Rigor_Mortis
2010-09-03, 04:51 PM
Someone was asking about creating a Fremen Knife Fighter in another thread, and I thought I'd take a stab at a homebrew.
Fremen Knife Fighter
Alignment
Any.
Hit Die
d8.
Class Skills
The Fremen Knife Figher's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Table: The Fremen Knife Fighter
{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special
1st|+1|+2|+0|+2| Crysknife Novice, Two-Weapon Fighting,Two-Weapon Defense
2nd|+2|+3|+0|+3|Fremen Phisiology
3rd|+3|+3|+1|+3|Camouflage
4th|+4|+4|+1|+4|Weirding Way (1+Int mod)/day
5th|+5|+4|+1|+4|Crysknife Initiate, Improved Two-Weapon Fighting
6th|+6/+1|+5|+2|+5|Willful Evasion
7th|+7/+2|+5|+2|+5|
8th|+8/+3|+6|+2|+6|Weirding Way (2+Int mod)/day
9th|+9/+4|+6|+3|+6|Hide in Plan Sight
10th|+10/+5|+7|+3|+7|Crysknife Adept, Greater Two-Weapon Fighting
11th|+11/+6/+1|+7|+3|+7|Improved Willful Evasion
12th|+12/+7/+2|+8|+4|+8|Litany Against Fear, Weirding Way (3+Int mod)/day
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|Crysknife Master
16th|+16/+11/+6/+1|+10|+5|+10|Weirding Way (4+Int mod)/day
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Crysknife GrandMaster, Weirding Way (5+Int mod)/day
[/table]
Class Features
All of the following are class features of the Fremen Knife Fighter
Weapon and Armor Proficiency
A Fremen Knife Fighter is proficient with the crossbow (hand, light, or heavy), dagger (any type), Kukri, and the Hand Axe.
They are also proficient with light armor, no shields.
Crysknife Novice
A Fremen Knife Fighter crafts their own pair of Crysknives (Kukri/Kris), tuned especially to their body, and can be summoned at will. For all intents and purposes these weapons act as a +1 magic weapon, but only when wielded by the creator.
When anyone else attempts to wield a Crysknife, it functions as a Masterwork weapon for 24 hours, and then disappears unless it comes back into contact with its creator.
Two-Weapon Fighting
A Fremen Knife Fighter is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Two-Weapon Defense
A Fremen Knife Fighter gains the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat.
Fremen Physiology
A Fremen Knife Fighter's body has adapted itself to harsh conditions, as such he gains the Diehard feat, even if he does not have the normal prerequisites.
Camouflage (Ex)
A Fremen Knife Figher of 3rd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Weirding Way
"My mind affects my reality."
-Farad'n Corrino
At 4th Level, a FKF begins training in the Weirding Way, which grants access to a list of interchangeable spell-like abilities. The Weirding Way is usable (1+int mod)/day, and increases by 1/day every 4 levels after. A FKF may use any of the abilities from the list. (Spontaneously as an instant action)
{table=head]Weirding Way|Description
Instant Slide| Teleport up to 15' distance instantly, no LoS required
Chemical Shift| Ignore effects of 1 instance of Poison/Disease (Primary and Secondary)
Sustain| No need for food or drink for 24 hours
Massive Strike| +(Character level/4)d6 to next attack
Precise Attack| +(Char level) to next attack roll
Shriek| 10+(int mod)+1/2 char level Will Save or target is Stunned for 2 rounds
Ability| Description
[/table]
Crysknife Initiate
A Fremen Knife Fighter's Crysknives now function as +2 magic weapons. In addition, the KFK may choose a Melee Magical Weapon Special Ability to apply to their weapon up to a +2 bonus value. (Or abilities adding up to a +2 bonus)
This ability can be changed, but requires 1 week per +1 bonus.
Improved Two-Weapon Fighting
A Fremen Knife Fighter of 5th level or higher is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Willful Evasion (Ex)
At 6th level and higher, a FKF can avoid even magical and unusual attacks through sheer force of Will. If he makes a successful Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless FKF does not gain the benefit of willful evasion.
