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Pyromancer999
2012-07-21, 08:27 PM
Dovahkiin

http://images1.wikia.nocookie.net/__cb20110616002204/elderscrolls/images/archive/4/4d/20110928152711!Dovahkiin.jpg

"I do more than emulate dragons. I am one."
- T'anir Vorastrix, dragonborn Dovahkiin

Thanks to the appetite of dragons for certain pleasures of the earth, there are no shortage of people in the world with Draconic ancestry. But sometimes, dragonblooded children inherit more than a draconic improvement to their body or a draconic talent for simple magic. Sometimes, a dragonblooded child is born with a draconic soul. Others are born as the reincarnated form of dragons of the ancient past. No matter how they came to be, these dragon-souled creatures have the power to gain control of Ancient Draconic, the form of Draconic spoken at the world's beginning, a language that is imbued with the magic of dragons future and past.

Adventures: Dovahkiins' powers are gained through self-examination of themselves and their draconic soul. While this can be done while having a normal life, the life of an adventurer seems to accelerate the progression of their powers.

Characteristics: Dovahkiin are capable of a variety of effects. They can serve on the front lines for a while, as well as use a variety of magical effects.

Alignment: As varied as dragons are in alignment, so are Dovahkiin. Dovahkiin are easily found as members of any alignment, although many follow the general alignment of whatever society they are raised in.

Religion: Many Dovahkiin do not worship a deity, seeing themselves as being close to being a god, and thus do not worship any deity. Many Dovahkiin, though, do worship draconic deities, or at least pay homage to a few.

Background: Dovahkiin are born, not made. Some wake up naturally, coming into their powers in a manner similar to sorcerers. Others discover theirs after pursuit of knowledge of Dovahkiin in ages past. Others come into their power after being made into Dragonborn, who account for the most numerous race amongst the Dovahkiin, rivaled only by humans.

Races: Dovahkiin are found almost exclusively amongst dragonblooded individuals. The most common race is the Dragonborn, many coming into their power after their conversion into a draconic child of Bahamut, and subsequently attend one of scarce few temples where they teach Ancient Draconic. Other than Dragonborn, dragonblooded humans tend to make up the second most numerous race due to being a populous race, and any other dragonblooded individuals are equally likely to become Dovahkiin.
Other Classes: Lawful classes, such as Paladins and Monks, tend to view Dovahkiin as abominations, having the soul of one creature while having the body of another, although Paladins do tend to give grudging respect to good-aligned Dovahkiin upon getting a change to know them. Wizards similarly view them as abominations, although fascinating ones, and tend to want to study Dovahkiin in their spare time. Sorcerers tend to treat Dovahkiin as kin, much like a sibling or cousin.

Role: Dovahkiin can make use of a variety of magical effects, although when not using such effects, tend to be found on the front lines, although not always up to par with pure melee classes.

Adaptation: Maybe they're just super-draconic children. Perhaps they're just draconic spellcaster-warriors. Any variation is up to you.

GAME RULE INFORMATION
Dovahkiin have the following game statistics.
Abilities: Charisma is definitely an important score, as abilities tend to key off of it. Second is Constitution, for extra hit points, and Dexterity, for obvious reasons, and Strength if a Dovahkiin likes to stick to the front lines.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer
Starting Gold: As sorcerer

Class Skills
The Dovahkiin's class skills (and the key ability for each skill) are Bluff(Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana)(Int), Knowledge(Planes)(Int),Listen (Wis), Open Lock(Dex), Ride (Dex), Sleight of Hand(Dex), Spellcraft(Int), Survival (Wis), and Swim (Str)


Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Good Save|Good Save|Bad Save|Special|Dragon Shouts

1st|
+1|
+2|
+2|
+0|Dragon Shouts(Vowel), Draconic Child|2

2nd|
+2|
+3|
+3|
+0|Dovahsil, Focus |3

3rd|
+3|
+3|
+3|
+1| Dragon Shouts(First), Perks(Novice) |3

4th|
+4|
+4|
+4|
+1|Dovahsil |3

5th|
+5|
+4|
+4|
+1|Perks |4

6th|
+6|
+5|
+5|
+2|Dovahsil |4

7th|
+7|
+5|
+5|
+2|Perks(Apprentice) |4

8th|
+8|
+6|
+6|
+2| Dovahsil |5

9th|
+9|
+6|
+6|
+3|Dragon Shout(Second), Perks|5

10th|
+10|
+7|
+7|
+3| Dovahsil |5

11th|
+11|
+7|
+7|
+3|Perks(Adept) |6

12th|
+12|
+8|
+8|
+4| Dovahsil|6

13th|
+13|
+8|
+8|
+4|Perks |6

14th|
+14|
+9|
+9|
+4|Dovahsil |7

15th|
+15|
+9|
+9|
+5| Dragon Shouts(Third), Perks(Expert) |7

16th|
+16|
+10|
+10|
+5| Dovahsil |7

17th|
+17|
+10|
+10|
+5|Perks |8

18th|
+18|
+11|
+11|
+6|Dovahsil |8

19th|
+19|
+11|
+11|
+6|Perks(Master) |8

20th|
+20|
+12|
+12|
+6|Dovah, Dovahsil |9[/table]

Class Features
All of the following are class features of the Dovahkiin.

Weapon and Armor Proficiencies: The Dovahkiin is proficient with all simple weapons, four martial weapons, and light and medium armor.

Draconic Child:At 1st level, the Dovahkiin gains Draconic Child (http://www.giantitp.com/forums/showthread.php?t=204256) as a bonus feat.

Dragon Shouts(Su): Dragon Shouts are the prime ability of Dovahkiin. Dragon Shouts are three-word phrases gleaned from Ancient Draconic, resonating with the power of ancient dragons. At first, Dovahkiin can only manage the most basic words of the phrases, then manage to work out more advanced words as they advance in power, eventually completing their phrase. Dovahkiin starts out with access to two shouts, gaining another at 2nd level, and gains another every three levels after. The Dovahkiin starts out with access to the Vowel ability of each shout it knows, then progresses their shouts as stated on the table above. They also gain access to a minor ability or benefit upon gaining access to a shout, called a Vowel due to the mere knowledge of the smallest part of such words altering their being. You may use Shouts once per encounter unless otherwise stated. The Dovahkiin gains access to a number of bonus Shouts equal to 1/2 their Charisma modifier. All spells and abilities that mimic them treat the caster level as being equal to the Dovahkiin's class level.

Shouts may be selected from the list below:

Animal Allegiance

Vowel: You gain Wild Empathy, as a Druid, except you gain a bonus to checks equal to 1/2 your class level, and you do not take a penalty for trying to influence magical beasts.
First(Raan): You may summon any one creature of the Animal type of up to your HD - 1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level.
Second(Mir): You may summon any one creature of the Magical Beast type of up to your HD -1(minimum 1) as a standard action. The summoning lasts for a number of rounds equal to your class level, and the Magical Beast may only use (Ex) and (Su) abilities.
Third(Tah): You may summon any two creatures of the Animal or Magical Beast type, each of which may have of up to your HD - 3(minimum 1) as a full-round action. The summoning lasts for a number of rounds equal to your class level.


Aura Whisper

Vowel: You gain a bonus to Heal checks equal to 1/2 your class levels, and once per encounter, you may make a Heal check to heal a creature of hit points equal to the check's result/5.
First(Laas): You gain a healing pool of points equal to your Charisma modifier(min 1) x your class level, with which to heal your comrades. You may expend any number of points from the pool as a move action in order to heal an ally of a corresponding number of hit points. You may also heal as a swift action, although you may only expend up to 1/2 your class level in hit points when you heal this way.
Second(Yah): You gain the ability to sense life and unlife. You gain the blindsense ability out to 5 x (1/4 your class level + your Charisma modifier), which functions as blindsight when undead or constructs enter the area.
Third(Nir): Just as you may whisper to life and one's aura better than most others, so may you seek and damage it. When attacking someone within your blindsense from Yah, you may add damage to your attack equal to your class level + your Charisma modifier. Once per encounter, you may double this added damage.


Become Ethereal

Vowel: You gain a bonus to Hide and Move Silently checks equal to half your class level. Also, you gain access to a form of Hide In Plain Sight, except that you must make a check of DC 20, and it lasts for 1 round + 1 additional round per 5 that the check exceeds the DC by.
First(Feim): You gain the ability to become invisible, as per the spell, once per encounter. This invisibility lasts for a number of rounds equal to your class level, or until you do something that would break your invisibility.
Second(Zii): You may become Ethereal for a number of rounds per day equal to 1/2 your class leve, as a standard action. You may not attack other creatures like this, but may use other forms of action, such as movement while in this state. These rounds need not be consecutive, but must be used in minimum of 2-round intervals.
Third(Gron): Once per day, you may become Incorporeal as a move action. You gain the incorporeal subtype while this effect lasts. This lasts for a number of rounds equal to 1/2 your class level. These rounds need not be consecutive, but must be used within the same encounter. You may expend two rounds of this effect's duration to become Incorporeal as an immediate action. Ending the effect is a swift action.


Call Dragon

Vowel: You gain a bonus to all Charisma-based checks relating to creatures with the Dragon type or the Dragonblooded subtype equal to 1 + 1/2 your level.
First(Od): You may, as a standard action once per encounter, summon others with dragon blood in their veins. You may summon any creature with the Humanoid or Monstrous Humanoid type that has HD equal up to your level - 1. This summon has the Draconic Child (http://www.giantitp.com/forums/showthread.php?t=204256) feat for the same type of true dragon as you chose for Draconic Child, and enough levels in the Warrior class to make its HD equal to the HD limit on this ability. This summons lasts for a number of rounds equal to your class level. Also, you may not activate any of the summons abilities of this shout while an existing summons from this shout is active.
Second(Ah): You may, as a standard action once per encounter, summon either a true dragon of the type you selected for Draconic Child or non-true dragon creature with the Dragon type of HD equal up to 1/2 your class level. This summoning lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the summons from Od now gain an additional Draconic Heritage feat when summoned, chosen when this ability is gained, and gain a bonus to attack and damage rolls equal to your Charisma modifier.
Third(Viing): You may summon, once per day as a full-round action, a true dragon of the type you selected for Draconic Child, of HD equal up to your class level -1. This summons lasts for a number of rounds equal to 1/2 your class level + your Charisma modifier. Also, the enhancement to Od gained in Ah now applies to the summons from Ah, and the summons from Od now gain one more Draconic Heritage feat, gained when this ability is gained.


