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KaiserSozay
2013-04-10, 09:05 AM
Quicksilver Quartermaster

Role: The quicksilver quartermaster is a master of his unique weapon literally turning it into any weapon he needs. While the quartermaster's versatility sees him fit a variety of roles, his durability as well as his mastery of many different weapons allows him to suit any combat role.

Alignment: Any

Hit Die: 1d10

Starting Wealth: 3d6 x 10gp (Average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills


The Quicksilver Quartermaster's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Stealth (Dex) and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table:

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

1st|+1|+2|+2|+0|Quicksilver Weapon, Mutable Arsenal |5|

2nd|+2|+3|+3|+0| (Weapon Trick)|6|

3rd|+3|+3|+3|+1| Weapon Form, Overrun|7|

4th|+4|+4|+4|+1| Adaptive Focus, Exploit +1dX |8|

5th|+5|+4|+4|+1| (Weapon Trick), Overrun|9|

6th|+6/+1|+5|+5|+2| Bonus Feat, Quicksilver Flare|10|

7th|+7/+2|+5|+5|+2| Material Replication, Overrun|11|

8th|+8/+3|+6|+6|+2| (Weapon Trick), Exploit +2dX|12|

9th|+9/+4|+6|+6|+3| Overrun |13|

10th|+10/+5|+7|+7|+3| Quicksilver Visage, Bonus Feat|14|

11th|+11/+6/+1|+7|+7|+3| (Weapon Trick), Overrun|15|

12th|+12/+7/+2|+8|+8|+4| Exploit +3dX|16|

13th|+13/+8/+3|+8|+8|+4| Overrun |17|

14th|+14/+9/+4|+9|+9|+4| Bonus Feat, (Weapon Trick)|18|

15th|+15/+10/+5|+9|+9|+5| Overrun |19|

16th|+16/+11/+6/+1|+10|+10|+5| Exploit +4dX |20|

17th|+17/+12/+7/+2|+10|+10|+5| (Weapon Trick), Overrun |21|

18th|+18/+13/+8/+3|+11|+11|+6| Bonus Feat |22|

19th|+19/+14/+9/+4|+11|+11|+6|Overrun |23|

20th|+20/+15/+10/+5|+12|+12|+6| Quicksilver Body, (Great Weapon Trick), Exploit +5dX|25|

[/table]

KaiserSozay
2013-04-10, 09:06 AM
Class Features

The following are class features of the Quicksilver Quartermaster.

Weapon and Armor Proficiency

A quicksilver quartermaster is proficient with no weapons and is proficient with light and medium armour as well as shields (excluding tower shields).

Quicksilver Weapon (Su)

At 1st level the Quicksilver Quartermaster gains the use of a unique weapon capable of changing forms as dictated in the Mutable Arsenal class feature. For the quartermaster to gain the use of a new weapon he must also sacrifice a masterwork weapon of the same type as a template, with the exception of the weapons he has access to from first level. A quicksilver weapon is always treated as if it was masterwork. Unlike other weapons the Quicksilver Weapon must absorb other weapons abilities to become stronger.
For Example:
A +2 weapon turns into a +1 weapon when your weapon absorbs its power and goes from a +1 to a +2 weapon.
A +2 weapon turns into a +0 weapon when your weapon absorbs its power and goes from a +0 to a +2 weapon.
A +1 weapon may not be used to turn your +1 weapon into a +2 weapon
Special abilities may be absorbed or may instead count as enhancement bonuses at the quartermasters choice.

Mutable Arsenal (Su)

Beginning at first level gains access to the 'Change Pool'. The change pool is a pool of points representing the amount which the quicksilver quartermaster can alter his weapon. At each level the quartermaster gains additional change points to spend. Once spent change points may not be altered (Save with the GM's permission). The Quartermaster gains additional change points equal to 1/2 his Charisma Modifier (rounded down). The Quartermaster may spend his points in anyway save that at 1st level he must purchase at least two weapons. The Quartermaster is automatically assumed to have proficiency with any piece of equipment in his arsenal. Changing between weapons is a free action.

Weapon Trick (Needs new name)

At 2nd level and every four levels after the Quicksilver Quartermaster's learns to master a certain aspect of his fighting style gaining the ability to do interesting and versatile things with different weapons in different situations.

Overrun (Su)

Parasites overrun your body, have certain effects etc. etc. needs more work

Weapon Form (Su)

At 3rd level the Quicksilver Quartermaster's weapon increases in power. The Quartermaster may now choose to form a shield, a second weapon or a weapon that deals damage as if one size category larger, chosen at the time this ability is taken.

Adaptive Focus (Ex)

Beginning at 4th level, the Quicksilver Quartermaster may now apply any weapon specific feat such as weapon focus to his quicksilver weapon in all forms. This does not allow multiple identical feats to stack. This potentially counts as a prerequisite for weapon focus on a specific weapon or other-such prerequisite providing you can form the correct weapon.

Exploit

By attacking unexpectedly with various weapons the quicksilver quartermaster can deal extra damage.

