Dresil
2010-11-15, 03:27 PM
Go easy, its my first time. :)
The Foretold
There are legends about people like him. Whether or not there are one, or a hundred, the gods have blessed that man. They know he can deliver us from evil. Toluf Garmond, Innkeeper on The Foretold.
Background: The Foretold is a warrior not by choice, but by divine intervention. While a paladin dedicates himself to a cause, The Foretold is blessed with powers beyond belief by his/her deity. It is written (somewhere) that The Foretold was born to fulfill a great purpose, to champion the good.
Races: The Foretold can be chosen by any race.
Other Classes: The Foretold gets along well with any martial class, as their combat prowess is always a good icebreaker. Divine casters and bards seem to travel well with them as well.
Role: While not the best fighter, The Foretold can hold his own in combat, and support himself and others with his supernatural abilities. He has some minor magical effects at his disposal as well.
Foretold In the World: If one finds a Foretold in the world, he is adventuring. If he is not, he is in between one quest and the next. When his duties are finished, The Foretold choose to live the quiet life of simplicity when their gods allow them the chance to retire.
Inspiration: I wanted to make a character class based off of The Legend of Zelda, and try to aim for around tier 3.
Alignment: Any.
Hit Die: d8.
Starting Gold: As Ranger.
Starting Age: As Ranger.
Class Skills The Foretold's class skills are: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Decipher Script (INT), Jump (STR), Hide (DEX), Knowledge (Arcana) (INT), Knowledge (Religion) (INT), Move Silently (DEX), Listen (WIS), Perform (CHA), Ride (DEX), Spot (WIS), Tumble (DEX), Use Magic Device (Cha)
Skill Points At 1st Level: (4 + Int Modifier) x4
Skill Points per Level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Ref Will Saves|Special|Songs Known
1st|
+1|
+2/+2/+0|
Aura of Good, Songs|
2
2nd|
+2|
+3/+3/+0|
Full Power, Practiced|
2
3rd|
+3|
+3/+3/+1|
Quick Draw|
2
4th|
+4|
+4/+4/+1|
Magic Sword, Magic Bow|
3
5th|
+5|
+4/+4/+1|
Champion's Strength|
3
6th|
+6/+1|
+5/+5/+2|
Magic Arrows|
4
7th|
+7/+2|
+5/+5/+2|
It's In My Pocket...|
4
8th|
+8/+3|
+6/+6/+2|
Evil's Bane|
5
9th|
+9/+4|
+6/+6/+3|
Improved Practiced|
5
10th|
+10/+5|
+7/+7/+3|
Thundering Blow|
6
11th|
+11/+6/+1|
+7/+7/+3|
Courage to Fight|
6
12th|
+12/+7/+2|
+8/+8/+4|
Wisdom of Worlds|
7
13th|
+13/+8/+3|
+8/+8/+4|
The Power Within|
7
14th|
+14/+9/+4|
+9/+9/+4|
Fairy In A Bottle|
8
15th|
+15/+10/+5|
+9/+9/+5|
Explosive Arrows|
8
16th|
+16/+11/+6/+1|
+10/+10/+5|
Reflective Shield|
8
17th|
+17/+12/+7/+2|
+10/+10/+5|
My Temple|
8
18th|
+18/+13/+8/+3|
+11/+11/+6|
Improved Magic Arrows|
8
19th|
+19/+14/+9/+4|
+11/+11/+6|
Hurricane Spin|
8
20th|
+20/+15/+10/+5|
+12/+12/+6|
Blessing of the Gods|
8[/table]
Weapon And Armor Proficiencies: The Foretold is light armor and shields (except tower shields), as well as simple weapons, plus the longsword, composite longbow, and warhammer.
Aura of Good: The Foretold radiates an Aura of Good as the Paladin ability of the same name.
Songs:(Su) Starting at 1st level, The Foretold knows a certain amount of songs, which he can use a number of times per day equal to half his class levels plus his Charisma modifier.