Call of Valor

Vowel:By mere knowledge of this shout, you gain the ability to call upon a bit of the valor of heroes past. You may add 1/2 your Charisma modifier to AC(minimum 1), and increase your AC by 1 per 5 class levels.
First(Hun): Once per encounter, as a standard action, you may summon the shade of Gormlaith, slayer of Dragons past. Gormlaith comes equipped with a longsword and has the same statistics of a Warrior equal to your class level, except she gains the ability to take a -1 penalty to attack rolls to add 2 damage to an attack she makes. She may take further -1 penalties to add an additional 2 damage to each attack she makes, and may only have a total penalty in this manner equal to 1/2 your class level(ex. the maximum penalty that Gormlaith may have when summoned by a 4th level Dovahkiin is -2). This summons lasts for a number of rounds equal to your level. You may not have any of the summons from this shout active when an existing summons from this shout is active.
Second(Haal):You may, as a standard action once per encounter, summon Felldir the Old, an ancient Dragon-slayer that was able to slay dragons even into old age. Felldir comes equipped with a greatsword has the same statistics as a warrior of level equal to your class level, except he gains your Charisma modifier as a bonus to AC, and may benefit from any one perk you have and use the First Word Shout from the Shout he gains the perk from once during his summoning, provided it is not from the Call of Valor, Call of the Dragon, or Animal Allegiance shouts. Gormlaith now gains your Charisma modifier as a bonus to damage and attack rolls. This summons lasts for a number of rounds equal to your class level.
Third(Zor):You may, as a full-round action once per day, summon one of the greatest heroes of legend: Hakon One-Eye. Hakon comes equipped with a scythe, and has the same statistics as a warrior of level equal to your class level, except that he gains the benefit of two fighter feats, selected upon gaining this ability, adds xd6 to his attacks where x is equal to your Charisma modifier, and may once during his summoning, double the amount of damage he deals, decided before attacking, although a missed attack does not expend this ability. Additionally, all summons from this shout's weapons are treated as having the Bane(Dragon) quality, and gain a bonus to all attack and damage rolls equal to your Charisma modifier(on top of previous bonuses gained).


Clear Skies

Vowel: You gain a bonus to all checks relating to physical ability scores during inclement weather equal to 1/2 your class level, and may once per week clear up inclement weather.
First(Lok): You may, once per encounter, take to the skies. While this ability is in effect, you gain a fly speed equal to your base land speed plus (5 x your Charisma modifier) with average maneuverability. This effect may last for up to a number of rounds equal to your Charisma modifier. You may also fly a distance equal to your base land speed as a move action, so long as you start and end the action on a solid surface.
Second(Vah): You gain the ability to summon aspects of spring weather. You may add xd6 fire damage to your attacks, where x is equal to 1/2 your Charisma modifier(minimum 1). Once per encounter, the bonus to attacks may be doubled for a number of rounds equal to your Charisma modifier. Also, when flying, as a ranged touch attack, you may make a ranged touch attack as a swift action to deal xd6 fire damage, although this attack is not affected by the once per encounter ability. Additionally, your maneuverability improves to good.
Third(Koor): You know how to add the power of summer storms to your abilities. The ability from Vah may now substitute electricity damage for fire damage, and x now equals your Charisma modifier. Also, any enemy within distance equal to your fly speed from Lok striking you prompts a reflexive bolt of lightning in reponse, which deals electricity damage equal to twice your Charisma modifier when on the ground, and electricity damage equal to your bonus to attack from Vah when flying. Also, once per week, you may make use of a Control Weather effect, as the spell except it takes 1 minute, and may only switch current weather to spring and summer weather.


Disarm

Vowel: You get a bonus equal to 1/2 your level on checks made to disarm an opponent, and you do not provoke attacks of opportunity when doing so.
First(Zun):Whenever an opponent makes an attempt to make an attack of opportunity against you, you may attempt to disarm them as an immediate action. Additionally, you may disarm as a move action.
Second(Haal):Just because a foe isn't using a sword or axe doesn't mean you can't put him out of action for a while. Whenever you may try to disarm an opponent, you may target natural attacks(including unarmed attacks) or spell-like abilities that you know of. If you succeed, these are damaged enough that they cannot be used for a number of rounds equal to d4 + your Charisma modifier. If disarming as an immediate action, you may only target natural attacks and spell-like abilities if those are the attacks being used against you. Spell-like abilities that are disarmed are counted as having expended one use. You may also target magic items, which count as having expended one charge or use if disarming is successful.
Third(Viik): You may now strip enemies of any of their attacks. You may now target spells and supernatural abilities that you know of. Supernatural abilities are expended as though having been used once, and spells disarmed as an immediate action are counting as having been expent. If not expending spells as an immediate action, if you know the target has use of spells but do not know of which they are able to cast, the spell slot is selected randomly from the highest level spells that the target may cast by the DM. If the spell slot was for a spontaneous casting class, a randomly selected spell of the same level of the spell slot may not be used for a number of rounds equal to d4 + your Charisma modifier, and if the spell slot was for a prepared casting class, the target may not make use of any spell slots with that spell prepared. If the Dovahkiin does know of a particular spell the target may cast, they may choose to target that spell.


Dismaying Shout

Vowel: You gain a bonus to Intimidate checks equal to 1/2 your class level. Also, you gain an aura of passive menace, making a passive Intimidate check against all creatures within 30 ft, treating your roll as a 10, with your Charisma modifier as a bonus.
First(Faas):Your actions can inspire fear in others. Should you roll a natural 20 on an attack, or kill or render an opponent unconscious, all enemies within line of sight are shaken. Also, once per target per encounter, when hitting an enemy that you have hit before, you may roll an Intimidate check as part of the attack. The attack need not hit for the Intimidate check to succeed, although you do gain a bonus to the roll equal to your Charisma modifier if it does.
Second(Ru):You gain the Frightful Presence ability out to 20 ft + (5 x Charisma modifier) ft, with the following changes. Firstly, it may affect creatures with HD equal up to your class level + your Charisma modifier. Secondly, once per encounter, you may choose for all creatures within the aura take a penalty to their rolls equal to your Charisma modifier. Thirdly, any creature that fails their save by 10 or more is frightened. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are frightened. Also, creatures with bonuses to saves against fear have them reduced by an amount equal to 1/2 your class level(Minimum +0). Lastly, whenever you exceed the DC of the roll to Intimidate a creature by 5, you may treat them as shaken.
Third(Maar): You know how to terrify creatures, even to the point where it may be their doom. Also, whenever you roll a natural 20 on an attack , or kill or render an opponent unconscious, all enemies within line of sight are panicked. Whenever you would move a creature's status on fear effects to beyond panicked, you may treat them as terrified. Terrified creatures are treated the same as panicked, except they are also stunned. If a terrified creature would be panicked, they must roll a save(DC 10 + 1/2 Dovahkiin's class level + Charisma modifier), or die. Lastly, you may now affect creatures immune to fear and non-intelligent creatures.


Dragonrend

Vowel: You know how to handle using two weapons at once, thanks to the knowledge of dragonblooded warriors in ancient times, learned through your ability to learn Ancient Draconic. You take no penalty to the weapon in your primary hand with two-weapon fighting, and you may reduce the penalty to the weapon in your secondary hand by 1/2 your class level + 1/2 your Charisma modifier.
First(Joor): You gain a bonus to attack rolls equal to your Charisma modifier when fighting with two weapons. Additionally, should you hit with both your weapons in an attack, you may deal an additional 1d6 + Charisma modifier damage.
Second(Zah):You know how to get people to stop moving for a while by a combination of attacks. If you hit with both of your weapons in an attack, you may force the target to stop moving. If the target is in the air or levitating, they immediately fall to the ground, and cannot fly for a number of rounds equal to your Charisma modifier. Otherwise, the target is treated as being slowed, as per the spell, for a number of rounds equal to your Charisma modifier. Additionally, should you hit with both your weapons in an attack, the attack deals an additional 2d6 + Charisma modifier damage.
Third(Frul): You know how to arrest the movement of all creatures using a secret combination created in ancient times, which can only be managed by two weapons. If you succeed on an attack with both of your weapons in an attack, you may forgo additional damage to daze the target. This may only be done a number of times per encounter equal to 1/2 your Charisma modifier. Also, if you succeed on an attack with both of your weapons, you may deal an additional 3d6 + Charisma modifier damage.


Elemental Breath

Perk: Select one type of energy(fire, cold, electricity, acid). You gain resistance to that type of energy equal to your class level + your Charisma modifier. Additionally, you may add 1/2 your Charisma modifier(minimum 1) energy damage of the energy type selected.
First(Yol/Fo):You gain a breath weapon with which to attack your enemies. This breath weapon deals 1d6 damage of your energy type per two class levels, and is a 15 ft cone if you selected fire or cold, or 20 ft line if you selected acid or electricity. This breath weapon is usable once every 1d4- 1/2 your Charisma modifier rounds. Enemies must make a Reflex save(DC 10 + 1/2 class level + Charisma modifier). A number of times per encounter equal to your Charisma modifier, you may choose to have all enemies take a penalty to their saves against your breath weapon equal to your Charisma modifier.
Second(Toor/Krah): The range of your breath weapon increases to a 30 ft cone or a 40 ft line, depending on which type you have. A number of times per encounter equal to your Charisma modifier, you may add xd6 damage to your breath weapon, where x equals your Charisma modifier. Additionally, your breath weapon has an additional effect based on what energy type you chose:
Acid: Acid sizzles into the flesh, sapping away vitality. Those affected by your breath weapon take Constitution damage equal to 1/4 your Charisma modifier(minimum 1).

Cold: Cold can seep into the joints of creatures slowing them down. Creatures affected by your breath weapon are slowed, as the spell, for a number of rounds equal to 1/2 your Charisma modifier(minimum 1).

Electricity: Shooting lighting out of can be terrifying. Those affected by your breath weapon must spend a number of rounds equal to 1/2 your Charisma modifier(minimum 1) moving away from you.

Fire: Fire sets things ablaze. Like your opponent. Those affected by your breath weapon take xd4 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier.

Third(Shul/Diin):Once per day, you may have your breath weapon's damage improve to 1d6 per class level. This may not be done in conjunction with the extra damage per encounter ability of Toor/Krah. Additionally, you may sacrifice damage in order to improve the secondary ability of your breath weapon, adding 1 to your Charisma modifier per two dice of damage sacrificed.


Elemental Fury

Vowel: You know the fury of the dragons of old, and seek to channel it. You gain a bonus equal to 1/2 your class level to grapple checks, and do not provoke an attack of opportunity for doing so.
First(Su):You may make an additional attack at your highest attack bonus with -5 penalty as a part of each full attack you make. Additionally, you halve the penalty to attack rolls while grappling. You may also intiate a grapple as part of a normal attack.
Second(Grah):You may make an additional attack once per round against a creature you've grappled, regardless of other actions taken. You no longer take a penalty to attack rolls while grappling. Also, you may trip a creature with a melee weapon, and move at half-speed while grappling without an opposed grapple check. Additionally, you gain a bonus to the melee touch attack roll made as part of a grapple equal to 1/2 your level + your Charisma modifier.
Third(Dun): You gain a bonus to attack and damage rolls equal to your Charisma modifier on attacks made while grappling. Additionally, for a number of times per day equal to 1/2 your Charisma modifier, you may treat all of your attack rolls against your target as though they were critical hits for a number of rounds equal to your Charisma modifier. Lastly, creatures grappled by you take a penalty equal to 1/2 your level on Escape Artist checks to escape a grapple you have on them.


