Teapot Salty
2014-04-18, 09:07 PM
Hey guys. First and foremost, sorry about the length of the post, but to fit all the stuff I wanted, it needed to be pretty long. Anyway, this is the first base class that I've built from scratch, and if I missed anything I would be very grateful if you pointed it out. Also, if anyone could tell me how to make a table, that would be awesome. The goal here was to make a class that felt dangerous and agile. One that would be fun to play. Since almost all my games have ships of some sort, it inspired me to make a pirate. If anyone could provide me with information as to what tier it would be in, that is also much appreciated. So without further ado: The Pirate:
Pirate
Hit die: 1d10
Full BAB
Good Reflex and fortitude saves, poor will save.
Skill points: 6+int modifier (x4 at level 1)
Class Skills: Appraise (int), Bluff (cha), Balance (dex), Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Escape artist (dex), Heal (wis), Hide (dex), Intimidate (cha), Jump (str), Move silently (dex), Profession (wis), search (int), Spot (wis), swim (str), tumble (dex), use rope (dex)
Weapon and armor proficiency: All simple weapons and all martial melee weapons. Light and medium armor.
Level 1
Skill focus
Combat Style
Level 2
Acrobat
Level 3
Wind Step +10 ft
Level 4
Skill focus
Level 5
Evasion
Uncanny Dodge
Level 6
Improved combat style
Level 7
Perfect Shot
Skill Focus
Level 8
Wind step +30 ft
Level 9
Pirates luck x1
Level 10
Skill Focus
Improved evasion
Improved uncanny dodge
Level 11
Greater combat style
Level 12
Pirates Stance
Level 13
Wind step +50 ft
Skill Focus
Level 14
Pirates Luck x2
Level 15
Captains healing
Level 16
Flawless Combat style
Skill Focus
Captains Invulnerability
Level 17
Captains skill.
Level 18
Wind step +70 ft
Level 19
Pirates Luck x3
Skill focus
Level 20
Hurricane of blades
Perfect combat style.
Class Features:
Combat Style: Choose between one handed, two weapon, and two handed styles. Each style has a passive bonus and a more active one.
One handed: Having one hand on your weapon and your other empty.
Two weapon: Having a weapon in each hand.
Two handed: Having a both hands on your weapon.
The above criteria must be met for the pirate to reap the bonuses of it’s chosen style.
The benefits improve at 6th, 11th, 16th and 20th level.
At level one, if the pirate chose one handed they get: Add the highest bonus (if positive) among your dex, intelligence or wisdom to damage rolls. You’re treated as if you had the combat expertise feat, even if you don’t have the normal prerequisites. At level six you are treated as if you had the combat reflexes feat, and you now add the second highest bonus (if positive) from among your dex, int, and wis to damage rolls. At level eleven you add all three of your dex, int and wis modifiers (if positive) to damage rolls. You also gain a bonus to ac equal to your third base attack bonus. At level 16, all bonuses to damage from ability scores (from str, dex, int, wis, or any others) are doubled. You also gain a +6 insight bonus to all combat maneuvers. (Sunder, disarm, etc.) At level 20 you all bonuses to damage from ability scores (str, dex, int, wis, or any others) are tripled instead of doubled, and you never provoke attacks of opportunity.
At level one, if the pirate chose to two weapon they get: Light weapons use your full str bonus instead of half. And you are treated as if you had the two weapon fighting feat. At level six you gain the ability to make a attack with your off hand weapon whenever you make an attack with your primary hand, so long as your number of off hand attacks do not exceed the number of off hand attacks you could make on a full attack. You may make only one off hand attack per primary attack. You are treated as if you had the improved two weapon fighting feat. At level eleven you are treated as if you had the pounce and greater two weapon fighting feats. At level 16, you are treated as if you had the two weapon rend feat, however, you may rend on every successful “parallel attack” instead of the normal activation. At level 20 your attacks also do constitution damage equal to 5+ your str modifier.
At level one if the pirate chose two handed they get: Your attacks with two handed weapons add 2x your str instead of 1.5x. You are treated as if you had power attack, even if you don’t have the normal prerequisites. At level six you gain a second passive bonus were your weapons are treated as if they were one size category larger for the purpose of determining damage, and you are treated as if you had the cleave feat. At level eleven, all attacks you make that deal damage stun the target for a rounds equal to the damage dealt. You are treated as if you had the great cleave feat. At level 16 you are treated as if you had the leap attack feat. At level 20, whenever your attacks do damage, the target must make a fortitude save (dc equal to damage dealt) or
die.
