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pieman2945
2013-03-17, 10:13 AM
Hey guys, I wanted to try a class, so ! decided to model something off of Brent Weeks' Night Angel Trilogy, The Wetboy. First homebrew, you understand. I might have been a little too liberal with my bonus feats. This is a class for pathfinder, that can easily be adapted.
Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Wetboy's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise

(Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform

(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Ride (Dex) Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Table: Wetboy
{table=head]Level|BAB|Ref|Fort|Will|Talent|Special

1st|+1|+2|+0|+0|+1| Sneak attack +1d6, Bonus Feat, Talent, Talent Ability

2nd|+2|+3|+0|+0|+2| Evasion, Talent ability, Shooter

3rd|+3|+3|+1|+1|+2| Sneak attack +2d6, Bonus feat

4th|+4|+4|+1|+1|+3| Poisoner's art, uncanny dodge

5th|+5|+4|+1|+1|+4| Sneak attack +3d6

6th|+6/+1|+5|+2|+2|+4| Talent ability, Bonus feat

7th|+7/+2|+5|+2|+2|+5| Sneak attack +4d6

8th|+8/+3|+6|+2|+2|+6| Improved uncanny dodge, Poisoner's art

9th|+9/+4|+6|+3|+3|+6| Sneak attack +5d6, Bonus feat

10th|+10/+5|+7|+3|+3|+7| Advanced ability, Talent ability

11th|+11/+6/+1|+7|+3|+3|+8| Sneak attack +6d6

12th|+12/+7/+2|+8|+4|+4|+9| Bonus feat, Poisoner's art

13th|+13/+8/+3|+8|+4|+4|+10| Sneak attack +7d6

14th|+14/+9/+4|+9|+4|+4|+11| Talent ability

15th|+15/+10/+5|+9|+5|+5|+11| Sneak attack +8d6, Bonus feat

16th|+16/+11/+6/+1|+10|+5|+5|+12| Posioner's art

17th|+17/+12/+7/+2|+10|+5|+5|+13| Sneak attack +9d6

18th|+18/+13/+8/+3|+11|+6|+6|+13| Talent ability, Bonus feat

19th|+19/+14/+9/+4|+11|+6|+6|+14| Sneak attack +10d6

20th|+20/+15/+10/+5|+12|+6|+6|+15| Master strike, Poisoner's art
[/table]
Class Features

The following are class features of the Wetboy.

Weapon and Armor Proficiency

Wetboys are proficient with all simple and martial weapons, plus all crossbows, the bola, whip, lasso, grappling hook, sawtooth sabre, garrote and

bastard sword. They are proficient with light armor, but not with shields.

Talent
The Wetboy gains a measure of Talent points equal to his Constitution score times 3. Every level, the Wetboy adds his new level's bonus to his previous

score. The Wetboy abilities are classified as body magic, so any class or feat that applies to body magic applies to this. These points are replenised

by sunlight instantaneously or by a flame of medium size or larger at 10 points/round. The talent can be used to fuel abilities. The Wetboy can not use

more than twice his class level in points at once.

Shooter
At 2nd level, the Wetboy gets the rogue's sniper talent



Sneak Attack


If a Wetboy can catch an opponent when he is unable to defend himself effectively from an attack, he can strike a vital spot for extra damage.

The Wetboy's attack deals extra damage (called "precision damage") anytime His target would be denied a Dexterity bonus to AC (whether the target

actually has a Dexterity bonus or not), or when the Wetboy flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two

Wetboy levels therafter. Should the Wetboy score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as

sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Wetboy can make a sneak attack that deals nonlethal damage instead

of lethal damage. he cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Wetboy must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Wetboy cannot sneak attack while

striking a creature with concealment.

Trapfinding

A Wetboy adds 1/2 His level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Wetboy can use Disable

Device to disarm magic traps.

Evasion (Ex)

At 2nd level and higher, a Wetboy 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 Wetboy is wearing light armor

or no armor. A helpless Wetboy does not gain the benefit of evasion.

Talent abilities

As a Wetboy gains experience, he learns a number of talents that aids him and confound His foes. Starting at 2nd level, a Wetboy gains one Talent

ability. he gains an additional Talent ability for every 4 levels of Wetboy attained after 2nd level. A Wetboy cannot select an individual talent more

than once.


The Wetboy automaticly gets some abilities at first level, as detailed below:

Cloak: As a swift action, The Wetboy can wrap himself in shadow and muffle His footsteps with Talent for a duration equal to his wetboy level plus half the points expended, giving himself a bonus to stealth equal to twice the points expended plus his wetboy level for the cloak.

Strength: The wetboy can strengthen his limbs using his Talent. As a swift action, the Wetboy can strengthen his limbs for a number of rounds equal to his wetboy level plus his constitution score. He gets a bonus to attack rolls, damage rolls, all strength-based skills and acrobatics, as well as a

bonus of 20 ft to all speeds. The strength also increases the damage of unarmed attacks to 1d8, and causes lethal or nonlethal damage at the Wetboy's

disgression.