Ice Form

Vowel: You know how to stop enemies. You gain a bonus to grapple checks made to pin an opponent equal to 1/2 your class level.
First(Iiz):You may add cold damage equal to your Charisma modifier to your melee attacks. Also, as a standard action for a number of times equal to your Charisma modifier, you may make an icy attack. This attack is a ranged touch attack with a range equal to 20 ft + (5 x Charisma modifier) ft. If successful, the attack deals 2 x (class level + Cha modifier) cold damage, and is treated as being entangled. This condition persists for a number of rounds equal to your Charisma modifier.
Second(Slen):You know how to visit deeper frozen imprisonment upon creatures hit with your ice attacks. You may now add the cold damage from Iiz to your ranged attacks, and every 1d4 rounds, any opponent who is hit by a ranged or melee attack is treated as being entangled for one round. Additionally, once per encounter, upon a successful attack, you may treat the opponent as being dazed for a number of rounds equal to your Charisma modifier, as the arctic chill of your attacks distracts them from all else. Lastly, whenever you inflict a condition upon a creature with this shout, they take cold damage equal to your Charisma modifier for each round they sustain the condition.
Third(Nus):You may now add 1/4 your class level to the cold damage added to your attacks, and once every 1d8 rounds, you may slow, as per the spell, the target of a successful melee attack for a number of rounds equal to 1 + 1/2 your Charisma modifier. Additionally, a number of times per day equal to your Charisma modifier, you may deal xd6 cold damage as a ranged touch attack, where x equals 1/2 your class level + your Charisma modifier. Opponents hit by this attack are treated as paralyzed for a number of rounds equal to 1/4 your class level + 1/2 your Charisma modifier, and the condition damage from Slen is changed to yd6 cold damage per round paralyzed, where yd6 equals your Charisma modifier.


Kyne's Peace

Vowel: You gain a bonus to Handle Animal checks equal to 1/2 your class level + 1/2 your Charisma modifier(minimum 1).
First(Kaan):You may use Calm Emotions, as per the spell, as an at-will action, with the exception that it only applies to animals and magical beasts. A number of times per day equal to your Charisma modifier, you may use the spell Calm Emotions, as per the spell as normal, and may attempt a Diplomacy check as part of the action to cast the spell.
Second(Drem):You may expand your peace-making abilities to creating limited peace zones. You may, whenever you use your Calm Emotions abilities from Kaan, allow for a pacifistic zone to develop within the spell's area, affecting those whom the Calm Emotions ability you're using affects. When a pacifistic zone is in effect, all damage within the zone is non-lethal, and creatures affected must make non-lethal attacks, imposing the normal -4 penalty to attack rolls. Additionally, all non-lethal damage in this zone is reduced by a number of points equal to your Charisma modifier. A pacifistic zone lasts for a number of rounds equal to the duration of the Calm Emotions effect + 1/4 your class level + 1/2 your Charisma modifier.
Third(Ov):You may, as a standard action for a number of times per day equal to 1/2 your Charisma modifier, create a peace zone. When within a peace zone, no players may take offensive actions, and may not deal damage. If anyone within the peace zone is taking damage from an ongoing effect, they gain an additional save against the effect on their next turn after the peace zone is created if it requires a save to end it, or have it become non-lethal damage which is halved each successive round if it does not. Peace zones created this way last for a number of rounds equal to 1/2 your class level + twice your Charisma modifier. Peace zones have a radius of 10 ft per class level. Alternatively, you may create a peace zone at-will, provided all parties within the zone agree to it. The effects of a peace zone created this way last for as long as all creatures within the zone when it was created stay within it, and lasts for x minutes after one of the creatures leaves, where x equals your Charisma modifier.


Marked For Death

Vowel:You have a constant Death Knell effect going on around you, except that it only affects enemies, and instead of the normal benefits gained upon an affected creature dying, you gain temporary hit points equal to 1/2 your class level and a bonus to Charima equal to 1 + 1/2 your Charisma modifier before modification by this ability.
First(Krii):You know how to create Death Marks. You may mark a creature within 30 ft with a Death Mark as a swift action, and may have up to your Charisma modifier in Death Marks active at any one time. When a creature is affected by your Death Mark, they take a penalty to AC equal to your Charisma modifier, and when a successful attack is made against a target with a Death Mark, they take damage equal to your Charisma modifier for a number of rounds equal to 1/2 your Charisma modifier(minimum 1). You regain use of a Death Mark if a creature with a Death Mark dies.
Second(Un):As creatures with Death Marks become closer to death, their body functions more like a corpse. Creatures with Death Marks now take a penalty to all rolls equal to your Charisma modifier, and when a successful attack is made against the target, if the attacker has Sneak Attack or similar damage, they may add half that damage to the attack, and if it does not, simply adds 1d6 + your Charisma modifier damage to the attack.
Third(Laus):Death can be peaceful, but not for creatures with a Death Mark. If a creature with a Death Mark is below 1/2 its total HP, whenever a successful attack is made against it, they take xd6 damage for a number of rounds equal to 1/2 your Charisma modifier, where x equals your Charisma modifier. Additionally, for a number of rounds per day equal to your Charisma modifier(minimum 2), you may double all of the effects of a Death Mark for all creatures affected by one of your Death Marks. These rounds need not be consecutive, although they must be spent in minimum two-round intervals.


Slow Time

Vowel:You may take 10 on skill checks even in stressful circumstances, and for a number of times per day equal to 1 + 1/4 your class level, may take 20 on a skill check when circumstances would normally allow you to take 10.
First(Tiid):Once per encounter, you may slow things down a little. You may create a slow zone, which acts as per the spell, but affects all enemies within ranged, and lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
Second(Klo):You move so fast compared to the creatures within your slow zone, that you speed up by comparison. When within your slow zone from Tiid, you gain an extra move action per turn, and do not provoke attacks of opportunity for moving within the slow zone. Additionally, you may create a slow zone a number of times per encounter equal to 1 + 1/2 your Charisma modifier.
Third(Ul): You end up making it so that, for a short time, you can slow down time for creatures within your zone that time seems to stop for all but you. You may, a number of times per day equal to 1/2 your Charisma modifier, may create a Time Stop effect, except that it only lasts for a number of rounds equal to 1/2 your Charisma modifier, and only is in effect for the area that a slow zone would affect. Additionally, you may now create a slow zone a number of times equal to 1 + your Charisma modifier.


Storm Call

Vowel: When in an area affected by a storm, you gain a bonus to all skill checks equal to 1/4 your class level, and a bonus to attack rolls equal to your Charisma modifier.
First(Strun):Once per encounter, you may cause a localized storm. This storm affects a radius equal to 20 ft + (your class level rounded down to the nearest 5) ft + (5 x your Charisma modifier) ft. When within it, all area within it is treated as difficult terrain for all creatures except you, and you may deal bonus electricity damage on all melee and ranged attacks equal to your Charisma modifier. This lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier.
Second(Bah):You can't have lightning without the storm. Once per round while a storm from Strun is in effect, you may use Call Lightning, except that it only affects creatures within your storm's radius, and may only be used while the storm persists, and is treated as being in a stormy area. Once per encounter, you may use the Call Lightning effect as a swift action. Additionally, all creatures attacking you with a melee attack take electricity damage equal to your Charisma modifier, and you may lower electricity resistance for the rest of the encounter by 1/2 your class level + Charisma modifier upon a successful attack. Multiple hits effects do not stack, and does not affect immunity.
Third(Qo):For a number of times per day equal to 1/2 your Cha modifier, you may call a greater storm. This counts as your use of Strun for the encounter. This storm grants the same benefits as the storm from Bah, except that the Call Lightning effect changes to a Call Lightning Storm effect, and the storm affects the same area a Call Lightning Storm spell would. Also, you may spend a full round once per usage to have all enemies within the storm's area to be hit by the Call Lightning Storm effect of this ability. Lastly, you may, for a number of times per encounter equal to 1/2 your Charisma modifier, choose to treat electricity damage you would deal as untyped damage.


Throw Voice

Vowel:You gain Ventriloquism, except that it is constantly in effect, and is treated as an extraordinary ability. You may use Cha-based skills this way, and gain a bonus to skill checks made this way equal to 1/4 your class level.
First(Zul):Your voice isn't simply the voice of a normal creature. It is the voice of a creature that can speak Ancient Draconic, carrying a portion of your draconic might, and by extension, your soul. If you use your Ventriloquism ability from this shout's perk to appear to speak from an object, you may perceive the surrounding area as though you were positioned where the object is. Additionally, you may animate an object you are perceiving through this way once per encounter, as per the Animate Object spell, for a number of rounds equal to your Charisma modifier. The object acts when you do and may take any one action on your turn, and you may spend actions of your own in order to direct an object animated this way. You may animate an object outside of an encounter, for a number of minutes equal to 1/2 your class level + your Charisma modifier, and should the object get into an encounter, the effect persists for a number of rounds equal to your Charisma modifier. You may not maintain the effects of the First, Second, and Third Word abilities of this shout at the same time, excluding improvements to abilities, and should one make use of another ability of this shout while they have one active, the previous effect automatically ends.
Second(Mey):Now, your voice gains in strength, influencing the minds of others, as well as increasing some of your existing voice abilities. You may now attempt to influence a creature to become more friendly to you through throwing your voice in a manner that the creature mistakes it for their own thoughts. This effect is treated as a Charm Monster spell, usable a number of times per day equal to your Charisma modifier, except that it persists for a number of hours equal to 1/2 your Charisma modifier(minimum 1). You may also use this effect in combat, in which case it lasts for a number of rounds equal to 1/4 your class level + your Charisma modifier. Additionally, you may now use abilities gained from shouts through objects you have animated, and objects animated may now take a move and standard action during their turn.
Third(Gut):Your voice becomes so overwhelming as to drown out a creature's thoughts, if only for a while. This acts as per the spell Dominate Monster, except that it follows the same restrictions as the Charm Monster ability as it is stated in Mey, and is only usable a number of times per day equal to 1/2 your Charisma modifier. Additionally, the Charm Monster effect from Mey now lasts for a number of hours equal to your Charisma modifier, and lasts for a number of rounds in combat equal to 1/2 your class level + your Charisma modifier, and animated objects from Zul may remain animated for a number of rounds equal to twice your Charisma modifier in combat, and for your class level + twice your Charisma modifier minutes outside of combat.