Skill focus: The pirate gains skill focus as a bonus feat at 1st level, and every 3 levels therafter.
Acrobat: A pirate may tumble any time so long as he is not wearing heavy armor. If the pirate is under a circumstance where he could tumble normally, (that is, without this feature) he gains a +4 bonus on the check.
Wind step: At 3rd level you gain the ability to wind step. Wind step is treated as a spell like ability with a 5 minute “cooldown” period. As a swift action a pirate may wind step a distance equal to or less than his movement speed +10, +30 at level 8, and +50 at level 13 and +70 at level 18. This is treated as a teleport spell except the distance caps are those above and cannot be used to move living beings other than yourself.
Evasion: Works exactly like the rogue ability of the same name except still effective in medium armor.
Uncanny Dodge: Works exactly like the rogue ability of the same name.
Perfect Shot: At level 7, your attacks have the chance of becoming perfect shots. If your attack roll exceeds a targets ac by 8, the attack deals additional damage equal to your highest base attack bonus. This ability is automatically granted by a critical hit, but is not multiplied by one.
Pirates Luck: At 9th level, a pirate gains the ability to reroll a failed save or skill check once per save or check. At level 14 the pirate may reroll twice, and at level 19, it may reroll 3 times.
Improved Evasion: Works exactly like the rogue ability of the same name.
Improved Uncanny Dodge: Works exactly like the rogue ability of the same name.
Pirates stance: At level 12 choose between the following: Agile striker, champions stance, or flying guillotine.
If you chose agile striker you gain: Whenever you move through a square adjacent to an enemy, you may make an attack against them at your highest base attack bonus.
If you chose champions stance you gain: As long as you have both feet firmly on the ground, your attacks do additional damage equal to your highest base attack bonus.
If you chose flying guillotine you gain: As long as you are in the air (not touching the ground) your attacks to +1d4/pirate level damage.
Captains healing: You heal 5 hp per round and reduce your nonlethal damage by 15 per round.
Captains invulnerability: Attacks against have a chance to miss equal to your fourth base attack bonus x 10.
Captains Skill: Once per round, you may declare that one of your attacks will use this ability. For that attack, you roll 2d20 and take the higher result for your attack roll.
Hurricane of blades: At any time you can make a full attack, you may make two full attacks instead.
So how'd I do? And as always, go nuts.
Pirate
Hit die: 1d10
Full BAB
Good Reflex and fortitude saves, poor will save.
Skill points: 6+int modifier (x4 at level 1)
Class Skills: Appraise (int), Bluff (cha), Balance (dex), Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Escape artist (dex), Heal (wis), Hide (dex), Intimidate (cha), Jump (str), Move silently (dex), Profession (wis), search (int), Spot (wis), swim (str), tumble (dex), use rope (dex)
Weapon and armor proficiency: All simple weapons and all martial melee weapons. Light and medium armor.
Level 1
Skill focus
Combat Style
Level 2
Acrobat
Level 3
Wind Step +10 ft
Level 4
Skill focus
Level 5
Evasion
Uncanny Dodge
Level 6
Improved combat style
Level 7
Perfect Shot
Skill Focus
Level 8
Wind step +30 ft
Level 9
Pirates luck x1
Level 10
Skill Focus
Improved evasion
Improved uncanny dodge
Level 11
Greater combat style
Level 12
Pirates Stance
Level 13
Wind step +50 ft
Skill Focus
Level 14
Pirates Luck x2
Level 15
Captains healing
Level 16
Flawless Combat style
Skill Focus
Captains Invulnerability
Level 17
Captains skill.
Level 18
Wind step +70 ft
Level 19
Pirates Luck x3
Skill focus
Level 20
Hurricane of blades
Perfect combat style.
Class Features:
Combat Style: Choose between one handed, two weapon, and two handed styles. Each style has a passive bonus and a more active one.
One handed: Having one hand on your weapon and your other empty.
Two weapon: Having a weapon in each hand.
Two handed: Having a both hands on your weapon.
The above criteria must be met for the pirate to reap the bonuses of it’s chosen style.
The benefits improve at 6th, 11th, 16th and 20th level.
