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Tongues
2009-01-10, 04:29 PM
Hey any ppl who may be viewing this. I've been a DM and playing for say... 8 years or so, and roundabout 2 years ago I started playing with a group of ppl whose objective was to ruin any campaign I could ever design for them by overpowering their characters to the point where every combat lasts a maximum of 10 rounds. That aside, I have spent a lot of time recently creating class templates to apply to monsters to make them able to counter the PCs.

All I ask on this thread is for maybe a quick evaluation of the template, its level of over-powered-ness (1-10 preferably) and whether or not you think your character would stand a chance. Feel free, other DMs , to use these templates to slay your own DnD group.

First Template:

Daemon Warlock

Level B.A.B Fort Ref Will Special

1 +0 +1 +0 +2
2 +1 +2 +1 +3 Daemon Blast lvl 1
3 +1 +3 +2 +4
4 +2 +4 +3 +5
5 +2 +5 +4 +6
6 +3 +6 +5 +7 Daemon Blast lvl 2
7 +3 +7 +6 +8
8 +4 +8 +7 +9
9 +4 +9 +8 +10
10 +5 +10 +9 +11 Daemon Blast lvl 3


Daemon Warlocks are much like warlocks in that their primary ability consumes most of their offensive and defensive capabilities. However, unlike normal warlocks, Daemon warlocks don’t have other spells. Their primary ability simply expands with time, granted by the 3rd level having all the normal abilities. After that, a Daemon Warlock may choose a discipline, and gain more spells. However, these spells are classified as the ‘domain’ spells that clerics have, and a Daemon Warlock can have as many disciplines as can be acquired. Often, Daemon Warlocks worship multiple gods, and thus are granted more spells in this fashion.

Important to remember: Daemon Warlocks work off of a ‘times per day’ system for all but their cleric or ‘domain’ spells.

Daemon Blast lvl 1 options:

Daemon Blast. 100 ft range. 3d6 damage. Choices of elemental damage: Fire, Ice, Lightning. Any number of times per day.

Energy Shield. Surrounds only the user. 3d6 damage to any outside object or being that touches it. Includes weapons, channeling it to the wielder of the weapon. Only affects persons outside the wall. Lasts 4 rounds. 5/day

Energy Quake: 30 ft radius from user. 2d6 damage to all within range. 3/day

Daemon Worship: A Daemon Warlock may choose a discipline with a god to worship of said discipline in order to gain the domain spells of said discipline. The alignment has to match unless the Daemon Warlock is true neutral, in which case the first god’s alignment will be the one that dictates what others may be. ONLY the Good and Evil portion matter, the chaotic vs. Lawful factor does not. The Warlock can have only as many disciplines as it’s levels in Daemon Warlock.

Daemon Blast lvl 2 options.

Advanced Daemon Blast: 200 ft range. 5d6 damage. Choices of damage: Fire, Ice, Lightning, Acid, Sonic. Any number of times per day.

Energy Barrier: Surrounds the user and two other target with a shield of energy. 5d6 to any outside object or being that touches it. Includes weapons, channeling it to the wielder of the weapon. Only affects persons outside the wall. Can do elemental damage: fire, ice, lightning, acid, sonic. Lasts 4 rounds. 5/day

Energy Maelstrom: 50 ft radius from user. 4d6 damage to all within range. Can do elemental damage: fire, ice, lightning, acid, sonic. 3/day

Daemon Control: Grants limited control over any disciples of the gods or demons worshipped by the Daemon Warlock. Works as the feat ‘leadership’ when disciples are present. Can only control as many disciples as levels in Daemon Warlock.

Daemon Blast lvl 3 options.
Greater Daemon Blast: 500 ft range. 8d6 damage. Choices of damage: Any (including physical: example: Piercing, slashing, bludgeoning). Any number of times per day.

