PDA

View Full Version : Suggestions on developing a homebrew class? (3.5 rules)



Shinzutalos
2014-03-17, 02:47 PM
I've been thinking about making a specific class for years and wanted some suggestions on gameplay/balance (I'm still on the idea stage).

Here's the idea: A fighter/mage archetype that can change/add/remove an enchantment on a weapon on the fly (I'm talking about in-combat) to better favor him/her in whatever combat scenario he/she is in.

Let me know any suggestions for this class. I really want to make this class happen.

Larkas
2014-03-17, 03:05 PM
I've been thinking about making a specific class for years and wanted some suggestions on gameplay/balance (I'm still on the idea stage).

Here's the idea: A fighter/mage archetype that can change/add/remove an enchantment on a weapon on the fly (I'm talking about in-combat) to better favor him/her in whatever combat scenario he/she is in.

Let me know any suggestions for this class. I really want to make this class happen.

Just to make sure, have you ever read the Soulknife?

Shinzutalos
2014-03-17, 03:24 PM
I have, but I am talking about enchanting a manufactured weapon on the fly with more traditional enchantments (Fire, Cold, Shock, etc.).
I hope I made this more clear

Mathemagician7
2014-03-17, 03:53 PM
The boys at Paizo made a class that does just that. You might be able to mine their class for ideas, or just adopt it if it does what you're looking for.

http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html

Specifically this ability of the magus:

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Renen
2014-03-17, 04:04 PM
The moral of the story: Anything you think you can do, someone already done.