LordErebus12
2014-02-04, 04:56 PM
i'm gonna create a charisma based class called the Woad Warrior.
It uses the "essence" of monsters it has defeated, gaining some of their powers to use in combat. Once it absorbs an "essence", it can create elaborate body markings, referred to as Woads (referencing the blue dye that is often used to make them). These intricate knotwork patterns adorn the woad warrior, allowing him to tap into the essence of the creature's power that the woad represents.
To use these woads, the woad warrior enters a unique form, referred to as the Primal Form. While in this state, the woads glow with supernatural power, granting the woad warrior the unique powers associated with the markings. while they do not polymorph you into the creatures directly, you gain spectral aura-like features of many of the creature's traits while in frimal form. For Instance, someone who uses a primal beholder woad augment might have spectral 10 eyestalks around his head, which would also feature the classic main eye.
got the class layed out, but the Woads themselves need to be created. From what I've come up with, they do not stack with same slot magical items, meaning if you have a neck woad, you cannot gain the benefit of wearing a magical necklace or talisman that uses the same slot while in your Primal Form (although you can still wear it as normal and use it while not in Primal Form).
this thing reminds me of Blue Mages from Final Fantasy, although I do not want to use that too much in the planning of it all. It was the conceptual idea, but I've tried to remove much of the flavor from it in my mind.
My plan with Woad Augments is this... (almost) each creature in the five monster manuals will end up with 1-3 woads, which depending on what level you are, you can access once you defeat one in battle. woads are off until you enter primal form, at which point they all activate simultaneously. I figure entering into primal form will be a full round action.
Alignment: Any Non-Lawful.
Hit Die: d10.
Class Skills
The Woad Warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Generally Painting) (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering / geography / nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Woad Warrior
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Woad Augments
1st|+0|+2|+2|+0|Absorb Essence, Primal Form 1/Day, Woad Augments (Lesser)|2
2nd|+1|+3|+3|+0||3
3rd|+2|+3|+3|+1||3
4th|+3|+4|+4|+1| Primal Form 2/Day |4
5th|+3|+4|+4|+1||4
6th|+4|+5|+5|+2||5
7th|+5|+5|+5|+2||5
8th|+6/+1|+6|+6|+2| Primal Form 3/Day, Woad Augments (Greater) |6
9th|+6/+1|+6|+6|+3||6
10th|+7/+2|+7|+7|+3||7
11th|+8/+3|+7|+7|+3||7
12th|+9/+4|+8|+8|+4| Primal Form 4/Day |8
13th|+9/+4|+8|+8|+4||8
14th|+10/+5|+9|+9|+4||9
15th|+11/+6/+1|+9|+9|+5||9
16th|+12/+7/+2|+10|+10|+5| Primal Form 5/Day, Woad Augments (Primal) |10
17th|+12/+7/+2|+10|+10|+5||10
18th|+13/+8/+3|+11|+11|+6||11
19th|+14/+9/+4|+11|+11|+6||11
20th|+15/+10/+5|+12|+12|+6| Primal Form 6/Day |12
Light and Medium Armor.
Shields.
All Simple and Martial Weapons.
It uses the "essence" of monsters it has defeated, gaining some of their powers to use in combat. Once it absorbs an "essence", it can create elaborate body markings, referred to as Woads (referencing the blue dye that is often used to make them). These intricate knotwork patterns adorn the woad warrior, allowing him to tap into the essence of the creature's power that the woad represents.
To use these woads, the woad warrior enters a unique form, referred to as the Primal Form. While in this state, the woads glow with supernatural power, granting the woad warrior the unique powers associated with the markings. while they do not polymorph you into the creatures directly, you gain spectral aura-like features of many of the creature's traits while in frimal form. For Instance, someone who uses a primal beholder woad augment might have spectral 10 eyestalks around his head, which would also feature the classic main eye.
got the class layed out, but the Woads themselves need to be created. From what I've come up with, they do not stack with same slot magical items, meaning if you have a neck woad, you cannot gain the benefit of wearing a magical necklace or talisman that uses the same slot while in your Primal Form (although you can still wear it as normal and use it while not in Primal Form).
this thing reminds me of Blue Mages from Final Fantasy, although I do not want to use that too much in the planning of it all. It was the conceptual idea, but I've tried to remove much of the flavor from it in my mind.
My plan with Woad Augments is this... (almost) each creature in the five monster manuals will end up with 1-3 woads, which depending on what level you are, you can access once you defeat one in battle. woads are off until you enter primal form, at which point they all activate simultaneously. I figure entering into primal form will be a full round action.
Alignment: Any Non-Lawful.
Hit Die: d10.
Class Skills
The Woad Warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Generally Painting) (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering / geography / nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Woad Warrior
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Woad Augments
1st|+0|+2|+2|+0|Absorb Essence, Primal Form 1/Day, Woad Augments (Lesser)|2
2nd|+1|+3|+3|+0||3
3rd|+2|+3|+3|+1||3
4th|+3|+4|+4|+1| Primal Form 2/Day |4
5th|+3|+4|+4|+1||4
6th|+4|+5|+5|+2||5
7th|+5|+5|+5|+2||5
8th|+6/+1|+6|+6|+2| Primal Form 3/Day, Woad Augments (Greater) |6
9th|+6/+1|+6|+6|+3||6
10th|+7/+2|+7|+7|+3||7
11th|+8/+3|+7|+7|+3||7
12th|+9/+4|+8|+8|+4| Primal Form 4/Day |8
13th|+9/+4|+8|+8|+4||8
14th|+10/+5|+9|+9|+4||9
15th|+11/+6/+1|+9|+9|+5||9
16th|+12/+7/+2|+10|+10|+5| Primal Form 5/Day, Woad Augments (Primal) |10
17th|+12/+7/+2|+10|+10|+5||10
18th|+13/+8/+3|+11|+11|+6||11
19th|+14/+9/+4|+11|+11|+6||11
20th|+15/+10/+5|+12|+12|+6| Primal Form 6/Day |12
Light and Medium Armor.
Shields.
All Simple and Martial Weapons.