The quartermasters attack deals extra damage (called "precision damage") the first time the quartermaster strikes with a weapon in an encounter. This extra damage is 1dX, were X is your weapons damage die (For example a spiked chain would do 2d4 extra, while a greataxe would do 1d12 extra) at 4th level, and increases by 1dX every four quicksilver quartermaster levels thereafter. Should the quartermaster score a critical hit with exploit, this extra damage is not multiplied.

The quartermaster 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 quicksilver quartermaster cannot exploit while striking a creature with concealment.

Quicksilver Flare

At 6th level, the quartermaster learns how to expel the parasite on his body at great speeds temporarily. This deals 1 x Class level + 1dClass level Damage to all opponents within 30 feet and may apply exploit (XdClass Level additional damage). The opponents must make a reflex save DC 10 + 1/2 class level + Charisma modifier or take full damage. A successful save results in taking half damage. The quartermaster may activate this ability 1+1/2 charisma modifier times per day. Upon using the ability the Quartermaster may not use any of his quicksilver abilities until he pulls his parasites back to him which takes a move action or happens automatically at the end of his next turn.

Material Replication (Su)

Beginning at 7th level, the Quicksilver Quartermaster may now alter the structure of his weapon briefly allowing him to strengthen his weapons or overcome the damage reduction of certain weapons. As a move action the quartermaster may apply any weapon material to his weapon for (1 + Class level + Charisma modifier) rounds per day. These rounds need not be spent consecutively. Changing directly from one material to another take a full round action and reverting back to base form happens immediately save that you may not apply another material that turn if you revert to base form.

Quicksilver Visage (Su)

At 10th level, the quartermasters face is partially covered by the parasites, causing his face to have an expressionless and fearsome visage. The Quartermaster gains a +3 bonus to bluff, intimidate and perception but takes the same penalty on diplomacy and disguise. The quartermaster is also treated as if dark vision out to 30ft (or increases existing darkvision by 15 ft) and detect magic permanently.
A number of rounds equal to 1 + Charisma modifier + 1/2 class level per day the quartermaster is treated as if under the effects of See Through Stone (http://www.d20pfsrd.com/magic/all-spells/s/see-through-stone) save that he is blinded for a number of rounds equal to half the duration (rounded up) at the end of the duration. The rounds used for the spell need not be consecutive.

Quicksilver Body (Su)

At 20th level, the quicksilver parasites have infested the quartermasters entire body. For a number of rounds equal to 1 + 1/2 class level + charisma modifier per day the quartermaster may become pool of quicksilver with the swarm subtype and is treated as if under the effects of Freedom of Movement (http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement). He may still attack as normal. If he uses Quicksilver Flare during this time he may reform anywhere in the radius. The rounds need not be consecutive and reforming is a free action, ignoring the usual penalties associated with quicksilver flare.
In addition the passive bonuses from quicksilver visage are doubled as are the penalties.

KaiserSozay
2013-04-10, 09:07 AM
The Change Pool

The ability to use many weapons in different ways is the signature ability of the Quicksilver Quartermaster, allowing him to swap his fighting style effectively to deal with different threats. Below lies an incomplete list of ways to spend the change pool.

Simple Weapon - 1 Point
Martial Weapon - 2 Points
Exotic Weapon - 3 Points

Once Avaliable:

Shield - 2 Points
Tower Shield - 3 Points
Second Weapon - As with all other weapons
Oversized Weapon - 1 point

Weapon Tricks


Desperate Effort: When using a trip weapon you may choose to drop your weapon and fall prone to also trip your opponent, no save allowed.

Pole-arm Vault: While using a pole-arm with reach the quartermaster is able to jump an additional 5 feet high and 10 feet horizontally and deals an extra 1d6 damage with his next hit this round whenever he uses this ability to avoid an obstacle or vault off a wall.

Quick Flare: Returning your parasites to you after a quicksilver flare is a swift action and quicksilver flare gains a +2 bonus to the DC.

Deadly Flare: Quicksilver flare does an additional 1dClass level damage and causes all opponents hit to begins bleeding taking 1 damage at turn until they succeed a DC 15 heal check or receive magical healing from any source.

Razor Whip: The quicksilver quartermaster deals lethal damage with a whip and may deal damage to armoured enemies.

Fluid Charge: The quartermaster may change direction during a charge but receives a further -1 to AC for each time he changes direction.

Spatial Combatant: As a move action the quicksilver quartermaster may move up to his land speed feet along a wall as long as he starts and finishes his turn on the ground, this may be used as part of a charge providing you can reach your opponent, with your remaining movement or by jumping off the wall.

Whirling Blades: If the quartermaster has a weapon in his off-hand he may expend an attack of opportunity each time an opponent hits him to attack that enemy with his offhand weapon, all attacks with whirling blades are made at your full attack bonus -3.

Parasitic Recall: If the quartermaster is disarmed he may recall his weapon to him as a move action as long as it is within 30 ft.

Fend Off: Whenever the quartermaster is using a reach weapon to perform an attack of opportunity and that weapon could reasonably push someone away with its haft, such as a spear, the quartermaster may choose to deal minimum damage and push stop the target from moving any further.

