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Stratovarius
2015-09-16, 04:55 PM
So, over the years I've had fun mixing and matching abilities from different base classes to create new options (such as blending Barbarian and Bard to create a Skald, or Feral Shifter out of Druid/Ranger/Barb), and eventually started offering to do them for other people. I figured I would extend the offer to GitP as well.

In terms of a request, what I need is the two (or more) classes that you want blended together, and a bit of a thematic element. A perfect one looks like this:
Requesting a Ranger/Soulknife that adds bows to its options for mind blade shapes. It has access to all Favored Enemies and Combat Styles, but only one at a time chosen whenever its mind blade is shaped. Animal companion is not required; feel free to throw in stuff from other classes or ACFs.

That was for the Mind Warden class, for instance.

I can work with any 3.0 or 3.5 material, but I don't have access to Pathfinder, mostly because I just don't know the system well enough. So, if interested, stick a request below.

Classes Requested Here:

Beast Heart Adept (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19957313#post19957313) - Beast Heart Adept/Druid
Bladespeaker (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19880069#post19880069) - Soulknife/Truenamer (plus a lot of custom abilities)
Ironborn (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19851732#post19851732) - Incarnate/Artificer
Occult Blade (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19956826#post19956826) - Duskblade/Paladin (plus some abilities from PrCs)
Obsidian Adept (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19913892#post19913892) - Shadowcaster/Warlock
Rectifier (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19861486#post19861486) - Paladin/Rogue (plus some abilities from PrCs)
Thicketmage (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19912605#post19912605) - Druid/Ranger/Spirit Shaman/Sorcerer
Warleader (http://www.giantitp.com/forums/showthread.php?442746-An-Offer-Custom-Base-Classes&p=19901040#post19901040) - Crusader/Bard (plus some abilities from PrCs)


List of all the classes posted here currently.

Arcane Swashbuckler (http://www.minmaxboards.com/index.php?topic=12823.msg221527#msg221527) - Rogue/Sorcerer mix.
Baresark Psion (http://www.minmaxboards.com/index.php?topic=12823.msg221559#msg221559) - Barbarian/Wilder. Very angry.
Candle Caster (http://www.minmaxboards.com/index.php?topic=12823.msg226966#msg226966) - Candle Caster PrC stretched over Wizard chassis
Chameleon (http://www.minmaxboards.com/index.php?topic=12823.msg285000#msg285000) - Requested, Chameleon PrC stretched to 20 levels
Feral Shifter (http://www.minmaxboards.com/index.php?topic=12823.msg220907#msg220907) - An attempt to create a shifting based class, using existing options. Parts borrowed from Barbarian, Druid, Ranger.
Master of the Wild (http://www.minmaxboards.com/index.php?topic=12823.msg226919#msg226919) - Druid replacement, built from the Animal Lord, Beastmaster, King of the Wild, Tamer of Beasts, and the Verdant Lord
Mind Warden (http://www.minmaxboards.com/index.php?topic=12823.msg224933#msg224933) - Requested, Soul Knife, Ranger combo
Mindwright (http://www.minmaxboards.com/index.php?topic=12823.msg226026#msg226026) - Magewright, Psion, Wilder combination
Nature's Champion (http://www.minmaxboards.com/index.php?topic=12823.msg221561#msg221561) - Requested, Paladin/Druid/Ranger combo.
Ninja Warrior (http://www.minmaxboards.com/index.php?topic=12823.msg284983#msg284983) - Requested, CA Ninja/PsyWarrior combo
Proteus (http://www.minmaxboards.com/index.php?topic=12823.msg220911#msg220911) - An attempt to recreate the fighter/mage/thief of 2e.
Psychic Singer (http://www.minmaxboards.com/index.php?topic=12823.msg221537#msg221537) Requested, Bard/PsyWar/Soulknife combo
Skald (http://www.minmaxboards.com/index.php?topic=12823.msg220913#msg220913) - A bard/barbarian mix that boosts the power of both slightly.
Soothsayer (http://www.minmaxboards.com/index.php?topic=12823.msg221628#msg221628) - Requested, Rogue/Druid combo
Spellbreaker (http://www.minmaxboards.com/index.php?topic=12823.msg226839#msg226839) - Fighter, despises spellcasters.
Sphere Priest (http://www.minmaxboards.com/index.php?topic=12823.msg221632#msg221632) - Requested, Cleric/Druid combo
Thane (http://www.minmaxboards.com/index.php?topic=12823.msg221692#msg221692) - Requested, All 11 PHB classes
Tribal Gladiator (http://www.minmaxboards.com/index.php?topic=12823.msg226973#msg226973) - Voltron class, built out of Knight of the Middle Circle, Devoted Defender, Fist of Hextor, Master Samurai, Ninja of the Crescent Moon, Gladiator, Lasher, Master of Chains.
Wilding Knife (http://www.minmaxboards.com/index.php?topic=12823.msg221475#msg221475) - Psionic, Wilder/Soulblade mix.
Wildspeaker (http://www.minmaxboards.com/index.php?topic=12823.msg221487#msg221487) - Bard/Druid/Ranger mix. In tune with nature.

EdroGrimshell
2015-09-16, 06:28 PM
Hm, what about more unique requests?

Ex: I'd like to request a class based on one of my own classes, specifically the Vestige Source of my Corpse PrC mixed with the Soulknife and/or Warlock. Theme here's fairly obvious.

