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View Full Version : D&D 3.x Class "Here, let me help you with that" (3.5 class, PEACH)



Jormengand
2015-08-06, 08:58 PM
I'm taking a break from my T1 hypermundanes.


The Supporter
http://img11.deviantart.net/f32f/i/2014/110/7/a/magic_shield_by_shabazik-d7fa7dj.png
Magic Shield by shabazik
"Protect. Heal. Aid. Empower. Support."

LevelBABFortRefWillSpecial0lvl1st2nd3rd4th5th6th
1st+0+2+0+2Impenetrable Dome +1, Grant Protection31—————
2nd+1+3+0+3Guiding Hand +132—————
3rd+1+3+1+3Impenetrable Dome +2331————
4th+2+4+1+4Righteous Taunt332————
5th+2+4+1+4Impenetrable Dome +3333————
6th+3+5+2+5Guiding Hand +23331———
7th+3+5+2+5Impenetrable Dome +43332———
8th+4+6+2+6Great Inspiration3333———
9th+4+6+3+6Impenetrable Dome +533331——
10th+5+7+3+7Guiding Hand +333332——
11th+5+7+3+7Impenetrable Dome +633333——
12th+6/+1+8+4+8Immortal Shield333331—
13th+6/+1+8+4+8Impenetrable Dome +7333332—
14th+7/+2+9+4+9Guiding Hand +4333333—
15th+7/+2+9+5+9Impenetrable Dome +83333331
16th+8/+3+10+5+10Empowering Dome3333332
17th+8/+3+10+5+10Impenetrable Dome +93333333
18th+9/+4+11+6+11Guiding Hand +53333333
19th+9/+4+11+6+11Impenetrable Dome +103333333
20th+10/+5+12+6+12Idol of the Lost3333333

Alignment: Any
Hit Die: 1d12

Class Skills:
The supporter's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (All skills, taken individually), Perform (Cha) and Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and armour proficiency
The supporter is not proficient in any kind of weapon or armour.

Impenetrable Dome (Su)
The supporter always radiates a large, translucent sphere which affects those allies within. The sphere extends out to within close range of the supporter at all times.

The dome grants a deflection bonus to armour class to all allies within the sphere, equal to the supporter's charisma modifier, plus the value given on Table: The Supporter.

Spells (Ex)
The supporter is capable of casting divine spells. These are drawn spontaneously from the entire supporter spell list. The supporter can only use these spells so that their effects fit within his sphere. The supporter uses his charisma modifier to cast spells, just like a sorcerer does.

0-level supporter spells

Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st-level supporter spells

Alarm: Wards an area for 2 hours/level.
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Enlarge Person: Humanoid creature doubles in size.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
IdentifyM: Determines properties of magic item.
Jump: Subject gets bonus on Jump checks.
Mage Armor: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Pass without Trace: One subject/level leaves no tracks.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Reduce Person: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd-level supporter spells

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Gentle Repose: Preserves one corpse.
Guidance of the Avatar: (http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a) Your avatar grants +20 on a single roll.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Make Whole: Repairs an object.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Arrows: Subject immune to most ranged attacks.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield OtherF: You take half of subject’s damage.
Spider Climb: Grants ability to walk on walls and ceilings.
Status: Monitors condition, position of allies.

3rd-level supporter spells

Blink: You randomly vanish and reappear for 1 round/level.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss subject 50%.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Helping Hand: Ghostly hand leads subject to you.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Keen Edge: Doubles normal weapon’s threat range.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Phantom Steed: Magic horse appears for 1 hour/level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Tiny Hut: Creates shelter for ten creatures.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.

4th-level supporter spells

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimension Door: Teleports you short distance.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Enlarge Person, Mass: Enlarges several creatures.
Freedom of Movement: Subject moves normally despite impediments.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Imbue with Spell Ability: Transfer spells to subject.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Polymorph: Gives one willing subject a new form.
Reduce Person, Mass: Reduces several creatures.
Reincarnate: Brings dead subject back in a random body.
RestorationM: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

5th-level supporter spells

Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dream: Sends message to anyone sleeping.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Spell Resistance: Subject gains SR 12 + level.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
StoneskinM: Ignore 10 points of damage per attack.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Wall of Thorns: Thorns damage anyone who tries to pass.

6th-level supporter spells

Antimagic Field: Negates magic within 10 ft.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Find the Path: Shows most direct way to a location.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Shadow Walk: Step into shadow to travel rapidly.
TransformationM: You gain combat bonuses.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of IronM: 30 hp/four levels; can topple onto foes.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.


Grant Protection
Supporters can cast supporter spells on anyone in their sphere, even if the range isn't long enough to do so.

Guiding Hand (Ex)
Supporters get a bonus on aid another checks equal to their Charisma modifier, plus the value given on Table: The Supporter, and grant the same bonus to their ally if they succeed, from second level.

