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Rainbownaga
2012-07-17, 12:39 AM
CHILD OF THEMIS



The orc knelt in the sodden ground, "Most divine lady Themis. I have done as you bid. The slaves have been returned and won't be attempting to escape any time soon. Their owners have agreed to take better care of them.

"You have done well, daughter, do not look upon the ground when you speak to me. Look at me and be proud. You are truly my daughter."

The orc looked up at the stars and narrowed her gaze to a tiny patch of darkness between four bright stars.

"That's more like it. I have a present for you. Why don't you try it on?"

The orc smiled. For a second her black leathers shimmered and then they were gone, replaced by a glistening suit of gilded plates.

"Thank you.... Mother"



The Children of Themis are those that choose to worship the mysterious "Mother" and have proven themselves worthy to be her "Children". She charges them with maintaining social order. Depending on the society of the Child, this can mean many different things, but in most cases this does not equate to simply killing; each member of society has potential to add to it, and rehabilitation is the preferred option.

As she is neither true goddess nor daemon, Themis does not grant spells, but instead teaches them how to draw clothes and armor from the very void and how to channel their passions into powerful physical strikes.

Adventurers: Children of Themis typically 'adventure' within their own community, arbitrating conflict and 'rehabilitating' those that step too far out of the social norms or who threaten the stability of the society. A Child of Themis adventure in the classical sense for various reasons, such as pursuing fugitives, preventing external threats, or even just becoming more powerful so as to become more useful to their home society in the long run. In an adventuring party, a Child will generally continue their role, working as an arbiter and doing what is best for the group's cohesiveness regardless of their own moral or ethical views. They tend to respect and get on with most classes, but may clash with paladins or others who view

Alignment: Children of Themis tend not to be either lawful or chaotic as the former can be too inflexible and the latter can be too much so. Their moral alignment can be anything from good to evil, and tends towards the latter simply because she has more followers in chaotic evil tribes than in more developed societies.

Role: Despite their disdain for killing, the Children of Themis are melee (or occasionally ranged) combatants. They can deal damage and protect themselves and allies from being simultaneously damaged with the assistance of their selection of voidgarbs, and can shift their focus mid combat by rapidly changing armor.

Ability Scores: Children of Themis benefit from charisma more than most dedicated fighting classes, and typically also focus heavily on strength and constitution to fill a similar role to the paladin. Dexterity is also useful when wearing 'weaker' armors and for those few Children who focus on ranged combat, and intelligence is useful to allow for a greater access to skills and to help identify spells to intercept. Despite being arbiters and judges, wisdom is typically a dump stat, but since their role is harmony more than justice, most feel it is sufficient to simply be heeded and put their fate in Themis.


CHILD OF THEMIS

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+0|Voidgarb, Improved Unarmed Strike, Smite (1/day)

2nd|+2|+3|+0|+0|Lesser Garb, Guardian

3rd|+3|+3|+1|+1|Lesser Garb, +1 Garb

4th|+4|+4|+1|+1|Lesser Garb

5th|+5|+4|+1|+1|Lesser Garb, Smite (2/day)

6th|+6/+1|+5|+2|+2|Lesser Garb, +2 Garb

7th|+7/+2|+5|+2|+2|Lesser Garb, Swift action change

8th|+8/+3|+6|+2|+2|Improved Garb, True Guardian

9th|+9/+4|+6|+3|+3|Improved Garb, +3 Garb

10th|+10/+5|+7|+3|+3|Improved Garb, Smite 3/day

11th|+11/+6/+1|+7|+3|+3|Improved Garb

12th|+12/+7/+2|+8|+4|+4|Improved Garb, +4 Garb

13th|+13/+8/+3|+8|+4|+4|Improved Garb, Immediate Action Change

14th|+14/+9/+4|+9|+4|+4|Greater Garb

15th|+15/+10/+5|+9|+5|+5|Greater Garb, Smite 4/day, +5 Garb

16th|+16/+11/+6/+1|+10|+5|+5|Greater Garb

17th|+17/+12/+7/+2|+10|+5|+5|Greater Garb

18th|+18/+13/+8/+3|+11|+6|+6|Greater Garb, +6 (epic) Garb

19th|+19/+14/+9/+4|+11|+6|+6|Greater Garb

20th|+20/+15/+10/+5|+12|+6|+6|Gestalt Garb, Smite 5/day

[/table]