-OR-

Take my Incarnum Source and mix it with the Warlock and Ranger/Druid. Theme's a spiritist or shaman of the wilds that draws on natural spirits and lesser nature deities for power.

spikeof2010
2015-09-16, 06:48 PM
I have a few requests, I suppose.

A Warlock/Psion mash up where your blasts are more telekinetic in nature, and you slowly delve into insanity as you progress.

Bard/Crusader. Beat the war drum harder.

A Binder/Warlock mash up, you infuse yourself with your patron?

Rogue/Paladin. More on the sense of Vengeance and getting your enemies in a really peculiar way (trapping and sabotage comes to mind)

Artificer/Incarnate. Make stuff with essentia?

And I suppose this is a bit of a weird one, but an Factotum/Druid/Artificer mix? Something along the lines of "All my items are natural, and they empower me!"

Ilorin Lorati
2015-09-16, 06:53 PM
And I suppose this is a bit of a weird one, but an Factotum/Druid/Artificer mix? Something along the lines of "All my items are natural, and they empower me!"

And lo, we discover the hipster hybrid class.

I'll second an Incarnificer, though.

Solaris
2015-09-16, 06:59 PM
Artificer/Incarnate. Make stuff with essentia?

Soulforger who puts soulmelds onto other people's gear/makes soulmelds to infuse power into and anchor to other people or himself?
I third.

Stratovarius
2015-09-16, 07:33 PM
So, first off, a little cold water - I try and avoid creating too much in the way of new abilities for these, instead using the existing abilities to create a new class. Now, that doesn't stop me from playing around with things to create material like psionic rages and so on. Still, I shall poke through the list and see what I can do :D

Also, I'm human and working on my own content too, so it won't be immediate for some of these.


Hm, what about more unique requests?

If you link the material, I'll take a look at it, pursuant to the above.

And given everyone voted for an Incarnificer, I'll see what I can do. Temporary magic items created through invested essential is probably where it'll go.

EdroGrimshell
2015-09-16, 10:39 PM
If you link the material, I'll take a look at it, pursuant to the above.

My Sig has a direct link to the Corpse PrC, as is all of my homebrew.

But here it is regardless (http://www.giantitp.com/forums/showthread.php?257840-Corpse-PrC-3-5)

Omnicrat
2015-09-16, 11:37 PM
How about taking the scholasticism of the Bard, the item crafting of the artificer, and the ability to acquire spells of the factotum/wizard (but not necessarily the ability to CAST all those spells)?

ben-zayb
2015-09-17, 07:20 AM
My next project is paused due to having not enough time to spare for the coming months, but here's the idea if you want to make it:

Basically, Animus is a Ranger equivalent for incarnum, kinda how Druid/Barb has Totemist, Wizard has Incarnate, and Paladin has Soulborn. The "Animus" have Favored Enemies based on either a type or a subtype, with each choice of type/subtype giving access to different but not necessarily mutually exclusive Soulmeld lists. It's a logical conclusion to a Totemist, in that each monster and template (in the MM, at least) is represented by a Soulmeld. Thematically, you use monster spirit powers against those very monsters. Maybe even add a unique Animus bind, the "Skin bind", which also works for aesthetic "wearing/being the enemy" purposes.

Tweaking or replacing the suggested mechanics to fit your brewing style is not a problem. The playstyle I'm going for though should be reminiscent, but not necessarily mechanically similar, to the Wildshape Ranger.

That's it. The name is too much of an obvious double entendre that it surprised me not seeing a Ranger Incarnum before. The project is pretty big and daunting, which is another reason why it's on hold.




A Warlock/Psion mash up where your blasts are more telekinetic in nature, and you slowly delve into insanity as you progress.
Try checking out the Psychotherapist in my extended sig if that works for you.

SkipSandwich
2015-09-17, 08:12 AM
One idea i have is for a warlock/soulknife mash up with the ability to manifest thier soul knife through multiple crystals controled via tk.

Stratovarius
2015-09-21, 06:51 PM
Incarnate/Artificer crossbreed. Abilities to pay attention to are Item Bind and Soulforge (they're the new ones for this class).

Ironborn

"I can do all things."
- Excasard the Brilliant, Human Ironborn

Text

Making a Ironborn
Text

Abilities: Intelligence, mostly.

Races: Ironborn appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Ironborn can be of any alignment, and there is no bias in any one direction.

Table 1: The Ironborn


Level BAB Ref Fort Will Abilities Soulmelds Essentia Chakra Binds
--------------------------------------------------------------------------------------------------------------------------------
1 +0 +0 +0 +2 Ironborn Knowledge, Infusions 2 1 0
2 +1 +1 +1 +3 Expanded Soulmeld Capacity 3 2 0
3 +2 +1 +1 +3 Chakra Bind (Crown), Item Bind 3 3 1
4 +3 +2 +2 +4 4 4 1
5 +3 +2 +2 +4 Chakra Bind (Hands, Feet) 4 5 1
6 +4 +3 +3 +5 Rapid Meldshaping 4 6 2
7 +5 +3 +3 +5 5 7 2
8 +6 +2 +2 +6 5 8 2
9 +6 +3 +3 +6 5 9 2
10 +7 +3 +3 +7 Chakra Bind (Arm, Brow, Shoulders) 6 10 3
11 +8 +3 +3 +7 Rapid Meldshaping 6 11 3
12 +9 +4 +4 +8 Soulforge 6 12 3
13 +9 +4 +4 +8 7 13 3
14 +10 +4 +4 +9 Expanded Soulmeld Capacity 7 14 4
15 +11 +5 +5 +9 Chakra Bind (Throat, Waist) 7 16 4
16 +12 +5 +5 +10 8 18 4
17 +12 +5 +5 +10 Rapid Meldshaping 8 20 4
18 +13 +6 +6 +11 8 22 5
19 +14 +6 +6 +11 9 24 5
20 +15 +6 +6 +12 Chakra Bind (Soul), Perfect Meldshaper 9 26 5


