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WaylanderX
2012-09-10, 11:08 AM
The Improviser

http://digital-art-gallery.com/oid/80/640x814_14047_Thief_2d_fantasy_girl_woman_thief_pi cture_image_digital_art.jpg


Picture By Jonathan Cj Lee

"So...you don't know a solution? Well, if I just do this and put this in th.....there we go." Marjek Ujron - Master Improviser

Adventures: All Improvisers are adventurers. They want to test their wit, no matter if they are evil or good aligned. They are always a welcome addition to every party, due to their ability to have a solution for every situation, either fatal or not.

Characteristics: Improvisers are always good spirited, counting on their wit and guile to carry them through any ordeal. Most of the time they walk around with a big smile on their face, talking about their latest efforts and new tricks and kit they have come up with.

Alignment: Improvisers, due to their “think on the moment” attitude, mostly have a chaotic attitude. On the good, evil axis, there isn’t really a difference in ratio.

Religion: Improvisers aren’t very spiritual people, but when they worship a god, it’s always one with the Knowledge Domain.

Background: Improviser are, in a sense, the embodiment of curiosity. “If I do this with this tool, would that work?” Is the general mindset of an Improviser. They don’t really have a organisation, although they are found in almost every army, group or other gathering of people.

Races: Every race without an Intelligence penalty is likely to have Improvisers among their ranks. Races with an Intelligence penalty can have individuals with enough mental prowess to produce Improvisers, but such cases are quite rare.

Other Classes: They get along with any class, although magic casters might find their mind-set annoying and on later levels, very very hindering.

Role: Improvisers most often act as scouts, trap disablers and problem solvers.

Adaptation:Surprise me :P

GAME RULE INFORMATION
Improvisers have the following game statistics.

Abilities: Intelligence is very important for a Improviser, determining the amount of skill points you get, the DC’s of your abilities and your Split Second Weakness class feature. As the Improviser is also quite adept at sneaking, a high Dexterity may also be a good idea.

Alignment: Any, mostly chaotic. (You can’t really improvise well if your bound by rules. Breaking the Habit yo!)

Hit Die: d6

Starting Age: Earliest Adult Age of Race

Starting Gold: 7d4x10.

Class Skills: All Skills except all magic or psionic related ones.

Skill Points at First Level: (6 + Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: Proficient with Simple Weapons and Light Armor

Improvizer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Improvisational Skills
Bag Gold Cap


1st
+0
+0
+2
+2
Everything is my Weapon, Bag of all Trades, Improvisational Skills
2
1 gp


2nd
+1
+0
+3
+3
Sneak Attack +1d6, Trapfinding
2
2 gp


3rd
+2
+1
+3
+3
Split Second Weakness
3
4 gp


4th
+3
+1
+4
+4
Bonus Skilltricks, Expert Improviser (Time reduction)
3
6 gp


5th
+3
+1
+4
+4
Sneak Attack +2d6, Insightful Impact
4
10 gp


6th
+4
+2
+5
+5
Clever Surprise
4
15 gp


7th
+5
+2
+5
+5
Expert Improviser (Take 10)
5
22 gp


8th
+6
+2
+6
+6
Sneak Attack +3d6, Bonus Skilltricks
5
30 gp


9th
+6
+3
+6
+6
Improvised Weapon Specialist
6
39 gp


10th
+7
+3
+7
+7
Expert Improviser (More Skills)
6
50 gp


11th
+8
+3
+7
+7
Sneak Attack +4d6, Skill Trick Mastery
7
61 gp


12th
+9
+4
+8
+8
Imbuing Improvisation
7
74 gp


13th
+9
+4
+8
+8
Perfect Instructor
8
90 gp


14th
+10
+4
+9
+9
Sneak Attack+5d6
8
110 gp


15th
+11
+5
+9
+9
Bonus Skill Tricks
9
130 gp


16th
+12
+5
+10
+10
Expert Improviser (Take 20)
9
150 gp


17th
+12
+5
+10
+10
Sneak Attack +6d6
10
180 gp


18th
+13
+6
+11
+11
Unending Improvisation
10/3
210 gp


19th
+14
+6
+11
+11
Unlimited Skill
11/3
250 gp


20th
+15
+6
+12
+12
Sneak Attack +7d6, Ultimate Improvisation
11/4
300 gp



Everything is my Weapon (Ex): The Improviser takes no penalty on using Improvised Weapons and can use them freely.

Bag of All Trades (Ex): From the moment that a person takes the Improviser path of life, he constantly unconsciously collects small near worthless materials and tools that he puts into his backpack. He can reach into his backpack and get the correct tool for every situation, if it is within the price range of the Bag. This is a move action that does not provoke an attack of opportunity. As the tools and materials are cobbled together and often not really suited for the job, only the improviser can use the tools and everybody else perceives them as worthless pieces of junk. This also has the effect of not being able to sell them. The maximum costs of the tools the Improviser can produce to up with level, as seen in the table (Bag gold cap). This ability is at will and be used as much as needed. The tools must be an item or substance found under the Tools and Skill Kits, Adventuring Gear and Special Substances and Items in the Players Handbook. Tools from other books are also allowed, but all tools must fit inside a backpack (So no rowboat summoning). You can have a number of items active from your bag equal to 3 + Int mod. This limit does not include the items gained from your Improvisational Skills.

Improvisational Skills (Ex): Beginning at level 1, a Improviser learns all kind of feats and tricks he can do with mundane objects which are.....not really intended to be done with the object in question. These skills represent his ability to make use of almost everything in every way when fighting an opponent. At level 1, he selects 2 Skills from the Improvisational Skill list and gains another one every 2 levels after. He must meet all the prerequisites for the Skill to make them his own.

Trapfinding (Ex):At level 2, you gain trapfinding, as the rogue ability, nuff said.

Sneak Attack (Ex): Starting from level 2, the Improviser deals 1d6 extra damage whenever a foe is denied his dexterity bonus or the enemy is flanked. This bonus increases by 1d6 every 3 levels above level 2. If a creature is immune for critical hits, it is also immune for sneak attack. A creature can only be sneak attacked when it is 30 feet or less away from you.

Split Second Weakness (Ex): At level 3, whenever you hit an enemy while you're wielding an improvised weapon, you deal extra damage equal to your Intelligence modifier.

Bonus Skilltricks (Ex): Starting from level 4 and on level 8 and 15, you gain 2 bonus skilltricks for which you meet the prerequisites.

Insightful Impact (Ex): Starting at level 5, all damage of improvised weapons is improved as noted below. Note that these are the minimum damage die of a medium character. Weapons with a damage die of 2 die that combined are the minimum (as 2d4 are to 1d8) are considered larger in die then the minimum, so no change in damage occures.

All one handed Improvised weapons now do a minimum of 1d8 damage.

All light Improvised weapons now do a minimum of 1d6 damage.

All twohanded Improvised weapons now do a minimum of 1d10 damage.

All throwing Improvised weapons now do a minimum of 1d4 damage.

Clever Surprise (Ex): At level 6, you can make a Feint attempt as a Move action instead of a Standard action, as the Improved Feint feat. Note that this is not usable for feats that have Improved Feint as a prerequisite.

Expert Improviser (Ex): As you gain experience, you refine your techniques for improvisation to aid your allies and perform certain tasks better. At fourth level, choose 3 skills. The chosen skills can be anything except arcane and psionic related ones, such as UMD, Spellcraft and Psicraft. You can now perform these skills in 50% on the time normally needed for that skill.
If the skill takes a move action in combat, its reduced to a swift action.
If the skill takes a standard action in combat, its reduced to a move action. If the skill takes a full-round action in combat, its reduced to a standard action.
If need be, you can perform the skill in its original time instead of its reduce one. In addition, you get a +2 untyped bonus when performing these skills.
As you level, more benefits become available.

Level 7:You can now take 10 on the 3 skills even when distracted or pressed for time.

Level 10:You can now choose 3 more skill for which you get the
Expert Improviser benefits.

Level 16:You are a perfect master of your chosen skills. A number of times per day equal to your Int modifier, you can take 20 on your chosen skills with no increase in time and while pressed for time or distracted. In addition, the bonus increases to +4.

Improvised Weapon Specialist (Ex): At level 9, you become a total master of improvised weapon usage. You can choose one of the following tricks:

Le Wut?!: You can now Feint as a swift action when wielding an improvised weapon.

Hit you right....There!: Once per turn, as a swift action, when you attack, you can make an opposed Int check vs your target. If you win, your next attack against that target is considered a touch attack. Can only be used when wielding an improvised weapon.

Tripping Ballz Man!: Once per turn, when you hit with an attack with an improvised weapon, you can make a trip attempt as a free action.

Weird Defense: Once per round, as an immidiate action, when you are attacked by a creature you threaten, you can make a check Class level + Int against the enemy attack roll. If you win, the attack misses. Can only be used when wielding an improvised weapon.

Whack a Mole: When wielding an bludgening improvised weapon, you automaticly sicken foes (No save) when you hit for 5 rounds.

Paper Cut: When wielding an slashing improvised weapon, enemies hit by that weapon take 1 Constitution damage each turn for 4 turns. A DC 25 Heal check stops the bleeding but does not cure Constitution damage already taken. Does not stack with itself in any way, so multiple hits to not deal more Constitution damage or prolong the duration.

But then you took an needle to the knee: When wielding an piercing improvised weapon, enemies hit by that weapon have all their speeds reduced by 10 ft. for 2 minutes. A DC 25 Heal check removes this penalty.


Skill Trick Mastery (Ex): On level 11, you can use skill tricks with unmatched ease. You can now use all skill tricks you know at will, instead of once per encounter.

Imbuing Improvisation (Ex): Noticing the magic weapons of your foes, you can’t help but think what a big pain in the butt in the arse a Antimagic field would be for such weapons. So you think of a solution. At level 12, you gain the ability to duplicate magical weapon enchantments….in a mundane way.

This ability can only be used on a masterwork weapon without an enhancement bonus. By spending 4 hours working and thinking of little tricks to upgrade your weapon, you give your weapon a alchemical bonus on attack and damage equal to 1/4th your Improviser level. In addition, you can imbue the weapon with special abilities worth up to 1/4th your Improviser level and the total may cost as much as your character level * 5.000gp.

Any enchantments that you put on it has 10 charges or the original amount of charges whichever is lower (For example, the Sudden Stunning Enchant has fewer charges then 10 most of the time). These charges automaticly trigger each time you hit an enemy unless the enchantment has another way of triggering (swift action activate for example). When the charges run out, only the alchemical bonus on attack and damage remains.

Unlike normal weapons, one enchantment can be put on the same weapon multiple times, each time putting one more set of charges on the weapon. For example, if you can have +2 on abilities, choosing Flaming twice gives you +1d6 fire damage for 20 attacks.

The “Enchantments” must make sense to have without magic, such as a Fiery weapon that works by sprinkling oil or gunpowder (which you off course have in your Bag of all Trades) and igniting it or a Vicious weapon that is covered in long spikes that also hurt you, but hurt the opponents more. The weapon enchanted is only usable for you. The bottom line is, be creative and speak with your DM about what he feels is appropriate for an enchant.

Below is a list with a short list of possible enchants and their respective items. for quick reference. Note that these are not all the options, if you can come up with another combo that makes sense is some weird way, go for it!


Enchant type: Alignment Enchants [holy/unholy, axiomatic/chaotic]
Item: Corresponding water, like Holy water or Unholy water

Enchant type: Bane (Type)
Item: Roughly corresponding poisons

Enchant type: Corrosive
Item: Flask of Acid

Enchant type: Fiery, Cold, Shocking
Item: Alchemist Fire, cold, spark respectively

Enchant type: Vicious
Item: Spikes that cover the weapon

Enchant type: Thundering
Item: Glue thunderstones to your weapon

Enchant type: Keen
Item: Treat weapon with special oils together with sharpening it


Perfect Instructor (Ex): At level 13, you can now direct your allies to lend you better aid when using your skills. Instead of a +2 bonus on an aid another, you now gain a +4 bonus whenever somebody aids you.

Unending Improvisation (Ex): At level 18, your arsenal of tricks is so large you can do almost anything. You gain 3 extra Improvisational Trick slots. These can be changed at will by meditating 10 minutes. Any prerequisites for a Trick must still be met. You can change these Tricks a number of times equal to half your Int mod per day. At level 20, you get one last extra slot you can change for a total of 4.

Unlimited Skill (Ex): At level 19, you are unparalelled in using your skill and wit to solve any problem. When you roll a 17-20 on a skill in which you are trained, you are allowed to roll one additional d20 and add the result to the total score. If the second roll is 19-20, you can roll a third time and add that to the total score. You can only get two extra dice by any means and their result can not be influenced by any means. When using the Skill Mastery (Take 20) class feature, it count as if you rolled a 20 on your first roll for the purpose of this ability.

Ultimate Improvisation (Ex): On level 20, you can solve literally everything with sheer skill and force of will. Once per day, you can duplicate the effects of a high level spell available on the spell-list below. Your casterlevel for this spell is equal to your Improviser level. The spell isn’t really magic, just a really really powerfull and clever trick. Because it is mundane, this ability can be used in antimagic, dead magic zones and bypasses magic resistance. You still need to pay the Exp and gold costs of the spell in question. Be creative on how the spell looks like. If the DM finds you can’t describe it good enough in a mundane setting (or just plain hates you), the spell fizzles and the use for that day is lost. The DC for such a "spell" is 10+half character level+Int mod. You must prepare the spell you're going to use by preparing for 30 minutes.

Ultimate Improvisation Spelllist:

Level 7:
Delayed Blast Fireball, Greater Arcane Sight, Power Word: Blind, Forcecage, Control Weather, Statue, Reverse Gravity, Repulsion,Disintegrate, Energy Immunity, Reanimation (CLEAR!).

Level 8:
Discern Location, Otto's Irresistable Dance, Firestorm, Symbol Of Death, Earthquake, Incendairy Cloud, Repel Metal or Stone, Power Word Stun.

Level 9:
Meteor Swarm, Bigby's Crushing Hand, Mass Hold Monster, Power Word Kill, Storm Of Vengeance, Internal Fire.

WaylanderX
2012-09-10, 11:15 AM
Improvisational skills list

This is the list of Tricks a Improviser may choose from. Note that the level req is the Improviser level requirement rather then your total character level.

Does whatever a Spidermonkey does (Hookshot)

Hook Pull
Prerequisites: None
Benefit: You make a modification of a light crossbow, making is capable of hooking after something and then pull you up using an intricate device of your making. You gain a hookshot, a tool with a 100 ft, of rope (Which you must pay for yourself or get from your bag if you gold cap is high enough), which you can use as a standard action. You target a point within 100 ft, make an attackroll vs AC 10. If you hit, the hook snags into place and you are pulled up to the target location. The speed at which this happens is so great, it shoots you past the point of arrival if you so choose. You can make a Balance check DC 15 afterwards to stand on the ledge, instead of hanging down from it.

Hookshot Frenzy
Prerequisites: Hook Pull, Level 3
Benefit: You can now use your Hookshot as a potent weapon. It has a range increment of 50 ft., with a maximum range of 100 ft.. It deal 1d8 points of piercing damage on hit and does not require ammo, because it uses the same hook time and time again while retrieving it with the rope. It must be reloaded by taking a move action, which can be reduced by Rapid Reload as normal.