At level one, if the pirate chose one handed they get: Add the highest bonus (if positive) among your dex, intelligence or wisdom to damage rolls. You’re treated as if you had the combat expertise feat, even if you don’t have the normal prerequisites. At level six you are treated as if you had the combat reflexes feat, and you now add the second highest bonus (if positive) from among your dex, int, and wis to damage rolls. At level eleven you add all three of your dex, int and wis modifiers (if positive) to damage rolls. You also gain a bonus to ac equal to your third base attack bonus. At level 16, all bonuses to damage from ability scores (from str, dex, int, wis, or any others) are doubled. You also gain a +6 insight bonus to all combat maneuvers. (Sunder, disarm, etc.) At level 20 you all bonuses to damage from ability scores (str, dex, int, wis, or any others) are tripled instead of doubled, and you never provoke attacks of opportunity.
At level one, if the pirate chose to two weapon they get: Light weapons use your full str bonus instead of half. And you are treated as if you had the two weapon fighting feat. At level six you gain the ability to make a attack with your off hand weapon whenever you make an attack with your primary hand, so long as your number of off hand attacks do not exceed the number of off hand attacks you could make on a full attack. You may make only one off hand attack per primary attack. You are treated as if you had the improved two weapon fighting feat. At level eleven you are treated as if you had the pounce and greater two weapon fighting feats. At level 16, you are treated as if you had the two weapon rend feat, however, you may rend on every successful “parallel attack” instead of the normal activation. At level 20 your attacks also do constitution damage equal to 5+ your str modifier.
At level one if the pirate chose two handed they get: Your attacks with two handed weapons add 2x your str instead of 1.5x. You are treated as if you had power attack, even if you don’t have the normal prerequisites. At level six you gain a second passive bonus were your weapons are treated as if they were one size category larger for the purpose of determining damage, and you are treated as if you had the cleave feat. At level eleven, all attacks you make that deal damage stun the target for a rounds equal to the damage dealt. You are treated as if you had the great cleave feat. At level 16 you are treated as if you had the leap attack feat. At level 20, whenever your attacks do damage, the target must make a fortitude save (dc equal to damage dealt) or
die.
Skill focus: The pirate gains skill focus as a bonus feat at 1st level, and every 3 levels therafter.
Acrobat: A pirate may tumble any time so long as he is not wearing heavy armor. If the pirate is under a circumstance where he could tumble normally, (that is, without this feature) he gains a +4 bonus on the check.
Wind step: At 3rd level you gain the ability to wind step. Wind step is treated as a spell like ability with a 5 minute “cooldown” period. As a swift action a pirate may wind step a distance equal to or less than his movement speed +10, +30 at level 8, and +50 at level 13 and +70 at level 18. This is treated as a teleport spell except the distance caps are those above and cannot be used to move living beings other than yourself.
Evasion: Works exactly like the rogue ability of the same name except still effective in medium armor.
Uncanny Dodge: Works exactly like the rogue ability of the same name.
Perfect Shot: At level 7, your attacks have the chance of becoming perfect shots. If your attack roll exceeds a targets ac by 8, the attack deals additional damage equal to your highest base attack bonus. This ability is automatically granted by a critical hit, but is not multiplied by one.
Pirates Luck: At 9th level, a pirate gains the ability to reroll a failed save or skill check once per save or check. At level 14 the pirate may reroll twice, and at level 19, it may reroll 3 times.
Improved Evasion: Works exactly like the rogue ability of the same name.
Improved Uncanny Dodge: Works exactly like the rogue ability of the same name.
Pirates stance: At level 12 choose between the following: Agile striker, champions stance, or flying guillotine.
If you chose agile striker you gain: Whenever you move through a square adjacent to an enemy, you may make an attack against them at your highest base attack bonus.
If you chose champions stance you gain: As long as you have both feet firmly on the ground, your attacks do additional damage equal to your highest base attack bonus.
If you chose flying guillotine you gain: As long as you are in the air (not touching the ground) your attacks to +1d4/pirate level damage.
Captains healing: You heal 5 hp per round and reduce your nonlethal damage by 15 per round.
Captains invulnerability: Attacks against have a chance to miss equal to your fourth base attack bonus x 10.
Captains Skill: Once per round, you may declare that one of your attacks will use this ability. For that attack, you roll 2d20 and take the higher result for your attack roll.
Hurricane of blades: At any time you can make a full attack, you may make two full attacks instead.
So how'd I do? And as always, go nuts.