Unrelenting Force

Vowel: You gain a bonus equal to 1/2 your class levels on all saves against force effects, and may be granted a save against force effects that normally do not allow one.
First(Fus): You may, as a standard action, release a bolt of force. This bolt deals xd4 force damage, there x equals 1/2 your level(minimum 1). This attack is a ranged touch attack with a range of 20 ft + class level(rounded down to nearest 5) + (5 x your Charisma modifier) Once per encounter, you may add damage to the attack equal to your class level + twice your Charisma modifier. Also, once per day per two class levels, you may double the damage this attack deals. Lastly, you may choose to sacrifice die of damage to push back a creature 5 ft per die sacrificed.
Second(Ro):Once per encounter, you may add your Charisma modifier in dice to your force attack. This benefit lasts for a number of rounds equal to 1/2 your class level. You may not use your doubling ability from Fus in conjunction with this once per encounter ability. Also, your force attack may now add your Charisma modifier to attack rolls and damage for this attack. Lastly, you may sacrifice three dice to trip as part of the attack. This may be combined with the push back effect.
Third(Dah):Once per day per four class levels, you may automatically determine an attack you make with your force attack from Fus to be a critical hit. You may use this in conjunction with the doubling ability from Fus, but it counts as two uses of this ability. Also, you may take 10 with attack rolls for the purposes of this attack, and do not treat attack rolls of 1 as an automatic failure. Lastly, you may trip and push creatures that are normally immune to such measures.


Whirlwind Sprint

Vowel: When running, you may quadruple your land speed if in heavy armor or increase it by 5 times if in medium, light, or no armor, and may increase your running speed by an additional 5 ft per two class levels.
First(Wuld):When you spend an entire round to run, you may make an attack against against one target you within 5 ft of you at any point during the movement. Additionally, enemies take a penalty to attacks of opportunity made against you equal to your Charisma modifier.
Second(Nah):You know how to increase the quickness of your attacks and movement. You may, once per encounter, gain a bonus to your land speed equal to 10 ft + (5 x Charisma modifier) ft. When moving under the influence of this ability, you may, once per movement while your speed is enhanced due to the abilities of this shout, may attack one a creature that makes an attack of opportunity against you with a bonus to the attack and damage roll equal to your Charisma modifier. This is in addition to your attack during running from Wuld if you are running.
Third(Kest):For a number of rounds per day equal to your class level + your Charisma modifier, you may treat yourself as hasted, as per the spell. These rounds need not be consecutive. Additionally, when moving while your movement is enhanced due to the abilities of this shout, you may attempt a basic melee attack against all creatures that attempt attacks of opportunity against you.





Focus: While a Dovahkiin may do well in being stealthy, good with a blade, and sometimes even casting magic, in the end, a Dovahkiin tends to excel in one of the three. At 2nd level, the Dovahkiin selects one of the following focuses, which cannot be changed once chosen, and gains its benefits. See the post below for Focuses.



Dovahsil(Ex): At 2nd level and every two levels after, the Dovahkiin may select an option from the list below:

Fighter Bonus Feat: The Dovahkiin selects a bonus feat from the list of Fighter bonus feats. The Dovahkiin counts as a fighter of level equal to their class level for the selection of such feats.

Draconic Feat: The Dovahkiin selects a Draconic feat as a bonus feat.

Dragon's Magic: The Dovahkiin gains spell levels equal to 1/2 their class level + their Charisma modifier. They also gain access to one 1st level spell from the Sorcerer/Wizard spell list. Every four levels after, the Dovahkiin gains another spell known from the Sorcerer spell list, which may not be of level higher than the highest level spell a sorcerer of level equal to 1/2 your class level could. When casting using spell levels, the Dovahkiin expends a number of spell levels equal to the level of the spell being cast. The DC of their spells is equal to 10 + spell level + Charisma modifier. The Dovahkiin's caster level is equal to their class level. Dovahkiin may select this ability again to gain another two spell levels and another spell known, although you may not select this option twice in a row. Also, you may not choose this option at 2nd level if you have chosen the Mage focus.

Perks: A Dovahkiin gains knowledge and ability throughout their adventures, shown through a Dovahkiin's perks. At 3rd level and every odd level after, Dovahkiin may select perks. The Dovahkiin has access to Novice perks at 3rd level, Apprentice perks at 7th level, Adept at 11th, Expert at 15th, and Master at 19th. See the post below for perks.



Dovah(Su): At 20th level, you become a true dragon. You gain the Dragon type and all of its benefits, and you also gain a fly speed equal to twice your land speed with good maneuverability. You may use all of your encounter abilities from words of your Dragon Shouts with expenditure of uses. Additionally, for a number of rounds equal to your class level, you may match your form to your soul, transforming into a Dragon of one type selected upon gaining 20th level. These rounds need not be consecutive, but you must still observe any cooldowns for such abilities as breath weapons, and abilities used for free only last for as long as the transformed state from this class feature persists or its original duration, whichever is shorter.



Note: Okay, so this was originally my entry for the most recent Base Class Contest, but seeing as it took a while just to write down the Shouts, I was not able to finish in time. So, I've decided to continue the class outside of the contest, and am now opening it for commenting and PEACHing as everything except for the perks of Apprentice level and above are done for now, although I expect to have all the Warrior and Thief Perks done in the next day or two, although the Mage perks may take a while longer to do. This is also my first multi-post class. Please feel free comment and PEACH.

Pyromancer999
2012-07-21, 08:28 PM
Focuses

Warrior(Kendov):The Dovahkiin gains a bonus to Strength and Constitution-Based skills checks equal to 1/4 class level + the higher of their Strength and Consititution modifiers. Additionally, the Dovahkiin selects one weapon group (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm). They gain a +1 bonus on attack and damage rolls with weapons in that weapon group. The Dovahkiin also selects one type of armor: unarmored, light, medium, or heavy. The Dovahkiin gains a +1 bonus to AC when wearing that type of armor. For every Warrior Perk the Dovahkiin takes, they may add an additional +1 bonus to attack and damage rolls to a weapon group, and for every two Warrior Perks they know, they may add +1 AC to one type of armor. Dovahkiin may not gain an attack and damage bonus to a weapon group that exceeds 1/4 their class level this way.

Thief(Tafiir): The Dovahkiin gains a bonus to Charisma- and Dexterity-based skill checks equal to 1/4 their class level + the higher of their Charisma and Dexterity modifiers. Additionally, the Dovahkiin gains a +1 bonus to attack and damage rolls with light weapons and unarmed attacks, and gain a +1 bonus to AC when wearing light or no armor. For every Thief Perk the Dovahkiin takes, they may choose to add +1 to the following: attack and damage rolls with light weapons, attack and damage rolls with unarmored attacks, AC when wearing light armor, or AC when wearing no armor. For every two Thief Perks the Dovahkiin takes, they gain +1d6 Sneak Attack damage.

Mage(Kro): The Dovahkiin gains a bonus to Wisdom- and Intelligence-based skill checks equal to 1/4 their class level + the higher of their Wisdom and Intelligence modifiers. Additionally, the Dovahkiin gains access to a number of spell levels equal to their class level, and access to a number of 1st level spells equal to the highest of their Charisma, Wisdom, and Intelligence modifiers, selected from the Sorcerer/Wizard spell list. They gain an additional spell each class level. The Dovahkiin may not select any spell of level higher than the highest level spell a sorcerer of 1/2 their class level could. If the Dovahkiin selects the Dragon's Magic option from Dovahsil, they instead add spell levels equal 1/4 their class level upon initially selecting the option, then add 1 + their Charisma modifier spell levels each time they select it, instead of the usual benefit. When casting a spell using spell levels, the Dovahkiin expends a number of spell levels equal to the spell being cast. The DC for spells cast by the Dovahkiin is equal to 10 + spell level + the highest of their Charisma, Wisdom, and Intelligence modifiers. Also, the Dovahkiin's caster level is equal to their class level. For each Mage Perk the Dovahkiin selects, they gain one additional spell level. For every two Mage Perks the Dovahkiin selects, they gain one additional spell known, with the usual restrictions on spell level.


Perks
The perks are listed below by type and focus. Regardless of focus, the Dovahkiin has access to perks from all focuses, although they do gain a little more benefit from perks for their focus than those for other focuses. For the purpose of level-dependent and ability-score dependent perks from their focus, a Dovahkiin may treat their class level as being 1 higher, and their ability scores as though they were two points higher than they are(so a Dovahkiin with a Charisma of 16 would have it be treated as being 18 for the purpose of perks from the Dovahkiin's focus). If you may select a perk more than one time, you may not do so twice in a row. Mage Perks may not have more than 1/2 your class level in spell levels expended upon them, and Novice Mage Perks must have at least 1 spell level spent on them, and the number of minimum spell levels spent to activate an effect goes up by each level(Minimum 2 for Apprentice, 3 for Adept, and so on). If a Mage Perk would improve an existing Mage Perk, the minimum number of spell levels for its level must be spent in order to use it. The benefits of items created by Smithing perks(Any perk with Smithing in the name) only apply when the item created is being used or worn. Perks are selected from the list below:


Novice

Warrior
Armsman: When attacking using only one weapon, you may add 1d6 to the damage of the attack. You may select this perk again in order to add another 1d6 damage to the damage dealt.

Dual-Wield: When attacking using two weapons, you may add 1d6 to the total damage inflicted. You may select this perk again in order to add another 1d6 damage to the damage dealt.

Juggernaut: When wearing heavy armor, you gain a +1 bonus to AC. You may select this perk again in order to increase the bonus granted by this perk by 1.

Shield Wall: You gain a +2 to AC when using a shield.

Steel Smithing: You may craft armor and shields using steel. When crafting armor and shields, you may add 1 to the AC bonus of the armor for each 5 that you exceed the Craft check by. This may not add more of a bonus than 1 + 1/4 of your class level to any single shield or armor crafted. This perk's benefits and its successive improvement perks may not stack(i.e. you may only apply one Smithing perk benefit to one suit of armor).

Overdraw: When attacking using a ranged melee weapon, you may add 1d6 to the damage of the attack, and may add an additional 1d6 if within 30 ft of the target. You may select this perk again in order to add another 1d6 damage to the damage dealt.




Thief
Agile Defender: When wearing light armor, you gain a +1 bonus to AC. You may select this perk again to increase the bonus by 1.

Alchemist: You may create potions as though you possessed the Brew Potion feat. You need not know the spell for the potion to create it, although you must attempt a check with a DC equal to 14 + spell level in order to create it. You may only create potions with spells you don't know of 1st level upon first selecting this perk, and may select it again in order to increase the level by 1. You may not select this perk more than a number of times equal to 1 + 1/2 your Charisma modifier.