Get Over Here!
Prerequisites: Hook Frenzy, Level 5
Benefit:When you hit a target with your hookshot, you can opt to let the hook snag into an opponent and pull him towards you the next turn. This option can only be used on foes within 50 ft.. If you hit the targets AC, you deal damage as normal and the hook snags into the target. The target can remove this hook by succeeding on a DC 12+your Int mod strength check as a move action. You cannot move farther than 50 ft. away from the target after you snag it. The next turn, you make a opposed Int check vs the targets Strength check. If you win, provised that there are no large obstructions in the way, you yank the opponent 30 feet closer to you. Size bonuses apply on this opposed check. The hook automaticly lets loose the moment after the opponent is pulled closer.

Hook Swing
Prerequisites: Hook Pull, Level 3
Benefit: You can fully control your momentum, angle and balance while swinging, allowing you to stay in the air for prolonged periods of time using your hookshot. When they are 2 walls or a ceiling within 60 feet of you, you gain fly speed 50 with clumsy manoeuvrability. One of your hands is occupied when flying this way. Also, you can’t fly if there are only smooth surfaces around.

Great Momentum
Prerequisites: Hook Swing, Level 9
Benefit: Your fly speed from Hook Swing is increased to 100 ft.. There is no change in manoeuvrability.

Suction Hook
Prerequisites: Hook Swing, Level 7
Benefit: You can also use Hook Swing when having a smooth wall and/or ceiling around.

Precise Control
Prerequisites: Hook Swing, Level 7/Level 15 (see description)
Benefit: Your manoeuvrability when using Hook Swing is improved by 1 step. You can take this Trick up to 2 times, although you can take it for the second time at level 15 or higher, for a maximum of average.

Duo Pull
Prerequisites: Hook Pull, Level 7
Benefit: As a full round action, you can pull yourself 100 ft. plus another 100 ft.. You need 2 secure points for this Trick to work. You still need to make an attack roll for each pull The AC of the secondary point is increased to 20.

Lighting things up (Lantern)

Extra Oil
Prerequisites: None
Benefit: The illumination provided by a lantern is doubled. In addition, the oil lasts 50% as long.

Magnesium Flare
Prerequisites: Extra Oil, level 3
Benefit: You gain the ability to blind enemies caught in the light of your lantern. As a standard action, you can throw an extra substance into your lantern, causing it to light up in the area where the lantern normally would shed bright light (Without the Extra Oil Trick). So, a bullseye lantern would result in a 60ft. blinding cone, while a hooded lantern results in a 30 ft. burst. They must make a DC 10+half Improviser level+Int mod Fortitude save or be blinded for 1 round. This Trick can be used twice per encounter.

Extra Umpf!
Prerequisites: Magnesium Flare, level 7
Benefit: Instead of a 1 round blind, the blind caused by Magnesium Flare is now 1d4.

Great Balls of Fire!
Prerequisites: Extra Oil, level 5
Benefit: As a standard action which provokes an attack of opportunity, you can use a big amount of oil and your lantern to hurl a single ball of fire at a group of foes within 60 ft.. This causes 3d10 fire damage in a 10 ft. burst with a Reflex save DC 10+half Improviser level+Int mod for half damage. This attack can be used twice per encounter.

Needs more powder
Prerequisites: Great Balls of Fire!, level 11
Benefit: The damage caused by Great Balls of Fire is now 1d10 per Improviser level (Max 20d10)

Smokey!
Prerequisites: Extra Oil, level 3
Benefit: You throw some bark and some weird chemicals in the flame of your lantern. You create a 20 ft. smokescreen around you that gives everyone in it a 20% concealment. Attacking from inside the smokescreen also imparts this miss chance. The screen lasts for 2 rounds. You can only have 1 smokescreen active at a time.

Heavy Smoke
Prerequisites:Smokey!, level 9
Benefit: The miss chance of you Smokey! Trick is increased to 50%.

Smog Screen
Prerequisites: Smokey!, level 7
Benefit: Everyone caught in the cloud of your Smokey! Trick must make a Fortitude save 10+half Improviser level+Int mod or be sickened for 2 rounds, even if they leave the cloud.

What the Hell is this Stuff?!?
Prerequisites: Smog Screen, Level 15
Benefit: Your Smokey ability no longer sickens. It now nauseates people caught and failing a Fort save for 2 rounds.


Sounds coming from where? (Whistles)


Whistle Ventriloquism
Prerequisites: None
Benefit: You can make the sound of a whistle appear if its coming from somewhere else then from where youre actually standing. You gain Ghost Sound as a EX ability at will.

Ear Destroyer!
Prerequisites:Whistle Ventriloquism, level 5
Benefit: You can blow your whistle so hard, that in combination with your ability to project sound elsewhere, you can deafen opponents for a short time. As a standard action, you create a 10 foot burst within 60 feet of your current position. Every creature caught inside must make a Fortitude save 10+half Improviser level+Int mod or be deafened for 2d6 rounds.

Sonic Boom
Prerequisites: Ear Destroyer, level 11
Benefit: As a standard action, you can create an even bigger burst of sound than the Ear Destroyer, dealing 1d4 per 2 Improviser levels sonic damage and deafening creatures for 1 minute (Fort Save halves damage, negates deafen, same DC as Ear Destroyer).

High Pitch
Prerequisites: Whistle Ventriloquism, level 7
Benefit: You can produce such a high pitched sound that you break glass objects with them. You gain the spell Shatter as an EX ability at will.

Fishing for foes! (Fishing Rods)

Gotcha!
Prerequisites: None
Benefit: You can use a fishing pole to snag an opponent and restrict his movement. You can make a ranged touch attack against an enemy within 50 ft.. When it hits, make a grapple check. If you succeed, the opponent and you are considered grappling, but you still occupy your original squares. The opponent can break the rope with a Strength check appropriate for the kind of rope.

Clever Fishing
Prerequisites: Gotcha!
Benefit: You can add your Int mod to your grapple check modifier when using the Gotcha! Trick.

Watch your Step
Prerequisites: Gotcha!, level 7
Benefit: When grappling, make a opposed Int check with the creature you grappled as a free action once per turn. If you win, the creature falls prone.

Releasing the Tension
Prerequisites: Gotcha!, level 5
Benefit: By releasing the tension on the rope on just the right times, it’s is harder to break free. The Break DC of the rope is increased by your Int modifier.

Hammer Time! (Hammers)
Hammer Adept
Prerequisites: None
Benefit: You can use a hammer as a throwing weapon. It does 1d4 bludgeoning damage and has a crit multiplier of x3.

Clever Blow
Prerequisites: Hammer Adept
Benefit: You can hit an enemy right where he is most vulnerable. You gain an insight bonus on attack rolls equal to your Int modifier when throwing within 30 ft..

Hammer Head Crack
Prerequisites: Hammer Adept, Clever Blow, level 11
Benefit: Whenever you use Clever Blow successfully, you may choose to deal half damage. If you do so, you deal half your Int mod in Con damage.

Hammer Tumble
Prerequisites: Hammer Adept, Level 3
Benefit: Whenever you hit an enemy with a ranged attack with a hammer, you can make a trip attempt as a free action.

Hammer Stun
Prerequisites: Hammer Tumble, level 9
Benefit: As a full-round action, you can throw a hammer with great force and precision. The target must make a DC 10+half Improviser Level+Int mod Fort Save or be stunned for 1 round.

Hammer Flurry
Prerequisites: Hammer Adept, level 9
Benefit: When you make a full attack, you can pull additional hammers out of you Bag of All Trades, which enables you to make iteratives with hammers. However, you can only use Hammer Tumble and Hammer Stun on the first attack.

Come back, Hammer!
Prerequisites: Hammer Adept, level 11
Benefit: If you use any hammer as a throwing weapon, it automaticaly returns to you at the end of your turn.

Inventive Fighting (Martial Manoeuvres)
Inventive Brawl Initiate
Prerequisites: None
Benefit: You can select 2 manoeuvres or stances of the Fools Grip Discipline for which you meet the prerequisites. Your Initiator level is from now on ¾ your Improviser level. You can recover 1 manoeuvre by concentrating for 1 full round and doing nothing else. All your manoeuvres known are also readied. Also, you can switch your manoeuvres known every 4 level, just like a normal martial adept.

Adept Brawler
Prerequisites: Inventive Brawl Initiate, Improviser level 3
Benefit: Your initiator level is now equal to your Improviser level. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

On the Fly Remembrance
Prerequisites: Inventive Brawl Initiate, Improviser level 3
Benefit: Your recovery method is now 1 manoeuvre as a standard action. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

Lightning Fast Memory
Prerequisites: On the Fly Remembrance, Improviser level 7
Benefit: Your recovery method is now all manoeuvres as a standard action. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites. The amount of manoeuvres you can ready is 2 less then normal.

Instant Clarity
Prerequisites: Lightning Fast Memory, Improviser level 11
Benefit: Your recovery method is now all manoeuvres as a swift action. You can’t initiate a manoeuvre in the same turn as you recover. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites. The amount of manoeuvres you can ready is 2 less then normal. This decrease stacks with Lightning Fast Memory.

Expanded Fighting Style
Prerequisites: Inventive Brawl Initiate
Benefit: You can select 2 manoeuvres or stances from the Fools Grip Discipline for which you meet the prerequisites. You can take this Trick as many times as half your Intelligence bonus. In addition, you can switch 1 manoeuvre that you know for a new one, as long as you keep meeting all prerequisites for all your manoeuvres.

New Insights
Prerequisites: Adept Brawler, level 5
Benefit: You can select another Discipline from which you can pick maneouvres and stances when taking tricks from this trick-line. Pick one of the following disciplines: Circling Vulture (http://www.giantitp.com/forums/showthread.php?t=183826#post10181158), Wandering Eye (http://www.giantitp.com/forums/showthread.php?t=183826#post10181205), Fortunate Assailant (http://community.wizards.com/go/thread/view/75882/19520194). You also gain 1 strike from that discipline for which you meet the prerequisites.

Medic!! (Healing)

A Medic of Some Sorts
Prerequisites: None
Benefit: Each time you stabilize a dieing creature, you heal 1d12-3 hitpoints, this stacks with the Healing Hands Skill trick for a total of 1d12+1d6-3 healing. Can only be used on dieing creatures. Note that this can go down to -2 healing on a 1, dealing 2 damage. In addition, you gain a bonus on heal checks equal to your Int modifier.

A better sort of Medic
Prerequisites: A Medic of Some Sorts
Benefit: Instead of 1d12-3 hitpoints, you now heal 1d12 hitpoints on a dieing creature.

Emergency Stitching!
Prerequisites: A Medic of Some Sorts, level 5
Benefit: As a full round action, you can grant an adjacent ally temporary hitpoints equal to thrice his class level. These temporary hitpoints to not stack and last for 10 min.

Random Seringe
Prerequisites: A Medic of Some Sorts, level 5
Benefit: As a full round action, you can cure an adjacent ally of one status ailment she currently suffers from. The status ailment cured is chosen randomly. The seringe can cure: 1d4 Physical Ability Damage, Staggered, Confused, Sickened, 1 round of Stun, 1 round of Dazed, Dazzled, Diseased, Fatigue. It also neutralizes poison with a DC lower then 13+your Int mod.

Get out the Bandaid!
Prerequisites: Emergency Stitching!, level 11
Benefit: If you spend a full round action attending to an ally, that ally heals an amount of hitpoints equal to your Int mod x your Class level. Any ally can only benefit from this ability twice each day.

Adrenaline Shot
Prerequisites: A Medic of Some Sorts, level 9
Benefit: As a standard action, you can inject a ally with a strange substance. You don’t know what it is, but it will surely work! The ally injected gains a 1d4 alchemical bonus on strength, dexterity and constitution for 5 rounds. After those 5 rounds, that ally is fatigued for the rest of the encounter. Any ally can only benefit from the injection twice per day.

Super Seringe
Prerequisites: Adrenaline Shot, level 17
Benefit: You can whip out a very very strange seringe that gives your allies a very very big edge in combat for a while. As a full-round action, you can inject an adjacent ally. All mind effecting statuses are removed from that ally and he gains immunity for them for 5 rounds. In addition, his focus is greatly enhanced. The next attackroll he makes always hits and is automatically a critical hit. Creatures normally immune for critical hits still get 1.5x damage from the attack. After the 5 rounds end, the target is exhausted for the rest of the encounter. An ally can only benefit from this seringe once per day.


Yoink! (Crowbar)

Metal in da Face!
Prerequisites: None
Benefit: You can use a crowbar as a one handed weapon dealing 1d8 bludgeoning damage with a 19-20 critrange and x2 crit modifier. You can use the crowbar to make a disarm attempt. Such attempts gain a +2 bonus.

Wedge Armor
Prerequisites: Metal in da Face!, level 3
Benefit: If you hit an enemy with a crowbar, you make a Int check equal to 10+ half the hardness of the material of the armor. Natural armor has a hardness equal to the creatures HD for this purpose. If you succeed, the bonus granted by the armor or natural armor is decreased by your class level divided by 3 (Min +0 bonus). If the enemy has both armor and natural armor, only 1 can be effected with each attack. The penalties do not stack. Any armor damaged this way can be fixed by a DC 15 craft check, while any damage natural armor can be fixed by a DC 15 healcheck. This takes 5 minutes. These repair checks can only be made outside of combat.

Master Wedger
Prerequisites: Wedge Armor, level 5
Benefits: When using a crowbar to force open something, you gain a bonus on the Strenght check equal to your Int modifier. Also, you gain another +4 bonus on disarm attempts when wielding a crowbar.

Clever Wedging
Prerequisites: Wedge Armor, level 7
Benefit: You gain a bonus on the Int check to wedge an armor/natural armor equal to half your class level. In addition, you now reduce the armor/natural armor rating by your level divided by 2, instead of 3.


Do you still feel oke? (Poisons)
Poison Adept
Prerequisites: None
Benefit: You are never at risk poisoning yourself when applying poison to your weapon. You gain a +4 bonus on the crafting of poisons.

Where'd you got that stuff?
Prerequisites: Poison Adept, Level 5
Benefit: You can now use your Bag of All Trades to gain poison. You can get a poison out of your bag as a move action. To determine which poisons you can get, divide the market price of a poison by 10. If it is within your bag of all trades gold cap after the division, you can get 1 dose of that poison out of your bag. For example, Zealot’s Blade costs 350 gp. Divided by 10 yields 35 gp. You can get Zealot’s Blade poison out of your bag at level 9. Poison gained this way loses its potency if it is not used in 2 minutes. In addition, applying a poison that you got from your bag only takes a swift action.

Potent Poisons
Prerequisites: Where'd you got that stuff?, level 9
Benefit: All poisons you get out of your bag gain a bonus on the DC equal to half your Int Modifier.

Toxic Grenade
Prerequisites: Where'd you got that stuff?, level 13
Benefits: As a full-round action, you can throw a grenade at a location within 50 feet. This grenade is filled with 1 kind of inhaled toxin, which then affects everyone in a 10 feet radius. This Trick can be used Int modifier per day.

Reduce Resistance
Prerequisites: Poison Adept, Sneakattack +2d6
Benefit: By sacrificing 1d6 of sneakattack damage on a succesfull sneakattack, you can give the target a penalty to Fort saves against poisons equal to 25% of your Improviser level.