Game Rule Information
Ironborns have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Appraise, Concentration, Craft, Disable Device, Knowledge (Arcana, Architecture, Religion, The Planes), Open Lock, Search, Spellcraft, Use Magic Device
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text

Weapon and Armor Proficiency: You are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Meldshaping: An Ironborn's primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list. You know and can shape any soulmeld from this list.

The Difficulty Class for a saving throw against an Ironborn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Intelligence modifier. Your meldshaper level is equal to your Ironborn level.

An Ironborn can shape only a certain number of soulmelds per day. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your character level determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.

An Ironborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Ironborn Knowledge: An Ironborn can make a special Ironborn knowledge check with a bonus equal to his Ironborn level + his Int modifier to detect whether a specific item has a magical aura. The Ironborn must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An Ironborn cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the Ironborn can learn no more about that object.

Infusions: An Ironborn gains infusions exactly as an artificer of his class level, and follows all of the same rules, including the table for infusions per day.

Chakra Binds: Beginning at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

Item Bind (Su): Instead of binding a soulmeld to a chakra, the Ironborn has the option to instead bind an item. That item must be worn in a slot he can chakra bind. If he chooses to bind an item, he may invest essentia into that item (following all the normal rules for doing so as a soulmeld). For each point of essentia invested into an item, the item gains either a +1 bonus to its enhancement bonus, or gains a special ability with an enhancement bonus cost equal to the number of points of essentia invested. If the Ironborn has invested enough points of essentia to choose more than one special quality, he may do so. All bonuses are lost if the essentia is uninvested, the item is unbound from the chakra, or the item is no longer worn or held by the Ironborn.

The number of chakra binds that you can have active at any one time depends on your level. At 3rd level, you can bind a soulmeld to your crown chakra. Beginning at 5th level, you can bind soulmelds to your feet or hands chakras. At 10th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 15th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.

Expanded Soulmeld Capacity (Ex): Ironborns are specially gifted in their ability to invest essentia into soulmelds. At 2nd level and again at 14th level, the essentia capacity of your soulmelds increases by 1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

Rapid Meldshaping (Su): As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 6th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. You can use this ability twice per day at 11th level and three times per day at 17th.

Soulforge (Su): Upon reaching 12th level, the Ironborn can create an item from the essentia that he carries within him. When he shapes his soulmelds at the beginning of the day, he may choose to create a single item forged from essentia. This item can be any one magical object that costs less than 500 gp * class level. For every point of essentia invested in this item (treat as a soulmeld), the cost increases by 500 gp * class level. Once the item has been shaped for the day, it cannot be changed, and any essentia invested in it cannot be reinvested. Should an ability force the Ironborn to do so, the item is lost. It may not be an expendable item, or one with charges or other limited use abilities.

Perfect Meldshaper (Su): At 20th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the Ironborn soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your Ironborn soulmelds. You can use this ability once per day.

Xaotiq1
2015-09-22, 03:59 PM
I'd like to see a "gish in a can" Truenamer. Have is blended with, say, the Soulknife. Words as weapons and all that.

Maybe Truenamer/Binder. They are able to bring things out of vestiges by knowing more than the vestiges' jolly pirate nicknames.

Hexblade
2015-09-22, 04:42 PM
Maybe a Rogue/Druid Class? Blend into nature, maybe?

Or a blended spellcaster who can choose what kind of spellcaster to cast as each day, but at -1 level? Like a Level 12 Blended Spellcaster can choose each day to cast as a Level 11 Cleric, Sorcerer, Wizard, Bard, etc.

Stratovarius
2015-09-22, 04:48 PM
Maybe a Rogue/Druid Class? Blend into nature, maybe?

Or a blended spellcaster who can choose what kind of spellcaster to cast as each day, but at -1 level? Like a Level 12 Blended Spellcaster can choose each day to cast as a Level 11 Cleric, Sorcerer, Wizard, Bard, etc.

Rogue/Druid exists: Soothsayer (http://www.minmaxboards.com/index.php?topic=12823.msg221628#msg221628).

I do have a couple variants of blended caster, although none quite what you're looking for: Chameleon (http://www.minmaxboards.com/index.php?topic=12823.msg285000#msg285000), Numinous (http://www.minmaxboards.com/index.php?topic=12823.msg220910#msg220910), and Historian (http://www.minmaxboards.com/index.php?topic=5902.0) are all multi-caster base classes. Numinous is probably the closest.

Hexblade
2015-09-22, 05:34 PM
Yeah, for Blended Caster, I was thinking that it could adapt the spell lists of any caster, so it can be very versatile. That way, it can be ready for any situation and cast any spell, but not as well as a caster of the same level.

Kamai
2015-09-22, 07:42 PM
I'd like to see another person's take on the Wizard (or Sorcerer) that plays well with the concept of the Ranger Favored Enemy and (Pathfinder's) Favored Terrain.