Skills: 2+intelligenc modifier/level (x4 at first level)
Class Skills: Bluff(Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (all), Listen (Wis), (Int), Sense Motive(wis), Search(Int), Spellcraft (int), Spot(wis)

HD: d10

Weapon and Armor Proficiencies: Children of Themis are proficient with light, medium and heavy armor and with shields (but not tower shields). They are proficient with all martial and simple weapons.

Voidgarb: If you are not already wearing any armor or significant amount of clothing (such as robes) you can form armor out of the void as a move action. If you are already wearing a voidgarb, you can replace it with another as a move action.
Voidgarb is always black, but the design can be that of practically any form of clothing. Mechanically, the voidgarb takes the form of one of four kinds of armor
Cloth: Paticularly skimpy outfits that give little covering only provide a small amount of protection, but they still grant the benefit of wearing padded armor as those sections that are covered are deceptively tough.
Studded Leather: Clothing that covers the majority of the body while still resembling civilian wear or actual attempts to replicate leather or studded leather count as studded leather armor.
Breastplate: You can use the voidgarb to imitate breastplate armor
Half-plate: You cannot replicate the benefits of fullplate armor with voidgarb; attempts to create heavy, full-body armor use the statistics for half plate.
As you improve in level, voidgarb becomes more powerful. Every three class levels you gain a cumulative +1 enhancement bonus to armor class.

Improved Unarmed Strike: Children of Themis learn to fight unarmed and use their voidgarb to good effect when doing so. They gain the improved unarmed strike feat for free at level 1. Since they can change what they wear on their hands, as long as they have one hand free they can add the enhancement bonus of their armor to their attack and damage with unarmed strikes. They can also deal slashing or bludgeoning damage, but they must adjust their outfit to match it and cannot do non-lethal damage. If they have both hands free they can use two-weapon fighting with their unarmed strikes.

Lesser Garb: From level 2 to level 7, Themis grants special forms of voidgarb. These typically differ in having colors other than black and possessing unique benefits. These can be switched with normal voidgarb and with each other as usual. At each level choose one type of special garb. While you wear the garb you gain the lesser abilities associated with that garb. Each of these voidgarbs uses the base stats of a specific armor type which is given in the description.

Guardian: From Level 2 you can spend an immediate action to protect an ally from an attack or other effect if you are within 5' of the attacker, your ally, or the line of effect. You must be aware of the effect to use this ability so it cannot be used while flat footed, and you must make a successful spellcraft check to protect against a spell without a physical manifestation (e.g. charm or hold person). You receive the effect in place of your ally as if you had been the target instead. If the effect targeted both you and your ally or the area of the effect included both of you, you are only effected once unless the ability can usually effect a single target multiple times.

You must choose to use this ability before the effect (including attack rolls or saves) is rolled. You use your own saving throws and armor class to determine the effect.

You cannot use your guardian ability while wearing Fury Garb

Swift action Change: From level 7 you can use either a move action or a swift action to change garbs.

Improved Garb: From Level 8 to level 13 you can improve one lesser garb that you already possess. It becomes an improved garb, and use both the lesser and the improved abilities when you wear it. From level 14 to level 19 you can further improve a garb you possess into a Greater Garb and use all its abilities

True Guardian: You can spend a use of your smite ability to use your guardian ability without requiring an action. Additionally, you can use a use of your smite ability to absorb the effect of a spell or attack from an adjacent ally before the results are determined.

Immediate action Change: You can change armor as an immediate action in order to better protect against a specific attack. You may use the same immediate action to activate your guardian ability.

Gestalt Garb: At level 20, choose two special voidgarbs. The two garbs are permanently fused, using the heavier armor as the base and with the lesser, improved and greater properties of both.

Special Voidgarbs
Note: The DC for all saving throws are 10+1/2 class level + charisma modifier.

Imortal’s Garb (half plate)-

This suit of half plate looks as if it were made of pure gold, but is as hard as adamantine.