Haggling: You may reduce the price of goods you buy and increase the price of items you sell by 10%. You may select this perk again to add 5% to the reduction/bonus granted by this perk. You may not select this perk more than a number of times equal to 1 + your Charisma modifier.

Muffled Movement: You reduce the armor penalty of any armor you wear by 1. You may select this perk again in order to further reduce the armor penalty of armor you wear by 1. You may take this perk a number of times equal to 1 + your Dexterity modifier.

Plant the Mark: You gain a +2 bonus to Sleight of Hand checks, which doubles when making a Sleight of Hand check to place an object on a target. You may select this perk again in order to add another +2 bonus to Sleight of Hand checks.

Poison-Maker: When creating poisons, you may add a +1 bonus to the DC of the poison created. You may select this perk again to add another +1 bonus to the DC of poisons you create, and may not select this perk more than a number of times equal to 1 + 1/5 your class level.

Quick Hands: You may take 10 on Open Lock checks even when under stress. If you know the Slow Time Dragon Shout, you may add your Dexterity modifier to Open Lock checks taken when under stress instead.You also may make a Hide check while picking locks at no penalty.



Mage
Courage: You may expend spell levels to give an ally a boost. You may expend spell levels in order to give an ally a bonus to attack and damage rolls equal to the number of spell levels spent and temporary hit points equal to twice the number of spell levels spent. This effect lasts for 1 round per class level.

Enchant Weaponry and Armor: You may select infusions as spells. Also, you may create magic weapons and armor as though you possessed the Craft Magic Arms and Armor feat. You may create weapons and armor with a total bonus of +1 each upon selecting this perk, and may select it again to increase the total bonus to weapons and armor by one. You may select this perk a number of additional times equal to 1/2 x (the highest of your Wisdom, Intelligence, and Charisma modifiers).

Familiar: The Dovahkiin gains a familiar as a sorcerer of their level. The Dovahkiin may select this perk again after 9th level in order to gain the benefits of the Improved Familiar feat.

Flames/Frosbite/Sparks: Whenever the Dovahkiin would deal cold, fire, or electricity damage(chosen upon gaining this perk), they add their Charisma modifier + 1d6 to the amount of damage dealt. This perk may be selected again in order to add another 1d6 damage dealt when dealing bonus energy damage or to apply the benefit of this perk to a new type of energy, and may only be selected a number of times equal to 1 + 1/2 Charisma modifier.

Heal: You may expend spell levels as a standard action to heal a target within 5 ft + 5 ft per four class levels of 1d6 damage per spell level spent.

Oakflesh: You may expend spell levels as a standard action to grant yourself or an ally a bonus to AC equal to 1 + 1/2 the spell levels spent. This effect lasts for a number of rounds equal to your class level.

Raise Zombie: You may temporarily animate a dead body as a standard action. This animates the corpse of a creature possessing HD equal up to your class level -1 as either a skeleton or zombie. The raised undead gains a +1 bonus to attack and damage rolls for every two spell levels invested in this effect. You must spend at least 1 spell level per 2 HD the undead animated would have. This effect lasts for a number of rounds equal to 1/2 your level + the number of spell levels invested in this perk, and must have at least 1 spell level spent on it in order to be used.




Apprentice

Warrior
Bladesman: When wielding a weapon from the Sword weapon group, you may increase the critical range and critical of the weapon you're holding by 1(Ex. A sword with a crit range of 19-20 and critical x2 would be changed to crit range 18-20 and have critical x3). You may select this perk again in order to further increase critical range and critical of swords by 1. This may be chosen an additional number of times equal to 1/2 your Strength modifier. You must have the Armsman Perk to select this.

Bone Breaker: When attacking using a melee weapon that deals bludgeoning damage, you may impose a -1 penalty to the target's AC for that attack. You may select this perk again in order to impose an additional -1 penalty to the target's AC, and may only select this perk an additional number of times equal to 1/2 your Strength modifier. You must have the Armsman perk to select this perk.

Critical Shot: When wielding a ranged weapon, you may increase the critical range and critical of the weapon you're holding by 1(Ex. A ranged weapon with a crit range of 19-20 and critical x2 would be changed to crit range 18-20 and have critical x3). You may select this perk again in order to further increase critical range and critical of ranged weapons by 1. This may be chosen an additional number of times equal to 1/2 your Dexterity modifier. You must have the Overdraw Perk to select this.

Dwarven Smithing: When crafting armor, you may add 1 to the AC of the armor for each 5 you exceed the Craft check by. Also, when crafting axes, you may grant it a +1 bonus to damage rolls for each 5 you exceed the Craft check by, and a +1 to attack rolls for each 10 you exceed the Craft check by. Additionally, you gain a bonus to Craft checks made to create weapons and armor equal to the number of Smithing perks you have, which does not stack with the Craft bonus granted by Elven Smithing. Bonuses to items crafted using this perk may not exceed 1 + 1/4 your class level, and damage. You must have the Steel Smithing perk to select this.

Elven Smithing: When crafting armor, you may reduce the Armor penalty by 1 for each 5 you exceed the Craft check by. Also, when crafting light or ranged weapons, you may add +1 to damage rolls for each 5 you exceed the Craft check by, and +1 to attack rolls for each 10 you exceed the Craft check by. Alternatively, if you exceed the check by 10, you may make it so the resulting weapon's wielder may use the weapon as though they possessed the Weapon Finesse feat. Additionally, you gain a bonus to Craft checks made to create weapons and armor equal to the number of Smithing perks you have, which does not stack with the Craft bonus granted by Dwarven Smithing. Bonuses and reductions to items crafted this way may not exceed your Dexterity modifier. You must have the Steel Smithing perk to select this.

Fists of Steel: When performing unarmed attacks when wearing heavy armor, you may add an amount of d6s to the attack equal to the AC bonus you gain from the armor. This may not add more d6s to unarmed attacks than 1/4 your class level + your Strength modifier. You may select this perk again in order to add another 1d6 to unarmed attacks while wearing heavy armor. You must have the Juggernaut perk in order to select this perk.

Hack and Slash: When attacking with axes, you may have the target suffer 1d6 + your Strength modifier damage for an amount of rounds equal to your Strength modifier. Multiple attacks with axes do not stack, although it does reset the duration of the effect, and a completely successful full attack using only axes increases the damage to 2d6 + Strength modifier damage. You may select this perk again in order to add another 1d6 to the damage dealt, and may only select this perk an additional amount of times equal to 1/2 your Strength modifier. You must have the Armsman perk in order to select this.

Power Bash: When performing a shield bash, you may increase the die size of the damage by one step (ex. 1d4 to 1d6), and do not lost its benefit to AC when performing a shield bash as normal. You may willingly suffer the normal loss to AC in order to increase the die size by another size. You may select this perk again in order to increase the die size by another step, and may only be chosen an additional amount of times equal to 1/2 your Strength modifier. You must have the Shield Wall perk to select this.






Thief
Backstab: When making a Sneak Attack when an opponent is unaware of you, you may increase your Sneak Attack damage by +1d6. You may select this perk again to increase the bonus by another 1d6, and may select it an additional number of times equal to your Dexterity modifier. You must have at least one other Thief perk to select this.

Cutpurse: When making Sleight of Hand checks to pickpocket, you gain a bonus equal to 1/2 your level + your Dexterity modifier. Also, there is a 10% chance that the value of stuff pickpocketed is worth 15% more.

Lightfoot: When wearing light or no armor, unless you actively choose to do so, you do not trigger any traps that would require weight to be applied to them by walking or standing on them. Also, when dealing with other traps that you are aware of and would be triggered by you passing over or through them, you may also attempt a Move Silently check with a DC equal to the trap's Disable Device check without triggering it. You must have the Muffled Movement perk to select this.

Physician: When creating potions that provide bonuses to ability scores, the bonus granted by the potion increases by 1. When creating potions that restore ability score damage or heal hit point damage, ability scores are healed by an additional 1 point, and potions that heal hit point damage increase the number of hit points healed by 1d6. You must have the Alchemist perk to select this.

Unhindered: When wearing light armor, you do not count its weight against the maximum amount you may carry, and do not lower your speed when wearing medium armor. You must have the Agile Defender perk to select this.

Wax Key: You may create a copy of an existing key easily. You gain a bonus to Craft checks to do so equal to 1/2 your level + your Dexterity modifier, and may make a temporary copy of an existing key. The Craft DC for such checks is lowered by 10, and the temporary copy only lasts for a number of hours equal to 1/2 your class level + your Dexterity modifier. You must have the Quick Hands perk to select this.


Mage
Elemental Rune: Select one type of energy(Cold, Electricity, Fire). You may create a rune which explodes with this type of energy should an enemy get near. A rune may be drawn as a full-round action, and activates whenever an enemy comes within 5 ft per spell level spent on activating this perk. Upon activation, all creatures within range must make a Reflex save with a DC of 10 + 1/2 class level + highest mental ability score modifier, or take 1d6 damage of the energy type selected per spell level spent on this perk. A rune is effective for a number of minutes equal to 1/2 your class level + the number of spell levels spent on creating the rune. You may take this perk again for a different energy type. You must have the Flames/Frostbite/Sparks perk for the energy type you wish to deal with this perk in order to select it.

Fast Healing: This effect may be activated as a standard action. Upon activating this perk's effect, you may grant Fast Healing to one creature within 5 ft + 5 ft per two spell levels spent on activating this perk equal to 2 + 1/2 the number of spell levels spent on this perk. This lasts for a number of rounds equal to 1/4 your class level + the number of spell levels spent activating this perk's effect. You must have the Healing perk to select this.

Fear: You may cause creatures to flee in fear. As a standard action, you may expend spell levels in order to cause creatures to run in fear from you. All enemies within 30 ft + 5ft per two spell levels spent on activating this perk must make a Will save with a DC equal to 10 + 1/2 class level + number of spell levels spent on this perk, or become frightened. You may also expend spell levels to add to the DC of any other fear effects you may use.

Reanimate Corpse: When using undead animated through Raise Zombie, you may increase all physical ability scores by 1 per two spell levels spent on raising the corpse. You must have the Raise Zombie perk to select this.

Stoneflesh: You may increase the duration of the Oakflesh perk by 1 round per two spell levels invested in it. You must have the Oakflesh perk to select this.

Summon Elemental Atronarch: As a standard action, you may summon a Frost, Fire, or Storm Atronarch to fight for you. A Frost Atronarch is the same as a human with levels in warrior equal to 1/2 your class level + the number of spell levels spent on activating this perk, and has the Ice Beast template(Frostburn) applied to it. A Fire Atronarch is the same as a Medium Fire elemental, except that all enemies within 5 ft are affected by its Burn ability. A Storm Atronarch is the same as a Medium Storm Elemental(Stormwrack), except that all within 5ft take 1d6 electricity damage. This perk's effect lasts for a number of rounds equal to 1/4 your class level + the number of spell levels used.