Something in between your toes. (Caltrops)

New and Improved!
Prerequisites: None
Benefits: Any caltrops that you get from your Bag of all Trades do Int modifier damage instead of just 1. Additionally, the caltrops gain a bonus on attack rolls equal to half your Improviser level.

Pointeh!
Prerequisites: New and Improved!
Benefits: Creatures with shoes or otherwise protected feet do not get a +2 bonus on AC. The caltrops ignore 5 point of damage reduction. In addition, the Heal DC to get rid of the movement penalty is 15+your Int modifier.

Dense Field
Prerequisites: New and Improved!, level 5
Benefit: Your opponents can no longer move at half speed through a caltrop field laid by you to prevent getting damaged. In addition, creatures down to Tiny are effected.

Great Field
Prerequisites: New and Improved!, level 5
Benefit: As a standard action, you can now lay down Int mod squares of 5 ft. of caltrops within 20 ft. of your position. These caltrops can have any property that doesnt have a limit. Special Caltrops with a limit (KABOEM caltrops) still need to be layed one 5 ft. square at a time.

Extra Pointeh!
Prerequisites: Pointeh!, level 7
Benefits: Your caltrops ignore up to 10 point of damage reduction. In addition, if someone want to magically cure the wounds created by a caltrop, they must succeed on a casterlevel check 10+your Improviser level.

Magnetic Caltrops
Prerequisites: New and Improved!, level 3
Benefits When somebody wearing metal on his person comes within 20 feet of a caltrop field, the caltrops move 10 feet towards him as a immediate action. This can only happen once per round. When there are multiple targets in range, roll randomly to see which one it follows.

Ultra Magnets
Prerequisites: Magnatic Caltrops, level 5
Benefits: The speed at which caltrops home in on an opponents is increased to 30 ft. and the detection radius is increased to 50 ft..

Clever Trigger
Prerequisites: New And Improved!, level 7
Benefit: Your Caltrops gain a bonus on attack and damage equal to your Int mod for a total of twice Int mod on damage and Half Improviser level+Int mod on attack.

KABOEM!
Prerequisites: Extra Pointeh!, level 11
Benefit: In addition to their normal effects, caltrops now also explode on the first creature they come in contact with, dealing 1d6 per 2 Improviser levels of force damage. Only 2 5ft. Squares of caltrops per encounter may be exploding caltrops.


Evasive Action! (Defenses)

Twitchy Bastard
Prerequisites: None
Benefit: You gain Uncanny Dodge. A Improviser can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Improviser already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Take Cover!
Prerequisites: Improviser level 3
Benefit: You gain Evasion. A Improviser can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Improviser is wearing light armor or no armor. A helpless Improviser does not gain the benefit of evasion.

Eyes in the Back of Ya Head.
Prerequisites: Twitchy Bastard, Improviser level 7
Benefit: You gain Improved Uncanny Dodge. A Improviser can no longer be flanked.
This defense denies someone with the ability to use the Sneak Attack class feature the ability to use it on the character by means of flanking, unless the attacker has at least four more sneak attack granting levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum sneak attack level required to flank the character.


Slippery M*therf*cker
Prerequisites: Take Cover!, Improviser level 11
Benefit: You gain Improved Evasion. This ability works like evasion, except that while the Improviser still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Improviser does not gain the benefit of improved evasion.


Home Sweet Home (Tent)

Nice and Cozy
Prerequisites: None
Benefit: When setting up a tent, you make sure everyone is nice and comfortable, no matter the weather outside. Everyone that stays inside your tent gets an Endure Elements effect. Also, instead of healing your level in hitpoints, a night spend inside a tent from your Bag of all Trades heals twice your level in hitpoints. This stacks with other similar effects such as long term care and a magic bedroll.

Really Nice Temperature
Prerequisites: Nice and Cozy, Level 5
Benefit: The atmosphere inside your tent is so relaxing and soothing, that is even has curing effects for the diseased and mentally ill. Instead of healing 1 ability damage per night, a night spend inside a tent from your Bag of all Trades heals two ability damage from each stat.

What is this, A Spa in a Bag?
Prerequisites: Really Nice Temperature, level 9
Benefit: You have such a good sense of temperature, how to pad your tent and other supplies that people experience a stay in your tent as almost supernaturally soothing. Instead of not healing ability drain at all, a night spend inside a tent from your Bag of all Trades heals one ability drain from each stat.

Survivalist’s Camo
Prerequisites: Nice and Cozy, Level 3
Benefit: You are adept in using nets and your environment to hide your tent from unwanted visitors. When setting up a tent, everyone who does not know that there is a tent at that exact spot must make a Spotcheck equal to 15+Improviser level+Int modifier to notice that there is a tent standing there.

Where Did You Hide Us Again?
Prerequisites: Survivalist’s Camo, Level 9
Benefit: You are so good in hiding your tent, that you somehow manage to hide it in a sort of extra dimensional space. Without magic. Yeah figure that one out. Whenever you set up a tent, you can opt to replace it with a Ropetrick with a casterlevel equal to your Improviser level. This is an Ex ability.


Really Shiny (Armor Polish)


Really Good Polish
Prerequisites: None
Benefit: You can conjure crazy good armor polish from your backpack which enhances the durability of your armor greatly. When spending 30 minutes polishing and brushing your armor, the armor's Armor bonus is increased by half your Int mod. In addition, your armor has 5 more hardness while treated this way. This polish lasts for 12 hours.

Godlike Polish
Prerequisites: Really Good Polish
Benefit: Your polish reaches near magic capabilities. When you have polished your armor, your armor's Armor bonus is increased by your Int mod, instead of half Int mod. In addition, your armor has 10 more hardness while treated instead of 5. Also, the polish lasts 24 hours, instead of 12.

Look at that Shininess
Prerequisites: Really Good Polish, Level 5
Benefit: Your armor is so brushed up so bright, that it blinds enemies trying to attack you. Whenever you are being attacked by a melee attack, the enemy must make a Fort save DC 10+half Improviser level+Int mod after the attack or be blinded for 1 round. This can only trigger once per round.

Shining Example
Prerequisites: Really Good Polish, level 7
Benefit: When you have treated your armor with your polish, you gain your Int modifier on Diplomacy and Intimidate.

Shining Exemplar
Prerequisites: Shining Example, level 11
Benefit: When wearing your armor and talking, people are awed by your shining aura of shininess. When taking a full-round action to give a speech about a random subject, all enemies within 20 ft. must make a Will save or be unable to attack you for 1 round. In addition, their first attack has a 20% miss chance because they are distracted by your awesomeness.


Scraptastic! (Homemade Armor)


A piece of Scrap Armor
Prerequisites: None
Benefit: You are a horder by nature. So you decide to use all the titbits to make yourself a good set of armor. By spending 4 hours working on your armor, you can make an armor with an armor bonus of +3, a max dexterity bonus of +7 and an armor check penalty of -2. This armor counts as light armor with which you are automaticly proficient. You can don and get out of the armor just fine, but as soon as someone without this Trick tries to don the armor, it falls apart.

Scrappy Doo!
Prerequisites: Scrap Armor, level 5
Benefit: You are a star at making scrappy armor really fast. You can now make a Scrap armor in 1 hour, instead of 4 hours.

Heap ‘o Scrap
Prerequisites: Scrap Armor, level 5
Benefit: You add even more scrap to your armor, increasing its Armor bonus to +7, but lowering its max dex to +5 and worsening the armor check penalty to -3. It also now counts as medium armor.

Scrappy Revenge
Prerequisites: Heap ‘o Scrap, level 7
Benefit: You add explosives to your armor, giving each attacker a nasty surprise when attacking you. The first time you are successfully attacked each round with a melee or 10 ft. reach attack, your armor explodes in your opponents face with a mighty bang. The attacker takes 1d6 fire damage per 2 Improviser levels damage from this retributive attack. However, your armor bonus decreases by 1 because you also blow away part of your armor. This also causes the max dex of the armor to rise by 1 and the armor check penalty to improve with 1. The maximum max dex is +10, while the minimum armor check penalty is -1. When your armor is at 0 armor bonus, it falls apart and becomes useless scrap, requiring you to make another one.

Scraplosion
Prerequisites: Scrappy Revenge , level 11
Benefit: Instead of waiting for an attack, you can detonate your armor yourself as a standard action which provokes attacks of opportunity. This deals the same damage Scrappy Revenge would deal, but then in a 20 ft. burst. However, this reduces the armor bonus of your Scrap Armor by 3. When you’ve used this ability, you cannot use it for 3 rounds afterwards.

What the Scrap?!
Prerequisites: Scrap Armor, level 3
Benefit: You add some gizmo’s and stuff to your armor, making you lightning fast. You gain your Int mod on Reflex saves. In addition, your gain a 10 ft. circumstance bonus on your land speed.

Stealthy Scrap
Prerequisites: What the Scrap?!, level 5
Benefit: When standing still and with your back against a solid object at least one size catagory larger as you are, you blend in with your background. The enemy has to make a Spot check at DC 30 to notice you. This stealth fades the moment you move, even if it is 5 feet.

Explorative Scrappiness
Prerequisites: Stealthy Scrap, level 7
Benefit: You can move 10 ft. per round without breaking your stealth from Stealthy Scrap.


Feats

Need More Dakka!
Prerequisites: Improviser level 3
Benefit: You gain an Improvisational Trick for which you meet the prerequisites.
Special: You can take this feat multiple times, to a maximum of your Int modifier times.

Fight The Power!
Prerequisites: 6 Improvisational Tricks
Benefit: Once per encounter, you can empower your Tricks in one of the following ways:
Empower: Only appliable to a Trick that deal hitpoint damage. The damage dealt is increased by 50%.
Extend: Only appliable to a Trick with a duration. The duration is doubled.
Widen: Only appliable to a Trick with a area of effect. The area is doubled in size.
Inresistable: Only appliable to a Trick or Poison with a DC. The DC is increased by 3.

Skill Tricks

New Skilltricks are in this thread! (http://www.giantitp.com/forums/showthread.php?t=263764)

Lohj
2012-09-10, 11:21 AM
This class looks like a lot of fun. It seems to be the class for someone who doesn't want to be restricted in one way or another.

WaylanderX
2012-09-10, 11:24 AM
Hehe, already fixed it before you posted. You can cast any spell, except wish, miracle, gate, true res and a couple of other which I still need to think off but will be added later.

Lohj
2012-09-10, 11:32 AM
Yeah, I noticed. ^_^ Good job on it. I can't think of anything to change.

WaylanderX
2012-09-15, 05:18 PM
Bumping the thread!

Come on guys, I really need some PEACHes on this class.
If you think the Trick list is too long to read, a single comment on something that stands out as odd already helps me alot. Thank you guys in advance ^^.

Changes made 16-9-2012:

Completed Sounds coming from where Path
Added and completed Medic! Path
Added and completed Yoink! Path
Added and semi-completed Do you still feel oke? Path
Added Something between your toes Path

ArkenBrony
2012-09-16, 10:48 AM
this class is really cool, and i would love to play it... 1 quick question, i know skill tricks are in complete scoundrel, what else are they in?

WaylanderX
2012-09-17, 01:58 AM
Ty for posting ^^.
About the skill tricks, they are only in Complete Scoundrel, as far as I know.
Now that I think of it, I should just homebrew a bunch more to widen it out a lil :P.

If you're playing it btw, could you post here how well the class holds up and if it is any fun to play?

WaylanderX
2012-09-17, 03:07 PM
Changes made 17-9-2012:

Completed Do you still feel oke? Path
Completed Something between your toes Path
Added a Feat section.
Added a Homebrewed Skilltrick section.

As always, any Peach is very appriciated.

Waargh!
2012-09-24, 07:07 PM
The Good
1) It is a cool class. The abilities tie up well with the overall feeling
2) Using tricks with normal items is a clever idea!
3) Skills and Bag of all trades make this class much useful out of battle as well

The Bad
Can't think of anything bad

The Ugly
1) Improvised Weapon specialist gives a big bonus on improvised weapon use which makes little sense. So you specialize on...anything? I would suggest you use the element of surprise and the awkwardness of dealing with a flaming ladder to give some indirect bonuses. Like feint as a free action, a bonus to trips, remove dodge bonus and stuff like that
2) Ultimate Improvisation: why don't you make a list of acceptable choices instead? At the end of the day if you duplicate a meteor swarm, you gotta have a way to do it, thus you would prepare it. I believe this is the fun part after all :) You should clarify about spell resistance, bonuses against spells etc etc
3) Imbuing improvisation has not cost and doesn't disallow someone else to use it either. I would suggest you put a cost on it to keep the balance. Maybe you actually make a new weapon, either crafting it yourself or having someone else craft it for you. It might be your specially crafted chair leg.

Andaer
2012-09-25, 01:09 AM
This looks really good, and I'm feeling that I would like to play this class. So grats on that.

A couple of things that stand out:

Giving a straight up bonus for using improvised weapons seems strange to me. I imagine if someone was good at hitting someone with a chair, they'd be better at hitting them with a club. Maybe a subtle/indirect bonus (as opposed to att and damage).

Maybe up the weapon die of all improvised weapons to something that doesn't suck? (1d8) That would make it so he can use improvised weapons as well as he could normal weapons, rather than making him better at using random things. On that note, maybe upping the damage of improvised weapons at first level to d4-d6 is a good idea.

Imbuing improvisation:

I really like this idea, but right now I feel there are problems with it. Unless I missed something, the Improvisor can make many 'magical' weapons for his party to use for no cost in a few days.

I think there should be limitations on it. The effect only happens for some amount of time. The 'charge' is expended on first few hits. Like for a flaming weapon, I can see setting a weapon on fire. That won't last forever, and it certainly won't turn on again after it's been burned up.

If there's a limit like this, maybe you can put multiple charges of the same enchantment on a weapon, so you can expend it later on.

For the capstone, you may want to have it "any spell of 9th level or lower" once a day. and maybe the level needs to be lowered? If you want to keep it at 9th, perhaps include 3 or so 'limitations', and the improvisor has to choose one for his spell. examples would be "set up in a certain area" or "A trigger has to happen our of your immediate control". Something to give it that flavor of being planned.

These are all just suggestions, hope they help.

WaylanderX
2012-09-25, 04:56 AM
Giving a straight up bonus for using improvised weapons seems strange to me. I imagine if someone was good at hitting someone with a chair, they'd be better at hitting them with a club. Maybe a subtle/indirect bonus (as opposed to att and damage).

Maybe up the weapon die of all improvised weapons to something that doesn't suck? (1d8) That would make it so he can use improvised weapons as well as he could normal weapons, rather than making him better at using random things. On that note, maybe upping the damage of improvised weapons at first level to d4-d6 is a good idea.


1) Improvised Weapon specialist gives a big bonus on improvised weapon use which makes little sense. So you specialize on...anything? I would suggest you use the element of surprise and the awkwardness of dealing with a flaming ladder to give some indirect bonuses. Like feint as a free action, a bonus to trips, remove dodge bonus and stuff like that

First of all, thank you for your PEACHes ^^. They are the first ones that kinda get me anywhere :P. About the Improvised Weapon specialist feature. You guys are kinda right on that. I rushed it because level 9 was the only dead level I had and it was like.....staring at me with a wicked gaze...if you catch my drift :P. So I've been brainstorming in college to come up with something new, which ended up as a list of little abilities you can choose from. On the subject of Improvised weapon damage, I'll give the class an ability on one of the sneakattack levels that ups the damage.