Accurate Attack: The Quartermaster may trade damage for hit with a 1:1.5 ratio (Rounded Down). This ability may not be used in conjunction with power attack and may not reduce the damage so that it could deal less then 1 damage.

Surprise Dive: The quartermaster may choose to end his move action by diving up to 10 additional feet and going prone. This also gives him a +4 to hit if he throws his weapon. This attack counts for applying exploit regardless of whether or not the quartermaster has already used exploit with the weapon thrown.

To be completed


Overrun


Fingers: The check required to disarm you is increased by +2 and your fists deal damage as if one size category larger, deal lethal damage and do not provoke attacks of opportunity (Counts as improved unarmed strike).
You take a -1 penalty to climb, disable device, use magic device and sleight of hand.

Hair: When ever you use quicksilver flare you may re-roll any 1's or 2's on the dice. The square you occupy as quicksilver body is treated as if covered in caltrops with a DC of 25.
If you have concealment from any source save cover that concealment is reduced by 5%.

Feet: You gain a swim speed of 20 feet. If this ability is taken again the swim speed increases to 30ft.

Legs: Gain a +5 bonus speed. This bonus stacks with all other bonuses to speed.
Treat your strength as 1 less for purposes of determining lifting capacity.

Lungs: For all purposes you are treated as if you have the feat Endurance save that the check to avoid drowning is increased by an additional +4.
Inhaled poisons are treated as if they had a +1 bonus to their DC.

Teeth: You gain a bite attack which deals 1d6 Piercing damage. This bite attack is always treated as a secondary attack. Biting your opponent may trigger exploit.

Stomach: You gain immunity to ingested poisons and receive +2 to your fortitude save.
The effect of potions is reduced by 25% (rounded up). This reduces either the amplitude or the duration of the effect not both.

Skin: Increases your natural armour by +3. This feature may be taken twice.
Silvery patches appear all over the body (taken once). The rest of this skin has a silvery sheen (taken twice). Decreases disguise and stealth by 1 each time it is taken.

Blood: Any time an enemy strikes you in melee range they take 2 damage and their weapon's hardness is decreased by 1 until they spend 1 minute cleaning it. This feature may be taken up to three times, multiply all numbers by the number of times this feature is taken.
All healing effects are reduced by 2/4/6 depending on how many ranks you have taken.

Joints: Increases your escape artist check by 1/4 class level +1 (Rounded down). Also increases your fly check by +3.
Decreases your hit by 1.

Spine: You gain +2 to your Reflex save.
NOT COMPLETE

Brain: You receive +2 to your Will save.
NOT COMPLETE

Ones with Prerequisites:
Air Sacs: You may hold your breathe for twice as long before having to make checks and checks are made half as often. Must have taken the Lungs Overrun.
Double the disadvantages given by lungs.

Nails: You gain a claw attack on each hand dealing 1d8 damage. Must have taken the Fingers Overrun.
Decreases all dexterity skill checks by -1.

KaiserSozay
2013-04-12, 10:07 AM
Note to self flavour of a magical parasite sounds good.

NEW CLASS IDEA: BOOSTER, Boosts himself temporarily with drawbacks afterwards



Bladestorm Mage

Role:

Alignment: Any

Hit Die: 1d8

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

Class Skills


The bladestorm mage's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Table:

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

1st|+0|+0|+2|+2|Blade Manipulation, Focus, Limit |8|

2nd|+1|+0|+3|+3||10|

3rd|+2|+1|+3|+3| |12|

4th|+3|+1|+4|+4| |14|

5th|+3|+1|+4|+4| |16|

6th|+4|+2|+5|+5| |18|

7th|+5|+2|+5|+5| |20|

8th|+6/+1|+2|+6|+6| |22|

9th|+6/+1|+3|+6|+6| |24|

10th|+7/+2|+3|+7|+7| |26|

11th|+8/+3|+3|+7|+7| |29|

12th|+9/+4|+4|+8|+8| |31|

13th|+9/+4|+4|+8|+8| |33|

14th|+10/+5|+4|+9|+9||35|

15th|+11/+6/+1|+5|+9|+9| |37|

16th|+12/+7/+2|+5|+10|+10| |39|

17th|+12/+7/+2|+5|+10|+10| |41|

18th|+13/+8/+3|+6|+11|+11| |43|

19th|+14/+9/+4|+6|+11|+11| |45|

20th|+15/+10/+5|+6|+12|+12| |48|

[/table]

Blade Manipulation:

Gives the bladestorm mage the ability to telekinetically move blades around at a range. The amount that the mage can do with these blades is dependent on his supply of limit. Limit is used to fuel the mages ability to use the blades and as the mage reaches his limit it becomes progressively more difficult to control his blades. Each point above the limit that the mage has reached is the DC that he must make to continue using his blades, failing the DC results in a loss of manipulation equal to the amount the DC was failed by. For the remainder of the encounter the highest DC reached is used for the remainder of the encounter unless the mage acts to lower this the DC usually by focusing or by activating class abilities.

Possible Different blade forms include: Movement, Reach, Single combat.