Energy Sanctuary: Surrounds the user, and all allies in a personal shield. Does 7d6 damage to any outside object or being that touches it. Includes weapons, channeling it to the wielder of the weapon. Only effects persons outside the wall. Choices of damage: Any. Deflects all missile objects of any size. 3/day

Energy Tornado. 200 ft radius from user. 7d6 damage to all within range. Choices of damage: Any. 2/day

Daemon Summoning: A Daemon Warlock that has reached this level of mastery can summon lesser angels or demons of their discipline to aid him/her in combat. The summoning lasts until the threat is gone or the angel or demon reaches critical damage, or simply decides to leave combat for an alternate reason. The collective level of the summons can be no more than the Warlock’s ECL.


Disciplines:

Daemon Warlock initial disciples. See pg 32 in player’s handbook. Worshippers are those that can be controlled by the ‘Daemon Control’ ability. In addition, others that have proven loyalty to the chosen god.


Alignment: Any
Level Adjustment: +5
Stat Bonuses: None.
Favored Race: None
Skills: 4 + Intelligence Modifier / level. Uses same base skill set as sorcerer.
Hit Dice: d8


Of course, I shall give a sample of approximate power:
Level: 10, Size: med, HP: 69, Saves: F:12, R:11, W:13, AC: 24, Speed: 20
Str: 12, Dex: 16, Con: 14, Wis: 13, Int: 13, Cha: 18
Domains: death + destruction
Add prior Abilities.

Whaddaya Think?

Tongues
2009-01-10, 09:57 PM
Okay, well no one replied to the Daemon Warlock Template so far... rather disappointing, but it's okay. Spirits are high. I actually don't really care how you comment, please just post opinions. They are helpful regardless.
Here's one I made recently as well in an attempt to create a more useful spellcaster, one that may actually USE all spells per day.. rather than going through a couple of each level then resting (or meditating depending on race) so here's another character class template to comment on:

Sage of Missiles

Level B.A.B Fort Ref Will Special

1 +0 +0 +1 +2
2 +1 +1 +2 +3 Enchant lvl 1
3 +2 +1 +3 +4
4 +3 +2 +3 +5
5 +3 +2 +4 +6
6 +4 +2 +5 +7 Enchant lvl 2
7 +5 +3 +6 +8
8 +6/+1 +3 +6 +9
9 +6/+1 +3 +7 +10
10 +7/+2 +4 +8 +11 Enchant lvl 3

Spells Per Day

Levels: 1st 2nd 3rd 4th 5th 6th
1 7 5
2 8 6
3 8 7
4 8 8 5
5 8 8 6
6 8 8 7 5
7 8 8 8 6
8 8 8 8 7 5
9 8 8 8 8 6
10 8 8 8 8 7 5

Sage of Missiles are a character class most known for their ability to destroy an entire field, or end a combat with a single arrow, sling bullet, crossbow bolt, or other means of what they do best: throw spells. Sages of Missiles enchant their weapons with their spells, loading them with as many as possible before shooting off an arrow and blowing whatever it comes near to pieces. They make excellent ranged characters, especially since no monster wants to go near one when it has spells prepared.

Abilities:

Enchant lvl 1: The user of this ability may place one spell into any ranged weapon as a free action. Must be in the ammunition, not in the launching device. The spell activates when the ranged ammunition that is enchanted encounters any new surface: activates on landing.

Enchant lvl 2: The user of this ability may place up to 3 spells into any ranged weapon as a free action. Must be in the ammunition, not the launching device. Spells within activate when the user wants them to: Acts on a ‘remote’ basis. User may also choose the direction of the spells upon activation.

Enchant lvl 3: The user of this ability may place up to 5 spells into any ranged weapon as a free action. Must be in the ammunition, not the launching device. Spells within activate on a ‘remote’ basis. User may also choose the direction of the spells upon activation. Spells within have their DC enhanced by 1.5x normal, and damage of any spells within increases by 1.5x normal. (8d6 becomes 12d6)

Spells:

A Sage of Missiles can choose from any Druid, Sorcerer / Wizard, Cleric, and Warlock spells.

Alignment: Any
Favored Race: Human
Hit Dice: d6
Level Adjustment: +3
Skill Set: Same as Druid.