JBPuffin
2015-09-22, 07:51 PM
I'm a fan of Ironborn; it seems balanced and optimist-friendly. I'd throw in a second for Animus, as the idea at least is sweeeet flavor. Aslo, second the Rogue/Paladin hybrid, styled after the Shadowbane Inquisitor from Complete Adventurer but...better.

Stratovarius
2015-09-22, 08:53 PM
I'd like to see a "gish in a can" Truenamer. Have is blended with, say, the Soulknife. Words as weapons and all that.

Maybe Truenamer/Binder. They are able to bring things out of vestiges by knowing more than the vestiges' jolly pirate nicknames.

Truenamer/Soulknife? Going for a worst of the worst combo? :P


I'm a fan of Ironborn; it seems balanced and optimist-friendly. I'd throw in a second for Animus, as the idea at least is sweeeet flavor. Aslo, second the Rogue/Paladin hybrid, styled after the Shadowbane Inquisitor from Complete Adventurer but...better.

Glad you liked the Ironborn - Incarnum is the one magic system I don't know that well. I was also thinking that if I ever revised it, Soulforged would get moved up in the table and more abilities added after it in the same vein. I generally try and aim for T3 classes if possible. It's why almost none of them have spellcasting above 7th level spells (not that that necessarily disqualifies classes).

Since there's multiple votes for Rogue/Pally, I'll probably tackle that next. I was actually thinking of stealing some abilities from the Skullclan Hunter, rather than the Shadowbane. Plus, I'm going to need something to fill the vast emptiness that is rogue/paladin levels after 5th.

Xaotiq1
2015-09-23, 08:37 AM
Truenamer/Soulknife? Going for a worst of the worst combo? :P



Think of it as life giving you lemons and having just enough sugar for lemonade.

Zaydos
2015-09-23, 05:31 PM
Truenamer/Soulknife? Going for a worst of the worst combo? :P

Maybe you could gestalt them and then give them a few new cool abilities where you sort of fuse the two disciplines and maybe reach a fully functional class :smalltongue:

Stratovarius
2015-09-23, 05:56 PM
Maybe you could gestalt them and then give them a few new cool abilities where you sort of fuse the two disciplines and maybe reach a fully functional class :smalltongue:

I can do you one better. Healer/Soulknife gestalted with a Warmage/Truenamer. :D

Stratovarius
2015-09-23, 07:05 PM
Rogue/Paladin. More on the sense of Vengeance.

Honestly, I don't think it's my best work, but UGH Paladins and Rogues are front-loaded.

Skullclan Hunter, Pelor's Shadowguard, Heirophant, and a few others gave nobly to create this.

Rectifier

"Blah!"
- blah, blah Rectifier

Text

Making A Rectifier
Text

Abilities: Wisdom is the ability that the Rectifier uses to give him extra spells. Equally at home in combat as in spellcasting, the Rectifier does well to have strong physical statistics.

Races: Rectifier appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Good, only.

Table 1: The Rectifier


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th
-------------------------------------------------------------------------------------------------------
1 +1 +2 +0 +2 Sneak attack +1d6, trapfinding, Divine Strike — — — —
2 +2 +3 +1 +3 Evasion, Divine Grace — — — —
3 +3 +3 +1 +3 Sneak attack +2d6, trap sense +1, Aura of Courage — — — —
4 +4 +4 +2 +4 Uncanny dodge, Turn Undead 0 — — —
5 +5 +4 +2 +4 Sneak attack +3d6, Special Mount 0 — — —
6 +6 +5 +3 +5 Trap sense +2, Protection from Evil 1 — — —
7 +7 +5 +3 +5 Sneak attack +4d6, Sword of Light 1 — — —
8 +8 +6 +2 +6 Improved uncanny dodge 1 0 — —
9 +9 +6 +3 +6 Sneak attack +5d6, trap sense +3, Sun's Revelation 1 0 — —
10 +10 +7 +3 +7 Surge of Piety, Special ability 1 3 — —
11 +11 +7 +3 +7 Sneak attack +6d6, Sword of Darkness 1 3 0 —
12 +12 +8 +4 +8 Trap sense +4, Mastery of Energy 1 3 1 —
13 +13 +8 +4 +8 Sneak attack +7d6, special ability 1 3 1 —
14 +14 +9 +4 +9 Sacred Strike 2 3 1 0
15 +15 +9 +5 +9 Sneak attack +8d6, trap sense +5, Vision of Truth 2 3 1 1
16 +16 +10 +5 +10 Special ability 2 2 1 1
17 +17 +10 +5 +10 Sneak attack +9d6, Hide in Plain Sight 2 2 2 1
18 +18 +11 +6 +11 Trap sense +6, Crush of Goodness 3 2 2 1
19 +19 +11 +6 +11 Sneak attack +10d6, special ability 3 3 3 2
20 +20 +12 +6 +12 Surge of Righteousness 3 3 3 3

Game Rule Information
Rectifiers have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local, nobility, religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

Class Features
Text

Sneak Attack
If a Rectifier can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Rectifier’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Rectifier flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Rectifier levels thereafter. Should the Rectifier score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Rectifier can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A Rectifier can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Rectifier must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Rectifier cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Rectifiers (and only Rectifiers) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rectifiers (and only Rectifiers) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A Rectifier who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Divine Strike (Ex)
Due to his specialized skill, training, and connection with the forces of light, a Rectifier of 1st level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows him to deal extra damage to undead or evil creatures as though making a sneak attack. Divine strike damage applies to any sneak attack dice the Rectifier already has, as well as those gained through advancement in this class.