I think there should be limitations on it. The effect only happens for some amount of time. The 'charge' is expended on first few hits. Like for a flaming weapon, I can see setting a weapon on fire. That won't last forever, and it certainly won't turn on again after it's been burned up.

If there's a limit like this, maybe you can put multiple charges of the same enchantment on a weapon, so you can expend it later on.

If the weapon would burn up, it would be a shame, especially because it has to be a masterwork item :P. The charges idea is a very good one though, I'll look into that.


Imbuing improvisation has not cost and doesn't disallow someone else to use it either. I would suggest you put a cost on it to keep the balance. Maybe you actually make a new weapon, either crafting it yourself or having someone else craft it for you. It might be your specially crafted chair leg.

I don't really like the idea of adding a cost to this feature though, so I'll keep it free, for the Improviser only and limit the use of it by using charges.


Ultimate Improvisation: why don't you make a list of acceptable choices instead? At the end of the day if you duplicate a meteor swarm, you gotta have a way to do it, thus you would prepare it. I believe this is the fun part after all :) You should clarify about spell resistance, bonuses against spells etc etc

For the capstone, you may want to have it "any spell of 9th level or lower" once a day. and maybe the level needs to be lowered? If you want to keep it at 9th, perhaps include 3 or so 'limitations', and the improvisor has to choose one for his spell. examples would be "set up in a certain area" or "A trigger has to happen our of your immediate control". Something to give it that flavor of being planned.

Kinda like an ultimate trick huh....hhmm, I like the sound of that. I'll compile a list of spell which you can select one from each morgen after half an hour of preparation, which you then can use once that day.

Guys, thank you very much for this Peach and I hope you enjoyed reading the class ^^.

Best Regards,
Way

WaylanderX
2012-09-25, 06:28 AM
Changelog 25-9-'12:

Rewrote Improvised Weapon Specialist
Clarified and nerved Imbuing Improvisation
Clarified and made a Spelllist for Ultimate Improvisation
Added Insightfull Impact Class Feature

Andaer
2012-09-26, 04:15 AM
No problem. Good luck with developing the class. I'll try and jump and make suggestions now and again.

Garryl
2012-09-26, 06:01 PM
I am intrigued by the ideas presented in this class, and I enjoy the humor baked into its abilities.

Insightful Impact: Are these minimum damage ranges modified for creatures larger or smaller than Medium? How do they interact with damage ranges that are not absolutely larger or smaller (such as a two-handed weapon dealing 2d4 damage normally)?

Clever Surprise: This is the effect of the Improved Feint feat. Any reason you didn't just grant it as a bonus feat? Alternatively, you may wish to give it the Beguiler treatment (grant it as a bonus feat, and if you already have it you can feint as a swift action as well).

Expert Improviser 7th: How does the level 7 benefit interact with singular actions other than move actions (such as standard, swift, immediate, and free actions) and with 1 round usage times? D&D round (down by default) would make such skill uses take 0 actions. Also, forcing someone to take a swift action instead of a move action can actually be a detriment as often as not.

Expert Improviser 10th: Taking 10 normally takes the same amount of time as a normal check. Did you mean taking 20?

Improvised Weapon Specialist: What is the duration on Whack a Mole's dazzling? Also, Whack a Mole, Paper Cut, and Needle to the Knee feel somewhat weaker than the other options.

Gotta go, I'll try to look at the rest of the class later.

WaylanderX
2012-09-27, 03:52 AM
I am intrigued by the ideas presented in this class, and I enjoy the humor baked into its abilities.

Insightful Impact: Are these minimum damage ranges modified for creatures larger or smaller than Medium? How do they interact with damage ranges that are not absolutely larger or smaller (such as a two-handed weapon dealing 2d4 damage normally)?

Clever Surprise: This is the effect of the Improved Feint feat. Any reason you didn't just grant it as a bonus feat? Alternatively, you may wish to give it the Beguiler treatment (grant it as a bonus feat, and if you already have it you can feint as a swift action as well).

Expert Improviser 7th: How does the level 7 benefit interact with singular actions other than move actions (such as standard, swift, immediate, and free actions) and with 1 round usage times? D&D round (down by default) would make such skill uses take 0 actions. Also, forcing someone to take a swift action instead of a move action can actually be a detriment as often as not.

Expert Improviser 10th: Taking 10 normally takes the same amount of time as a normal check. Did you mean taking 20?

Improvised Weapon Specialist: What is the duration on Whack a Mole's dazzling? Also, Whack a Mole, Paper Cut, and Needle to the Knee feel somewhat weaker than the other options.

Gotta go, I'll try to look at the rest of the class later.

Yo Garryl,
thank you very much for your PEACH, you have some valid points here.

About Insightfull Impact, the damage die were meant for medium only, clarified it.

Clever Surprise: Can do, but I don't want him to qualify for any feats that have Improved Feint as a prerequisite. Clarified it as having the same effect as Improved Feint nevertheless.

Expert Improviser 7th: Added the reductions for other actions and the notion that you can do a skill in the original time instead of the reduced one also.

Expert Improviser 10th: checked the SRD, youre right. Added the "Even when distracted or pressed for time" clause instead.

Improvised Weapon Specialist: 5 rounds, forgot to mention that (whoops). I'll look into the weapontype tricks and see if I can buff them a little, I kinda agree but I couldn't find the inspiration to change them for the better.

Anyway(lander), thank you for your PEACH and I hope you enjoy reading/using this class ^^.

Way

Edit: Improvised Weapon Specialist weapontype tricks buffed. Piercing now reduced all speeds. Slashing now deals Con damage over time, but can be stopped by a DC 25 heal check. Bludgeoning now sickens instead of dazzles.

WaylanderX
2012-09-28, 07:26 AM
Changelog: 28-09-'12

Added Evasive Action! path.
Added Hammer Flurry trick.

Hawkflight
2012-12-07, 03:40 PM
Not to necro this, guys, but I'm totally gonna necro this.


Inventive Fighting (Martial Manoeuvres)
Inventive Brawl Initiate
Prerequisites: None
Benefit: You can select 2 manoeuvres or stances of the Fools Grip Discipline for which you meet the prerequisites. Your Initiator level is from now on ¾ your Improviser level. You can recover 1 manoeuvre by concentrating for 1 full round and doing nothing else.

Expanded Fighting Style
Prerequisites: Inventive Brawl Initiate
Benefit: You can select 2 manoeuvres or stances from the Fools Grip Discipline for which you meet the prerequisites.

Huh? I think you missed something here, those are basically the exact same thing. Also, what's this 'skill tricks' you're working on?

Also, what might be good for the Inventive Fighting tree is one that lets you pick a maneuver or two from other disciplines.

WaylanderX
2012-12-07, 04:14 PM
Not to necro this, guys, but I'm totally gonna necro this.



Huh? I think you missed something here, those are basically the exact same thing. Also, what's this 'skill tricks' you're working on?

Also, what might be good for the Inventive Fighting tree is one that lets you pick a maneuver or two from other disciplines.

Necroed huh? Hehe, glad though that somebody is still reading this. (Making a Prc for this which is done in like a couple of days.)

Anyway(lander), the purpose of that trick is that you can select that trick and pick up a few manouvers at higher level aswell for some higher level manouvers. Maybe I should mention that you can take it multiple times for extra manouvers.

I only want the Improviser to have access to disciplines that have something to do with improvising or are in a other way unusual (In a way they do not use normal weapons or supernatural stuff). Do you have any suggestions what disciplines are fitting for this class?

For those skill-tricks, look in Complete Scoundrel for them, they are quite handy. Just trying to come up with a couple more when I have the time.

Anyway, thanks for the feedback ^^,
Way

Hawkflight
2012-12-07, 06:09 PM
I only want the Improviser to have access to disciplines that have something to do with improvising or are in a other way unusual (In a way they do not use normal weapons or supernatural stuff). Do you have any suggestions what disciplines are fitting for this class?

Well, taking inspiration from the class's concept (especially its capstone ability), disciplines that rely on a gimmick instead of a particular style.



Desert Wind. The gimmick is fire, so you could emulate it with mundane fire.

Circling Vulture. Why should your tools be restricted to your tools?

Eloquent Speech. Improvising with words.

I'm also tempted to say Breath of Fire (http://www.giantitp.com/forums/showthread.php?t=143684), but that one probably wouldn't work unless you already had a breath weapon.

I also really want to say Divine Flame (http://www.minmaxboards.com/index.php?topic=5683.0), because he would have to use an improvised nuclear reactor and I find that idea hilariously insane. :smalltongue:


Probably gonna play this in a campaign next semester. I'll let you know how it turns out.

EDIT: Oh, wait, another question. How many maneuvers can I have readied at a time?

Story Time
2012-12-08, 05:17 AM
The Improviser

...subscribed and added to my May-Play-In-The-Future List.

Compliments to you, Waylander. :smallsmile:

WaylanderX
2012-12-08, 01:25 PM
...subscribed and added to my May-Play-In-The-Future List.

Compliments to you, Waylander. :smallsmile:

Hehe, always nice to hear such things:smallbiggrin:.
Ty for your support!

Anyway, Skill-trick list/thread added with some new skilltricks, if you want to contribute, leave a message at the skilltrick thread, help is always appreciated.

Hawkflight
2012-12-08, 01:42 PM
Well, taking inspiration from the class's concept (especially its capstone ability), disciplines that rely on a gimmick instead of a particular style.



Desert Wind. The gimmick is fire, so you could emulate it with mundane fire.

Circling Vulture. Why should your tools be restricted to your tools?

Eloquent Speech. Improvising with words.

I'm also tempted to say Breath of Fire (http://www.giantitp.com/forums/showthread.php?t=143684), but that one probably wouldn't work unless you already had a breath weapon.

I also really want to say Divine Flame (http://www.minmaxboards.com/index.php?topic=5683.0), because he would have to use an improvised nuclear reactor and I find that idea hilariously insane. :smalltongue:


Probably gonna play this in a campaign next semester. I'll let you know how it turns out.

EDIT: Oh, wait, another question. How many maneuvers can I have readied at a time?

Just to clarify, I realize Divine Flame wouldn't work, as creating a makeshift nuclear reactor would be incredibly silly, especially at lower levels. I just found the idea amusing enough to mention.

WaylanderX
2012-12-08, 02:10 PM
Changelog: 08-12-'12

Added New Insights trick.
Added New Skill Trick Section (see link there).

FireInTheSky
2012-12-08, 05:13 PM
This seems like the PERFECT entry for Shamurai! (http://www.giantitp.com/forums/showthread.php?t=255578)

WaylanderX
2013-01-25, 07:50 PM
I noticed the Improviser did not have a level 19 ability yet, while it does says so in the table. I added a level 19 ability, Skill Trick Mastery, which enables the use of skill tricks at will, instead of once per encounter.

WaylanderX
2013-05-18, 07:57 AM
I am planning on finally playtesting this class myself and I noticed I have not added alot of support paths yet. So I'll be adding some of those starting with a Tent path focused on healing and providing a safe resting place.

Any feedback on those paths and any idea's for support paths (just think of a mundane item which could do something funny that doesn't immediately come to mind while thinking about that item.) are very appreciated.

Changelog:

Added Home Sweet Home path.

Pesimismrocks
2013-05-18, 09:25 AM
This is such a cool class, mainly because he wins at pillowfights with his flaming humanbane pillow. The idea and effects are cool and the capstone is cool, but couldn't there be a path which allows weak and limited spellcasting, similar to a charlatan perhaps?
Either way I live the idea of a man grabbing a table leg or a fihing rod and bashing an enormous troll.

I really like the tent path, [Who doesn't want to have a 4D tent] but the problem with the later options is that they stop midnight encounters which are only put there a plot hooks. Other paths look cool, although I hav trouble seeing the usefulness of a lamp that lasts twice as long.

WaylanderX
2013-05-18, 12:09 PM
Great to see that someone is still interested in this class ^^.

The Improviser does already have a few things that resemble a bit of spellcasting.

He can "cast" a 10 ft. burst fireball or produce a ghost sound effect at will. Also he has shatter as an option, a blinding burst or cone (Depending on the lantern used) and a couple of healing and buffing abilities. Now with the tent line he can produce a restoration effect and imitate a rope trick, which are also quite good.
Do you have any specific spells in mind and if so, can you give me an example how you can incorperate a mundane item into that spell (use oil for fireball, whistle for ghost sound, that kinda stuff).

If anyone has an idea about this, I would be happy to work it out some more.

Upcoming path is a path for the good old 10 ft. pole for trap disarming, springing and other cool things you can do with a long stick.

Edit: and the lamp only last 50% as long, the illumination reaches twice as far, which is quite handy in a dark dungeon. (Extra Oil Skill right?)

Hawkflight
2013-05-18, 01:12 PM
So, here's an idea. How about making a track based on enhancing one's armor? From simple reinforcement and hidden compartments, all the way up to hidden weapons and such? This may or may not have been inspired by the first Iron Man movie. http://i.somethingawful.com/forumsystem/emoticons/emot-sweatdrop.gif

EDIT: Also, the picture in the first post is broken.

EDIT 2, SON OF EDIT: I still have not found a DM who will let me take Divine Flame as an option for this class. Which is silly, I mean, why wouldn't you want someone running around with a makeshift nuclear reactor?

Gildedragon
2013-05-18, 01:28 PM
I'll write a more detailed post later, but so far I like the class. It needs a fair amount of proof reading (what is a mundane trickster?) but seems mostly well thought out.

WaylanderX
2013-05-18, 03:34 PM
Wow, suddenly rekindled interest in the class, sweet!

Fixed the mundane trickster typo, now just reads Improviser.
Mundane trickster was the development name for the class :P.

About the armor improvement, what kind of item would be suitable for that, because you have to use an item to pull that one off, or else it wont fit in with the other tricks.

Gildedragon
2013-05-19, 02:17 PM
So more in depth review, with a lot of style proofing:


it’s always one with the Knowledge Domain.
This is a bit odd: from the rest of the flavor it seems they would be likelier worshipers of Odilammara or Fharlanghn rather than Boccob (esp. with their distaste of magic)


everybody except the Improviser can’t use the tools
a more elegant way to put it would be to say "only the improviser can use the tools"


the tools must be an item or substance found under the Tools and Skill Kits, Adventuring Gear and Special Substances and Items in the Players Handbook. Tools from other books are also allowed, but all tools must fit inside a backpack (So no rowboat summoning).
Summoning a "useless" flask of alchemist's fire is a bit odd. Allowing special substances produced be usable by anyone makes the ability a bit more useful.
As to the size restriction: you could specify "all objects must be tiny or smaller" or just drop the "So no rowboat summoning"

Also you don't really specify what is brought out. You spend a lot of time on the fluff of what is produced but what exactly is produced? Is it just tools, or can special substances be brought out.

I would recommend not referencing specific books but leave leeway for the improviser to call something out. Also, are the tools called forth masterwork? Can they be masterwork?

Making it a swift action with no AoO is far too fast for something that's cobbled together haphazardly; especially since it removes the need for a lot of adventuring gear. It's gotta get cobbled together after all.

I would recommend looking at the "Pathfinder Chronicler" as it has a very similar ability with similar fluff: deep pockets that is a bit clearer in what it does and how it does it.