Righteous Taunt (Su)
Supporters are powerful protectors. From fourth level, a creature who enters a supporter's field without his say-so must take a will save (DC 10+CHA+level/2) or turn their attention to the supporter and work to defeat him before attacking any of his allies. A creature who leaves the area and re-enters it must save again.

Great Inspiration (Su)
From eighth level, a supporter grants a bonus to all d20 rolls equal to his charisma modifier to all allies in the sphere.

Immortal Shield (Su)
From twelfth level, a supporter can turn his field into an Immortal Shield and back at will. While an Immortal Shield, it is treated as a barrier of force and can't be entered, left or destroyed without some kind of effect that does that. Destroying it prevents it being used as an immortal shield for 1 hour, and at all for 1 minute.

Empowering Dome (Su)
From 16th level, any ally who does anything in the field empowers it, like the empower spell feat save that it applies to any variable, numeric affect of anything.

Idol of the Lost (Su)
From 20th level, the supporter can, once per day, become immune to all damage once per round and force all enemies in the field to attack him. At the end of that round, he retaliates, dealing all the damage he would have taken to each creature that attacked him in this way.

Eno Remnant
2015-08-07, 01:09 AM
Having skimmed the class, there are a few things I've noticed that seem problematic:

First, the class doesn't have Concentration as a class skill, which is something every caster should have - especially one that draws attacks like the Supporter.

Second, you'll want to specify that Grant Protection only applies to spells cast from the Supporter spell list. Otherwise this becomes ones of the ultimate broken caster dips.

Great Inspiration is probably a bit much for eighth level. Possibly ever, though its value decreases over time. My point is that ability scores can be horrendously optimised, and all d20 rolls is... that's a lot of things. Maybe only have them affect one kind of d20 roll at a time, with a free action to switch? (Same with Empowering Dome. Empowering anything that requires a roll is ridiculous)

Your capstone should also clarify that the Supporter doesn't take damage, which seems to be your intent given "... the damage he would have taken..."

That's about it based on a quick reading. I didn't take much of a look at the spells, but I assume they're standard buffs. Hope this helps.

Jormengand
2015-08-07, 03:06 AM
Having skimmed the class, there are a few things I've noticed that seem problematic:

First, the class doesn't have Concentration as a class skill, which is something every caster should have - especially one that draws attacks like the Supporter.
This is me playing too much Pathfinder and forgetting that concentration is a skill in 3.5.


Second, you'll want to specify that Grant Protection only applies to spells cast from the Supporter spell list. Otherwise this becomes ones of the ultimate broken caster dips.
Yeah, this is also true.


Great Inspiration is probably a bit much for eighth level. Possibly ever, though its value decreases over time. My point is that ability scores can be horrendously optimised, and all d20 rolls is... that's a lot of things. Maybe only have them affect one kind of d20 roll at a time, with a free action to switch? (Same with Empowering Dome. Empowering anything that requires a roll is ridiculous)
It's not actually that amazing: it's about on par with marshal auras, and the marshal's... not a good class. Similarly, the empower thing is something truenamers can do to all spells (everyone else's as well as their utterances).


Your capstone should also clarify that the Supporter doesn't take damage, which seems to be your intent given "... the damage he would have taken..."
It... does? Or what else did you think "Become immune to all damage" meant?


That's about it based on a quick reading. I didn't take much of a look at the spells, but I assume they're standard buffs. Hope this helps.

Yeah, they are. Thanks. :smallsmile:

Eno Remnant
2015-08-07, 04:45 AM
-snip-

It's not actually that amazing: it's about on par with marshal auras, and the marshal's... not a good class. Similarly, the empower thing is something truenamers can do to all spells (everyone else's as well as their utterances).


It... does? Or what else did you think "Become immune to all damage" meant?



-snip-

Point the first: casters already beat martial classes on so much. The class feature turns this class into a Marshal - only with better saves, lower BAB, casting and more class features. Moreover, the Marshal can still only maintain one aura, which is pretty much what I'm suggesting here.

Point the second: I am familiar with your enjoyment of the Truenamer class Jorm (long-time board stalker, short-time board poster), but you and I both know that the class is broken in all the wrong ways. Being able to Empower any numerical effect doesn't seem off to you? Let alone that it's constant and doesn't even require an action? You should at least consider capping it to X/day and having it only last a number of rounds equal to your Charisma modifier.

As for the last part, like I said, I skimmed. Oops :smallbiggrin:

Xzoltar
2015-08-09, 09:47 AM
Like the concept, seem fun to play too for someone interested in beeing a supporter. The only 2 things that bother me is that Impenetrable Dome is way too powerful making all allies unable to be hit by most monsters. +5 Deflection Armor Class to the whole group at all time at level 1 is insane and even at level 20 its still qite powerful with a bonus of something like 16-20.

On another end, I think the Supporter dont have enough spell at is disposal and should have proably double that amount or use something like the bard spell per day.

Still a class I would like to play with thoses changes.