Leviting
2014-01-10, 12:44 AM
While Ive never played before, the homebrews and SRD looked cool, so I decided to try brewing up a class. Please help me balance it, make it reasonable, fix glaring errors, etc. Also, please tell me if this should use some sort of spell list. Im just figuring those out:smallwink:
The Shard Knight
Hit die: d8
Abilities: As a powerful melee combatant, Strength is a very important ability for Shard Knights. Finally, Wisdom is crucial, as it increases the amount of clusters a Shard Knight can use at a time.
Races: Most Shard Knights are humanoids, but otherwise, it can be any race.
Alignment: any lawful or chaotic alignment. Shard Knights are not passive people.
Background: Many Shard Knights are either parts of cults or act as elite soldiers, fighting for order or abiding by the cult’s rules, or are anarchists/rebels, creating chaos and freedom.
Weapon and armor proficiencies:
The Shard Knight is proficient in all swords and daggers, including the bastard sword as an exotic weapon. He is proficient in light, medium, and armor, but not any form of shields. If the character multi classed to Shard Knight, they immediately lose shield proficiency.Note: many Techniques require an unoccupied off hand.
Skills: Balance(Dex), Climb(Str), Heal(Wis), Hide(Dex), Intimidate(Cha), Tumble(Dex), Use rope(Dex), Escape artist(Dex), Sense motive(Wis), Sleight of hand(Dex), Spot(Wis), Disable device(Int), Autohypnosis(Wis).
Skill Points at each level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Wind Slash, Recall
2nd|+2|+3|+0|+3|Suplex Stab
3rd|+3|+3|+1|+3|Empty Hand
4th|+4|+4|+1|+4|Shockwave
5th|+5|+4|+1|+4|Particle Lift
6th|+6/+1|+5|+2|+5|Skewer
7th|+7/+2|+5|+2|+5|Shardic Blades
8th|+8/+3|+6|+2|+6|Empty Set
9th|+9/+4|+6|+3|+6|Cluster Plate
10th|+10/+5|+7|+3|+7|Greater Shockwave
11th|+11/+6/+1|+7|+3|+7|Unleashed Hate
12th|+12/+7/+2|+8|+4|+8|Maglev
13th|+13/+8/+3|+8|+4|+8|Hurricane Slash
14th|+14/+9/+4|+9|+4|+9|Particulated Blade
15th|+15/+10/+5|+9|+5|+9|Shunpo
16th|+16/+11/+6/+1|+10|+5|+10|Static Shards
17th|+17/+12/+7/+2|+10|+5|+10|Brainstorm
18th|+18/+13/+8/+3|+11|+6|+11|Greater Particulated Blade
19th|+19/+14/+9/+4|+11|+6|+11|Inner Hate
20th|+20/+15/+10/+5|+12|+6|+12|Final Hate
[/table]
Techniques:
Shard Knights use clusters as a resource for using many of their Techniques. These refer to the small metallic shards they control. When not in use, the shards orbit the Shard Knight's body. A Shard Knight has [class level]/2 + [wisdom] clusters. A cluster used in a constant effect Technique, such as Cluster Plate, can be accessed at any time, but can only be repurposed every other round. An Technique that is not a continuous effect leaves the shards where the struck (or missed) the target, and return back to the Shard Knight 2 squares per round.
Executions: Executions are Techniques that only can be used when they would kill the targeted enemy. Said enemy must also be below 1/3 health. If the enemy is not killed by the execution, the user is vulnerable to an attack of opportunity. If the attack of opportunity hits, it deals critical damage. If the execution is successful, the Shard Knight regains half of the damage dealt as health, or gains only a quarter of the damage as health and regains five lost constitution points. All executions are cost 1 standard action.
Suplex stab (level 2) Can only be used while flanking an enemy, requires a melee weapon and 1 cluster.You stab the target, throw it behind you, and drill your weapon into its chest. Deals melee damage + 1.5 times your class level. At level 10 this increases to 2 times your class level.