The chosen skills can be anything except arcane and psionic related ones, such as UMD, Spellcraft and Psicraft.
So kn. arcana and kn. psionics are out? Personally; since the skill list is so large already; I would opt to give the improviser all skills (except the magical skills) as class skills, and move the expert improviser abilities down one category. At 4 they pick 3 skills they are particularly good at and now do them fast; at 7 they get to take 10; at 10 they add 3 more skills to their list; 16 they get to take 20

The level 13 ability ought to be its own thing and apply to all uses of aid another. Because as primary skill-monkey this class oughtn't be the aider in many things, but the aided.


At level 12, you gain the ability to duplicate magical weapon enchantments….but then mundane.

Drop the "but then mundane" a "As an extraordinary ability you are capable of imitating magical weapon enhancements.


The “Enchantments” must make sense to have without magic, such as a Fiery weapon that works by sprinkling oil or gunpowder (which you off course have in your Bag of all Trades) and igniting it or a Vicious weapon that is covered in long spikes that also hurt you, but hurt the opponents more. The weapon enchanted is only usable for you. The bottom line is, be creative and speak with your DM about what he feels is appropriate for an enchant.

Best to write a list of the ex effects that can be put on the blade. As it stands it is entirely reliant on DM fiat.
Here's a quick list with the item used:
Alignment [holy/unholy, axiomatic/chaotic] (corresponding water), Bane (pick a type) (poison), Corrosive [burst] (acid), Flaming [burst] (alch. fire), Shocking [burst] (alch. spark), Freezing [burst] (alch. frost), Thundering (thunderstones), Keen (polish it very very very sharp with special oils), Disruption (holy water)


Aura Of Mundanety (Ex): shouldn't be Ex. Su or Sp is a better tag. Ditto for Ultimate Improvisation.

You might want to make a specific allowance for this character to craft alchemical items, as RAW they can't.

I've written too much as is, and don't quite have the stamina to go through the skills or specializations. But overall they look okay.

I quite like the class. It's got some interesting stuff going on, but it can use a bit of polish on the language to make some things clearer.

WaylanderX
2013-05-20, 08:03 AM
Yo Guigarci,

thanks for you input. You strike some relevant subjects here and some that in my opinion are not. I'll go over them one by one.


This is a bit odd: from the rest of the flavor it seems they would be likelier worshipers of Odilammara or Fharlanghn rather than Boccob (esp. with their distaste of magic)

That is true, but I have my own campain setting, in which knownledge does nog equal magic in any sense. But you can always adept the fluff of this class for own purposes.


a more elegant way to put it would be to say "only the improviser can use the tools"

Noted and changed.


Summoning a "useless" flask of alchemist's fire is a bit odd. Allowing special substances produced be usable by anyone makes the ability a bit more useful.
As to the size restriction: you could specify "all objects must be tiny or smaller" or just drop the "So no rowboat summoning"

Also you don't really specify what is brought out. You spend a lot of time on the fluff of what is produced but what exactly is produced? Is it just tools, or can special substances be brought out.

I would recommend not referencing specific books but leave leeway for the improviser to call something out. Also, are the tools called forth masterwork? Can they be masterwork?

Making it a swift action with no AoO is far too fast for something that's cobbled together haphazardly; especially since it removes the need for a lot of adventuring gear. It's gotta get cobbled together after all.

I would recommend looking at the "Pathfinder Chronicler" as it has a very similar ability with similar fluff: deep pockets that is a bit clearer in what it does and how it does it.

The useless part is a leftover when there was no cap on the amount of items active. Or else you would have infinite gold at level 1, which would screw over the whole class and its balance.
As for the tiny restriction, for most utility items, no specific size is given, so I gave a rough estimate on what size was possible.
What is brought out? A cobbled together version of the original item. And for what can be summoned, there is a example list of the stuff mentioned. If a masterwork tool is within price range, you can pull out a masterwork tool. Everything that can be put under the catagories: Tools and Skill Kits, Adventuring Gear and Special Substances and Items. These catagories are originally found in the PHB.
The swift action is indeed a bit strong, pumped it to a move action instead.


So kn. arcana and kn. psionics are out? Personally; since the skill list is so large already; I would opt to give the improviser all skills (except the magical skills) as class skills, and move the expert improviser abilities down one category. At 4 they pick 3 skills they are particularly good at and now do them fast; at 7 they get to take 10; at 10 they add 3 more skills to their list; 16 they get to take 20

The level 13 ability ought to be its own thing and apply to all uses of aid another. Because as primary skill-monkey this class oughtn't be the aider in many things, but the aided.

Quite relevant, it would make things a bit easier indeed. I really like the alternate progression you put up too. I'll put the take 10 and the +2 feature together and make the bonus +4 at level 16.
The level 13 ability is a good call aswell, I'll implement that. In short, good job at noticing and improving this one ;P.


Drop the "but then mundane" a "As an extraordinary ability you are capable of imitating magical weapon enhancements.

Fixed.


Best to write a list of the ex effects that can be put on the blade. As it stands it is entirely reliant on DM fiat.
Here's a quick list with the item used:
Alignment [holy/unholy, axiomatic/chaotic] (corresponding water), Bane (pick a type) (poison), Corrosive [burst] (acid), Flaming [burst] (alch. fire), Shocking [burst] (alch. spark), Freezing [burst] (alch. frost), Thundering (thunderstones), Keen (polish it very very very sharp with special oils), Disruption (holy water)

I'll make a list, but it's not going to be set in stone. I want to reward player ingenuity by letting them have an enchant if they give a good explanation of how they let that enchant work.


shouldn't be Ex. Su or Sp is a better tag. Ditto for Ultimate Improvisation.

You might want to make a specific allowance for this character to craft alchemical items, as RAW they can't.

It is and stays Ex, I want all of the Improviser's abilities to work in an Antimagic/ Dead Magic field. It is his utter disbelief in magic, thinking that they are all tricks that produces the antimagic field, its pure will without any magic involved. For Ultimate Improvisation, you use your vast array of horded materials to prepare 1 lvl 9 "spell" to unleash during that day. A meteor swarm could be a flurry of big chunks of wood let alight with highly flammable oil that you let loose with a makeshift mini cannon. Again, the player has to tell now he plans to unleash the spell or else it wont work.

Thank you for your feedback and I hope you stay tuned for other updates.

Edit: Aimed towards Hawkflight: Picture Fixed, couldnt find the original picture, so here is a pretty thief-like character. And I hope you can find a DM who does allow for world nuking Improvisers ;P. Btw, have you already played the class itself?

Hawkflight
2013-05-22, 04:49 PM
About the armor improvement, what kind of item would be suitable for that, because you have to use an item to pull that one off, or else it wont fit in with the other tricks.

Well, the item would be the armor itself. Like, you could improvise some extra plates, improving the armor value by a bit. Maybe work up to something like built-in weapons or defenses of some sort, possibly powered by wands?

Hawkflight
2013-06-13, 01:34 PM
Bump??????

WaylanderX
2013-06-14, 10:24 AM
Bump??????

Yo again,

sorry for not updating in such a long time, kind off busy with finishing my bachelor degree.


Well, the item would be the armor itself. Like, you could improvise some extra plates, improving the armor value by a bit. Maybe work up to something like built-in weapons or defenses of some sort, possibly powered by wands?

I want to avoid putting magic into the class, because I designed it so it would still be fully effective in a Antimagic field. I can though, do it with chemicals and armor polish, that they give extra AC or bonuses to the Improviser. I'll put up a line in a minute, I feel some inspiration coming up :P.

Edit: Added the Really Shiny skill path.

anacalgion
2013-06-14, 03:30 PM
Just had time for a quick read through, but I really like it. I can post in more detail when I get to a computer, but to be honest the first thing I thought was that this is what the rogue should be. Excellent work.

WaylanderX
2013-06-15, 01:30 PM
Just had time for a quick read through, but I really like it. I can post in more detail when I get to a computer, but to be honest the first thing I thought was that this is what the rogue should be. Excellent work.

Glad people are still interested in PEACHing this class ^^. Happy you like it. I'm looking forward to your detailed post.

For the rest, I've added a path based on making a Scrap Armor (Beware though, I used Scrap puns). I hope it is somewhat balanced though. Also, it is not yet completely finished.

Added Scraptastic Path
Edit: Completed Scraptastic Path

Jormengand
2013-06-15, 05:59 PM
You should add the range restriction for your sneak attack. Bag of All trades states that other people both can and cannot use the items within. Mentioning "+int" and similar things implies that you are using your intelligence score rather than your intelligence modifier.

Insightful in Insightfull[sic] impact is misspelt. Thrice in the Emergency Stitching ability is misspelt. Syringe is misspelt in the Random/Super Siringe[sic] abilities. In the poisons list, "oke" seems to be a mis-spelling (of okay?). "Where you got that stuff" seems like an odd sentence, maybe "Where did you get that stuff." The prerequisite for Toxic grenade is apparently "Where did got that stuff." Dakka is spelt with two "k"s usually. You continually use the words sneakattacker, fullround etc. which should be "character making a sneak attack" and "Full-round".

There's probably more, but yeah. This right here.

WaylanderX
2013-06-15, 07:20 PM
You should add the range restriction for your sneak attack. Bag of All trades states that other people both can and cannot use the items within. Mentioning "+int" and similar things implies that you are using your intelligence score rather than your intelligence modifier.

Insightful in Insightfull[sic] impact is misspelt. Thrice in the Emergency Stitching ability is misspelt. Syringe is misspelt in the Random/Super Siringe[sic] abilities. In the poisons list, "oke" seems to be a mis-spelling (of okay?). "Where you got that stuff" seems like an odd sentence, maybe "Where did you get that stuff." The prerequisite for Toxic grenade is apparently "Where did got that stuff." Dakka is spelt with two "k"s usually. You continually use the words sneakattacker, fullround etc. which should be "character making a sneak attack" and "Full-round".

There's probably more, but yeah. This right here.

Thank you for the grammar check. I adjusted everything you suggested. Except for one thing. Where did you find the words sneakattacker and fullround? Because I can't really find any of those 2. And because I assume you read through the whole thing, what do you think of the class as a whole, the mechanics or the fluff? But anyway, thanks for the heads up for the grammar, hope it is a little bit clearer now.

artimuself
2013-06-25, 09:22 PM
I think I might try one of these. Looks like an interesting take on the rogue.

WaylanderX
2013-06-26, 03:31 PM
If you do, please PM me how it plays. I play-tested it myself, but I'm very interested in what other people think of the class in play itself.

Cheerio,
Way

Jormengand
2013-06-29, 06:02 AM
Thank you for the grammar check. I adjusted everything you suggested. Except for one thing. Where did you find the words sneakattacker and fullround? Because I can't really find any of those 2. And because I assume you read through the whole thing, what do you think of the class as a whole, the mechanics or the fluff? But anyway, thanks for the heads up for the grammar, hope it is a little bit clearer now.

Open all your spoilers (or edit the post) and ctrl-F to find them.

As for the way the class plays... uh, well. I guess it could be kinda cool, and I don't see anything amazingly powerful. I do see shenanigans involving people deliberately bringing allies to "Dying" so they can use their medic abilities (so they start with two HP, are brought to -1 and then go back up to 11) but it looks playable.

WaylanderX
2013-06-29, 07:36 AM
Fixed the grammar.

And looks playable isnt the same as playable in game, that's why I'm asking for any real in game feedback, but thank you nevertheless.

Jormengand
2013-06-29, 07:49 AM
Fixed the grammar.

And looks playable isnt the same as playable in game, that's why I'm asking for any real in game feedback, but thank you nevertheless.

Yeah, I know. But looks playable is a start, at least.

Hawkflight
2013-09-09, 03:30 PM
Question. Could one use the Hookshot as a weapon?

WaylanderX
2013-09-11, 03:40 AM
I thougth about this a little bit and I've added a new Improvisational Skill to the roster in the "Does whatever a Spidermonkey does" tree: "Get over here!"

It makes the hookshot into quite a good weapon. If you have any other ideas without spending a Improvisational Skill, I'm sure you can work something out with your dm.

Edit: Added 2 different skills to it, Hookshot Frenzy and Get over here. The first makes it into a good weapon, the second simulation the well-known Mortal Kombat attack ^^.

nersxe
2013-11-11, 11:03 AM
Oi. No idea if this class is still being updated or anything, but I just got permission from a DM to apply for a game with it. If I get in, I'll let you know how it plays.

I do have one question, though: when you say every skill except magic and psionic ones, do you mean to say that improvisers don't get use magic/psionic device?

Jormengand
2013-11-11, 11:36 AM
Oi. No idea if this class is still being updated or anything, but I just got permission from a DM to apply for a game with it. If I get in, I'll let you know how it plays.

I do have one question, though: when you say every skill except magic and psionic ones, do you mean to say that improvisers don't get use magic/psionic device?

That would be correct, presumably, possibly along with Concentration and Autohypnosis.

nersxe
2013-11-11, 12:47 PM
That would be correct, presumably, possibly along with Concentration and Autohypnosis.

Argh, a rogueish class with no UMD/UPD. Ah, well. The rest still looks like fun.

WaylanderX
2013-11-11, 01:49 PM
Argh, a rogueish class with no UMD/UPD. Ah, well. The rest still looks like fun.

I still have my eyes on this class to update it when necessary. And indeed it means that for example UMD and UPD are gone, aswell as the respective knowledge skills and Psy/Spellcraft. For the rest, I don't consider Autohypnosis and Concentration a Psionics only skill, so you still have those 2.
This is because the class is designed to function in a dead magic field and is not reliant (but can still benefit greatly) on magic items and magic in general.
If you want those skills, you can always take human with able learner or a human variant that a friend of mine (Morph Bark) made for his campain setting which gets 2 extra skills (1 variant of this variant gets 3) of his choice. The link is here: http://www.giantitp.com/forums/showthread.php?t=253022.

I look forward hearing your experiences with the class and above all, have fun with it ^^. That's what I made it for in the first place.

Cheers,

Way

razorfloss
2013-11-11, 02:50 PM
this is a very fun class with a crossbow and makes a perfect cohort

Grod_The_Giant
2013-11-11, 05:05 PM
I dig this. I very much dig this... apart from, oh, the last three levels.

Aura of Mundanety comes out of no-where, and doesn't seem to have anything to do with improvising. How are you projecting an (Ex) antimagic field? Why are you projecting and (Ex) antimagic field? It's like I've suddenly wandered into a completely different class.

Skill Trick Mastery should probably have been handed out levels ago, back when skill tricks were still useful.

Ultimate Improvisation, again, comes out of no-where, although I do at least see the idea behind this one. But... well, a lot of the spells you list are... silly. "Hold on, let me just glue together these toothpicks and this tin can and voila! Power Word Kill!" If you want something like this, I'd start handing it out sooner, and take a really good look at the spell options you allow.


Oh, and Insightful Impact seems pretty redundant when you've also got Sneak Attack. I'd either dump it altogether, or make it apply to all attacks, like Insightful Strike.

WaylanderX
2013-11-12, 09:04 AM
This class just doesnt seem to die with the feedback, which is nice for polish :smallbiggrin:. Now back to the issues that Mr. Giant has with this class:


I dig this. I very much dig this... apart from, oh, the last three levels.

Yeeeey.....Oh.....


Aura of Mundanety comes out of no-where, and doesn't seem to have anything to do with improvising. How are you projecting an (Ex) antimagic field? Why are you projecting and (Ex) antimagic field? It's like I've suddenly wandered into a completely different class.

