell Mastery 4th +2 +1 +4 +4 Energy Focus 5th +2 +1 +4 +4 Matter is nothing 6th +3 +2 +5 +5 Middle Order of Destruction 7th +3 +2 +5 +5 Practitioner of the moob-aK, Bonus Feat 8th +4 +2 +6 +6 Signature Spell 9th +4 +3 +6 +6 Energy Focus 10th +5 +3 +7 +7 High Order of Destruction, Space is Nothing
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Zimeros |
Posted - 18 Dec 2003 : 18:59:06 I made a version of third edition to old kits, like Jaguar and Eagle fighter of maztica, and Sha'ir of Zakhara. I create "the Paje", a xaman of tropical lands, that uses the powers of ancestrals to fight and use magic, "the Capoerist"(prestige class), it's like an "afro-brazilian" monk, that plays Capoera, he uses his legs to fight, and his fight is like a dance with jumps and fast moves, "the Bandeirante"(prestige class), a strong fighter, that has a lot of skills in jungles and with arquebuz, and "the Cangaceiro", a thief that cans survive in arid lands(like brazilian northeast). I'm making a new class, the Mounted Pikeman of Minuano(minuano is a wind of south of Brazil). If you want some of these I send to you an e-mail... |
Trafaldi |
Posted - 18 Dec 2003 : 15:29:37 I have one that i am working on called the Pain Bearer. They have fast regenerative properties and Very strong will saves. They most of there weapons sheathed within themselves witch make them less and less affected by pain. They never wear armor and most have bodies covered with tattoos that give the, there regenreative properties. Many start out as less dexterous monks.
Im still working on stats but once i have them i will post them. |
Cult_Leader |
Posted - 18 Dec 2003 : 14:05:26 Well I have two. one if the Demonic Bezerker, and the second is the Man Slayer class. Im still working on the man slayer class but Im trying to mix the info from the samurai (sp?) and the Ninja (3rd Edition ninja) rules and such. So far its working out ok. Im not sure if it will be the best of classes so if you all Like I will post them both up soon as I am done with the Man Slayer class. I hope to be done with it this weekend because I have a game to play on Mondday in which im sure i could test it.
Demonic Bezerker class is a very brutal class with some heavy limits. But for each limit there is a Great increase in def and attack. It makes a well balanced class once you actually look it over.
Man Slayer- Like the Samurai (and other such things) assassins used before the Mejing (sp?) time period in Japan. Should be a great class and is being based off from both real life ( for moves and styles, please keep in mind not EVERY samurai use Bushido, some used things like Batojutsu (sp?) and other forms) and the Anime Ruroni (sp? lol) Kenshin. There will not however be semi-classes for the Man Slayer Class. Each one will be given a chosen weapon in which their abilities can be channeled into. IE- Fist, Sword, Bow, Darts etc. |
Alaundo |
Posted - 18 Dec 2003 : 10:12:51 quote: Originally posted by Bookwyrm
I suppose we might want to stick with things convertable to the Realms. Occasionally we ought to listen to our Head Librarian.
Well met
Indeed, MORE occasionally.....as in ALWAYS!, my dear Bookwyrm! |
The Sage |
Posted - 18 Dec 2003 : 08:58:02 Well, all the PrCs are of a FR nature (one of the revised official classes being a reworking of the Harper Agent PrC), so I'll dig those out of my notebooks, and try and get them posted here.
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