Empty set. (Level 8). Can only be used on helpless, stunned, or dazed enemies. Said enemies must have a heart. Requires 2 clusters and an unoccupied hand. You cluster shards around your hand to form a metal claw, plunge the claw into the enemy's chest, and rip it's heart out, dealing (class level/3)^2 + 1d6 damage + 1d4 constitution damage for 2 rounds. At level 15 this becomes (class level/3)^2 + 4d4 damage + 1d4 constitution damage for 2 rounds.
Brainstorm (level 17). Can only be used on enemies somehow suspended in the air. Said enemy must have a brain. Requires 3 clusters and an unoccupied hand. You send shards into the brain of the enemy through any opening in the head, including the eye sockets and ears. This deals (class level/2)^2 + 2d10 damage, deals 1d6 damage to intelligence, charisma and wisdom, and blinds the enemy(save negates). Enemies who survive are rendered stunned. This Technique can only be used once every 3d4 rounds.
Non-Execution Techniques
Non-Execution techniques use 1 standard action, unless stated otherwise.
Wind Slash (level 1). Requires 2 clusters and an unoccupied hand. You slice through the air with a sheet of shards, dealing [class level] x 4 damage and staggering the enemy.
Recall (level 1). You return all your shards away from you back to your person, making them available for use.
Empty Hand (level 3). Requires 2 clusters. You can now grab items up to 10 pounds per class level(15 per level if it is a ferrous metal) with magnetism from up to six squares away, carrying them with shards and magnetic energy.
Shockwave (level 4). requires 1 cluster. You swing your weapon with massive force, assisted by magnetism. This deals 1.5 times regular attack damage, 1d6 force damage, and 1d6 sonic damage. This also stuns the enemy(if save, only staggers) and knocks it back 1 square. However, it also causes 1 temporary constitution damage, which recovers in 2 rounds from the massive bodily exertion required.
Particle Lift (level 5). Requires 4 clusters (5 for large, 6 for huge, etc). You slide the clusters along the ground, and when they are underneath the target, you lift them and the clusters up to 20 feet up into the air for up to 2 rounds. Reflex save negates. This does not do damage, and is safe to use on friendly targets, though the target is staggered over the duration of the Technique, and takes fall damage upon it’s end.
Skewer (level 6) requires 5 clusters. You launch a harpoon formed of shards at a target enemy up to 15 yards (9 squares) away. Upon hitting the enemy, it deals [class level]d4 . You then can either choose to knock the target prone and stunned or pull it toward you as a swift action, staggering it and placing it 1 square away from you, making the shards available your next turn. If you choose neither, the target is rendered dazed and remains in place.
Shardic Blades (level 7)The Shard Knight forms a blade in his unoccupied hand. This uses 2 clusters to form a claw, which acts as a dagger, 3 to from a shortsword, and 5 to from a longsword. These weapons have a 19-20/x2 critical chance. The hand equipping this weapon is still considered unoccupied for the purposes of using other Techniques.
Cluster Plate (level 9) The Shard Knight forms plates of tightly clustered shards to defend himself. This requires 2 clusters to add 1 AC(armor bonus), and can be used up to five times at once.
Greater Shockwave (level 10) The Shard Knight can now use Shockwave up to three times per round. Each time the Technique is used on the same enemy consecutively, it deals an additional 1d6 force damage and 1d6 sonic damage. Upon the third strike, it also deals 2d4 lightning damage and knocks the target back ten yards (six squares). The enemy takes 1d6 bludgeoning damage if it hits a wall or barrier before traveling backwards.
Unleashed Hate (level 11) The Shard Knight unleashes emotions bottled up for weeks, months, or even years. This Technique requires a target. The Shard Knight gains blindsight and can now use shockwave without the constitution penalty until the target is dead or for [class level]/2 + 1d4 rounds, whichever comes first. Upon the end of the Technique, all un-taken constitution damage is divided by two and taken retroactively. If said constitution damage would cause the character’s score to pass below zero, he is instead left unconscious with 1 constitution and -1 hit points.
MagLev (level 12) Requires three clusters. The Shard Knight can now levitate with the power of magnetism. He gains a fly speed equal to his run speed x 1.5, and is immune to effects that would hurt him if he was on the ground.