(Basically functions as Evasion, except as a Will Save)
Hide in Plain Sight (Ex)
While in any sort of natural terrain, a Fremen Knife Figher of 9th level or higher can use the Hide skill even while being observed.
Crysknife Adept
A Fremen Knife Fighter's Crysknives function as +3 magic weapons. In addition, the KFK may choose a Magical Weapon Special Ability to apply to their weapon up to a +3 bonus value. (Or abilities adding up to a +3 bonus)
This ability can be changed, but requires 1 week per +1 bonus.
Greater Two-Weapon Fighting
A Fremen Knife Fighter of 10th level or higher is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Improved Willful Evasion (Ex)
This ability works like Willful Evasion, except that while the FKF still takes no damage on a successful Will saving throw against attacks henceforth he takes only half damage on a failed save. A helpless FKF does not gain the benefit of improved willful evasion.
Litany Against Fear
I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
Where the fear has gone there will be nothing.
Only I will remain.
A Fremen Knife Fighter of 12th level or greater is immune to fear and fear effects.
Crysknife Master
A Fremen Knife Fighter's Crysknives function as +4 magic weapons. In addition, the KFK may choose a Magical Weapon Special Ability to apply to their weapon up to a +4 bonus value. (Or abilities adding up to a +4 bonus, Except the Dancing property)
This ability can be changed, but requires 1 week per +1 bonus.
Crysknife GrandMaster
A Fremen Knife Fighter's Crysknives function as +5 magic weapons. In addition, the KFK may choose a Magical Weapon Special Ability to apply to their weapon up to a +5 bonus value. (Or abilities adding up to a +5 bonus, Except the Dancing property)
This ability can be changed, but requires 1 week per +1 bonus.
What I think that this class should be able to do:
Fight with two knives, and do it damn well
Survive in harsh circumstances/environments
Hide/conceal self
Use Weirding way to accomplish extraordinary things
Weirding Way
Thoughts?
I know I need to add more abilities to the list, not really sure what though.
Dead levels
7th, 13th, 14th, 17th-19th
Need to figure out what to do here.
Fremen Knife Fighter
Alignment
Any.
Hit Die
d8.
Class Skills
The Fremen Knife Figher's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Table: The Fremen Knife Fighter
{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special
1st|+1|+2|+0|+2| Crysknife Novice, Two-Weapon Fighting,Two-Weapon Defense
2nd|+2|+3|+0|+3|Fremen Phisiology
3rd|+3|+3|+1|+3|Camouflage
4th|+4|+4|+1|+4|Weirding Way (1+Int mod)/day
5th|+5|+4|+1|+4|Crysknife Initiate, Improved Two-Weapon Fighting
6th|+6/+1|+5|+2|+5|Willful Evasion
7th|+7/+2|+5|+2|+5|
8th|+8/+3|+6|+2|+6|Weirding Way (2+Int mod)/day
9th|+9/+4|+6|+3|+6|Hide in Plan Sight
10th|+10/+5|+7|+3|+7|Crysknife Adept, Greater Two-Weapon Fighting
11th|+11/+6/+1|+7|+3|+7|Improved Willful Evasion
12th|+12/+7/+2|+8|+4|+8|Litany Against Fear, Weirding Way (3+Int mod)/day
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|Crysknife Master
16th|+16/+11/+6/+1|+10|+5|+10|Weirding Way (4+Int mod)/day
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Crysknife GrandMaster, Weirding Way (5+Int mod)/day
[/table]
Class Features
All of the following are class features of the Fremen Knife Fighter
Weapon and Armor Proficiency
A Fremen Knife Fighter is proficient with the crossbow (hand, light, or heavy), dagger (any type), Kukri, and the Hand Axe.
They are also proficient with light armor, no shields.
Crysknife Novice
A Fremen Knife Fighter crafts their own pair of Crysknives (Kukri/Kris), tuned especially to their body, and can be summoned at will. For all intents and purposes these weapons act as a +1 magic weapon, but only when wielded by the creator.
