Amridell
2013-06-26, 03:41 PM
The Ghostly Warrior is a fighter-stylized class who revolves around illusions and confusing the enemy. The goal of a Ghostly Warrior is simple: become a one man army. When you fight one warrior from beyond the phantom wall, you soon fight two such warriors...then three...then four...
Lore and inspiration:
Ghostly Warriors are trained in monasteries, where they learn to fight not only as themselves, but as all of the fallen warriors of the Phantom Wall. During years of assassinations, conquests, and crusades the Brothers of the Phantom Wall have embarked on, they lost many of their once great legions, and they had been pushed back. In the Battle of Seven Steps, Thirik Hanstarse, the Brother’s rather useless pacifist monk, had a revelation: His fallen friends could still aid him. Pushed back into his study and about to be executed by a rather angry commander, he leapt up and punched him square in the chest out of desperation...and instead of stabbing him, the commander dodged a second attack! Confused, Thirik looked to find his ill fated rescuer...only to find himself. Soon, more of him began to show up. After only a little bit, twelve of Thirik took on his assailants, eventually pushing them back out of the study. Thirik fled, and began to teach his strange ways to a new Brothers of the Phantom Wall.
As for inspiration, I play a lot of DotA 2, and became obsessed with Phantom Lancer. Naturally, I started wondering how to play my strange legion in a Dungeons and Dragons campaign. So, uh, yeah. Not much else to say. I plagiarized a video game.
Special Mechanics
First off, the most important part: that unique, fun thing each class has, a la rogue sneak attack, or wizard spells, the druid’s wild shape, etc. The illusions!
So how do these ones differ from normal minor image spells? Well, first off, they are semi autonomous. Remember they’re controlled by fallen souls. Act like it! When an illusion is created, put a miniature down, you’ll need to remember where he is. While illusions deal no damage, they can certainly can soak it up! Weapons go through illusions, as it’s nothing but a trick of the light, but in the heat of battle, monsters and creatures often stop as they hit a target, which allows the illusions to perform VERY realistically. A DC 15(+1 per 2 levels) will save will counteract this and disbelieve them. You can also control them separately. They all move in the same turn as you, and get one standard action in the round they are created.
Onto the classes statistics;
Hit dice: d8
Skill points: 2+int modifier
Class skills: As fighter
Ghostly Warriors are proficient with all simple and martial weapons, and are proficient in the use of light and medium armor and shields, excluding tower shields.
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special
1st|+1|+0|+2|+0|Multiplicative strike (10%), Create illusion (1/2)
2nd|+2|+0|+3|+0|Multiplicative strike (20%), Illusionary stride
3rd|+3|+1|+3|+1|Evasion
4th|+4|+1|+4|+1|Multiplicative strike (30%), Create illusion (2/2)
5th|+5|+1|+4|+1|Multiplicative strike (40%), Tripping phantasm
6th|+6/+1|+2|+5|+2|Multiplicative strike (50%), Invisibility 1/day
7th|+7/+2|+2|+5|+2|Create illusion (3/2)
8th|+8/+3|+2|+6|+2|Improved Evasion
9th|+9/+4|+3|+6|+3|Compounding attack (+1)
10th|+10/+5|+3|+7|+3
11th|+11/+6/+1|+3|+7|+3|Multiplicative strike (60%)
12th|+12/+7/+2|+4|+8|+4|Create illusion (3/3), Invisibility 2/day
13th|+13/+8/+3|+4|+8|+4
14th|+14/+9/+4|+4|+9|+4|Compounding attack (+2)
15th|+15/+10/+5|+5|+9|+5|Arsenal images, Multiplicative strike (70%)
16th|+16/+11/+6/+1|+5|+10|+5|Multiplicative strike (80%), Create illusion (4/3), Invisibility 3/day
17th|+17/+12/+7/+2|+5|+10|+5
18th|+18/+13/+8/+3|+6|+11|+6|Multiplicative strike (90%)
19th|+19/+14/+9/+4|+6|+11|+6|Truthful image, Create illusion (5/3)
20th|+20/+15/+10/+5|+6|+12|+6|Multiplicative strike (100%)[/table]
Abilities explained:
Illusions: The illusions created by a Ghostly Warrior differ from minor and silent image in that they are slightly more real. While they cannot deal damage, they act as if they do for purposes of flanking. When disbelieving the illusions, a will save is granted only when they interact with something. So an illusion that stands around looks very real, whereas one that attacks would grant a will save. If an illusion is disbelieved, it stays in play, but cannot produce an image form multiplicative strike on the target that disbelieved it, and cannot act as if it deals damage to the non believer. Illusions act in the same turn as their master, and upon being summoned, are granted one standard action on the turn it's summoned in. The weapon an illusion wields is always non magical, but appears to have the same enchantment as the master's. This enchantment does not count towards attack rolls or damage from Truthful Images. The illusion's master can issue it orders as a free action. Illusions can be destroyed by weapons. Illusions are treated as having the same hit points as the master for this purpose. If the master dies, the illusions are dispelled.