This class feature was a bit of a mindspin, I'll admit that. Also, it does not capture the feel of the class entirely. However, back then (and even now) I cannot think of a class feature that is
1. Interesting,
2. Powerfull enough to keep this at tier 3
and 3. Is Ex, because that is one of the main design points I had with this class.
Do you have any other ideas, please let me know.


Skill Trick Mastery should probably have been handed out levels ago, back when skill tricks were still useful.

Got a point there, I'll shift it down a few levels. However, I would need to brainstorm about a replacement before doing that (Dead levels are not nice).


Ultimate Improvisation, again, comes out of no-where, although I do at least see the idea behind this one. But... well, a lot of the spells you list are... silly. "Hold on, let me just glue together these toothpicks and this tin can and voila! Power Word Kill!" If you want something like this, I'd start handing it out sooner, and take a really good look at the spell options you allow.

I do not agree on this one though, you can emulate low level spells with your Improvisational Tricks quite early (Think, Shatter, Mage Armor and Fireball for example). As such, I think this is a fitting capstone for the class. On another note, you need to prepare the stuff beforehand, so it is more like: "Give me half an hour guys, I can make some makeshift rockets and hey, Meteor Swarm." Nevertheless, I should probebly mention that the spells don't look the same as their magic counterparts (its improvised after all)

All in all, thank you for your PEACH, it was really useful to correct a few points of the class.
If you (or anyone else that reads this for that matter) have any ideas on what to replace Aura of Mundanity and Skill Trick Mastery with, I would gladly hear it.

Cheerio,

Way

WaylanderX
2013-11-23, 08:57 AM
So, after much brainstorming I've cooked up two replacements for the level 18 and 19 class features:

Unending Improvisation (Ex): At level 18, your arsenal of tricks is so large you can do almost anything. You gain 3 extra Improvisational Trick slots. These can be changed at will by meditating 10 minutes. Any prerequisites for a Trick must still be met. You can change these Tricks a number of times equal to half your Int mod per day.

Unlimited Skill (Ex): At level 19, you are unparalelled in using your skill and wit to solve any problem. When you roll a 17-20 on a skill in which you are trained, you are allowed to roll one additional d20 and add the result to the total score. If the second roll is 19-20, you can roll a third time and add that to the total score. You can only get two extra dice by any means and their result can not be influenced by any means. When using the Skill Mastery (Take 20) class feature, it count as if you rolled a 20 on your first roll for the purpose of this ability.

Other Changes:
Skill Trick Mastery lowered to level 10.
Split Second Weakness applies to all attacks with improvised weapons regardless on the target being flatfooted.

Plz rate these skills are balanced and more flavorfull than the old ones.

WaylanderX
2013-11-25, 07:18 AM
Implemented changes, see above post for what changed.

Critique very much appreciated, will PEACH back if you PM what to evaluate.

Cheers for the feedback and if there is anything this class much have in your opinion, please leave a post to make this class better.

Thanks in advance,

Way

Ripptor
2013-11-26, 11:25 PM
I love this class, I think! :D



The Improviser
http://digital-art-gallery.com/oid/80/640x814_14047_Thief_2d_fantasy_girl_woman_thief_pi cture_image_digital_art.jpg

Picture By Jonathan Cj Lee

"So...you don't know a solution? Well, if I just do this and put this in th.....there we go." Marjek Ujron - Master Improviser

GAME RULE INFORMATION
Improvisers have the following game statistics.

Abilities: Intelligence is very important for a Improviser, determining the amount of skill points you get, the DC’s of your abilities and your Split Second Weakness class feature. As the Improviser is also quite adept at sneaking, a high Dexterity may also be a good idea.

Alignment: Any, mostly chaotic. (You can’t really improvise well if your bound by rules. Breaking the Habit yo!)

Hit Die: d6

Starting Age: Earliest Adult Age of Race

Starting Gold: 7d4x10.

Class Skills: All Skills except all magic or psionic related ones.

Skill Points at First Level: (6 + Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: Proficient with Simple Weapons and Light Armor

Improvizer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| Improvisational Skills | Bag Gold Cap |
1st|
+0|
+0|
+2|
+2|Everything is my Weapon, Bag of all Trades, Improvisational Skills|
2|
1 gp |
2nd|
+1|
+0|
+3|
+3| Sneak Attack +1d6, Trapfinding|
2|
2 gp |
3rd|
+2|
+1|
+3|
+3| Split Second Weakness|
3|
4 gp |
4th|
+3|
+1|
+4|
+4| Bonus Skilltricks, Expert Improviser (Take 10) |
3|
6 gp |
5th|
+3|
+1|
+4|
+4| Sneak Attack +2d6, Insightful Impact|
4|
10 gp |
6th|
+4|
+2|
+5|
+5| Clever Surprise|
4|
15 gp |
7th|
+5|
+2|
+5|
+5| Expert Improviser (More Skills) |
5|
22 gp |
8th|
+6|
+2|
+6|
+6| Sneak Attack +3d6, Bonus Skilltricks|
5|
30 gp |
9th|
+6|
+3|
+6|
+6| Improvised Weapon Specialist|
6|
39 gp |
10th|
+7|
+3|
+7|
+7| Expert Improviser (Take 10) |
6|
50 gp |
11th|
+8|
+3|
+7|
+7| Sneak Attack +4d6, Skill Trick Mastery|
7|
61 gp |
12th|
+9|
+4|
+8|
+8| Imbuing Improvisation|
7|
74 gp |
13th|
+9|
+4|
+8|
+8| Perfect Instructor |
8|
90 gp |
14th|
+10|
+4|
+9|
+9| Sneak Attack +5d6|
8|
110 gp |
15th|
+11|
+5|
+9|
+9| Bonus Skill Tricks|
9|
130 gp |
16th|
+12|
+5|
+10|
+10| Expert Improviser (Take 20) |
9|
150 gp |
17th|
+12|
+5|
+10|
+10| Sneak Attack +6d6|
10|
180 gp |
18th|
+13|
+6|
+11|
+11| Unending Improvisation|
10/3|
210 gp |
19th|
+14|
+6|
+11|
+11| Unlimited Skill|
11/3|
250 gp |
20th|
+15|
+6|
+12|
+12| Sneak Attack +7d6, Ultimate Improvisation|
11/4|
300 gp
[/table]

Everything is my Weapon (Ex): The Improviser takes no penalty on using Improvised Weapons and can use them freely.

Bag of All Trades (Ex): From the moment that a person takes the Improviser path of life, he constantly unconsciously collects small near worthless materials and tools that he puts into his backpack. He can reach into his backpack and get the correct tool for every situation, if it is within the price range of the Bag. This is a move action that does not provoke an attack of opportunity. As the tools and materials are cobbled together and often not really suited for the job, only the improviser can use the tools and everybody else perceives them as worthless pieces of junk. This also has the effect of not being able to sell them. The maximum costs of the tools the Improviser can produce to up with level, as seen in the table (Bag gold cap). This ability is at will and be used as much as needed. The tools must be an item or substance found under the Tools and Skill Kits, Adventuring Gear and Special Substances and Items in the Players Handbook. Tools from other books are also allowed, but all tools must fit inside a backpack (So no rowboat summoning). You can have a number of items active from your bag equal to 3 + Int mod. This limit does not include the items gained from your Improvisational Skills.

Improvisational Skills (Ex): Beginning at level 1, a Improviser learns all kind of feats and tricks he can do with mundane objects which are.....not really intended to be done with the object in question. These skills represent his ability to make use of almost everything in every way when fighting an opponent. At level 1, he selects 2 Skills from the Improvisational Skill list and gains another one every 2 levels after. He must meet all the prerequisites for the Skill to make them his own.

Trapfinding (Ex):At level 2, you gain trapfinding, as the rogue ability.

Sneak Attack (Ex): Starting from level 2, the Improviser deals 1d6 extra damage whenever a foe is denied his dexterity bonus or the enemy is flanked. This bonus increases by 1d6 every 3 levels above level 2. If a creature is immune for critical hits, it is also immune for sneak attack. A creature can only be sneak attacked when it is 30 feet or less away from you.

Split Second Weakness (Ex): At level 3, whenever you hit an enemy while you're wielding an improvised weapon, you deal extra damage equal to your Intelligence modifier.

Bonus Skilltricks (Ex): Starting from level 4 and on level 8 and 15, you gain 2 bonus skilltricks for which you meet the prerequisites.

Insightful Impact (Ex): Starting at level 5, all damage of improvised weapons is improved as noted below. Note that these are the minimum damage die of a medium character. Weapons with a damage die of 2 die that combined are the minimum (as 2d4 are to 1d8) are considered larger in die then the minimum, so no change in damage occures.

All one handed Improvised weapons now do a minimum of 1d8 damage.

All light Improvised weapons now do a minimum of 1d6 damage.

All twohanded Improvised weapons now do a minimum of 1d10 damage.

All throwing Improvised weapons now do a minimum of 1d4 damage.

Clever Surprise (Ex): At level 6, you can make a Feint attempt as a Move action instead of a Standard action, as the Improved Feint feat. Note that this is not usable for feats that have Improved Feint as a prerequisite.

Expert Improviser (Ex): As you gain experience, you refine your techniques for improvisation to aid your allies and perform certain tasks better. At fourth level, choose 3 skills. The chosen skills can be anything except arcane and psionic related ones, such as UMD, Spellcraft and Psicraft. You can now perform these skills in 50% on the time normally needed for that skill.
If the skill takes a move action in combat, its reduced to a swift action.
If the skill takes a standard action in combat, its reduced to a move action. If the skill takes a full-round action in combat, its reduced to a standard action.
If need be, you can perform the skill in its original time instead of its reduce one. In addition, you get a +2 untyped bonus when performing these skills.
As you level, more benefits become available.

Level 7:You can now take 10 on the 3 skills even when distracted or pressed for time.

Level 10:You can now choose 3 more skill for which you get the
Expert Improviser benefits.

Level 16:You are a perfect master of your chosen skills. A number of times per day equal to your Int modifier, you can take 20 on your chosen skills with no increase in time and while pressed for time or distracted. In addition, the bonus increases to +4.

Improvised Weapon Specialist (Ex): At level 9, you become a total master of improvised weapon usage. You can choose one of the following tricks:
Le Wut?!: You can now Feint as a swift action when wielding an improvised weapon.

Hit you right....There!: Once per turn, as a swift action, when you attack, you can make an opposed Int check vs your target. If you win, your next attack against that target is considered a touch attack. Can only be used when wielding an improvised weapon.

Tripping Ballz Man!: Once per turn, when you hit with an attack with an improvised weapon, you can make a trip attempt as a free action.

Weird Defense: Once per round, as an immidiate action, when you are attacked by a creature you threaten, you can make a check Class level + Int against the enemy attack roll. If you win, the attack misses. Can only be used when wielding an improvised weapon.

Whack a Mole: When wielding an bludgening improvised weapon, you automaticly sicken foes (No save) when you hit for 5 rounds.

Paper Cut: When wielding an slashing improvised weapon, enemies hit by that weapon take 1 Constitution damage each turn for 4 turns. A DC 25 Heal check stops the bleeding but does not cure Constitution damage already taken. Does not stack with itself in any way, so multiple hits to not deal more Constitution damage or prolong the duration.

But then you took an needle to the knee: When wielding an piercing improvised weapon, enemies hit by that weapon have all their speeds reduced by 10 ft. for 2 minutes. A DC 25 Heal check removes this penalty.


Skill Trick Mastery (Ex): On level 11, you can use skill tricks with unmatched ease. You can now use all skill tricks you know at will, instead of once per encounter.

Imbuing Improvisation (Ex): Noticing the magic weapons of your foes, you can’t help but think what a big pain in the butt in the arse a Antimagic field would be for such weapons. So you think of a solution. At level 12, you gain the ability to duplicate magical weapon enchantments….in a mundane way.

This ability can only be used on a masterwork weapon without an enhancement bonus. By spending 4 hours working and thinking of little tricks to upgrade your weapon, you give your weapon a alchemical bonus on attack and damage equal to 1/4th your Improviser level. In addition, you can imbue the weapon with special abilities worth up to 1/4th your Improviser level and the total may cost as much as your character level * 5.000gp.

Any enchantments that you put on it has 10 charges or the original amount of charges whichever is lower (For example, the Sudden Stunning Enchant has fewer charges then 10 most of the time). These charges automaticly trigger each time you hit an enemy unless the enchantment has another way of triggering (swift action activate for example). When the charges run out, only the alchemical bonus on attack and damage remains.

Unlike normal weapons, one enchantment can be put on the same weapon multiple times, each time putting one more set of charges on the weapon. For example, if you can have +2 on abilities, choosing Flaming twice gives you +1d6 fire damage for 20 attacks.

The “Enchantments” must make sense to have without magic, such as a Fiery weapon that works by sprinkling oil or gunpowder (which you off course have in your Bag of all Trades) and igniting it or a Vicious weapon that is covered in long spikes that also hurt you, but hurt the opponents more. The weapon enchanted is only usable for you. The bottom line is, be creative and speak with your DM about what he feels is appropriate for an enchant.

Perfect Instructor (Ex): At level 13, you can now direct your allies to lend you better aid when using your skills. Instead of a +2 bonus on an aid another, you now gain a +4 bonus whenever somebody aids you.

Unending Improvisation (Ex): At level 18, your arsenal of tricks is so large you can do almost anything. You gain 3 extra Improvisational Trick slots. These can be changed at will by meditating 10 minutes. Any prerequisites for a Trick must still be met. You can change these Tricks a number of times equal to half your Int mod per day. At level 20, you get one last extra slot you can change for a total of 4.

Unlimited Skill (Ex): At level 19, you are unparalelled in using your skill and wit to solve any problem. When you roll a 17-20 on a skill in which you are trained, you are allowed to roll one additional d20 and add the result to the total score. If the second roll is 19-20, you can roll a third time and add that to the total score. You can only get two extra dice by any means and their result can not be influenced by any means. When using the Skill Mastery (Take 20) class feature, it count as if you rolled a 20 on your first roll for the purpose of this ability.

Ultimate Improvisation (Ex): On level 20, you can solve literally everything with sheer skill and force of will. Once per day, you can duplicate the effects of a high level spell available on the spell-list below. Your casterlevel for this spell is equal to your Improviser level. The spell isn’t really magic, just a really really powerfull and clever trick. Because it is mundane, this ability can be used in antimagic, dead magic zones and bypasses magic resistance. You still need to pay the Exp and gold costs of the spell in question. Be creative on how the spell looks like. If the DM finds you can’t describe it good enough in a mundane setting (or just plain hates you), the spell fizzles and the use for that day is lost. The DC for such a "spell" is 10+half character level+Int mod. You must prepare the spell you're going to use by preparing for 30 minutes.

Ultimate Improvisation Spelllist:

Level 7:
Delayed Blast Fireball, Greater Arcane Sight, Power Word: Blind, Forcecage, Control Weather, Statue, Reverse Gravity, Repulsion,Disintegrate, Energy Immunity, Reanimation (CLEAR!).

Level 8:
Discern Location, Otto's Irresistable Dance, Firestorm, Symbol Of Death, Earthquake, Incendairy Cloud, Repel Metal or Stone, Power Word Stun.