Adept

Warrior
Arcane Blacksmith: You may craft weapons and magic armor as though you possessed the Craft Magic Arms and Armor feat. The bonus of such weapons and armor may not exceed +2. You may also increase the existing bonus of magic weapons and armor by up to 2, or may instead change the existing enchantments upon a magic weapon or magic armor. You may select this perk again in order to increase the maximum bonus by 1, and may only select this perk an additional number of times equal to 1/2 your Intelligence modifier.

Deadly Bash: When attacking using a shield bash, you may add 1d6 to the attack. You may select this perk again in order to increase the damage dealt by another 1d6, and may only select this perk again for a number of additional times equal to your Strength modifier. You must have the Power Bash perk in order to select this.

Devastating Blow: When attacking using a two-handed weapon, you may add 2d6 to the amount of damage dealt. You may select this perk again in order to increase the damage bonus granted by 1d6, and may only select this an additional number of times equal to your Strength modifier.

Dual Flurry: When making an attack with two weapons, you may add +2 to the attack roll and 2d6 to the total damage.

Elemental Protection: When using a shield, your resistances to energy damage(fire,electricity, acid, cold) increase by 5. This instead grants resistance 5 to a type of energy if you do not already have resistance to that type of energy. You may select this perk again in order to increase the resistance by an additional 5, and may only select this perk an additional number of times equal to 1/2 your Constitution modifier. You must have the Shield Wall perk to select this.

Orcish Smithing: The smithing techniques add endurance to your armors and bite to your weapons. If you exceed the craft check by 10 when crafting medium or heavy armor, at the start of each day, the armor grants the wearer temporary hit points equal to twice the AC bonus it grants. Additionally, if crafting weapons that deal slashing damage, should you exceed the Craft check by 15 to make it, the weapon has its critical range and critical multiplier increased by 1. You must have the Dwarven Smithing perk to select this.

Power Shot: When you make a successful attack with a ranged weapon, the target must make a Fortitude save with a DC equal to 10 + 1/2 class level + 1 per 10 damage dealt by the attack. If the save is failed, the target is dazed for 1 round. This perk does not work on creatures that are already dazed, and may only affect a target once per 2+1d6 rounds. You must have the Overdraw perk to select this.

Tower of Strength: You may reduce the armor penalty for heavy armor by 2. You may select this perk again in order to decrease the penalty by an additional 2, and may only select this perk an additional number of times equal to 1/2 your Strength modifier. You must have the Juggernaut perk to select this.


Thief
Concentrated Poison: Choose one type of poison. When you apply that poison to a weapon in combat, it lasts for twice as many hits as it normally would. You must have the Poison-Maker perk to select this.

Deadly Aim: You gain a +3d6 Sneak Attack damage when using ranged weapons. You must have the Backstab perk to select this.

Nooks 'n Crannies: You may effectively increase your storing space by 1 cubic ft per 4 levels. Also, you may store things you pickpocket as a free action without being noticed. You must have the Cutpurse perk to select this.

Poison-User: You know how to apply poison to weapons. You may apply poison to weapons and use poisoned weapons in combat without risk of poisoning yourself. You must have the Poison-Maker perk to select this.

Silent Roll: You may run and make Tumble checks while making Move Silently checks at no penalty. You must have the Lightfoot perk to select this.

Treasure Hunter: When searching for valuable loot in a dungeon, you gain a bonus to Search checks equal to 1/2 your level. You may make a passive check to notice whether there is treasure about. You automatically take 10 on such checks. You also gain a bonus equal to 1/2 your level on Appraise checks. You may select this perk again to increase its bonuses by 2 each.

Wind-Walker: You move fast, and may do so in armor. Your base land speed when wearing no armor increases by 10 ft, and you retain that bonus in Light armor. You may select this perk again in order to increase your speed by an additional 5 ft, and may only select it an additional number of times equal to 1/2 your Dexterity modifier. You must have the Unhindered perk to select this.


Mage
Close Wounds: You may, as a standard action, expend spell levels to prevent ongoing damage to a creature. You must expend two spell levels per die of hit point damage the creature is suffering, and three spell levels for each point of ability score damage the creature is taking. You must have the Healing perk to select this.

Detect Life: You gain Blindsense with a range of 5ft + 5ft per spell level invested in this perk. This blindsense only applies to living creatures native to the Material Plane. This effect lasts for a number of rounds equal to 1/4 your class level + the number of spell levels invested in this perk.

Elemental Cloak: Choose one type of energy(Cold, Electricity, Fire). You may activate this perk as a standard action. When this perk is active, all enemies within 20 ft + 5 ft per spell level spent take 1d6 energy damage per two spell levels spent of the type selected for this perk each round. This perk's effect lasts for a number of rounds equal to 1/4 your class level + the number of spell levels spent on the perk. You may select this again for another type of energy, and must have the Elemental Rune perk for the appropriate type of energy before selecting this.

Frenzy: You may, as a standard action, activate an effect similar to a Barbarian's rage. Upon activating this ability's effects, a number of creatures within 30 ft + 5 ft per spell level spent, are treated as though under the effects of a 1st level Barbarian's Rage, except the effect lasts for a number of rounds equal to 1/2 the number of spell levels spent activating this perk + the creature's newly improved Constitution modifier, and the affected creature must attack the nearest creature to them(giving the creature a choice if two creatures are equidistant from the creature), regardless of whether the nearest creature is a friend or foe.

Ironflesh: When using the Oakflesh perk, the targeted creature gains a bonus to AC equal to your highest mental ability score modifier. You must have the Stoneflesh perk to select this.

Revenant: Select a number of Corpsecrafter traits (http://www.giantitp.com/forums/showthread.php?t=59582) equal to your highest mental ability score modifier. When animating undead through the use of perks, you may add the basic benefit one Corpsecrafter trait you know per three spell levels spent. You must have the Reanimate Corpse perk in order to select this.

Waterbreathing: This perk is the same as the Waterbreathing (http://www.d20srd.org/srd/spells/waterBreathing.htm) spell, except that its duration is a number of hours equal to 1/2 your class level + the number of spell levels spent on it, and can be activated as an immediate action upon entering the water, allowing you to share the duration with any creatures within 30 ft + 5 ft per spell level spent on activating the effect.




Expert

Warrior
Conditioned: When wearing medium or heavy armor, you do not reduce your speed. You must have the Tower of Strength perk to select this.

Critical Charge: When attempting a bull rush, if successful, you deal 1d6 damage to the target per 5ft they are pushed back. Also, when charging, the critical range of all of your weapons increases by 1.

Disarming Bash: Whenever you perform a shield bash, you may attempt to disarm the opponent as part of the shield bash. You must have the Deadly Bash perk to select this.

Dual Savagery: When you make attacks while wielding two weapons, the critical range and critical multiplier of each increase by 1.

Ebony Smithing: You may create Ebony Armor and Weapons. When crafting armor, you may choose to let the Armor grant a +1 bonus to Hide and Move Silently for each 5 you exceed the Craft check by, and increase the maximum Dexterity Bonus of the armor for each 10 you exceed the Craft check by. When you create a weapon, the wearer has Sneak Attack or a similar ability, the weapon may grant the wearer +1d6 Sneak Attack damage per 10 you exceed the Craft check by. If the wearer does not possess Sneak Attack or a similar ability, they gain half the bonus Sneak Attack damage it would otherwise bestow. Bonus Sneak Attack damage may not exceed 1/5 your class level, and the benefits to armor may not grant an increase greater than 1/4 your level. You must have the Orcish Smithing perk to select this.

Glass Smithing: You may create Glass Armor and Weapons. When creating armor, you may let it count as being one category less(heavy to medium, medium to light, and so on) for each 20 you exceed the Craft check by. You may also treat heavy weapons you create as light weapons by increasing the DC by 15. When a weapon or piece of armor benefits from this perk, their weight is halved. You must have an Adept Smithing Perk in order to select this.

Quick Shot: You may make an attack with a ranged weapon as a swift action. The attack is made with a -4 penalty to its attack roll, which is reduced by 1 per 10 levels you have. After doing so, you must wait 3d4 - your Dexterity modifier rounds(minimum 1) to do so again. You may take this perk again to reduce the penalty and waiting time by 1, and you may only take this a number of additional times equal to 1/2 your Dexterity modifier. You must have the Power Shot Perk to select this..


Thief
Assassin's Blade: You gain +3d6 Sneak Attack damage to Sneak Attacks made with Daggers, and may increase the critical range by 1 during such Sneak Attacks. You must have at least three other Thief perks in order to select this.

Locksmith: You gain a bonus equal to 1/2 your level on Craft checks to create locks. You may also increase the DC of an Open Lock check by an amount up to 1/2 your class level in order to temporarily make it harder to open. This changes the DC of Open Lock checks to whatever your modified DC was(ex. 16th level Dovahkiin increases a DC 20 lock to DC 28. The new DC of the lock is now 28). This lasts for up to 1 hour per two class levels, and you need not make Open Lock checks to unlock that specific lock during the duration of this perk's effect. You must have the Wax Key perk to select this.

Mine Now: You may add 1/2 your ranks in Sleight of Hand to Disarm rolls. You may select this perk again to add 2 to the bonus it grants, and may select it a number of times equal to 1/2 your Dexterity modifier. You must have the Cutpurse perk to select this.

Second Skin: When wearing Light Armor, you are not affected by maximum Dexterity bonus, nor do you suffer Arcane Failure chance when wearing it. You must have the Wind Walker perk to select this.

Snake-Blood: You know how to safeguard yourself against poisons that you have made. You gain immunity to poisons you have created, and gain a bonus to saves against poison equal to 1/4 your level. Also, you may once per encounter grant yourself a second save against poison upon failing a save against poison. You may select this an additional number of times equal to 1/2 your Intelligence modifier, and gain an additional +2 bonus to saves against poison each additional time this perk is chosen. You must have the Concentrated Poison or Poison-User perk to select this.

Serpent Tongue: You may make a Diplomacy check as normal. However, instead of improving the target's attitude towards you, you may instead increase or decrease the target's attitude towards someone else by 1/2 as many steps(ex. A Dovahkiin succeeds on a check to improve a target's attitude towards them from Indifferent to Helpful(+2 steps). Instead, the Dovahkiin decides to lower their attitude towards a certain person nearby, causing the NPC's attitude to change from Indifferent to Unfriendly(-1 steps)).


Mage
Detect Dead: This acts as the Detect Life Perk, except that it has a range equal to 10 ft + 5 ft per spell level, and detects corpses and Undead creatures instead of the living. You must have the Detect Life Perk in order to select this.