Create illusion (x/y): Creates x illusions that last for 1+(level) rounds, and can be cast y times per day. They cannot produce multiplicative strikes.
Multiplicative strike: The Ghostly Warrior’s signature skill, every time a Ghostly Warrior or one of his illusions successfully hits with an attack, there is a chance to create an illusion of herself. The illusion appears to be nearly an exact copy of the Warrior. The Warrior has full control of the illusion and it acts in her turn. Illusions make attacks, but deal no damage. This is useful, as it can be used to cause a good fight for your party, or to set up a flank. You may only have 1 illusion/2 levels (minimum 1) from this ability at any one time.
Attacks made with a melee weapon adds +5% to multiplicative strike, as does attacking with a reach weapon.These benefits do stack, so a longspear adds +10%, while a whip adds only +5%, and a longsword adds +5%. If a melee weapon is thrown, it counts as a ranged weapon for purposes of multiplicative strike.
Illusionary Stride: The Ghostly Warrior becomes slightly ethereal, mimicking their ghost heritage, allowing them to walk through spaces occupied by opponents without provoking attacks of opportunity.
Evasion: Works as the Rogue's evasion. This effect is bestowed on illusions.
Tripping Phantasm: Illusions can make trip attempts at -2 penalty.
Invisibility: The Ghostly Warrior may cast invisibility as a Wizard of half his level.
Compounding attack: Every time an illusion hits with an attack, it lets the others know how an opponent will react, adding a bonus to the attack roles of the others. As the name implies, this stacks. So, if Azwraith is a 14th level Ghostly Warrior, and he has 5 illusions out, they will attack in a random order, with him always last. If all five illusions hit, he will gain a +10 circumstance bonus to his attack. The stacks only count on illusions that the target believes, and only work on a single target. So if Azwraith has his illusions attack one target while he attacks another, he gains no bonuses.
Arsenal Images: Illusions may now be created using whatever weapon the Warrior chooses. So even if the Warrior herself is holding a longbow, she could choose to create a spear toting illusion. The weapons are non magical, even if the wielder's weapon is magical.
Truthful image: Illusions are now somewhat of a piece of the physical plane, and deal half damage to targets. Illusions can no longer be disbelieved.
And that concludes it! Any criticism (provided it’s constructive) is more than encouraged, as I’m a bit certain there’s something I screwed up/forgot. Thanks for reading my first ever homebrew!
Note: this has never been playtested, and may just be broken in tons of ways. I have no idea whether or not this thing is any good. Please help me by reporting things that seem overpowered/underpowered, as I’m going almost completely on intuition. I’m not asking you to play one to level 20, but maybe to level 8. Thank you.
Lore and inspiration:
Ghostly Warriors are trained in monasteries, where they learn to fight not only as themselves, but as all of the fallen warriors of the Phantom Wall. During years of assassinations, conquests, and crusades the Brothers of the Phantom Wall have embarked on, they lost many of their once great legions, and they had been pushed back. In the Battle of Seven Steps, Thirik Hanstarse, the Brother’s rather useless pacifist monk, had a revelation: His fallen friends could still aid him. Pushed back into his study and about to be executed by a rather angry commander, he leapt up and punched him square in the chest out of desperation...and instead of stabbing him, the commander dodged a second attack! Confused, Thirik looked to find his ill fated rescuer...only to find himself. Soon, more of him began to show up. After only a little bit, twelve of Thirik took on his assailants, eventually pushing them back out of the study. Thirik fled, and began to teach his strange ways to a new Brothers of the Phantom Wall.
As for inspiration, I play a lot of DotA 2, and became obsessed with Phantom Lancer. Naturally, I started wondering how to play my strange legion in a Dungeons and Dragons campaign. So, uh, yeah. Not much else to say. I plagiarized a video game.
Special Mechanics
First off, the most important part: that unique, fun thing each class has, a la rogue sneak attack, or wizard spells, the druid’s wild shape, etc. The illusions!
So how do these ones differ from normal minor image spells? Well, first off, they are semi autonomous. Remember they’re controlled by fallen souls. Act like it! When an illusion is created, put a miniature down, you’ll need to remember where he is. While illusions deal no damage, they can certainly can soak it up! Weapons go through illusions, as it’s nothing but a trick of the light, but in the heat of battle, monsters and creatures often stop as they hit a target, which allows the illusions to perform VERY realistically. A DC 15(+1 per 2 levels) will save will counteract this and disbelieve them. You can also control them separately. They all move in the same turn as you, and get one standard action in the round they are created.
Onto the classes statistics;
Hit dice: d8
Skill points: 2+int modifier
Class skills: As fighter
Ghostly Warriors are proficient with all simple and martial weapons, and are proficient in the use of light and medium armor and shields, excluding tower shields.