When anyone else attempts to wield a Crysknife, it functions as a Masterwork weapon for 24 hours, and then disappears unless it comes back into contact with its creator.
Two-Weapon Fighting
A Fremen Knife Fighter is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Two-Weapon Defense
A Fremen Knife Fighter gains the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat.
Fremen Physiology
A Fremen Knife Fighter's body has adapted itself to harsh conditions, as such he gains the Diehard feat, even if he does not have the normal prerequisites.
Camouflage (Ex)
A Fremen Knife Figher of 3rd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Weirding Way
"My mind affects my reality."
-Farad'n Corrino
At 4th Level, a FKF begins training in the Weirding Way, which grants access to a list of interchangeable spell-like abilities. The Weirding Way is usable (1+int mod)/day, and increases by 1/day every 4 levels after. A FKF may use any of the abilities from the list. (Spontaneously as an instant action)
{table=head]Weirding Way|Description
Instant Slide| Teleport up to 15' distance instantly, no LoS required
Chemical Shift| Ignore effects of 1 instance of Poison/Disease (Primary and Secondary)
Sustain| No need for food or drink for 24 hours
Massive Strike| +(Character level/4)d6 to next attack
Precise Attack| +(Char level) to next attack roll
Shriek| 10+(int mod)+1/2 char level Will Save or target is Stunned for 2 rounds
Ability| Description
[/table]
Crysknife Initiate
A Fremen Knife Fighter's Crysknives now function as +2 magic weapons. In addition, the KFK may choose a Melee Magical Weapon Special Ability to apply to their weapon up to a +2 bonus value. (Or abilities adding up to a +2 bonus)
This ability can be changed, but requires 1 week per +1 bonus.
Improved Two-Weapon Fighting
A Fremen Knife Fighter of 5th level or higher is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Willful Evasion (Ex)
At 6th level and higher, a FKF can avoid even magical and unusual attacks through sheer force of Will. If he makes a successful Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless FKF does not gain the benefit of willful evasion.
(Basically functions as Evasion, except as a Will Save)
Hide in Plain Sight (Ex)
While in any sort of natural terrain, a Fremen Knife Figher of 9th level or higher can use the Hide skill even while being observed.
Crysknife Adept
A Fremen Knife Fighter's Crysknives function as +3 magic weapons. In addition, the KFK may choose a Magical Weapon Special Ability to apply to their weapon up to a +3 bonus value. (Or abilities adding up to a +3 bonus)
This ability can be changed, but requires 1 week per +1 bonus.
Greater Two-Weapon Fighting
A Fremen Knife Fighter of 10th level or higher is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Improved Willful Evasion (Ex)
This ability works like Willful Evasion, except that while the FKF still takes no damage on a successful Will saving throw against attacks henceforth he takes only half damage on a failed save. A helpless FKF does not gain the benefit of improved willful evasion.
Litany Against Fear
I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
Where the fear has gone there will be nothing.
Only I will remain.
A Fremen Knife Fighter of 12th level or greater is immune to fear and fear effects.
Crysknife Master
A Fremen Knife Fighter's Crysknives function as +4 magic weapons. In addition, the KFK may choose a Magical Weapon Special Ability to apply to their weapon up to a +4 bonus value. (Or abilities adding up to a +4 bonus, Except the Dancing property)
This ability can be changed, but requires 1 week per +1 bonus.
Crysknife GrandMaster
A Fremen Knife Fighter's Crysknives function as +5 magic weapons. In addition, the KFK may choose a Magical Weapon Special Ability to apply to their weapon up to a +5 bonus value. (Or abilities adding up to a +5 bonus, Except the Dancing property)
This ability can be changed, but requires 1 week per +1 bonus.
What I think that this class should be able to do:
Fight with two knives, and do it damn well
Survive in harsh circumstances/environments
Hide/conceal self
Use Weirding way to accomplish extraordinary things
Weirding Way
Thoughts?
I know I need to add more abilities to the list, not really sure what though.
Dead levels
7th, 13th, 14th, 17th-19th
Need to figure out what to do here.