Level 9:
Meteor Swarm, Bigby's Crushing Hand, Mass Hold Monster, Power Word Kill, Storm Of Vengeance, Internal Fire.

Improvisational skills list

This is the list of Tricks a Improviser may choose from. Note that the level req is the Improviser level requirement rather then your total character level.

Does whatever a Spidermonkey does (Hookshot)

Hook Pull
Prerequisites: None
Benefit: You make a modification of a light crossbow, making is capable of hooking after something and then pull you up using an intricate device of your making. You gain a hookshot, a tool with a 100 ft, of rope (Which you must pay for yourself or get from your bag if you gold cap is high enough), which you can use as a standard action. You target a point within 100 ft, make an attackroll vs AC 10. If you hit, the hook snags into place and you are pulled up to the target location. The speed at which this happens is so great, it shoots you past the point of arrival if you so choose. You can make a Balance check DC 15 afterwards to stand on the ledge, instead of hanging down from it.

Hookshot Frenzy
Prerequisites: Hook Pull, Level 3
Benefit: You can now use your Hookshot as a potent weapon. It has a range increment of 50 ft., with a maximum range of 100 ft.. It deal 1d8 points of piercing damage on hit and does not require ammo, because it uses the same hook time and time again while retrieving it with the rope. It must be reloaded by taking a move action, which can be reduced by Rapid Reload as normal.

Get Over Here!
Prerequisites: Hook Frenzy, Level 5
Benefit:When you hit a target with your hookshot, you can opt to let the hook snag into an opponent and pull him towards you the next turn. This option can only be used on foes within 50 ft.. If you hit the targets AC, you deal damage as normal and the hook snags into the target. The target can remove this hook by succeeding on a DC 12+your Int mod strength check as a move action. You cannot move farther than 50 ft. away from the target after you snag it. The next turn, you make a opposed Int check vs the targets Strength check. If you win, provised that there are no large obstructions in the way, you yank the opponent 30 feet closer to you. Size bonuses apply on this opposed check. The hook automaticly lets loose the moment after the opponent is pulled closer.

Hook Swing
Prerequisites: Hook Pull, Level 3
Benefit: You can fully control your momentum, angle and balance while swinging, allowing you to stay in the air for prolonged periods of time using your hookshot. When they are 2 walls or a ceiling within 60 feet of you, you gain fly speed 50 with clumsy manoeuvrability. One of your hands is occupied when flying this way. Also, you can’t fly if there are only smooth surfaces around.

Great Momentum
Prerequisites: Hook Swing, Level 9
Benefit: Your fly speed from Hook Swing is increased to 100 ft.. There is no change in manoeuvrability.

Suction Hook
Prerequisites: Hook Swing, Level 7
Benefit: You can also use Hook Swing when having a smooth wall and/or ceiling around.

Precise Control
Prerequisites: Hook Swing, Level 7/Level 15 (see description)
Benefit: Your manoeuvrability when using Hook Swing is improved by 1 step. You can take this Trick up to 2 times, although you can take it for the second time at level 15 or higher, for a maximum of average.

Duo Pull
Prerequisites: Hook Pull, Level 7
Benefit: As a full round action, you can pull yourself 100 ft. plus another 100 ft.. You need 2 secure points for this Trick to work. You still need to make an attack roll for each pull The AC of the secondary point is increased to 20.

Lighting things up (Lantern)

Extra Oil
Prerequisites: None
Benefit: The illumination provided by a lantern is doubled. In addition, the oil lasts 50% as long.

Magnesium Flare
Prerequisites: Extra Oil, level 3
Benefit: You gain the ability to blind enemies caught in the light of your lantern. As a standard action, you can throw an extra substance into your lantern, causing it to light up in the area where the lantern normally would shed bright light (Without the Extra Oil Trick). So, a bullseye lantern would result in a 60ft. blinding cone, while a hooded lantern results in a 30 ft. burst. They must make a DC 10+half Improviser level+Int mod Fortitude save or be blinded for 1 round. This Trick can be used twice per encounter.

Extra Umpf!
Prerequisites: Magnesium Flare, level 7
Benefit: Instead of a 1 round blind, the blind caused by Magnesium Flare is now 1d4.

Great Balls of Fire!
Prerequisites: Extra Oil, level 5
Benefit: As a standard action which provokes an attack of opportunity, you can use a big amount of oil and your lantern to hurl a single ball of fire at a group of foes within 60 ft.. This causes 3d10 fire damage in a 10 ft. burst with a Reflex save DC 10+half Improviser level+Int mod for half damage. This attack can be used twice per encounter.

Needs more powder
Prerequisites: Great Balls of Fire!, level 11
Benefit: The damage caused by Great Balls of Fire is now 1d10 per Improviser level (Max 20d10)

Smokey!
Prerequisites: Extra Oil, level 3
Benefit: You throw some bark and some weird chemicals in the flame of your lantern. You create a 20 ft. smokescreen around you that gives everyone in it a 20% concealment. Attacking from inside the smokescreen also imparts this miss chance. The screen lasts for 2 rounds. You can only have 1 smokescreen active at a time.

Heavy Smoke
Prerequisites:Smokey!, level 9
Benefit: The miss chance of you Smokey! Trick is increased to 50%.

Smog Screen
Prerequisites: Smokey!, level 7
Benefit: Everyone caught in the cloud of your Smokey! Trick must make a Fortitude save 10+half Improviser level+Int mod or be sickened for 2 rounds, even if they leave the cloud.

What the Hell is this Stuff?!?
Prerequisites: Smog Screen, Level 15
Benefit: Your Smokey ability no longer sickens. It now nauseates people caught and failing a Fort save for 2 rounds.


Sounds coming from where? (Whistles)


Whistle Ventriloquism
Prerequisites: None
Benefit: You can make the sound of a whistle appear if its coming from somewhere else then from where youre actually standing. You gain Ghost Sound as a EX ability at will.

Ear Destroyer!
Prerequisites:Whistle Ventriloquism, level 5
Benefit: You can blow your whistle so hard, that in combination with your ability to project sound elsewhere, you can deafen opponents for a short time. As a standard action, you create a 10 foot burst within 60 feet of your current position. Every creature caught inside must make a Fortitude save 10+half Improviser level+Int mod or be deafened for 2d6 rounds.

Sonic Boom
Prerequisites: Ear Destroyer, level 11
Benefit: As a standard action, you can create an even bigger burst of sound than the Ear Destroyer, dealing 1d4 per 2 Improviser levels sonic damage and deafening creatures for 1 minute (Fort Save halves damage, negates deafen, same DC as Ear Destroyer).

High Pitch
Prerequisites: Whistle Ventriloquism, level 7
Benefit: You can produce such a high pitched sound that you break glass objects with them. You gain the spell Shatter as an EX ability at will.

Fishing for foes! (Fishing Rods)

Gotcha!
Prerequisites: None
Benefit: You can use a fishing pole to snag an opponent and restrict his movement. You can make a ranged touch attack against an enemy within 50 ft.. When it hits, make a grapple check. If you succeed, the opponent and you are considered grappling, but you still occupy your original squares. The opponent can break the rope with a Strength check appropriate for the kind of rope.

Clever Fishing
Prerequisites: Gotcha!
Benefit: You can add your Int mod to your grapple check modifier when using the Gotcha! Trick.

Watch your Step
Prerequisites: Gotcha!, level 7
Benefit: When grappling, make a opposed Int check with the creature you grappled as a free action once per turn. If you win, the creature falls prone.

Releasing the Tension
Prerequisites: Gotcha!, level 5
Benefit: By releasing the tension on the rope on just the right times, it’s is harder to break free. The Break DC of the rope is increased by your Int modifier.

Hammer Time! (Hammers)
Hammer Adept
Prerequisites: None
Benefit: You can use a hammer as a throwing weapon. It does 1d4 bludgeoning damage and has a crit multiplier of x3.

Clever Blow
Prerequisites: Hammer Adept
Benefit: You can hit an enemy right where he is most vulnerable. You gain an insight bonus on attack rolls equal to your Int modifier when throwing within 30 ft..

Hammer Head Crack
Prerequisites: Hammer Adept, Clever Blow, level 11
Benefit: Whenever you use Clever Blow successfully, you may choose to deal half damage. If you do so, you deal half your Int mod in Con damage.

Hammer Tumble
Prerequisites: Hammer Adept, Level 3
Benefit: Whenever you hit an enemy with a ranged attack with a hammer, you can make a trip attempt as a free action.

Hammer Stun
Prerequisites: Hammer Tumble, level 9
Benefit: As a full-round action, you can throw a hammer with great force and precision. The target must make a DC 10+half Improviser Level+Int mod Fort Save or be stunned for 1 round.

Hammer Flurry
Prerequisites: Hammer Adept, level 9
Benefit: When you make a full attack, you can pull additional hammers out of you Bag of All Trades, which enables you to make iteratives with hammers. However, you can only use Hammer Tumble and Hammer Stun on the first attack.

Come back, Hammer!
Prerequisites: Hammer Adept, level 11
Benefit: If you use any hammer as a throwing weapon, it automaticaly returns to you at the end of your turn.

Inventive Fighting (Martial Manoeuvres)
Inventive Brawl Initiate
Prerequisites: None
Benefit: You can select 2 manoeuvres or stances of the Fools Grip Discipline for which you meet the prerequisites. Your Initiator level is from now on ¾ your Improviser level. You can recover 1 manoeuvre by concentrating for 1 full round and doing nothing else.

Adept Brawler
Prerequisites: Inventive Brawl Initiate, Improviser level 3
Benefit: Your initiator level is now equal to your Improviser level. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

On the Fly Remembrance
Prerequisites: Inventive Brawl Initiate, Improviser level 3
Benefit: Your recovery method is now 1 manoeuvre as a standard action. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

Lightning Fast Memory
Prerequisites: On the Fly Remembrance, Improviser level 7
Benefit: Your recovery method is now all manoeuvres as a standard action. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

Instant Clarity
Prerequisites: Lightning Fast Memory, Improviser level 11
Benefit: Your recovery method is now all manoeuvres as a swift action. You can’t initiate a manoeuvre in the same turn as you recover. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

Expanded Fighting Style
Prerequisites: Inventive Brawl Initiate
Benefit: You can select 2 manoeuvres or stances from the Fools Grip Discipline for which you meet the prerequisites. You can take this Trick as many times as half your Intelligence bonus.

New Insights
Prerequisites: Adept Brawler, level 5
Benefit: You can select another Discipline from which you can pick maneouvres and stances when taking tricks from this trick-line. Pick one of the following disciplines: Circling Vulture (http://www.giantitp.com/forums/showthread.php?t=183826#post10181158), Wandering Eye (http://www.giantitp.com/forums/showthread.php?t=183826#post10181205), Fortunate Assailant (http://community.wizards.com/go/thread/view/75882/19520194). You also gain 1 strike from that discipline for which you meet the prerequisites.

Medic!! (Healing)

A Medic of Some Sorts
Prerequisites: None
Benefit: Each time you stabilize a dieing creature, you heal 1d12-3 hitpoints, this stacks with the Healing Hands Skill trick for a total of 1d12+1d6-3 healing. Can only be used on dieing creatures. Note that this can go down to -2 healing on a 1, dealing 2 damage. In addition, you gain a bonus on heal checks equal to your Int modifier.

A better sort of Medic
Prerequisites: A Medic of Some Sorts
Benefit: Instead of 1d12-3 hitpoints, you now heal 1d12 hitpoints on a dieing creature.

Emergency Stitching!
Prerequisites: A Medic of Some Sorts, level 5
Benefit: As a full round action, you can grant an adjacent ally temporary hitpoints equal to thrice his class level. These temporary hitpoints to not stack and last for 10 min.

Random Seringe
Prerequisites: A Medic of Some Sorts, level 5
Benefit: As a full round action, you can cure an adjacent ally of one status ailment she currently suffers from. The status ailment cured is chosen randomly. The seringe can cure: 1d4 Physical Ability Damage, Staggered, Confused, Sickened, 1 round of Stun, 1 round of Dazed, Dazzled, Diseased, Fatigue. It also neutralizes poison with a DC lower then 13+your Int mod.

Get out the Bandaid!
Prerequisites: Emergency Stitching!, level 11
Benefit: If you spend a full round action attending to an ally, that ally heals an amount of hitpoints equal to your Int mod x your Class level. Any ally can only benefit from this ability twice each day.

Adrenaline Shot
Prerequisites: A Medic of Some Sorts, level 9
Benefit: As a standard action, you can inject a ally with a strange substance. You don’t know what it is, but it will surely work! The ally injected gains a 1d4 alchemical bonus on strength, dexterity and constitution for 5 rounds. After those 5 rounds, that ally is fatigued for the rest of the encounter. Any ally can only benefit from the injection twice per day.

Super Seringe
Prerequisites: Adrenaline Shot, level 17
Benefit: You can whip out a very very strange seringe that gives your allies a very very big edge in combat for a while. As a full-round action, you can inject an adjacent ally. All mind effecting statuses are removed from that ally and he gains immunity for them for 5 rounds. In addition, his focus is greatly enhanced. The next attackroll he makes always hits and is automatically a critical hit. Creatures normally immune for critical hits still get 1.5x damage from the attack. After the 5 rounds end, the target is exhausted for the rest of the encounter. An ally can only benefit from this seringe once per day.


Yoink! (Crowbar)

Metal in da Face!
Prerequisites: None
Benefit: You can use a crowbar as a one handed weapon dealing 1d8 bludgeoning damage with a 19-20 critrange and x2 crit modifier. You can use the crowbar to make a disarm attempt. Such attempts gain a +2 bonus.

Wedge Armor
Prerequisites: Metal in da Face!, level 3
Benefit: If you hit an enemy with a crowbar, you make a Int check equal to 10+ half the hardness of the material of the armor. Natural armor has a hardness equal to the creatures HD for this purpose. If you succeed, the bonus granted by the armor or natural armor is decreased by your class level divided by 3 (Min +0 bonus). If the enemy has both armor and natural armor, only 1 can be effected with each attack. The penalties do not stack. Any armor damaged this way can be fixed by a DC 15 craft check, while any damage natural armor can be fixed by a DC 15 healcheck. This takes 5 minutes. These repair checks can only be made outside of combat.

Master Wedger
Prerequisites: Wedge Armor, level 5
Benefits: When using a crowbar to force open something, you gain a bonus on the Strenght check equal to your Int modifier. Also, you gain another +4 bonus on disarm attempts when wielding a crowbar.

Clever Wedging
Prerequisites: Wedge Armor, level 7
Benefit: You gain a bonus on the Int check to wedge an armor/natural armor equal to half your class level. In addition, you now reduce the armor/natural armor rating by your level divided by 2, instead of 3.


Do you still feel oke?(Poisons)
Poison Adept
Prerequisites: None
Benefit: You are never at risk poisoning yourself when applying poison to your weapon. You gain a +4 bonus on the crafting of poisons.

Where'd you got that stuff?
Prerequisites: Poison Adept, Level 5
Benefit: You can now use your Bag of All Trades to gain poison. You can get a poison out of your bag as a move action. To determine which poisons you can get, divide the market price of a poison by 10. If it is within your bag of all trades gold cap after the division, you can get 1 dose of that poison out of your bag. For example, Zealot’s Blade costs 350 gp. Divided by 10 yields 35 gp. You can get Zealot’s Blade poison out of your bag at level 9. Poison gained this way loses its potency if it is not used in 2 minutes. In addition, applying a poison that you got from your bag only takes a swift action.