Dread Zombie: You may create other undead than zombies or skeletons. Select a number of types of undead equal to your highest mental ability score modifier. You may animate a creature as a creature of that type so long as its HD would not exceed the HD limit of Raise Zombie. You must have the Revenant perk to select this.

Ebonyflesh: For each +4 bonus to AC you grant through the Oakflesh perk, you may grant DR 1/-. You must have the Ironflesh perk to select this.

Elemental Wall: Choose one energy type(Cold, Electricity, Fire). You may, as a standard action, create a wall of this energy. This wall is 10 ft + 5 ft long for each spell level spent on it, and is 5 ft + 5ft high for each two spell levels spent on it. Should a creature other than you or an ally within 5 ft of you end or begin their turn next to the wall, they are dealt 1d6 energy damage of the type selected per spell level spent. This effect lasts for a number of rounds equal to 1/4 your class level + the number of spell levels spent on it. You must have the Elemental Cloak perk for the appropriate type of energy to select this.

Grand Healing: You may increase the limit of spell levels you can spend on Mage Perks that heal creatures by an amount equal to 1/4 your class level. Additionally, whenever you heal a creature of hit point damage, you may heal an additional amount per die equal to your highest mental ability score modifier. You must have the Close Wounds perk to select this.

Improved Elemental Atronarch: You gain improvement to your Elemental Atronarchs. You may increase a Fire or Storm Atronarch's size by one size per four spell levels spent on it. You may grant a Frost Atronarch +1 to damage and attack rolls per two spell levels spent and an additional 1d6 cold damage to all attacks per three spell levels spent. You must have the Summon Elemental Atronarch perk to select this.

Invisibility: You may activate this perk as a standard action and target one creature within 30 ft. The creature is treated as being invisible, as per the Invisibility spell, except it may make a number of attacks equal to 1/2 the number of spell levels spent on this effect without breaking the effect. Each additional attack beyond that requires the expenditure of one spell level in order to maintain the effect, and full attacks count as two attacks, even if the actual number of attacks in the full attack would be more. This perk's effect lasts for a number of minutes equal to 1/2 your class level + the number of spell levels spent on it.

Paralyze: You may use a standard action to paralyze a foe. The foe must may a Reflex save with a DC equal to 10 + 1/2 class level + number of spell levels spent on this perk. The foe is paralyzed for 1 round per 3 spell levels spent.




Master

Warrior
Bullseye: When you make a ranged attack, you may sacrifice die from the attack to paralyze an opponent, at a rate of 1 round per 3 dice sacrificed. Upon doing this, you must wait 3d4- Dexterity modifier rounds(minimum 1) before doing so again. You must have the Quick Shot Perk to select this.

Daedric Smithing: You know how to create armor and weapons imbued against the elements. You may grant armor you create resistance to one type of energy(acid, cold, electricity, fire) chosen upon creation equal to 1/2 the amount you exceed the Craft check by. Also, for each 10 you exceed your Craft check by when making weapons, you add 1d6 energy damage of one type chosen upon the weapon's creation. Armor's resistance may not exceed 1.5 x your class level, and weapons may not add a number of additional dice to attack than 1/5 your class level. You must have the Ebony Smithing perk to select this.

Dragon Smithing: You know how to create weapons and armor based on the natural qualities of dragons. AC bonus granted by armor created using this perk is treated as a Natural Armor Bonus, and gains resistance 1 to one type of energy chosen upon creation(acid, cold, electricity, fire) and a +1 bonus to AC for each 5 you exceed your Craft check by. Resistance may not exceed your class level, and you may not grant more of a bonus to AC than 1/4 your class level. Additionally, weapons created using this perk are treated as natural weapons when it would be beneficial, and deal an additional 1 + 1/2 your Charisma modifier damage of one energy type chosen upon creation for each 5 you exceed the craft check by, and grant an additional +1 bonus to attack rolls made with it for each 10 you exceed the Craft check by. You may not grant more bonus damage than exceeds your class level + your Charisma modifier, and may not grant an attack bonus with a weapon created using this perk than exceeds 1/4 your class level. You must have either the Daedric Smithing or Glass Smithing perk to select this.

Paralyzing Strike: When you make a melee attack, you may sacrifice die from the attack to paralyze an opponent, at a rate of 1 round per 3 dice sacrificed. Upon doing this, you must wait 3d4- Strength modifier rounds(minimum 1) before doing so again. You must have the Critical Charge to select this.

Reflect Blows: Whenever an opponent makes an attack against you while you wear heavy armor, there is a 5% chance that all of the attack's damage and effects are reflected upon the attacker. All variable-based effects(such as caster level) calculated using the original attacker's stats. A number of times per day equal to 1/2 your Constitution modifier(minimum 1), you may increase the chance of reflection to 50% for a number of rounds equal to 1/2 your Constitution modifier. You must have the Conditioned perk to select this.

Shield Charge: When using a shield while charging, you need not have a clear path. Each target in your path while charging must make a Reflex save equal to 10 + 1/2 your class level + your Strength modifier, or take damage equal to your shield bash. Each target moved through this way takes 5ft off of the distance you may travel. You must have the Disarming Bash or Critical Charge perk to take this.



Thief
Deft Movement: When wearing light or no armor, you gain Improved Evasion, as per the Rogue ability. Additionally, whenever someone makes an attack against you, so long as you are not flat-footed, you may make a Reflex saving throw with a DC equal to the attack roll. If successful, you avoid the damage of the attack. If not, you take the damage of the attack as normal. You must have the Second Skin perk to select this.

Fingersmith: You may attempt a Sleight of Hand check against an opponent that is aware of you at no penalty. In addition, you may choose to add 10 to the DC of the check. If so, the target does not notice that whatever you took is missing until they next attempt to use it or look for it. This perk also applies to Disarm checks enhanced by the Mine Now perk. You must have the Mine Now perk to select this.

Purity: You may create some of the purest poison in existence. Poisons created by you gain a +2 bonus to their DC, and creatures that succeed on their save against your poisons' effects must make an additional save to not be affected. You must have the Snakeblood perk to benefit from this.

Shadow Warrior: You gain the ability Hide In Plain Sight. Additionally, whenever making an attack when hiding, you deal +2d6 Sneak Attack damage, and may treat the opponent as flat-footed even if they are not. You also gain concealment when hiding using the Hide In Plain Sight ability. You must have the Assassin's Blade perk to select this.


Mage
Call to Arms: You may, as a standard action, expend spell levels to grant your allies with combat prowess. This ability affects all allies within 30 ft + 10 ft per spell level spent. When benefiting from this perk's effect, all allies are treated as having BAB equal to their HD, and those who already do gain a bonus to attack rolls equal to 1/2 the number of spell levels spent on activating this perk. Additionally, all allies gain xd6 temporary hit points, where x equals half the number of spell levels spent on activating this ability, and may act normally when at 0 hitpoints and below, although they die normally at the end of this ability's duration if reduced to -10 hitpoints or lower. Lastly, all allies affected deal an additional 2d6 damage with all attacks. This perk lasts for a number of rounds equal to 1/5 your class level + 1/2 the number of spell levels spent on activating it or concentration, whichever is less.

Dragonhide: When using the Oakflesh perk to grant a creature a bonus to AC, you may also give it resistance to one type of energy damage(acid, cold, electricity, fire) that is chosen upon selection of this perk equal to 2 x the number of spell levels spent + 1/4 your class level. Also, the DR granted by Ebonyflesh is now DR 1/- for every two spell levels spent. You must have the Ebonyflesh perk to select this.

Dead Thrall: When using the Revenant perk to add Corpsecrafter traits to an undead, you may may instead apply the specialist benefit of the Corpsecrafter trait being applied. Additionally, once per week, by spending an additional two spell levels, you may permanently animate a dead creature. You may not have more than 1.5 x your class level + your highest mental ability score modifier in such undead at any one time. You must have the Dread Zombie perk to select this.

Elemental Storm:Choose one type of energy(Cold, Electricity, Fire). You may, as a full-round action, expend 9 or more spell levels to summon an Elemental Storm. This storm deals xd6 energy damage of the type selected to all enemies within 30 ft + 5 ft per spell level spent, where x equals 1.5 x the number of spell levels spent on activating this perk. You must have the Elemental Wall perk for the appropriate type of energy to select this.

Elemental Thrall: You may, as a full round action that expends 9 or more spell levels, summon an Elemental Thrall. A Flame Thrall is the same as a Fire Monolith(Complete Arcane, may be replaced by an Elder Fire Elemental if you do not have access to it), except that it has the same benefits as a Fire Atronarch. A Storm Thrall is the same as an Air Monolith(Complete Arcane, or an Elder Storm Elemental if you do not have access to that supplement), but with the same benefit as a Storm Atronarch gains. A Frost Thrall is the same as a Water Monolith(Complete Arcane, or an Elder Water Elemental(with the Ice Beast template) if you do not have access to that supplement), except that it has the same benefits as a Frost Atronarch. This effect lasts for a number of rounds equal to 1/4 your class level + the number of spell levels spent on activating this perk. You must have the Improved Elemental Atronarch perk to select this.

Greatest Healer: You know how to heal better than many normal healers. You may heal ability point damage at a rate of 1 point of ability damage healed per three spell levels spent. Additionally, when healing creatures, you may expend additional spell levels to heal one additional creature per two spell levels spent. Lastly, once per month, if you have not used any spell levels for the day, you may expend your entire pool of spell levels to resurrect one creature, who may not have been dead for more than 24 hours. Doing so does not allow you to regain more spell levels than 1/2 your class level for the following week. You must have the Grand Healing perk to select this.

Mass Paralysis: By expending one additional spell level per additional target, you may have your Paralyze perk's effect affect an additional target within 30 ft + 5 ft per two spell levels spent. Also, you add 1 round to the duration that any creature affected by your Paralyze perk's effect is paralyzed. You must have the Paralyze perk to select this.

Pyromancer999
2012-07-21, 08:30 PM
Reserved JIC.

Now open for posting.

Grimsage Matt
2012-07-21, 08:51 PM
I like the perks. and might use this sometime. Me pnp group is in need of a good Shouting:smallbiggrin:

Codemus
2012-07-21, 09:57 PM
Nice, I am liking this class. Both fluffy and strong mechanically. I dunno how it stacks up with the core classes, but it seems like it will be pretty strong when its all finished.

Roguenewb
2012-07-21, 10:33 PM
This is one of those homebrew classes that screams highest tier 3. And that's a good thing. A wizard, cleric, druid is still going to laugh at you, but the class feels really, really cool.

Excellent work dude! Can't wait to see all the perks.

Morph Bark
2012-07-22, 05:49 AM
Well done, Pyro. Now I will not have to kick your ass.

