reddir
2012-02-04, 10:48 PM
This is my second attempt at making a class, so I am hoping for lots of feedback to make it interesting and fix any problems.
I will update as I get critiques and/or better ideas.
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Concept: A character who focuses on knowledge and skills. His main function in combat is to share his knowledge of enemy tactics & weaknesses, and to make use of magic items to support her/his team or inhibit opponents.
Basis for build: PrC:Heartwarder (Cha +1 every other level, full casting); PrC:War Hulk (Str +2 every level); Class:Factotum (ability progression, limited casting)
HYPER-SKILLED
{table=head]Level|
BAB|
Fort Save|
Ref Save|
Will Save|
Special|
Inspiration Points|0th|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+0|
+0|Inspiration, Trapfinding|
2|3|1|-
2nd|
+1|
+0|
+0|
+0|+2 Int|
3|4|2|-
3rd|
+1|
+1|
+1|
+1|Brains Over Brawn, Improved Synergy (+3 for 5)|
3|4|2|1|-
4th|
+2|
+1|
+1|
+1|+2 Int, Bonus Feat:Knowledge Devotion|
3|4|3|2|-
5th|
+2|
+1|
+1|
+1|Precocious Personality|
4|4|3|2|1|-
6th|
+3|
+2|
+2|
+2|+2 Int|
4|4|3|3|2|-
7th|
+3|
+2|
+2|
+2|Expert Synergy (2x norm for 10)|
4|4|4|3|2|1|-
8th|
+4|
+2|
+2|
+2|+2 Int|
5|4|4|3|3|2|-
9th|
+4|
+3|
+3|
+3|(Enlightened Endurance?, Discerning Determination?)|
5|4|4|4|3|2|1|-
10th|
+5|
+3|
+3|
+3|+2 Int|
5|4|4|4|3|3|2|-
11th|
+5|
+3|
+3|
+3|Skill Mastery|
6|4|4|4|4|3|2|1
12th|
+6/+1|
+4|
+4|
+4|+2 Int|
6|4|4|4|4|3|3|2
13th|
+6/+1|
+4|
+4|
+4|Master Synergy (3x norm for 15)|
6|4|4|4|4|4|3|2
14th|
+7/+2|
+4|
+4|
+4|+2 Int|
7|4|4|4|4|4|3|3
15th|
+7/+2|
+5|
+5|
+5|Superior Synergy (+4 for 5)|
7|4|4|4|4|4|4|3
16th|
+8/+3|
+5|
+5|
+5|+2 Int|
7|4|4|4|4|4|4|3
17th|
+8/+3|
+5|
+5|
+5|Skill Mastery|
8|4|4|4|4|4|4|4
18th|
+9/+4|
+6|
+6|
+6|+2 Int|
8|4|4|4|4|4|4|4
19th|
+9/+4|
+6|
+6|
+6|Grandmaster Synergy (4x norm for 20)|
8|4|4|4|4|4|4|4
20th|
+10/+5|
+6|
+6|
+6|+2 Int, Full Synergy (+5 for 5)|
10|4|4|4|4|4|4|4[/table]
Hit Die: d4
Class Skills: all
Skill Points: 10 + Int mod each level, (x4 at first level).
Saves: each at the "Poor" progression. Allow a Hyper-Skilled to spend a feat to change a Save's basis to Int.
Class Features:
Spells: Arcane, Int-based. Only skill boost/penalty spells.The skill-based spells from the Player's Handbook and Spell Compendium are as follows - Level 0: Minor Disguise, Songbird. Level 1: Accelerated Movement, Branch to Branch, Camouflage, Climb Walls, Dead End, Disguise Self, Focusing Chant, Hawkeye, Improvisation, Insidious Rhythm, Insightful Feint, Jump, Serene Visage, Shock and Awe, Sign, Sticky Fingers, Sticky Saddle, Surefoot, Towering Oak. Level 2: Camouflage Mass, Curse of Ill Fortune, Dissonant Chant, Easy Climb, Heroism, Iron Silence, One With the Land, Wave of Grief. Level 3: Allegro, Bestow Curse, Crushing Despair, Forestfold, Glibness, Illusory Script. Level 4: Essence of the Raptor. Level 5: Curse of Ill Fortune Mass, Shadow Form
[need to add back in the Divination School spells which boost skills]
(GMs and Players may also consider the following types of spells: a) add/enhance/block senses, b) enhance/add movement types, c) enhance/diminish ability scores.)