Full Power:(Su) At 2nd level, when A Foretold makes an attack with his longsword, if his Hit Points are at maximum (or above), his sword unleashes a blast of energy doing an extra 1d8 damage per every other level (2d8 at 4th, 3d8 at 6th, up to 10d8 at 20th). This has a range of 30 feet + 5 feet per Fortold level, and stacks with any damage his longsword does anyways.
Practiced: The Foretold gains Weapon Focus (Longsword) as a bonus feat.
Quick Draw: At 3rd level, The Foretold gains Quick Draw as a bonus feat.
Magic Sword, Magic Bow:(Su) Starting at 4th level, any sword or composite longbow The Foretold wields gains a +1 enhancement bonus for every four levels (+2 at 8th, +3 at 12th, etc.). This stacks with any enhancement the sword or bow may already have, but this only works for the Foretold.
Champion's Strength:(Ex) The Foretold gains a permanent +1 in Strength, Dexterity, and Constitution.
Magic Arrows:(Su) As a swift action, you may declare any arrow fired from The Foretold's composite longbow to have the Flaming, Frost, or Shock enhancement. This is usable a number of times equal to half The Foretold's class level + Cha modifier + 1 (min 3) per day.
It's In My Pocket...:(Ex) The Foretold may keep 5 lbs./class level of items in his pocket without weighing him down. Retrieving an item uses a swift action.
Evil's Bane:(Su) The Foretold's sword gains the Holy ability. If it already has this, increase the critical threat by 1 and increase all damage dice done by the sword by one step. (This does not affect Full Power's damage output).
Improved Practiced: The Foretold gains the feats Weapon Specialization (Longsword) and Shield Specialization.
Thundering Blow:(Ex) As a full round action, a Foretold may strike the ground with his warhammer and cause the earth to shake. All others within a 15 foot radius must make a Reflex Save (DC 10+1/2 Foretold Level+Str mod) or fall prone and be shaken for 1d2 rounds.
Courage to Fight:(Ex) The Foretold can Inspire Courage as a bard of his level minus three when in melee combat. This works on himself and can be used one hour a day. This may be split up as the player chooses.
Wisdom of Worlds:(Ex) The Foretold gains a permanent +1 in Intelligence, Wisdom, and Charisma.
The Power Within:(Ex) The Foretold can tap into inner reserves of his strength. Once a day, he may add his class level to one attack roll and damage roll.
Fairy In A Bottle:(Su) Twice a week, if A Foretold is brought down to 0 hp or lower, he is immediately healed to half his max hp.
Explosive Arrows:(Ex) The Foretold can take up to ten flasks of Acid or Alchemist's Fire and create a high concentration capsule to affix to one of his arrows. (Example: An Explosive Arrow that has seven flasks of alchemist's fire and two of acid does +7d6 fire damage, +2d6 acid) This takes five minutes and instills a -1 penalty per three flasks after the first to hit with the arrow (-1 to hit 2-4 flasks, -2 to hit 5-7, -3 to hit 8-10).
Reflective Shield:(Su) Your shield gains the Reflecting special ability.
My Temple:(Sp) You can teleport yourself an one extra Medium sized ally per four levels to a church you declare as your own. Activating this ability takes one minute to teleport to, and requires 24 hours of meditation at the temple prior to using. You may only have one church dedicated as yours at one time. Changing to a new location takes another 24 hours of meditation at the new church's location. This ability may be used once a day.
Improved Magic Arrows:(Su) The Foretold may now designate any enhancement bonuses up to +4 per arrow as a free action, allowing for iterative attacks to be made. (Example: A Foretold may choose to make one arrow Flaming, Shocking, and Holy, and another Flaming Burst, (Human) Bane, and Ghost Touch)
Hurricane Spin:(Ex) Once per day, as a full round action, A Foretold may make a special charge attack. First, he may move up to twice his base land speed, in any direction. This does not have to be in a straight line, like a normal charge. Second, any adjacent target he passes he may make an attack roll at his highest attack bonus against each target next to him. (Compare to a Whirlwind Attack every 5 feet moved.) After the attack is made, the user is dazed for 2 round and cannot move. This Provokes no Attacks of Opportunities.
Blessing of the Gods:(Su) The Foretold has become a true hero, and upon 20th level, he adds his Charisma bonus to his saving throws and AC as an untyped bonus.