Evasion (Ex)
At 2nd level and higher, a Rectifier can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Rectifier is wearing light armor or no armor. A helpless Rectifier does not gain the benefit of evasion.

Divine Grace (Su)
At 2nd level, a Rectifier gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Trap Sense (Ex)
At 3rd level, a Rectifier gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Rectifier reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Aura of Courage (Su)
Beginning at 3rd level, a Rectifier is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the Rectifier is conscious, but not if she is unconscious or dead.

Uncanny Dodge (Ex)
Starting at 4th level, a Rectifier can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Rectifier already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Turn Undead (Su)
When a Rectifier reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells
Beginning at 4th level, a Rectifier gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A Rectifier must choose and prepare her spells in advance.

To prepare or cast a spell, a Rectifier must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rectifier’s spell is 10 + the spell level + the Rectifier’s Wisdom modifier.

Like other spellcasters, a Rectifier can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Rectifier. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Rectifier indicates that the Rectifier gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Rectifier does not have access to any domain spells or granted powers, as a cleric does.

A Rectifier prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Rectifier may prepare and cast any spell on the Rectifier spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Rectifier has no caster level. At 4th level and higher, her caster level is her Rectifier level.

Special Mount (Sp)
Upon reaching 5th level, a Rectifier gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium Rectifier) or a warpony (for a Small Rectifier).

Once per day, as a full-round action, a Rectifier may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Rectifier’s level. The mount immediately appears adjacent to the Rectifier and remains for 2 hours per Rectifier level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Rectifier may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Rectifier’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Rectifier may not summon another mount for thirty days or until she gains a Rectifier level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Rectifier takes a -1 penalty on attack and weapon damage rolls.

Protection from Evil (Su)
Starting at 6th level, a Rectifier benefits from a permanent protection from evil effect upon himself.

Sword of Light (Su)
Any weapon (melee or ranged, manufactured or natural) wielded by a Rectifier of 7th level or higher overcomes the damage reduction of any undead creature.

Improved Uncanny Dodge (Ex)
A Rectifier of 8th level or higher can no longer be flanked.

This defense denies another Rectifier the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rectifier levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rectifier level required to flank the character.

Sun's Revelation (Sp)
At 9th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies as a swift action, as the spell (caster level equals your character level).

Surge of Piety (Su)
When you attain 10th level as a Rectifier, your touch becomes infused with positive energy. Any evil or undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you — even if it normally can't be affected by this condition.

Special Abilities
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Rectifier gains a special ability of her choice from among the following options.

Crippling Strike (Ex)
A Rectifier with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)
The Rectifier can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Rectifier can attempt to roll with the damage. To use this ability, the Rectifier must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Rectifier’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)
This ability works like evasion, except that while the Rectifier still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Rectifier does not gain the benefit of improved evasion.

Opportunist (Ex)
Once per round, the Rectifier can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Rectifier’s attack of opportunity for that round. Even a Rectifier with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery
The Rectifier becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Rectifier may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex)
This ability represents the Rectifier’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Rectifier with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat
A Rectifier may gain a bonus feat in place of a special ability.

Sword of Darkness (Su)
Any weapon (melee or ranged, manufactured or natural) wielded by a Rectifier of 11th level or higher counts as a ghost touch weapon, allowing it to hit incorporeal creatures without the usual 50% miss chance for such attacks.

Mastery of Energy (Su)
This ability allows a Rectifier to channel positive energy much more effectively, increasing his ability to turn creatures. Add a +4 bonus to the Rectifier’s turning checks and turning damage rolls.

Sacred Strike (Su)
At 14th level, a Rectifier can channel her divine spellpower to deal extra damage. To do this, she must lose a prepared divine spell from memory. The stalker can add an extra 1d6 points of damage per level of the spell lost. This ability affects all of her attacks she makes in the same round that she uses this ability.

Vision of Truth (Su)
At 15th level, you can see through even the most potent illusions. Three times per day, you can use true seeing, as the spell (caster level equals your character level).

Hide in Plain Sight (Su)
A Rectifier can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Rectifier can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Crush of Goodness (Su)
On your first strike each round, if you hit an evil or undead creature, you deal them additional damage equal to your class level plus your charisma modifier.

Surge of Righteousness (Su)
Any creature affected by your Surge of Piety ability now becomes frightened. While they are frightened, you apply your sneak attack dice against the creature, even if you would not be in appropriate position to deal sneak attack damage.

spikeof2010
2015-09-23, 07:25 PM
A Druidic version of the Warlock?
Hell, a holy warlock. (I swear if you link me the Favored Soul)

Stratovarius
2015-09-23, 07:28 PM
I swear if you link me the Favored Soul

Like so? (http://dndtools.pw/classes/favored-soul/) :biggrin:

Mousedigits
2015-09-23, 09:12 PM
Hmm, how about a Duskblade/Paladin Combo, who focuses on being a perfect mixture of Martial Prowess, Arcane Knowledge, and Divine Devotion. One thing that I do not want is LG alignment only, but possibly Good only or must match god's alignment.

jqavins
2015-09-25, 12:16 PM
Forrest Mage:
A sorcerer/druid/ranger blend. A spontaneous caster with a spell list that is half druid and half sor/wiz. Combat like a druid. Class abilities blending druid and ranger. A magical hunter and protector of the wild.

TraceChaos
2015-09-25, 09:28 PM
Two requests, if possible.