Inspiration: Before making an attack roll, damage roll, or saving throw, you can spend 1 Inspiration Point to gain a competence bonus on the roll equal to [Int mod / 2]. You may also use Inspiration to roll twice for an ability or skill check, choosing which result to keep. You must declare this before you roll. Inspiration Points reset at the beginning of each encounter (an encounter can be combat, skill challenge, etc).
Raises to Intelligence: (retroactive SP, reconsider and learn from past exp)
Synergy Abilities: Improved/Superior/Full raise the synergy bonus gained from having 5 ranks in a synergistic skill. Expert/Master/Grandmaster extend the synergy bonus to ranks 10, 15, and 20; which give double, triple, and quadruple (respectively) the synergy bonus gained from having 5 ranks.
Bonus Feat:Knowledge Devotion: can tell any allies who are capable of hearing and understanding him, at which point they also receive some bonuses. In addition to the normal effects of Knowledge Devotion, the Hyper-Skilled helps out teammates by sharing her/his knowledge of the creatures. By pointing out a creature's sensitive anatomy, common attacks, or tricks to which it is weak, the Hyper-Skilled allows the bonus from Knowledge Devotion -1 (its not easy to convey detailed information during combat) to apply also to those teammates who are able to receive her/his instructions.
Brains Over Brawn: +Int mod to Str- and Dex- based checks, including ability checks and skill checks
Precocious Personality: +Int mod to Wis- and Cha- based checks, including ability checks and skill checks
(Enlightened Endurance?, Discerning Determination?): +Int mod to Con-based checks, including ability checks and skill checks
Skill Mastery: choose [Int mod, min 4] skills you have trained. May now "Take-10" when checking that skill, even if distracted or rushed. You may choose Use Magic Device as a skill to Master. You may take Feat:Savvy Rogue to improve this ability.
I will update as I get critiques and/or better ideas.
------------------------------------------------------------------
Concept: A character who focuses on knowledge and skills. His main function in combat is to share his knowledge of enemy tactics & weaknesses, and to make use of magic items to support her/his team or inhibit opponents.
Basis for build: PrC:Heartwarder (Cha +1 every other level, full casting); PrC:War Hulk (Str +2 every level); Class:Factotum (ability progression, limited casting)
HYPER-SKILLED
{table=head]Level|
BAB|
Fort Save|
Ref Save|
Will Save|
Special|
Inspiration Points|0th|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+0|
+0|Inspiration, Trapfinding|
2|3|1|-
2nd|
+1|
+0|
+0|
+0|+2 Int|
3|4|2|-
3rd|
+1|
+1|
+1|
+1|Brains Over Brawn, Improved Synergy (+3 for 5)|
3|4|2|1|-
4th|
+2|
+1|
+1|
+1|+2 Int, Bonus Feat:Knowledge Devotion|
3|4|3|2|-
5th|
+2|
+1|
+1|
+1|Precocious Personality|
4|4|3|2|1|-
6th|
+3|
+2|
+2|
+2|+2 Int|
4|4|3|3|2|-
7th|
+3|
+2|
+2|
+2|Expert Synergy (2x norm for 10)|
4|4|4|3|2|1|-
8th|
+4|
+2|
+2|
+2|+2 Int|
5|4|4|3|3|2|-
9th|
+4|
+3|
+3|
+3|(Enlightened Endurance?, Discerning Determination?)|
5|4|4|4|3|2|1|-
10th|
+5|
+3|
+3|
+3|+2 Int|
5|4|4|4|3|3|2|-
11th|
+5|
+3|
+3|
+3|Skill Mastery|
6|4|4|4|4|3|2|1
12th|
+6/+1|
+4|
+4|
+4|+2 Int|
6|4|4|4|4|3|3|2
13th|
+6/+1|
+4|
+4|
+4|Master Synergy (3x norm for 15)|
6|4|4|4|4|4|3|2
14th|
+7/+2|
+4|
+4|
+4|+2 Int|
7|4|4|4|4|4|3|3
15th|
+7/+2|
+5|
+5|
+5|Superior Synergy (+4 for 5)|
7|4|4|4|4|4|4|3
16th|
+8/+3|
+5|
+5|
+5|+2 Int|
7|4|4|4|4|4|4|3
17th|
+8/+3|
+5|
+5|
+5|Skill Mastery|
8|4|4|4|4|4|4|4
18th|
+9/+4|
+6|
+6|
+6|+2 Int|
8|4|4|4|4|4|4|4
19th|
+9/+4|
+6|
+6|
+6|Grandmaster Synergy (4x norm for 20)|
8|4|4|4|4|4|4|4
20th|
+10/+5|
+6|
+6|
+6|+2 Int, Full Synergy (+5 for 5)|
10|4|4|4|4|4|4|4[/table]
Hit Die: d4
Class Skills: all
Skill Points: 10 + Int mod each level, (x4 at first level).