Hurricane Slash (level 13) Requires 7 clusters and an unoccupied hand. A simple gust of metal shards is not enough. This Technique acts the same as a standard wind slash, but hits all enemies within 3 squares of the Shard Knight, and deals an additional 1d4 force and 1d4 lightning damage.
Particulated Blade (level 14) Requires 1 cluster. You can now impart you blade (or Shardic Blade) with one of the following enhancements (+1):
Flaming: You have shards on the blade create friction, heating it to burning temperature.
Keen: Shards swirl around the tip of the blade, extending out to hit farther enemies and extending your reach
Shock: You use your power of magnetism to make your blade crackle with static electricity, electrocuting enemies on hit.
Vicious: Shards swirl around the blade at high speed, shredding the flesh of friend and foe alike(though mostly that of foe).
Wounding: Shards embed themselves in the wounds formed by the blade, ripping blood vessels as they leave.
Returning: Shards embed themselves in the hilt of the blade, pulling it back to you in the case of disarmament. This can be used even if the weapon would normally not qualify for this Technique.
Shunpo (level 15) Requires 2 clusters (only 1 if MagLev is active). You dash through the target enemy, appearing behind it and leaving a trail of shards behind. This deals weapon damage to the target enemy, and renders it flat footed. This cannot be used if there are obstacles between you and the enemy. If you are asked how you do this, you legitimately don’t know.
Static Shards (level 16) Requires all clusters to be on your person. As a full round action, you impart all your shards with massive amounts of static electricity, causing all of your Techniques to do 2d6 additional lightning
damage for 2 rounds, but commits 1/4 of your shards to maintaining the static electricity. This includes Shardic Blades.
Greater Particulated Blade (level 18) Requires 1 Cluster. You can now impart your blade (or Shardic Blade) with any of the following enhancements (+1 unless axiomatic/anarchic). This can be used in conjunction with Particulated Blade (level 14).
Anarchic (+2): Your shards work in conjunction with your chaotic ideals, swirling randomly and hurting those of order.
Axiomatic (+2): Your shards work in conjunction with you lawful ideals, swirling in an orderly manner and hurting those of chaos.
Flaming Burst: Shards rapidly slide together, creating massive friction in short bursts, causing fiery explosions occasionally upon hits.
Throwing/Seeking: You can now through your blade at high speed, carried by shards, and magnetically curve its path to strike enemies.
Shocking Burst: You use your powers of magnetism to make your blade randomly intensely crackle with electricity, occasionally causing electric discharges upon hits.
Thundering: You strike with massive magnetically assisted force, occasionally shattering the ear drums (and bones) of your victims with sonic energy.
Inner Hate (level 19) When under the effects of Unleashed Hate, you can use Inner Hate, which clears all visible emotion from your body and controls your body as an exact, calculated vessel of rage. Unleashed Hate lasts twice as long, and you gain a +5 bonus to accuracy with all attacks and Techniques, along with +5 AC and +5 to all saves. Along with this, the target is aware of what is going on, and becomes sickened and dazzled.
Final Hate (level 20) You must prepare this Technique at least 5 minutes before it is used by completing a 1 hour long ritual. Upon being killed, this Technique becomes active. You return to life with full health as an undead. You instantly gain Unleashed Hate, gain telepathy, and you gain MagLev for free(it doesn't require shards). Your heart turns to crystal and ignites with fire, and your eyes begin blazing in their sockets. You remain in this form until you kill whatever caused your death, you take a damage equal to twice your hit points, or for five minutes. When you kill the target enemy, you return to normal life. If you have taken more damage than you have hit points, but less than twice your original hit points, you are left unconscious with 1 constitution and -1 hit points. The defeated target cannot be raised from the dead with anything short of a miracle or wish. If you take more than twice your original hit point in damage, or five minutes elapse, you fall to your knees, stagger back, then burn to ashes, which are rapidly scattered. When under the effects of this Technique, you can use Greater Skewer.