The Foretold
There are legends about people like him. Whether or not there are one, or a hundred, the gods have blessed that man. They know he can deliver us from evil. Toluf Garmond, Innkeeper on The Foretold.
Background: The Foretold is a warrior not by choice, but by divine intervention. While a paladin dedicates himself to a cause, The Foretold is blessed with powers beyond belief by his/her deity. It is written (somewhere) that The Foretold was born to fulfill a great purpose, to champion the good.
Races: The Foretold can be chosen by any race.
Other Classes: The Foretold gets along well with any martial class, as their combat prowess is always a good icebreaker. Divine casters and bards seem to travel well with them as well.
Role: While not the best fighter, The Foretold can hold his own in combat, and support himself and others with his supernatural abilities. He has some minor magical effects at his disposal as well.
Foretold In the World: If one finds a Foretold in the world, he is adventuring. If he is not, he is in between one quest and the next. When his duties are finished, The Foretold choose to live the quiet life of simplicity when their gods allow them the chance to retire.
Inspiration: I wanted to make a character class based off of The Legend of Zelda, and try to aim for around tier 3.
Alignment: Any.
Hit Die: d8.
Starting Gold: As Ranger.
Starting Age: As Ranger.
Class Skills The Foretold's class skills are: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Decipher Script (INT), Jump (STR), Hide (DEX), Knowledge (Arcana) (INT), Knowledge (Religion) (INT), Move Silently (DEX), Listen (WIS), Perform (CHA), Ride (DEX), Spot (WIS), Tumble (DEX), Use Magic Device (Cha)
Skill Points At 1st Level: (4 + Int Modifier) x4
Skill Points per Level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Ref Will Saves|Special|Songs Known
1st|
+1|
+2/+2/+0|
Aura of Good, Songs|
2
2nd|
+2|
+3/+3/+0|
Full Power, Practiced|
2
3rd|
+3|
+3/+3/+1|
Quick Draw|
2
4th|
+4|
+4/+4/+1|
Magic Sword, Magic Bow|
3
5th|
+5|
+4/+4/+1|
Champion's Strength|
3
6th|
+6/+1|
+5/+5/+2|
Magic Arrows|
4
7th|
+7/+2|
+5/+5/+2|
It's In My Pocket...|
4
8th|
+8/+3|
+6/+6/+2|
Evil's Bane|
5
9th|
+9/+4|
+6/+6/+3|
Improved Practiced|
5
10th|
+10/+5|
+7/+7/+3|
Thundering Blow|
6
11th|
+11/+6/+1|
+7/+7/+3|
Courage to Fight|
6
12th|
+12/+7/+2|
+8/+8/+4|
Wisdom of Worlds|
7
13th|
+13/+8/+3|
+8/+8/+4|
The Power Within|
7
14th|
+14/+9/+4|
+9/+9/+4|
Fairy In A Bottle|
8
15th|
+15/+10/+5|
+9/+9/+5|
Explosive Arrows|
8
16th|
+16/+11/+6/+1|
+10/+10/+5|
Reflective Shield|
8
17th|
+17/+12/+7/+2|
+10/+10/+5|
My Temple|
8
18th|
+18/+13/+8/+3|
+11/+11/+6|
Improved Magic Arrows|
8
19th|
+19/+14/+9/+4|
+11/+11/+6|
Hurricane Spin|
8
20th|
+20/+15/+10/+5|
+12/+12/+6|
Blessing of the Gods|
8[/table]
Weapon And Armor Proficiencies: The Foretold is light armor and shields (except tower shields), as well as simple weapons, plus the longsword, composite longbow, and warhammer.
Aura of Good: The Foretold radiates an Aura of Good as the Paladin ability of the same name.
Songs:(Su) Starting at 1st level, The Foretold knows a certain amount of songs, which he can use a number of times per day equal to half his class levels plus his Charisma modifier.
Full Power:(Su) At 2nd level, when A Foretold makes an attack with his longsword, if his Hit Points are at maximum (or above), his sword unleashes a blast of energy doing an extra 1d8 damage per every other level (2d8 at 4th, 3d8 at 6th, up to 10d8 at 20th). This has a range of 30 feet + 5 feet per Fortold level, and stacks with any damage his longsword does anyways.