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special
1st|+1|+0|+2|+0|Multiplicative strike (10%), Create illusion (1/2)
2nd|+2|+0|+3|+0|Multiplicative strike (20%), Illusionary stride
3rd|+3|+1|+3|+1|Evasion
4th|+4|+1|+4|+1|Multiplicative strike (30%), Create illusion (2/2)
5th|+5|+1|+4|+1|Multiplicative strike (40%), Tripping phantasm
6th|+6/+1|+2|+5|+2|Multiplicative strike (50%), Invisibility 1/day
7th|+7/+2|+2|+5|+2|Create illusion (3/2)
8th|+8/+3|+2|+6|+2|Improved Evasion
9th|+9/+4|+3|+6|+3|Compounding attack (+1)
10th|+10/+5|+3|+7|+3
11th|+11/+6/+1|+3|+7|+3|Multiplicative strike (60%)
12th|+12/+7/+2|+4|+8|+4|Create illusion (3/3), Invisibility 2/day
13th|+13/+8/+3|+4|+8|+4
14th|+14/+9/+4|+4|+9|+4|Compounding attack (+2)
15th|+15/+10/+5|+5|+9|+5|Arsenal images, Multiplicative strike (70%)
16th|+16/+11/+6/+1|+5|+10|+5|Multiplicative strike (80%), Create illusion (4/3), Invisibility 3/day
17th|+17/+12/+7/+2|+5|+10|+5
18th|+18/+13/+8/+3|+6|+11|+6|Multiplicative strike (90%)
19th|+19/+14/+9/+4|+6|+11|+6|Truthful image, Create illusion (5/3)
20th|+20/+15/+10/+5|+6|+12|+6|Multiplicative strike (100%)[/table]
Abilities explained:
Illusions: The illusions created by a Ghostly Warrior differ from minor and silent image in that they are slightly more real. While they cannot deal damage, they act as if they do for purposes of flanking. When disbelieving the illusions, a will save is granted only when they interact with something. So an illusion that stands around looks very real, whereas one that attacks would grant a will save. If an illusion is disbelieved, it stays in play, but cannot produce an image form multiplicative strike on the target that disbelieved it, and cannot act as if it deals damage to the non believer. Illusions act in the same turn as their master, and upon being summoned, are granted one standard action on the turn it's summoned in. The weapon an illusion wields is always non magical, but appears to have the same enchantment as the master's. This enchantment does not count towards attack rolls or damage from Truthful Images. The illusion's master can issue it orders as a free action. Illusions can be destroyed by weapons. Illusions are treated as having the same hit points as the master for this purpose. If the master dies, the illusions are dispelled.
Create illusion (x/y): Creates x illusions that last for 1+(level) rounds, and can be cast y times per day. They cannot produce multiplicative strikes.
Multiplicative strike: The Ghostly Warrior’s signature skill, every time a Ghostly Warrior or one of his illusions successfully hits with an attack, there is a chance to create an illusion of herself. The illusion appears to be nearly an exact copy of the Warrior. The Warrior has full control of the illusion and it acts in her turn. Illusions make attacks, but deal no damage. This is useful, as it can be used to cause a good fight for your party, or to set up a flank. You may only have 1 illusion/2 levels (minimum 1) from this ability at any one time.
Attacks made with a melee weapon adds +5% to multiplicative strike, as does attacking with a reach weapon.These benefits do stack, so a longspear adds +10%, while a whip adds only +5%, and a longsword adds +5%. If a melee weapon is thrown, it counts as a ranged weapon for purposes of multiplicative strike.
Illusionary Stride: The Ghostly Warrior becomes slightly ethereal, mimicking their ghost heritage, allowing them to walk through spaces occupied by opponents without provoking attacks of opportunity.
Evasion: Works as the Rogue's evasion. This effect is bestowed on illusions.
Tripping Phantasm: Illusions can make trip attempts at -2 penalty.
Invisibility: The Ghostly Warrior may cast invisibility as a Wizard of half his level.
Compounding attack: Every time an illusion hits with an attack, it lets the others know how an opponent will react, adding a bonus to the attack roles of the others. As the name implies, this stacks. So, if Azwraith is a 14th level Ghostly Warrior, and he has 5 illusions out, they will attack in a random order, with him always last. If all five illusions hit, he will gain a +10 circumstance bonus to his attack. The stacks only count on illusions that the target believes, and only work on a single target. So if Azwraith has his illusions attack one target while he attacks another, he gains no bonuses.
Arsenal Images: Illusions may now be created using whatever weapon the Warrior chooses. So even if the Warrior herself is holding a longbow, she could choose to create a spear toting illusion. The weapons are non magical, even if the wielder's weapon is magical.
Truthful image: Illusions are now somewhat of a piece of the physical plane, and deal half damage to targets. Illusions can no longer be disbelieved.
And that concludes it! Any criticism (provided it’s constructive) is more than encouraged, as I’m a bit certain there’s something I screwed up/forgot. Thanks for reading my first ever homebrew!
Note: this has never been playtested, and may just be broken in tons of ways. I have no idea whether or not this thing is any good. Please help me by reporting things that seem overpowered/underpowered, as I’m going almost completely on intuition. I’m not asking you to play one to level 20, but maybe to level 8. Thank you.