Greater Skewer (level 20) Requires five clusters. Rather than launching one harpoon of shards, you launch five, impaling the wrists, ankles, and heart of the target. This functions exactly the same as a standard Skewer, except you gain a +2 to all rolls and enemies struck by it are also rendered helpless.
The Shard Knight
Hit die: d8
Abilities: As a powerful melee combatant, Strength is a very important ability for Shard Knights. Finally, Wisdom is crucial, as it increases the amount of clusters a Shard Knight can use at a time.
Races: Most Shard Knights are humanoids, but otherwise, it can be any race.
Alignment: any lawful or chaotic alignment. Shard Knights are not passive people.
Background: Many Shard Knights are either parts of cults or act as elite soldiers, fighting for order or abiding by the cult’s rules, or are anarchists/rebels, creating chaos and freedom.
Weapon and armor proficiencies:
The Shard Knight is proficient in all swords and daggers, including the bastard sword as an exotic weapon. He is proficient in light, medium, and armor, but not any form of shields. If the character multi classed to Shard Knight, they immediately lose shield proficiency.Note: many Techniques require an unoccupied off hand.
Skills: Balance(Dex), Climb(Str), Heal(Wis), Hide(Dex), Intimidate(Cha), Tumble(Dex), Use rope(Dex), Escape artist(Dex), Sense motive(Wis), Sleight of hand(Dex), Spot(Wis), Disable device(Int), Autohypnosis(Wis).
Skill Points at each level: 4 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Wind Slash, Recall
2nd|+2|+3|+0|+3|Suplex Stab
3rd|+3|+3|+1|+3|Empty Hand
4th|+4|+4|+1|+4|Shockwave
5th|+5|+4|+1|+4|Particle Lift
6th|+6/+1|+5|+2|+5|Skewer
7th|+7/+2|+5|+2|+5|Shardic Blades
8th|+8/+3|+6|+2|+6|Empty Set
9th|+9/+4|+6|+3|+6|Cluster Plate
10th|+10/+5|+7|+3|+7|Greater Shockwave
11th|+11/+6/+1|+7|+3|+7|Unleashed Hate
12th|+12/+7/+2|+8|+4|+8|Maglev
13th|+13/+8/+3|+8|+4|+8|Hurricane Slash
14th|+14/+9/+4|+9|+4|+9|Particulated Blade
15th|+15/+10/+5|+9|+5|+9|Shunpo
16th|+16/+11/+6/+1|+10|+5|+10|Static Shards
17th|+17/+12/+7/+2|+10|+5|+10|Brainstorm
18th|+18/+13/+8/+3|+11|+6|+11|Greater Particulated Blade
19th|+19/+14/+9/+4|+11|+6|+11|Inner Hate
20th|+20/+15/+10/+5|+12|+6|+12|Final Hate
[/table]
Techniques:
Shard Knights use clusters as a resource for using many of their Techniques. These refer to the small metallic shards they control. When not in use, the shards orbit the Shard Knight's body. A Shard Knight has [class level]/2 + [wisdom] clusters. A cluster used in a constant effect Technique, such as Cluster Plate, can be accessed at any time, but can only be repurposed every other round. An Technique that is not a continuous effect leaves the shards where the struck (or missed) the target, and return back to the Shard Knight 2 squares per round.
Executions: Executions are Techniques that only can be used when they would kill the targeted enemy. Said enemy must also be below 1/3 health. If the enemy is not killed by the execution, the user is vulnerable to an attack of opportunity. If the attack of opportunity hits, it deals critical damage. If the execution is successful, the Shard Knight regains half of the damage dealt as health, or gains only a quarter of the damage as health and regains five lost constitution points. All executions are cost 1 standard action.
Suplex stab (level 2) Can only be used while flanking an enemy, requires a melee weapon and 1 cluster.You stab the target, throw it behind you, and drill your weapon into its chest. Deals melee damage + 1.5 times your class level. At level 10 this increases to 2 times your class level.
Empty set. (Level 8). Can only be used on helpless, stunned, or dazed enemies. Said enemies must have a heart. Requires 2 clusters and an unoccupied hand. You cluster shards around your hand to form a metal claw, plunge the claw into the enemy's chest, and rip it's heart out, dealing (class level/3)^2 + 1d6 damage + 1d4 constitution damage for 2 rounds. At level 15 this becomes (class level/3)^2 + 4d4 damage + 1d4 constitution damage for 2 rounds.