Lesser: Grants dr3/- or damage reduction equal to charisma modifier (whichever is greater). This armor and associated weapons are treated as adamantine.
Improved: You gain temporary hit points equal to 5 plus your charisma modifier, which are restored at the start of your turn each round.
Advanced: Each round the wearer can negate a single source of damage. This includes a single attack, a spell effect (such as a single magic missile, disintegration ray or meteor from a meteor swarm) or another source of damage such as a fall or a dragon’s breath attack.

Cheetah’s Garb (Studded Leather)

While the light suit of cheetah skin may look a little silly (particularly the variation that includes cat-ears) it enables the wearer to run as fast as the animal it is named off.

Lesser: You gain a +10 equipment bonus to ground speed and add your charisma as a dodge bonus to armor class.
Improved: Whenever you use the charge or double move action, you can move 10 times your speed (instead of the usual 2 times). You gain the uncanny dodge ability and improved uncanny dodge abilities.
Greater: Your equipment bonus to speed increases to +30. Additionally, once per round, you can move your speed as a reaction to anything that you are aware of in place of taking an attack of opportunity. For example, you can move in reaction to a fireball to get out of the area of effect, or move adjacent to an ally to use your guardian ability to protect them from a melee attack. If you have multiple attacks of opportunity, you can still only use this ability once in a round.

Black Dragon Garb (Breast Plate)

A suit of half plate that gleams with black scales and has a pair of black bat-like wings. While its primary purpose is travel by air or water, it grants advantages to combat, particularly against creatures that make acid attacks

Lesser: You gain a +4 bonus to jump checks and do not take damage from falling. Additionally you gain resistance to acid 10 and can breathe underwater.
Improved: You get a 60’ fly speed (poor), acid resistance 20, and a 60’ swim speed. Additionally, when not flying you gain 2 natural wing attacks that deal d4 + ½ strength modifier with an enhancement bonus to attack and damage equal to the armor’s enhancement bonus.
Greater: You gain immunity to acid, your flight speed increases to 90’ (average), and you gain an equipment bonus of +2 to strength.


Dancer’s Garb (cloth)
Appearing as a barely modesty protecting outfit of ribbons and bows, the magic of this garb fills the wearer with grace and agility

Least: You are considered to have ranks in Perform (dance) and tumble equal to your character level +3. You also have the evasion ability and add your charisma to saving throws (doesn’t stack with divine grace or other abilities that add charisma to saving throws).
Improved: Add your charisma to touch armor class (doesn’t stack with other abilities that allow you to add a non-dexterity ability score to armor). You gain a +2 equipment bonus to charisma and dexterity, and can move 10’ instead of 5’ when making a 5’ step.
Greater: You gain the improved evasion, uncanny dodge and improved uncanny dodge abilities, and a +4 equipment bonus to charisma and dexterity and can use charm monster as an at-will spell like ability


Fury Garb (cloth)
Sometimes death is the only answer, and when righteous fury is demanded, this is the garb to deliver it. This outfit makes the wearer resemble an Erinyes, consisting of taloned boots and gloves and a body with little more than a few studded leather strips to offer protection, and sprouting magical feathered wings as needed. This outfit sacrifices defense and the sparing of life for pure destructive power

Least: Your melee attacks gain the benefit of your smite ability without expending uses. Each attack, however, reduces your armor class and touch armor class by 1 until the start of your next turn. You also can grow feathered wing that prevent damage from falling as long as you are conscious. You cannot deal non-lethal damage or use the guardian ability while wearing fury garb.
Lesser: Your slashing melee attacks are considered vorpal, removing a limb (usually a head) on a confirmed natural 20. If you use a vorpal weapon you threaten this on 19-20. You gain a fly speed of 50’ (average) on feathered wings, but cannot fly on consecutive rounds or ‘run’ while airborne.
Greater: You no longer have restrictions on your flight ability. You gain the pounce ability.


Titan’s Garb (half plate)
This half plate suit appears to be made of glistening silver and comes with a matching oversized hammer that can be called as needed. The armor grants the weilder the physical power of the titans. It is a powerful, particularly for those who focus entirely on brute strength.