Prerequisites:
B.A.B: +5
Feats:
-Quicken Spell
-Maximize Spell
-Twin Spell
Skills:
12 ranks Craft (Projectile: Arrow / Bolt)
12 ranks Concentration

PinkysBrain
2009-01-10, 10:56 PM
8 years or so, and roundabout 2 years ago I started playing with a group of ppl whose objective was to ruin any campaign I could ever design for them by overpowering their characters to the point where every combat lasts a maximum of 10 rounds.
I wouldn't generally want combat to last much longer either really ... not in 3e at any rate.

Daemon Control: Grants limited control over any disciples of the gods or demons worshipped by the Daemon Warlock. Works as the feat ‘leadership’ when disciples are present. Can only control as many disciples as levels in Daemon Warlock.
Leadership and NPCs is something you should avoid ... if you want to give him flunkies give him flunkies. Also leadership doesn't grant control at all and the rules for how many followers of what level you can have are far from straightforward. How would this affect PCs if they were a disciple of the god/demon?

Whaddaya Think?
Prestige classes wether meant for PCs, NPCs or monsters shouldn't have LA ... templates have LA, but this isn't a template. Also LA is only meaningful for PCs, most monsters won't have an ECL so a class ability like "Daemon Summoning" should never work off it ... just have it work off character level period. Although that would get out of wack really really fast if you added the class to a high HD low CR monster.

The activation times on enchant lvl2/3 aren't specified on the Sage of Missiles ... also what happens to say touch spells or personal range spells? Knowing and being able to use all spells whenever, wherever as a free action is a bit stupid though. I'd add a spells known progression.

Beholder87
2009-01-13, 10:32 AM
On a scale of 1-10, I'd say the Daemon is a 3, and the Sage is a 6.

Honestly though, if your group is powergaming to the max, why not throw them up against non-standard encounters. For instance, the fighter in the group usually walks in a room first, and he enters a room that has 15' ceilings, is 20' long, and 20' wide. Along the entire perimeter of this room, aside from the second doorway, is shelving. Upon this shelving is glass jars full of preserved body parts: hands, eyes, tongues, feet, livers, and brains. Now here comes the fun part, somewhere in the room, is a Brain in a Jar. A psionic undead from Libris Mortis. Its CR4, so your fighter is probably going to have a +3-5 will save, unless hes *REALLY* powergaming.

First thing this brain does is Dominate Person on the one wearing the heavy armor wielding the big weapon (DC18 Will 1/day). If the Fighter passes, he knows something just tried to control his mind, but doesnt know what, or where. If he fails, it telepathically tells him to act normal and have everyone start searching the room. From there the brain will use a Suggestion (DC16 Will 3/day) on the sneaky-type character, telling him that the spellcaster is plotting to kill him tonight and that he should kill the spellcaster while his back is turned. If he passes the save, again, knows something tried to mess with his mind, but still doesnt know what. If he fails, the sneaky-type gets a free shot on the spellcaster, fighting ensues as they try to kill/subdue eachother, meanwhile the brain gets to fire off 2 more suggestions. Finally, once either the spellcaster is down, or the sneaky-type is subdued, you have the dominated fighter go buck-wild on the spellcaster/healer while firing off mind thrusts and some Telekenisis (DC18 Will 3/day).

Mind you, all of this goes on, and the Brain in a Jar never moves, or makes a sound, so they still don't know what hit them. Pull each character aside so each other one doesnt know whats going on. Have them bring their dice and character sheet, and have them roll. If they fail, explain what their character starts to think, if they pass, tell them 'you feel as if something just tried to alter your mind, but you dont know what, or where it could be.'

Moral of the story: if players make munchkin characters with the intention to derail games as fast as possible, use those characters to derail themselves.

EDIT: Feel free to throw some mindless undead into the fray if you please, because the Brain does have the power to rebuke/command undead as a 3rd level cleric (some basic skeleton/zombie fodder would work as a nice diversion).