Potent Poisons
Prerequisites: Where'd you got that stuff?, level 9
Benefit: All poisons you get out of your bag gain a bonus on the DC equal to half your Int Modifier.

Toxic Grenade
Prerequisites: Where'd you got that stuff?, level 13
Benefits: As a full-round action, you can throw a grenade at a location within 50 feet. This grenade is filled with 1 kind of inhaled toxin, which then affects everyone in a 10 feet radius. This Trick can be used Int modifier per day.

Reduce Resistance
Prerequisites: Poison Adept, Sneakattack +2d6
Benefit: By sacrificing 1d6 of sneakattack damage on a succesfull sneakattack, you can give the target a penalty to Fort saves against poisons equal to 25% of your Improviser level.


Something in between your toes.(Caltrops)

New and Improved!
Prerequisites: None
Benefits: Any caltrops that you get from your Bag of all Trades do Int modifier damage instead of just 1. Additionally, the caltrops gain a bonus on attack rolls equal to half your Improviser level.

Pointeh!
Prerequisites: New and Improved!
Benefits: Creatures with shoes or otherwise protected feet do not get a +2 bonus on AC. The caltrops ignore 5 point of damage reduction. In addition, the Heal DC to get rid of the movement penalty is 15+your Int modifier.

Dense Field
Prerequisites: New and Improved!, level 5
Benefit: Your opponents can no longer move at half speed through a caltrop field laid by you to prevent getting damaged. In addition, creatures down to Tiny are effected.

Great Field
Prerequisites: New and Improved!, level 5
Benefit: As a standard action, you can now lay down Int mod squares of 5 ft. of caltrops within 20 ft. of your position. These caltrops can have any property that doesnt have a limit. Special Caltrops with a limit (KABOEM caltrops) still need to be layed one 5 ft. square at a time.

Extra Pointeh!
Prerequisites: Pointeh!, level 7
Benefits: Your caltrops ignore up to 10 point of damage reduction. In addition, if someone want to magically cure the wounds created by a caltrop, they must succeed on a casterlevel check 10+your Improviser level.

Magnetic Caltrops
Prerequisites: New and Improved!, level 3
Benefits When somebody wearing metal on his person comes within 20 feet of a caltrop field, the caltrops move 10 feet towards him as a immediate action. This can only happen once per round. When there are multiple targets in range, roll randomly to see which one it follows.

Ultra Magnets
Prerequisites: Magnatic Caltrops, level 5
Benefits: The speed at which caltrops home in on an opponents is increased to 30 ft. and the detection radius is increased to 50 ft..

Clever Trigger
Prerequisites: New And Improved!, level 7
Benefit: Your Caltrops gain a bonus on attack and damage equal to your Int mod for a total of twice Int mod on damage and Half Improviser level+Int mod on attack.

KABOEM!
Prerequisites: Extra Pointeh!, level 11
Benefit: In addition to their normal effects, caltrops now also explode on the first creature they come in contact with, dealing 1d6 per 2 Improviser levels of force damage. Only 2 5ft. Squares of caltrops per encounter may be exploding caltrops.


Evasive Action! (Defenses)

Twitchy Bastard
Prerequisites: None
Benefit: You gain Uncanny Dodge. A Improviser can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Improviser already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Take Cover!
Prerequisites: Improviser level 3
Benefit: You gain Evasion. A Improviser can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Improviser is wearing light armor or no armor. A helpless Improviser does not gain the benefit of evasion.

Eyes in the Back of Ya Head.
Prerequisites: Twitchy Bastard, Improviser level 7
Benefit: You gain Improved Uncanny Dodge. A Improviser can no longer be flanked.
This defense denies someone with the ability to use the Sneak Attack class feature the ability to use it on the character by means of flanking, unless the attacker has at least four more sneak attack granting levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum sneak attack level required to flank the character.


Slippery M*therf*cker
Prerequisites: Take Cover!, Improviser level 11
Benefit: You gain Improved Evasion. This ability works like evasion, except that while the Improviser still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Improviser does not gain the benefit of improved evasion.


Home Sweet Home (Tent)

Nice and Cozy
Prerequisites: None
Benefit: When setting up a tent, you make sure everyone is nice and comfortable, no matter the weather outside. Everyone that stays inside your tent gets an Endure Elements effect. Also, instead of healing your level in hitpoints, a night spend inside a tent from your Bag of all Trades heals twice your level in hitpoints. This stacks with other similar effects such as long term care and a magic bedroll.

Really Nice Temperature
Prerequisites: Nice and Cozy, Level 5
Benefit: The atmosphere inside your tent is so relaxing and soothing, that is even has curing effects for the diseased and mentally ill. Instead of healing 1 ability damage per night, a night spend inside a tent from your Bag of all Trades heals two ability damage from each stat.

What is this, A Spa in a Bag?
Prerequisites: Really Nice Temperature, level 9
Benefit: You have such a good sense of temperature, how to pad your tent and other supplies that people experience a stay in your tent as almost supernaturally soothing. Instead of not healing ability drain at all, a night spend inside a tent from your Bag of all Trades heals one ability drain from each stat.

Survivalist’s Camo
Prerequisites: Nice and Cozy, Level 3
Benefit: You are adept in using nets and your environment to hide your tent from unwanted visitors. When setting up a tent, everyone who does not know that there is a tent at that exact spot must make a Spotcheck equal to 15+Improviser level+Int modifier to notice that there is a tent standing there.

Where Did You Hide Us Again?
Prerequisites: Survivalist’s Camo, Level 9
Benefit: You are so good in hiding your tent, that you somehow manage to hide it in a sort of extra dimensional space. Without magic. Yeah figure that one out. Whenever you set up a tent, you can opt to replace it with a Ropetrick with a casterlevel equal to your Improviser level. This is an Ex ability.


Really Shiny (Armor Polish)

Really Good Polish
Prerequisites: None
Benefit: You can conjure crazy good armor polish from your backpack which enhances the durability of your armor greatly. When spending 30 minutes polishing and brushing your armor, the armor's Armor bonus is increased by half your Int mod. In addition, your armor has 5 more hardness while treated this way. This polish lasts for 12 hours.

Godlike Polish
Prerequisites: Really Good Polish
Benefit: Your polish reaches near magic capabilities. When you have polished your armor, your armor's Armor bonus is increased by your Int mod, instead of half Int mod. In addition, your armor has 10 more hardness while treated instead of 5. Also, the polish lasts 24 hours, instead of 12.

Look at that Shininess
Prerequisites: Really Good Polish, Level 5
Benefit: Your armor is so brushed up so bright, that it blinds enemies trying to attack you. Whenever you are being attacked by a melee attack, the enemy must make a Fort save DC 10+half Improviser level+Int mod after the attack or be blinded for 1 round. This can only trigger once per round.

Shining Example
Prerequisites: Really Good Polish, level 7
Benefit: When you have treated your armor with your polish, you gain your Int modifier on Diplomacy and Intimidate.

Shining Exemplar
Prerequisites: Shining Example, level 11
Benefit: When wearing your armor and talking, people are awed by your shining aura of shininess. When taking a full-round action to give a speech about a random subject, all enemies within 20 ft. must make a Will save or be unable to attack you for 1 round. In addition, their first attack has a 20% miss chance because they are distracted by your awesomeness.


Scraptastic! (Homemade Armor)

A piece of Scrap Armor
Prerequisites: None
Benefit: You are a horder by nature. So you decide to use all the titbits to make yourself a good set of armor. By spending 4 hours working on your armor, you can make an armor with an armor bonus of +3, a max dexterity bonus of +7 and an armor check penalty of -2. This armor counts as light armor with which you are automaticly proficient. You can don and get out of the armor just fine, but as soon as someone without this Trick tries to don the armor, it falls apart.

Scrappy Doo!
Prerequisites: Scrap Armor, level 5
Benefit: You are a star at making scrappy armor really fast. You can now make a Scrap armor in 1 hour, instead of 4 hours.

Heap ‘o Scrap
Prerequisites: Scrap Armor, level 5
Benefit: You add even more scrap to your armor, increasing its Armor bonus to +7, but lowering its max dex to +5 and worsening the armor check penalty to -3. It also now counts as medium armor.

Scrappy Revenge
Prerequisites: Heap ‘o Scrap, level 7
Benefit: You add explosives to your armor, giving each attacker a nasty surprise when attacking you. The first time you are successfully attacked each round with a melee or 10 ft. reach attack, your armor explodes in your opponents face with a mighty bang. The attacker takes 1d6 fire damage per 2 Improviser levels damage from this retributive attack. However, your armor bonus decreases by 1 because you also blow away part of your armor. This also causes the max dex of the armor to rise by 1 and the armor check penalty to improve with 1. The maximum max dex is +10, while the minimum armor check penalty is -1. When your armor is at 0 armor bonus, it falls apart and becomes useless scrap, causing you to make another one.

Scraplosion
Prerequisites: Scrappy Revenge , level 11
Benefit: Instead of waiting for an attack, you can detonate your armor yourself as a standard action which provokes attacks of opportunity. This deals the same damage Scrappy Revenge would deal, but then in a 20 ft. burst. However, this reduces the armor bonus of your Scrap Armor by 3. When you’ve used this ability, you cannot use it for 3 rounds afterwards.

What the Scrap?!
Prerequisites: Scrap Armor, level 3
Benefit: You add some gizmo’s and stuff to your armor, making you lightning fast. You gain your Int mod on Reflex saves. In addition, your gain a 10 ft. circumstance bonus on your land speed.

Stealthy Scrap
Prerequisites: What the Scrap?!, level 5
Benefit: When standing still and with your back against a solid object at least one size catagory larger as you are, you blend in with your background. The enemy has to make a Spot check at DC 30 to notice you. This stealth fades the moment you move, even if it is 5 feet.

Explorative Scrappiness
Prerequisites: Stealthy Scrap, level 7
Benefit: You can move 10 ft. per round without breaking your stealth from Stealthy Scrap.
Feats

Need More Dakka!
Prerequisites: Improviser level 3
Benefit: You gain an Improvisational Trick for which you meet the prerequisites.
Special: You can take this feat multiple times, to a maximum of your Int modifier times.

Fight The Power!
Prerequisites: 6 Improvisational Tricks
Benefit: Once per encounter, you can empower your Tricks in one of the following ways:
Empower: Only appliable to a Trick that deal hitpoint damage. The damage dealt is increased by 50%.
Extend: Only appliable to a Trick with a duration. The duration is doubled.
Widen: Only appliable to a Trick with a area of effect. The area is doubled in size.
Inresistable: Only appliable to a Trick or Poison with a DC. The DC is increased by 3.

I'm looking to use it in an upcoming PbP, and one thing I'm confused on its how the Initiator Level works with this class.

1) when taking the ability granting IL equal to 3/4 class level, Is there a chart for maneuvers known/readied and stances known? And are the two tacked on strikes/stances an addition to this chart?

If there is no chart, are those two strikes/stances all you know? If you never take any other IL abilities in this class, are they all you'll ever know? For example, if I take the IL ability at level one, and leave it alone, am I left with two level one strikes at level 20?

If it's the latter, the scaling is missing from the ability, I think. All other Initiator classes have a re-learning ability that allows them to level up their maneuvers to scale in power level. Maybe in addition, when taking the ability, you are allowed to also retain one maneuver into another that you have the prereqs for?

Looking for clarification for my build using your class. Thanks for your work!

commander panda
2013-11-27, 08:32 AM
this is awesome! i fully intend to play this at some point.

now, i'm not a home brewer by any means, so feel free to ignore all this, but i felt like throwing out some suggestions for new skill paths.

-ten foot poll: i can totally see this class tieing an improvised flaming chair to the end of a poll and turning it into a reach weapon. you could also use it to trip people, i guess. the shenanigans are endless, really.
-manacles: i can imagin an improvisor finding a way to handcuff an enemies arm to his foot in melee, or to handcuff adjacent enemies together, or to handcuff themselves to things and people as a swift action (however that would definite them.:smalltongue:)
-alcohol: breath weapons. nuff said.
-rope: make a lasso, use tumble shenanigans to tie up large enemies, tie a log to the end and turn it into a 30 foot tripping weapon.
-traps: emulate the overpriced traps from the DMG. or possibly build the booby traps from DMG 2 on the fly.

thats all i got right now. feel free to ignore this, just had an itch to say it.

razorfloss
2014-05-08, 04:46 PM
bit of a nerco but can someone fix the table i don't' know how to do it

Mith
2014-05-08, 06:46 PM
I am picturing this with Gramarie, and I am amused.

commander panda
2014-05-09, 08:24 AM
bit of a nerco but can someone fix the table i don't' know how to do it



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Improvisational Skills
Bag Gold Cap


1st
+0
+0
+2
+2
Everything is my Weapon, Bag of all Trades, Improvisational Skills
2
1 gp


2nd
+1
+0
+3
+3
Sneak Attack +1d6, Trapfinding
2
2 gp


3rd
+2
+1
+3
+3
Split Second Weakness
3
4 gp


4th
+3
+1
+4
+4
Bonus Skilltricks, Expert Improviser (Take 10)
3
6 gp


5th
+3
+1
+4
+4
Sneak Attack +2d6, Insightful Impact
4
10 gp


6th
+4
+2
+5
+5
Clever Surprise
4
15 gp


7th
+5
+2
+5
+5
Expert Improviser (More Skills)
5
22 gp


8th
+6
+2
+6
+6
Sneak Attack +3d6, Bonus Skilltricks
5
30 gp


9th
+6
+3
+6
+6
Improvised Weapon Specialist
6
39 gp


10th
+7
+3
+7
+7
Expert Improviser (Take 10)
6
50 gp


11th
+8
+3
+7
+7
Sneak Attack +4d6, Skill Trick Mastery
7
61 gp


12th
+9
+4
+8
+8
Imbuing Improvisation
7
74 gp


13th
+9
+4
+8
+8
Perfect Instructor
8
90 gp


14th
+10
+4
+9
+9
Sneak Attack+5d6
8
110 gp


15th
+11
+5
+9
+9
Bonus Skill Tricks
9
130 gp


16th
+12
+5
+10
+10
Expert Improviser (Take 20)
9
150 gp


17th
+12
+5
+10
+10
Sneak Attack +6d6
10
180 gp


18th
+13
+6
+11
+11
Unending Improvisation
10/3
210 gp


19th
+14
+6
+11
+11
Unlimited Skill
11/3
250 gp


20th
+15
+6
+12
+12
Sneak Attack +7d6, Ultimate Improvisation
11/4
300 gp



it didn't work:smallmad::smallconfused:.
ok, i'm stumped.
never mind, i was just missing a bracket.

razorfloss
2014-05-09, 11:25 AM
Thank u for this

WaylanderX
2014-05-10, 06:04 PM
Thank u for this

Sorry for not responding earlier, for I was preoccupied. Thanks for the table, I updated the OP with this one.

Combine it with Gramarie? In what kind of way are you suggesting Mith?

Mith
2014-05-11, 01:08 AM
I kinda haunt the Gramarie thread here on gitp, I was picturing a Improviser with levels in Gramarie allowing for a furthur boost of it's improvisation. Both classes rely on being very creative with what you have. It likely isn't as good as I think it is though.

It's nothing to modify the class, it's more of a thought on synergy.