Practiced: The Foretold gains Weapon Focus (Longsword) as a bonus feat.
Quick Draw: At 3rd level, The Foretold gains Quick Draw as a bonus feat.
Magic Sword, Magic Bow:(Su) Starting at 4th level, any sword or composite longbow The Foretold wields gains a +1 enhancement bonus for every four levels (+2 at 8th, +3 at 12th, etc.). This stacks with any enhancement the sword or bow may already have, but this only works for the Foretold.
Champion's Strength:(Ex) The Foretold gains a permanent +1 in Strength, Dexterity, and Constitution.
Magic Arrows:(Su) As a swift action, you may declare any arrow fired from The Foretold's composite longbow to have the Flaming, Frost, or Shock enhancement. This is usable a number of times equal to half The Foretold's class level + Cha modifier + 1 (min 3) per day.
It's In My Pocket...:(Ex) The Foretold may keep 5 lbs./class level of items in his pocket without weighing him down. Retrieving an item uses a swift action.
Evil's Bane:(Su) The Foretold's sword gains the Holy ability. If it already has this, increase the critical threat by 1 and increase all damage dice done by the sword by one step. (This does not affect Full Power's damage output).
Improved Practiced: The Foretold gains the feats Weapon Specialization (Longsword) and Shield Specialization.
Thundering Blow:(Ex) As a full round action, a Foretold may strike the ground with his warhammer and cause the earth to shake. All others within a 15 foot radius must make a Reflex Save (DC 10+1/2 Foretold Level+Str mod) or fall prone and be shaken for 1d2 rounds.
Courage to Fight:(Ex) The Foretold can Inspire Courage as a bard of his level minus three when in melee combat. This works on himself and can be used one hour a day. This may be split up as the player chooses.
Wisdom of Worlds:(Ex) The Foretold gains a permanent +1 in Intelligence, Wisdom, and Charisma.
The Power Within:(Ex) The Foretold can tap into inner reserves of his strength. Once a day, he may add his class level to one attack roll and damage roll.
Fairy In A Bottle:(Su) Twice a week, if A Foretold is brought down to 0 hp or lower, he is immediately healed to half his max hp.
Explosive Arrows:(Ex) The Foretold can take up to ten flasks of Acid or Alchemist's Fire and create a high concentration capsule to affix to one of his arrows. (Example: An Explosive Arrow that has seven flasks of alchemist's fire and two of acid does +7d6 fire damage, +2d6 acid) This takes five minutes and instills a -1 penalty per three flasks after the first to hit with the arrow (-1 to hit 2-4 flasks, -2 to hit 5-7, -3 to hit 8-10).
Reflective Shield:(Su) Your shield gains the Reflecting special ability.
My Temple:(Sp) You can teleport yourself an one extra Medium sized ally per four levels to a church you declare as your own. Activating this ability takes one minute to teleport to, and requires 24 hours of meditation at the temple prior to using. You may only have one church dedicated as yours at one time. Changing to a new location takes another 24 hours of meditation at the new church's location. This ability may be used once a day.
Improved Magic Arrows:(Su) The Foretold may now designate any enhancement bonuses up to +4 per arrow as a free action, allowing for iterative attacks to be made. (Example: A Foretold may choose to make one arrow Flaming, Shocking, and Holy, and another Flaming Burst, (Human) Bane, and Ghost Touch)
Hurricane Spin:(Ex) Once per day, as a full round action, A Foretold may make a special charge attack. First, he may move up to twice his base land speed, in any direction. This does not have to be in a straight line, like a normal charge. Second, any adjacent target he passes he may make an attack roll at his highest attack bonus against each target next to him. (Compare to a Whirlwind Attack every 5 feet moved.) After the attack is made, the user is dazed for 2 round and cannot move. This Provokes no Attacks of Opportunities.
Blessing of the Gods:(Su) The Foretold has become a true hero, and upon 20th level, he adds his Charisma bonus to his saving throws and AC as an untyped bonus.