Brainstorm (level 17). Can only be used on enemies somehow suspended in the air. Said enemy must have a brain. Requires 3 clusters and an unoccupied hand. You send shards into the brain of the enemy through any opening in the head, including the eye sockets and ears. This deals (class level/2)^2 + 2d10 damage, deals 1d6 damage to intelligence, charisma and wisdom, and blinds the enemy(save negates). Enemies who survive are rendered stunned. This Technique can only be used once every 3d4 rounds.
Non-Execution Techniques
Non-Execution techniques use 1 standard action, unless stated otherwise.
Wind Slash (level 1). Requires 2 clusters and an unoccupied hand. You slice through the air with a sheet of shards, dealing [class level] x 4 damage and staggering the enemy.
Recall (level 1). You return all your shards away from you back to your person, making them available for use.
Empty Hand (level 3). Requires 2 clusters. You can now grab items up to 10 pounds per class level(15 per level if it is a ferrous metal) with magnetism from up to six squares away, carrying them with shards and magnetic energy.
Shockwave (level 4). requires 1 cluster. You swing your weapon with massive force, assisted by magnetism. This deals 1.5 times regular attack damage, 1d6 force damage, and 1d6 sonic damage. This also stuns the enemy(if save, only staggers) and knocks it back 1 square. However, it also causes 1 temporary constitution damage, which recovers in 2 rounds from the massive bodily exertion required.
Particle Lift (level 5). Requires 4 clusters (5 for large, 6 for huge, etc). You slide the clusters along the ground, and when they are underneath the target, you lift them and the clusters up to 20 feet up into the air for up to 2 rounds. Reflex save negates. This does not do damage, and is safe to use on friendly targets, though the target is staggered over the duration of the Technique, and takes fall damage upon it’s end.
Skewer (level 6) requires 5 clusters. You launch a harpoon formed of shards at a target enemy up to 15 yards (9 squares) away. Upon hitting the enemy, it deals [class level]d4 . You then can either choose to knock the target prone and stunned or pull it toward you as a swift action, staggering it and placing it 1 square away from you, making the shards available your next turn. If you choose neither, the target is rendered dazed and remains in place.
Shardic Blades (level 7)The Shard Knight forms a blade in his unoccupied hand. This uses 2 clusters to form a claw, which acts as a dagger, 3 to from a shortsword, and 5 to from a longsword. These weapons have a 19-20/x2 critical chance. The hand equipping this weapon is still considered unoccupied for the purposes of using other Techniques.
Cluster Plate (level 9) The Shard Knight forms plates of tightly clustered shards to defend himself. This requires 2 clusters to add 1 AC(armor bonus), and can be used up to five times at once.
Greater Shockwave (level 10) The Shard Knight can now use Shockwave up to three times per round. Each time the Technique is used on the same enemy consecutively, it deals an additional 1d6 force damage and 1d6 sonic damage. Upon the third strike, it also deals 2d4 lightning damage and knocks the target back ten yards (six squares). The enemy takes 1d6 bludgeoning damage if it hits a wall or barrier before traveling backwards.
Unleashed Hate (level 11) The Shard Knight unleashes emotions bottled up for weeks, months, or even years. This Technique requires a target. The Shard Knight gains blindsight and can now use shockwave without the constitution penalty until the target is dead or for [class level]/2 + 1d4 rounds, whichever comes first. Upon the end of the Technique, all un-taken constitution damage is divided by two and taken retroactively. If said constitution damage would cause the character’s score to pass below zero, he is instead left unconscious with 1 constitution and -1 hit points.
MagLev (level 12) Requires three clusters. The Shard Knight can now levitate with the power of magnetism. He gains a fly speed equal to his run speed x 1.5, and is immune to effects that would hurt him if he was on the ground.