Least: You gain a +2 equipment bonus to strength, and can summon a heavy, two-handed maul (2d6 bludgeoning damage regardless of your size) to your hands as a free action. Both the maul and armor are considered alchemical silver but do not suffer the usual penalty for damage. The enhancement bonus to armor applies to the weapon and also intimidate checks as long as you wield the weapon.
Improved: The maul is considered large sized, deals 3d6 damage, and grants you reach as a large creature (10’) for attacks with it. You suffer no penalty for wielding this weapon in two hands, nor does it encumber you at all, and it grants an equipment bonus to intimidate equal to the enhancement bonus. Every time you hit a standing creature with this weapon, you may make a free trip attempt using the size of the maul instead of your own size (if it is bigger).
Greater: You gain a +4 equipment bonus to strength. The maul is considered gargantuan sized (though it does not encumber you or give you penalties to attack), deals 4d6 damage, and grants reach as a huge creature (15’).


Bone Garb [half plate]
This armor is made from overlapping plates that appear to be made of actual bone. It grants its wearers some of the benefits of the undead without the usual weaknesses.

Lesser: You gain the benefits of the death ward spell. Bone garb armor and weapons are considered ghost touch.
Improved: You gain the benefits of the mindblank spell.
Greater: You need no longer eat, drink, sleep or breathe while wearing this armor. You are immune to poison, stunning, sleep effects and effects that require a fortitude save unless they also apply to undead or objects. If a spell or effect has differing effects on undead and living creatures, you can choose whichever is most beneficial. Becoming immune to an effect does not remove the effect, merely suppresses it (e.g. a fatigued character in bone garb becomes fatigued when she switches to another armor). You also gain immunity to critical hits.


Frozen Flame Garb (Breast Plate)
This suit is made of spectacular crystals of literal frozen flame. It is the armor of choice for fighting white and red dragons, but is also popular among those few archers that gain the gifts of Themis

Lesser: All your attacks do extra damage equal to your charisma modifier. This damage is either cold or fire. You also gain energy resistance 10 against fire and cold
Improved: The extra elemental damage increases to d10+your charisma modifier damage. Your resistance to cold and fire increases to 20.
Greater: You gain the fire and cold subtypes, becoming immune to either type of damage. Your attacks deal d10+ charisma modifier each of fire and cold damage.

Thunderstorm Garb (Breast Plate)
While this breast plate armor is clearly some form of metal, the colour seems to shift in blacks and grey patters as if it were actually made of condensed cloud. Blue lightning sporadically crackles across the wearers body as they wear it, striking out at nearby foes like a barely trained animal.

Lesser: You gain energy resistance 10 sonic and lightning. Any time you make an attack, charge or full attack, you deal your charisma modifier in lightning damage to all adjacent enemies (no save).
Improved: You gain resistance 20 against lightning and sonic damage. You can also use a Thunderstorm Strike: As a standard action, you can make a single attack. Whether you hit, miss, or forfeit the actual attack, you can deal 2d10 lightning damage each to up to one target per class level within 30’ (reflex half).
Greater: You are immune to sonic and lighting damage. When you use a Thunderstorm Strike (see above) targets must also make a fortitude save or be deafened permanently, stunned for one round and knocked prone. This is a sonic effect.


Insectile Garb (Half Plate)
Glossy black and yellow striped plates protect the wearers body with a more flexible material of a similar appearance filling the gaps, and fine insectile wings on the wearers back

Lesser: Counts as a breast plate for the purpose of dexterity modifier, armor check penalties, weight category and movement restriction. As a standard action you can make a single melee or ranged attack with an extra poison effect on a successful hit (d6 dex damage primary and secondary; dc equals 10+charisma modifier+1/2 class level).
Improved: Counts as studded leather for the purpose of dexterity modifier, armor check penalties, weight category and movement restriction. Gain a flight speed of 40’ (good).
Greater: Counts as padded armor for the purpose of dexterity modifier, armor check penalties, weight category and movement restriction. Flight speed increases to 60’ (perfect) and you can add poison to all attacks.