1) Warlock, Monk, and Barbarian - A sort've 'super warrior' who made a deal with some outside entity to gain access to their powers and a transformative state that taxes their body instead of being limited in duration another way (Burns HP). Limited special powers, melee combat focus... My inspiration is DMC (Devil trigger dudes).

2) Soul Eater (BovD), Monk, Warlock (or Soul Eater, and a ToB class that gets Diamond Mind, and Warlock. This is what I'd prefer, but I dunno if Warlocky stuff with full discipline progression would be OP) - A base class themed around eating souls and doing melee damage, and using their own soul energy / the energy of the souls they eat to fire off energy blasts of a sort. Bonus points if they can get buffs from the soul eating or make minions out of those that they kill to some very limited fashion. The main inspiration is the MUD called Lost Souls, specifically the Kazarak guild - you're a possessing demon in the breaks things apart and absorbs soul energy and such things to power yourself. They're fairly disciplined.

Stratovarius
2015-09-27, 09:18 PM
Soulknife/Truenamer, aka Bladespeaker. It has a fair number of new abilities, mostly around Truenaming.

Bladespeaker

"I can do all things."
- Excasard the Brilliant, Human Bladespeaker

Text

Making a Bladespeaker
Text

Abilities: Intelligence is the ability that the Bladespeaker uses to speak truenames. More at home in combat than using utterances, the Bladespeaker does well to have strong physical statistics.

Races: Bladespeaker appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Bladespeaker can be of any alignment, and there is no bias in any one direction.

Table 1: The Bladespeaker


Level BAB Ref Fort Will Abilities
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1 +1 +2 +0 +2 Bladespeaker, Utterances
2 +2 +3 +1 +3 Weapon Focus (mind blade), Throw mind blade
3 +3 +3 +1 +3 Psychic strike +1d8
4 +4 +4 +2 +4 +1 mind blade, Enhancing Utterance
5 +5 +4 +2 +4 Free draw, shape mind blade, Bonus Recitation Feat
6 +6 +5 +3 +5 Mind blade enhancement +1, Speed of Thought
7 +7 +5 +3 +5 Psychic strike +2d8, Hammer of Truth
8 +8 +6 +2 +6 +2 mind blade, See the Named, Multiple throw
9 +9 +6 +3 +6 Bladewind, Greater Weapon Focus (mind blade)
10 +10 +7 +3 +7 Mind blade enhancement +2, Bonus Recitation Feat, Sending
11 +11 +7 +3 +7 Psychic strike +3d8, Speak unto the Masses
12 +12 +8 +4 +8 +3 mind blade, Say My Name and I Am There
13 +13 +8 +4 +8 Knife to the soul
14 +14 +9 +4 +9 Mind blade enhancement +3, Pronouncement of Doom
15 +15 +9 +5 +9 Psychic strike +4d8, Bonus Recitation Feat
16 +16 +10 +5 +10 +4 mind blade, Truthstorm
17 +17 +10 +5 +10 Spoken Gift
18 +18 +11 +6 +11 Mind blade enhancement +4, Sword of Words
19 +19 +11 +6 +11 Psychic strike +5d8, Land of Thine Own Creation
20 +20 +12 +6 +12 +5 mind blade, Bonus Recitation Feat, Blade of the True


Game Rule Information
Wilding Knives have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (all)* (Int), Listen (Wis), Perform (Cha), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Truespeak (Int), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Wilding Knives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Utterances
A Wilding Knight gains and uses utterances from the Lexicons of the Evolving Mind, Crafted Tool, and Perfected Map exactly as if he was a Truenamer of an equal class level, except that the Law of Resistance and the Law of Sequence do not apply to the Bladespeaker.

Mind Blade (Su)
As a move action, a Bladespeaker can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Bladespeaker materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Wilding Knives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Bladespeaker can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Bladespeaker can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Bladespeaker’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a Bladespeaker can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Bladespeaker maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Bladespeaker can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade)
A Bladespeaker gains Weapon Focus (mind blade) as a bonus feat.

Throw Mind Blade (Ex)
A Bladespeaker of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.

Whether or not the attack hits, a thrown mind blade then dissipates. A Bladespeaker of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su)
As a move action, a Bladespeaker of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

A mind blade deals this extra damage only once when this ability is called upon, but a Bladespeaker can imbue his mind blade with psychic energy again by taking another move action.

Once a Bladespeaker has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Bladespeaker drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Bladespeaker next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Bladespeaker’s psychic strike increases as shown on the Table above.

Enhancing Utterance (Su)
By saying his own truename as a swift action in the same round as he expends his Psychic Strike, the Bladespeaker can make the damage from the Psychic Strike apply to all attacks he makes during the round, instead of the first.

Free Draw (Su)
At 5th level, a Bladespeaker becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.

Shape Mind Blade (Su)
At 5th level, a Bladespeaker gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Bladespeaker shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a Bladespeaker can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Bladespeaker would otherwise create with a single mind blade.

Bonus Recitation Feat
By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 5th level. Choose one recitation feat. You must still meet the prerequisites for the bonus feat to take it. At each indicated level, gain another bonus recitation feat.

Mind Blade Enhancement (Su)
At 6th level, a Bladespeaker gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Bladespeaker can add to his weapon improves to +2, +3, and +4, respectively. A Bladespeaker can choose any combination of weapon special abilities that does not exceed the total allowed by the Bladespeaker’s level.