Hurricane Slash (level 13) Requires 7 clusters and an unoccupied hand. A simple gust of metal shards is not enough. This Technique acts the same as a standard wind slash, but hits all enemies within 3 squares of the Shard Knight, and deals an additional 1d4 force and 1d4 lightning damage.
Particulated Blade (level 14) Requires 1 cluster. You can now impart you blade (or Shardic Blade) with one of the following enhancements (+1):
Flaming: You have shards on the blade create friction, heating it to burning temperature.
Keen: Shards swirl around the tip of the blade, extending out to hit farther enemies and extending your reach
Shock: You use your power of magnetism to make your blade crackle with static electricity, electrocuting enemies on hit.
Vicious: Shards swirl around the blade at high speed, shredding the flesh of friend and foe alike(though mostly that of foe).
Wounding: Shards embed themselves in the wounds formed by the blade, ripping blood vessels as they leave.
Returning: Shards embed themselves in the hilt of the blade, pulling it back to you in the case of disarmament. This can be used even if the weapon would normally not qualify for this Technique.
Shunpo (level 15) Requires 2 clusters (only 1 if MagLev is active). You dash through the target enemy, appearing behind it and leaving a trail of shards behind. This deals weapon damage to the target enemy, and renders it flat footed. This cannot be used if there are obstacles between you and the enemy. If you are asked how you do this, you legitimately don’t know.
Static Shards (level 16) Requires all clusters to be on your person. As a full round action, you impart all your shards with massive amounts of static electricity, causing all of your Techniques to do 2d6 additional lightning
damage for 2 rounds, but commits 1/4 of your shards to maintaining the static electricity. This includes Shardic Blades.
Greater Particulated Blade (level 18) Requires 1 Cluster. You can now impart your blade (or Shardic Blade) with any of the following enhancements (+1 unless axiomatic/anarchic). This can be used in conjunction with Particulated Blade (level 14).
Anarchic (+2): Your shards work in conjunction with your chaotic ideals, swirling randomly and hurting those of order.
Axiomatic (+2): Your shards work in conjunction with you lawful ideals, swirling in an orderly manner and hurting those of chaos.
Flaming Burst: Shards rapidly slide together, creating massive friction in short bursts, causing fiery explosions occasionally upon hits.
Throwing/Seeking: You can now through your blade at high speed, carried by shards, and magnetically curve its path to strike enemies.
Shocking Burst: You use your powers of magnetism to make your blade randomly intensely crackle with electricity, occasionally causing electric discharges upon hits.
Thundering: You strike with massive magnetically assisted force, occasionally shattering the ear drums (and bones) of your victims with sonic energy.
Inner Hate (level 19) When under the effects of Unleashed Hate, you can use Inner Hate, which clears all visible emotion from your body and controls your body as an exact, calculated vessel of rage. Unleashed Hate lasts twice as long, and you gain a +5 bonus to accuracy with all attacks and Techniques, along with +5 AC and +5 to all saves. Along with this, the target is aware of what is going on, and becomes sickened and dazzled.
Final Hate (level 20) You must prepare this Technique at least 5 minutes before it is used by completing a 1 hour long ritual. Upon being killed, this Technique becomes active. You return to life with full health as an undead. You instantly gain Unleashed Hate, gain telepathy, and you gain MagLev for free(it doesn't require shards). Your heart turns to crystal and ignites with fire, and your eyes begin blazing in their sockets. You remain in this form until you kill whatever caused your death, you take a damage equal to twice your hit points, or for five minutes. When you kill the target enemy, you return to normal life. If you have taken more damage than you have hit points, but less than twice your original hit points, you are left unconscious with 1 constitution and -1 hit points. The defeated target cannot be raised from the dead with anything short of a miracle or wish. If you take more than twice your original hit point in damage, or five minutes elapse, you fall to your knees, stagger back, then burn to ashes, which are rapidly scattered. When under the effects of this Technique, you can use Greater Skewer.
Greater Skewer (level 20) Requires five clusters. Rather than launching one harpoon of shards, you launch five, impaling the wrists, ankles, and heart of the target. This functions exactly the same as a standard Skewer, except you gain a +2 to all rolls and enemies struck by it are also rendered helpless.