Madness Garb (Half Plate)
This resembles black half plate armor similar to the default half plate voidgarb. That is until it opens its eyes: dozens of eyes of all different sizes and pigmentations cover the plate. While they provide the wearer with an increased visual capacity, they also have an unsettling effect on any who see it.

Lesser: The wearer can add their charisma modifier to spot checks, attackers gain no advantage from flanking, and creatures subject to fear take a -1 morale penalty on attacks against the wearer. This does not apply if the attacker cannot see the wearer.
Improved: The wearer can see in darkness, even magical darkness, and can see invisibility out to 30'. Creatures within 30' are shaken (no save) unless they are immune to fear. This effect lasts as long as they remain within 30.
Greater: The wearer gains the benefits of true seeing out to 30'. Creatures within 30' are permanently confused (as the insanity spell) unless they make a saving throw. Creatures that successfully save are unaffected for 24 hours.


Feats:
Beloved of Themis
Prerequisite: Charisma 15, Lesser Garb class ability
Benefit: You gain an extra lesser garb. At level 11 you gain an extra improved garb. At level 17 you gain an extra greater garb.

Voidblade
Prerequisites: Charisma 13, Voidgarb class ability.
Benefit: You can conjure a bastard sword made of the same void as your basic voidgarb using the same type of action. It gains an enhancement bonus equal to your voidgarb's enhancement bonus and dissapears if it leaves your grasp.

Black Sunblade
Prerequisites: Charisma 15, Exotic weapon proficiency (bastard sword), Voidblade.
Benefit: Instead of conjuring a voidblade, you conjure a "black sunblade". The black sunblade deals 3x damage on a critical hit, and x2 damage on a critical hit against creatures that would otherwise be immune to critical damage. If wielded off hand, the two weapon fighting penalty is the same as if it were light, and it can be used with weapon finesse feat. Otherwise this weapon is treated as a voidblade in all respects.

Rainbownaga
2012-07-17, 12:40 AM
I've moved my explanation and discussion of the class here to keep things a bit neater.

The main feature of this class is the ability to possess a wardrobe of magical armor that it can switch between as the need arises for utility and combat purposes. As far as I am aware, the closest another homebrew class has come to this is the magical-girl and that is just a small part of the class. I'll admit much of my inspiration has come from the Fairy Tail anime/manga character Erza, but the fluff and a fair amount of the mechanics is somewhat different.

Goals
-This is supposed to be somewhere near the bottom of tier 3 or the top of tier 4. If this class is more powerful than a warblade or weaker than a warlock, I have failed.

-The class should need to switch outfits regularly to meet its full power. If their is one outfit that is vastly superior to the others that it makes them irrelevant, I want to fix that.

-Similarly, I don't want any special garb to be so weak that nobody would ever take it.

-I included smite as a class feature because it is supposed to be a charisma focused class, and smite at least gives it some combat benefit from that charisma.

-The improved unarmed strike features are not supposed to replace weapons. They improve faster than normal weapons can, but only in terms of enhancement bonus. The Titan's Maul is supposed to be a more powerful than normal weapon, but with trade offs (and only useable in that form).

-I am a little concerned about the guardian ability. I included it because this class is so tank-ish that it really deserved some way of using that to benefit the party.

-This class is MAD but hopefully in the sense that any stat can be useful depending on the build with some need for sacrifice for some builds.
Thank you for any advice you can give me.

demonickin0
2012-07-17, 01:57 PM
Unarmed Strike? Don't you mean Improved Unarmed Strike?

But either way, I have to say this is very interesting. Also, Umm... What are their armor and weapon proficiency? Do you see it as more of a tank? Or a Brawler? I am interested to see how this class comes out to be.

Rainbownaga
2012-07-19, 08:59 AM
Thanks for the comment. I've changed the things you've mentioned, added some fluff and made a few additional minor changes.

It seems there wasn't much more I needed to add since I want to keep this class relatively simple.

I've included it in the text, but this class is pretty much a tank. Unarmed damage is just an option and ties into the idea of this class as being adverse to homicide. In most cases they'll probably just purchase a more effective weapon (normal unarmed strikes don't count as natural weapons so necklace of natural weapons shouldn't work unless they dip monk).