These talents require purchase:

Self Illusion: Taking 24 hours, The Wetboy can adjust their features to appear as another person. The illusion lasts for as long as the wetboy desires, and the bonus to disguise equals the points spent. The illusion does not hold up to any physical contact more than rain.

Voice throwing: The Wetboy can throw his voice a number of feet equal to the number of points expended times 5. This is a free action.

Glamour: The Wetboy can make himself look like a predetermined descriptor, different to each person. This may be used to augument a bluff, diplomacy, or intimidate check equal to the number of points expended as a move action

Martial talent: When this ability is selected, the Wetboy can choose one Rogue talent. This can be chosen multiple times, but the Wetboy can never

choose the same talent twice.

Mimic: The wetboy can mimic any voice perfectly, giving a bonus to bluff ten times the amount of points spent to convince people the voice is real. This is a free action.


Advanced Abilities

At 10th level, and every four levels thereafter, a Wetboy can choose one of the following advanced abilities in place of a Talent ability.


Phantom Hands:As a swift action, The Wetboy can choose to release a number of phantom hands, to accomplish tasks. The hands last one round, and the number created equals

one-quarter the points expended. The hands can make unarmed attacks, Catch a hold while falling, make disarm attempts with a bonus to CMB equal to the

points expended, give a defense for the next round, with a +2 for each hand to defense, or anything a regular arm can do.

Wall climb: This ability allows the Wetboy to adhere to any surface as a swift action and costing a number of points equal to the climb DC for the wall. While adhered, the wetboy can not fall off of a building with a failed climb check

Illusion: As a Full-Round action, The Wetboy can create an illusion mimicking any object or humanoid, complete with sound. The DC for disbelieving the illusion equals three times the points spent.

Advanced Martial Talent: When this ability is selected, the Wetboy can choose one Advanced Rogue talent. This can be chosen multiple times, but the Wetboy can never choose the same talent twice.


Bonus Feat
The Wetboy gains bonus feats, as the Fighter

Poisoner's Art
Starting at 4th level, the wetboy can create poisons at a reduced price. The Wetboy can fashion substitutes for all plant-based poisons at any

apocathary for four fiths of the usual price. The wetboy can reduce this price by one fith every four levels, culminating at no cost at level 20. The

wetboy gains a choice of one of these feats, regardless of prequisites, every four levels: Master of poisons, poison healing, poison expert, poison

master, poison specilization.


Uncanny Dodge (Ex)

Starting at 4th level, a Wetboy can react to danger before His senses would normally allow him to do so. he cannot be caught flat-footed, nor does he

lose His Dex bonus to AC if the attacker is invisible. he still loses His Dexterity bonus to AC if immobilized. A Wetboy with this ability can still

lose His Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If a Wetboy already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)

A Wetboy of 8th level or higher can no longer be flanked.

This defense denies another Wetboy or Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Wetboy

levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the

minimum Wetboy level required to flank the character.

Master Strike (Ex)

Upon reaching 20th level, a Wetboy becomes incredibly deadly when dealing sneak attack damage. Each time the Wetboy deals sneak attack damage, he can choose one of the following three effects:

The target can be...

put to sleep for 1d4 hours

paralyzed for 2d6 rounds, or

slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the
Wetboy's level + the Wetboy's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is
made, that creature is immune to that Wetboy's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this
ability.

ErrantX
2013-03-17, 03:39 PM
Welcome to the 'brewing world!

While I think you've definitely put effort into what you have here and you've got a promising start, my critique here would say that this is rather limited in scope. In the Night Angel trilogy, people who have the Talent can train to become Wetboys, yes, but not everyone does (most simply can't). They still use their Talent, and Wetboy training is only one of a myriad of options.

My advice to you would be to start at the beginning and work forward; created a Talented base class, and then move on to have Wetboy as a Prestige Class, and then you could make the various robe colors and cultural groups in that world as Prestige Classes, and have something for the Vir on the side as well. Base classes are broad in scope and ability, and prestige classes are specialists in a field. Wetboy screams specialist to me.

Just a thought!

-X

Jormengand
2013-03-18, 11:52 AM
What I will say is that bonus feats do not make good class features - that's why loads of people hate the fighter.

Zale
2013-03-19, 06:42 AM
You would also probably get more in-depth reviews if the ability formatting was better.

Bold and Italics are your friends.

pieman2945
2013-03-21, 10:42 PM
Thanks, all.
ErrantX- I plan some other classes, later on. This is just a Test for the talent, and brewing in general. I also don't think any other magi use body magics, including the Chantry, as per the Accords.

Jormengand- People don't like the fighter because he Only gets bonus feats. If you have any alternatives, please feel free!:smallbiggrin:

Zale- Thanks! fixing now.