The weapon ability or abilities remain the same every time the Bladespeaker materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

A Bladespeaker can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Bladespeaker.


Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky1 +1
Mighty cleaving +1
Psychokinetic +1
Sundering +1
Vicious +1
Collision +2
Mindcrusher +2
Psychokinetic burst +2
Suppression +2
Wounding +2
Bodyfeeder +3
Mindfeeder +3
Soulbreaker +3

Speed of Thought
A Bladespeaker gains Speed of Thought as a bonus feat at 6th level.

Hammer of Truth
When the Bladespeaker takes a full attack action, he may speak one utterance as a free action. It must affect a target he struck using his mind blade. He recieves a +4 bonus on his Truespeak check.

See the Named (Su)
Beginning at 8th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal (see page 196 for information on making a Truespeak check to affect a creature). If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per point of intelligence modifier per day.

Multiple Throw (Ex)
At 8th level and higher, a Bladespeaker can throw a number of mind blades per round equal to the number of melee attacks he could make.

Bladewind (Su)
At 9th level, a Bladespeaker gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

As a full attack, when wielding his mind blade, a Bladespeaker can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Bladespeaker’s regular mind blade.

When using bladewind, a Bladespeaker forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

The mind blade immediately reverts to its previous form after the bladewind attack.

Greater Weapon Focus (Mind Blade)
A Bladespeaker gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Sending (Su)
Beginning at 10th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check (DC 15 + 2 × target's CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability at will.

Speak unto the Masses (Su)
At 11th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.

Say My Name and I Am There (Su)
At 12th level, you develop a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.

Knife to the Soul (Su)
Beginning at 13th level, when a Bladespeaker executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Bladespeaker can combine extra dice of damage and ability damage in any combination.

The Bladespeaker decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

Pronouncement of Doom
If a Bladespeaker makes a successful psychic strike attack, he may pronounce doom on the struck creature. That creature must make a fortitude save or be destroyed (this affects undead and other unliving creatures). Treat this as a 6th level utterance from the Lexicon of the Evolving Mind.

Truthstorm
After the Bladespeaker has successfully spoken an utterance, he may choose to expend his psychic strike. If he does, all creatures affected by the utterance take the psychic strike damage.

Spoken Gift
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can grant his mind blade a single +3 or lower weapon special ability. It lasts for a number of rounds equal to his charisma modifier.

Sword of Words
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can animate his mind blade, as per the dancing enhancement. He immediately forms another mind blade. This lasts for a number of rounds equal to his charisma modifier.

Land of Thine Own Creation
If the Bladespeaker is fighting inside an area of effect generated by his utterances, he is immune to any effects of that utterance, and doubles his psychic strike damage on any creature who is inside the area of effect with him. He also recieves a +4 bonus to attack rolls.

Blade of the True
Whenever the Bladespeaker successfully strikes a creature with his mind blade, he may speak an utterance targeting the struck creature as a free action.

Stratovarius
2015-10-02, 07:06 AM
Warleader - Crusader/Bard combination, along with some donations from Warleader, War Chanter, and Warrior Skald. Please note that although ability names are the same, there have been some changes.

Warleader

"I can do all things."
- Excasard the Brilliant, Human Warleader

Text

Making a Warleader
Text

Abilities: Blah

Races: Warleader appear amongst all races.

Alignment: Warleader can be of any alignment, and there is no bias in any one direction.

Table 1: The Warleader


Level BAB Ref Fort Will Special Abilities Maneuvers Known Maneuvers Readied Stances Known
------------------------------------------------------------------------------------------------------------------------------
1 +1 +0 +2 +2 Furious Counterstrike, Steely Resolve 5 5 5 (2) 1
2 +2 +0 +3 +3 Indomitable Soul 5 5 (2) 2
3 +3 +1 +3 +3 6 5 (2) 2
4 +4 +1 +4 +4 Steely Resolve 10 6 5 (2) 2
5 +5 +1 +4 +4 7 5 (2) 2
6 +6 +2 +5 +5 Rally Troops 7 5 (2) 2
7 +7 +2 +5 +5 8 5 (2) 2
8 +8 +2 +6 +6 Steely Resolve 15 8 5 (2) 3
9 +9 +3 +6 +6 9 5 (2) 3
10 +10 +3 +7 +7 Battle Standard 9 6 (3) 3
11 +11 +3 +7 +7 10 6 (3) 3
12 +12 +4 +8 +8 Steely Resolve 20 10 6 (3) 3
13 +13 +4 +8 +8 11 6 (3) 3
14 +14 +4 +9 +9 Combine Songs 11 6 (3) 4
15 +15 +5 +9 +9 12 6 (3) 4
16 +16 +5 +10 +10 Steely Resolve 25 12 6 (3) 4
17 +17 +5 +10 +10 13 6 (3) 4
18 +18 +6 +11 +11 Leading the Fight 13 6 (3) 4
19 +19 +6 +11 +11 14 6 (3) 4
20 +20 +6 +12 +12 Steely Resolve 30 14 7 (4) 4



Game Rule Information
Wilding Knives have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 6d4 x 10
Starting Age: As Crusader


Class skills
Balance, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (religion), Martial Lore, Perform, Ride, Sense Motive

Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
You are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields.

Maneuvers & Stances
As Crusader, except you only have access to Devoted Spirit and White Raven.

Steely Resolve (Ex)
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you.

You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most Warleaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).

Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.

At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.