Saves: each at the "Poor" progression. Allow a Hyper-Skilled to spend a feat to change a Save's basis to Int.
Class Features:
Spells: Arcane, Int-based. Only skill boost/penalty spells.The skill-based spells from the Player's Handbook and Spell Compendium are as follows - Level 0: Minor Disguise, Songbird. Level 1: Accelerated Movement, Branch to Branch, Camouflage, Climb Walls, Dead End, Disguise Self, Focusing Chant, Hawkeye, Improvisation, Insidious Rhythm, Insightful Feint, Jump, Serene Visage, Shock and Awe, Sign, Sticky Fingers, Sticky Saddle, Surefoot, Towering Oak. Level 2: Camouflage Mass, Curse of Ill Fortune, Dissonant Chant, Easy Climb, Heroism, Iron Silence, One With the Land, Wave of Grief. Level 3: Allegro, Bestow Curse, Crushing Despair, Forestfold, Glibness, Illusory Script. Level 4: Essence of the Raptor. Level 5: Curse of Ill Fortune Mass, Shadow Form
[need to add back in the Divination School spells which boost skills]
(GMs and Players may also consider the following types of spells: a) add/enhance/block senses, b) enhance/add movement types, c) enhance/diminish ability scores.)
Inspiration: Before making an attack roll, damage roll, or saving throw, you can spend 1 Inspiration Point to gain a competence bonus on the roll equal to [Int mod / 2]. You may also use Inspiration to roll twice for an ability or skill check, choosing which result to keep. You must declare this before you roll. Inspiration Points reset at the beginning of each encounter (an encounter can be combat, skill challenge, etc).
Raises to Intelligence: (retroactive SP, reconsider and learn from past exp)
Synergy Abilities: Improved/Superior/Full raise the synergy bonus gained from having 5 ranks in a synergistic skill. Expert/Master/Grandmaster extend the synergy bonus to ranks 10, 15, and 20; which give double, triple, and quadruple (respectively) the synergy bonus gained from having 5 ranks.
Bonus Feat:Knowledge Devotion: can tell any allies who are capable of hearing and understanding him, at which point they also receive some bonuses. In addition to the normal effects of Knowledge Devotion, the Hyper-Skilled helps out teammates by sharing her/his knowledge of the creatures. By pointing out a creature's sensitive anatomy, common attacks, or tricks to which it is weak, the Hyper-Skilled allows the bonus from Knowledge Devotion -1 (its not easy to convey detailed information during combat) to apply also to those teammates who are able to receive her/his instructions.
Brains Over Brawn: +Int mod to Str- and Dex- based checks, including ability checks and skill checks
Precocious Personality: +Int mod to Wis- and Cha- based checks, including ability checks and skill checks
(Enlightened Endurance?, Discerning Determination?): +Int mod to Con-based checks, including ability checks and skill checks
Skill Mastery: choose [Int mod, min 4] skills you have trained. May now "Take-10" when checking that skill, even if distracted or rushed. You may choose Use Magic Device as a skill to Master. You may take Feat:Savvy Rogue to improve this ability.