Under Dragon Shouts it still says the Dragon Shouts give Perks. Also, the Mage Focus could use some rewording. I can explain in greater detail later, as I am still waking up.

Will check Perks later.

Pyromancer999
2012-07-22, 10:47 AM
Under Dragon Shouts it still says the Dragon Shouts give Perks. Also, the Mage Focus could use some rewording. I can explain in greater detail later, as I am still waking up.


Thanks for noticing. The perks thing has been changed. Also, yeah, the Mage focus is a bit verbose as it is.



Will check Perks later.

Cool.

Perks for the Warrior and Thief are now up to Adept Expert level done.

Pyromancer999
2012-07-29, 12:07 PM
Alright, with Warrior and Thief Perks complete, and Mage Perks up to Master level, I'd say this class is nearing completion. Any PEACHing and/or comments on the perks would be appreciated.

All perks are complete, as is the class. PEACHing and comments are appreciated, especially concerning the perks.

Pyromancer999
2012-08-07, 06:32 PM
No comments on the Perks?

Codemus
2012-08-07, 07:06 PM
Looks great to me. I'm dying to try it out, expecialy the mage focus. Dead Thrall was my favorite spell in all of Skyrim.

Vadskye
2012-08-08, 11:57 AM
This is way, way too good to be in the same game as any of the normal base classes. Full BAB, fighter bonus feats every other level, qualify for fighter feats, and Fort save means it's about as good as a fighter. It can use a perk for Armsman or Dual-wield at every odd level, which is just flat better than a full Rogue's Sneak Attack. Or if the Dovahkiin really wanted to be a rogue, he could just take the perks for sneak attack and actually have MORE sneak attack than a rogue thanks to the stackable Assassin's blade - if your last three perks are that, you get as much Sneak Attack in the last 5 levels as a Rogue gets over their entire progression! This class is far, far better than a Gestalt Fighter/Rogue - without even touching the Draconic Shouts or the zillion other perks.

Pyromancer999
2012-08-08, 05:01 PM
This is way, way too good to be in the same game as any of the normal base classes. Full BAB, fighter bonus feats every other level, qualify for fighter feats, and Fort save means it's about as good as a fighter. It can use a perk for Armsman or Dual-wield at every odd level, which is just flat better than a full Rogue's Sneak Attack.

Hmm...well the warrior-strongness is because this class is primarily warrior-based. As for the point you're making for Armsman and Dual-Wield, I think it's just fine. Since you can't select a perk twice in a row, at 20th, it's +5d6 damage when you're holding one weapon, and +5d6 when you're holding two(These bonuses do not stack with each other), so not really a big deal compared to a +10d6 Sneak Attack of a 20th level Rogue.



Or if the Dovahkiin really wanted to be a rogue, he could just take the perks for sneak attack and actually have MORE sneak attack than a rogue thanks to the stackable Assassin's blade - if your last three perks are that, you get as much Sneak Attack in the last 5 levels as a Rogue gets over their entire progression! This class is far, far better than a Gestalt Fighter/Rogue - without even touching the Draconic Shouts or the zillion other perks.

Assassin's Blade cannot be taken more than once. Please read the ability again. Also, the bonus, as many other Warrior/Thief abilities, mainly dependent upon certain things, in this case, it's holding a dagger, so it should be alright. If those are your only objections, it would seem the Perks are okay.

Pyromancer999
2012-08-09, 10:49 PM
Any other comments? I'd like to hear more about the Perks, as that has the least feedback so far, and seems to be easily misunderstood, or perhaps that's just for a couple people, so more feedback on those would be appreciated.

Codemus
2012-08-10, 12:21 AM
Okay, I've got a suggestion. Maybe change the name of Spell Levels? Because it gets kinda confusing since you have spell level (the cap of spells you can cast) and Spell Levels (the points you use up to cast spells?). Magic Points might be better.

Pyromancer999
2012-08-11, 07:16 AM
Okay, I've got a suggestion. Maybe change the name of Spell Levels? Because it gets kinda confusing since you have spell level (the cap of spells you can cast) and Spell Levels (the points you use up to cast spells?). Magic Points might be better.

Hmm...well the latter use of spell level isn't really used much. Perhaps it would do to just say level of spell instead? Otherwise, I think I'll go with Magicka, to reinforce the Skyrim theme.

Codemus
2012-08-11, 10:07 AM
Honestly, that may just be me being easily confused. :smallbiggrin:

Hmm... I think there is enough variance within the class that you can have a whole party of Dovahkiin. The very idea of that is hilarous, everybody would be shouting all the time.

Garryl
2012-08-11, 03:47 PM
A great many of the perks here just don't work as written with D&D's wealth system.

With the Haggling per 6 times (can be done by level 13), you sell items for more than you buy them for, thus allowing infinite wealth.

Cutpurse arbitrarily increases the value of a given item. Steal something from yourself or an ally over and over (Sleight of Hand is a free action if you take a -20 penalty) to increase its value over and over before selling it, thus allowing infinite wealth.

Many perks increase the potency of items you make, but do not limit them to personal use or increase the market value for resale. This (hypothetically) allows any other character in the world to purchase such items at the normal market value for an unenhanced item. Or maybe they are just unpurchaseable and unsellable, although that makes less sense. They should have some way of deciding the increase in market value for modified items.

Steelsmithing
Poison Maker
Dwarven Smithing
Elven Smithing
Physician
Orcish Smithing
Ebony Smithing
Glass Smithing
Daedric Smithing
Dragon Smithing
Purity


Orcish Smithing gives no reason to actually wear the armor except once at the beginning of the day. The temporary hit points should last for only as long as the armor is worn or until the next day (whichever comes sooner). As it is, you can still get the full benefit by changing armors after taking your first hit in combat, although at that point the cost of maintaining two suits of armor becomes prohibitive.

Nooks n' Crannies should increase your carrying capacity in weight, not volume. Unless there's some Skyrim variant of carrying capacity I've missed somewhere, in which case please show me.

For Quick Shot, what does the penalty apply to? I would assume attack rolls, but the wording does not specify and could be interpreted in many ways (including damage rolls, attack and damage rolls, and to all things that numerical penalties can possibly apply to).

For Min Now, Disarm attempts use an opposed attack roll, not a check.

For Fingersmith, normally determining whether the victim is aware of your theft is decided by an opposed Spot check. Is this meant to replace that entirely, or to modify the effective Sleight of Hand check that the victim must beat?

Pyromancer999
2012-08-12, 12:26 PM
A great many of the perks here just don't work as written with D&D's wealth system.

Hmmm...probably true. A lot of perks from Skyrim got left out because they were pretty hard to translate to D&D.


With the Haggling per 6 times (can be done by level 13), you sell items for more than you buy them for, thus allowing infinite wealth.

I suppose that can be done. Maybe substitute a Diplomacy check against a buyer/seller's Appraise check to reduce their Appraise check by a certain amount?



Cutpurse arbitrarily increases the value of a given item. Steal something from yourself or an ally over and over (Sleight of Hand is a free action if you take a -20 penalty) to increase its value over and over before selling it, thus allowing infinite wealth.

Not really a given item, it's in additional valuables. Maybe make it so that it doesn't apply to someone who you know the general contents of their pockets?


Many perks increase the potency of items you make, but do not limit them to personal use or increase the market value for resale. This (hypothetically) allows any other character in the world to purchase such items at the normal market value for an unenhanced item. Or maybe they are just unpurchaseable and unsellable, although that makes less sense. They should have some way of deciding the increase in market value for modified items.

Steelsmithing
Poison Maker
Dwarven Smithing
Elven Smithing
Physician
Orcish Smithing
Ebony Smithing
Glass Smithing
Daedric Smithing
Dragon Smithing
Purity


Hmmm.....the problem here is that the enhancement is usually less based off of materials, and more on actual skill, so it'd make less sense to increase item creation cost, while it'd sell for more. I'd be glad to hear any ideas dealing with this.


Orcish Smithing gives no reason to actually wear the armor except once at the beginning of the day. The temporary hit points should last for only as long as the armor is worn or until the next day (whichever comes sooner). As it is, you can still get the full benefit by changing armors after taking your first hit in combat, although at that point the cost of maintaining two suits of armor becomes prohibitive.


True. I'll add in a general note that Smithing perk benefits only apply when wearing armor or using a weapon created by that perk.



Nooks n' Crannies should increase your carrying capacity in weight, not volume. Unless there's some Skyrim variant of carrying capacity I've missed somewhere, in which case please show me.


I suppose that could work. Maybe something like 5 pounds/2 levels?




For Quick Shot, what does the penalty apply to? I would assume attack rolls, but the wording does not specify and could be interpreted in many ways (including damage rolls, attack and damage rolls, and to all things that numerical penalties can possibly apply to).


Fixed.




For Min Now, Disarm attempts use an opposed attack roll, not a check.


Changed to rolls instead of check.



For Fingersmith, normally determining whether the victim is aware of your theft is decided by an opposed Spot check. Is this meant to replace that entirely, or to modify the effective Sleight of Hand check that the victim must beat?

Basically, most DMs(and the system in general) would not allow a target to have something stolen off of them while you interact with them without a steep penalty. So this sort of allows people to do that sort of stuff without penalty.

Pyromancer999
2012-08-16, 09:48 AM
Anyone else have stuff to comment, especially about the wealth system interaction with perks?

super dark33
2012-08-17, 07:18 AM
FYI, the call dragon shout is basicly calling the dragon's name out loud.
Odaviing is the name of the dragon you get the shout from or somthing.

Pyromancer999
2012-08-17, 09:28 AM
FYI, the call dragon shout is basicly calling the dragon's name out loud.
Odaviing is the name of the dragon you get the shout from or somthing.

Yes, I know. However, to make it so that a Dovahkiin doesn't have to wait until they get the Third word of the Shout to do anything, I've included some other stuff in the shout.

super dark33
2012-08-17, 02:54 PM
Yes, I know. However, to make it so that a Dovahkiin doesn't have to wait until they get the Third word of the Shout to do anything, I've included some other stuff in the shout.

Well, it is already a powerfull shout summoning a dragon.
RP wise, it would be hard getting a dragon's loyalty, letting you shout his name.

Pyromancer999
2012-08-17, 03:03 PM
Well, it is already a powerfull shout summoning a dragon.

It is only once a day for a few rounds, so not too powerful, really.


RP wise, it would be hard getting a dragon's loyalty, letting you shout his name.

Perhaps, although it depends on the campaign. The fluff for this Dovahkiin is done so that it can still have a role of importance outside of a Skyrim-themed campaign, and isn't 100% like the Dovahkiin from Skyrim. It could be simply that the Dovahkiin has found out the name of a dragon they wish to summon, and can use it to summon that dragon. It really depends on how you want it to be fluff-wise.