Furious Counterstrike (Ex)
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.

During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. This ability's benefits last until the end of your turn.

Bardic Music
Once per day per Warleader level, a Warleader can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Warleader level and a minimum number of ranks in the Perform skill to qualify; if a Warleader does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the Warleader must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a Warleader cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Warleader has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Words of Panic (Su)
A Warleader with 3 or more ranks in a Perform skill can make a demoralizing speech. Once they've heard the Warleader's epic oratory for a full found, opponents within 20 feet must succeed on a Will save (DC 10 + Warleader levels + Cha bonus) or be shaken (-2 morale penalty on attacks, damage, and saves) as long as the Warleader continues to recite and for 5 rounds thereafter. This is a mind-affecting ability that counts as one daily use of bardic music.

Inspire Courage (Su)
A Warleader with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Warleader sing. The effect lasts for as long as the ally hears the Warleader sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Warleader levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A Warleader of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 60 feet and able to see and hear the Warleader. The Warleader must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Warleader’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Warleader concentrates, up to a maximum of 2 minutes. A Warleader can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Words of Fear (Su)
A Warleader of 6th level or higher with 9 or more ranks in a Perform skill can make a frightening speech. Once they've heard the Warleader for a full round, opponents within 60 feet must succeed on a will save (DC 10 + Warleader levels + Cha bonus) or be frightened (flee if possible, or suffer a -2 morale penalty on attacks, damage, and saves) as long as the Warleader continues to recite and for 5 rounds thereafter. This is a mind-affecting, language-dependent ability that counts as three daily uses of bardic music.

Inspire Recklessness (Su)
A Warleader of 9th level or higher with 12 or more ranks in any Perform skill can use her song or poetics to inspire an often dangerous, but very effective, ferocity in his allies within 60 feet. The effect lasts for as long as the allies hear the Warleader sing and for 5 rounds thereafter. Affected allies are inspired to recklessness, gaining the ability to decrease their Armor Class by a number less than or equal to their base attack bonus and add the same number to their melee attack rolls as a morale bonus.

Inspire Heroics (Su)
As an additional use of bardic music, a Warleader with 15 or more ranks in Perform can use poetics to inspire tremendous heroism in a single willing ally within 60 feet, allowing that creature to fight bravely even against overwhelming odds. For every three levels the Warleader attains beyond 5th, he can inspire heroism in one additional creature. To inspire heroism, the Warleader must recite poetry and the creature must hear the poetry for a full round. A creature so inspired gains a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws, and a +4 dodge bonus to Armor Class. The effect lasts as long as the ally hears the Warleader continue to recite poetry and for up to 5 rounds thereafter. This is a mind-affecting ability that counts as one daily use of bardic music.

Words of Panic (Su)
A Warleader of 13th level or higher with 16 or more ranks in a Perform skill can make a terrifying speech. Once they've heard the Warleader for a full round, opponents within 60 feet must succeed on a will save (DC 10 + Warleader levels + Cha bonus) or be panicked (-2 morale penalty on saves, and creature flees or cowers, dropping items) as long as the Warleader continues to recite and for 5 rounds thereafter. This is a mind-affecting, language-dependent ability that counts as three daily uses of bardic music.

Inspire Heroics (Su)
A Warleader of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 60 feet. For every three Warleader levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Warleader must sing and an ally must hear the Warleader sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Warleader sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Words of Fury (Su)
This ability functions like suggestion, above, except that a Warleader of 16th level or higher with 19 or more ranks in a Perform skill can enrage her allies. This ability functions exactly like the barbarian rage on all willing allies within 20 feet, and it lasts as long as the Warleader continues her performance. Words of fury requires three daily uses of performance per round maintained. It is a supernatural, mind-affecting ability.

Inspire Legion (Su)
A 17th level Warleader with 20 or more ranks in any Perform skill can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the Warleader and must be able to hear the Warleader. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the Warleader cannot rejoin the same song. The effect lasts as long as the affected characters can hear the Warleader and stay within range.

When the Warleader begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the Warleader's character level as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.

Indomitable Soul (Ex)
Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower.

You add your Furious Counterstrike bonus (if any) as a bonus on Will saves and to Perform checks.

Rally Troops (Ex)
Your presence is enough to grant any allies within 60 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.

Battle Standard (Ex)
The mere sight of your coat of arms or other heraldic display is enough to turn the tide of battle. Allies within 60 feet of your standard gain the effects of both Inspire Courage and Rally Troops (above) as long as the standard is within range and held by you. If your standard is captured in battle, all allies within range aware of its loss suffer a —1 morale penalty to attacks and damage until it is recovered in addition to losing the benefits described above.

Combine Songs (Su)
A Warleader can combine two types of bardic music to provide the benefits of both (normal stacking rules for bonus types apply).

Leading the Fight (Su)
By expending a use of bardic music as a move action, the Warleader can grant all allies within 60 feet the benefit of the stance currently affecting the Warleader. The benefits last for five rounds.

Omnicrat
2015-10-02, 10:47 PM
How about taking the scholasticism of the Bard, the item crafting of the artificer, and the ability to acquire spells of the factotum/wizard (but not necessarily the ability to CAST all those spells)?


Did this get overlooked or were you just not interested in it?

spikeof2010
2015-10-03, 03:13 AM
Some other ideas.
Combine the Arcane Archer with Incarnum, maybe steal from the soulknife a bit.
Malconvoker stretched out 20 levels.
Swordsage/Sorcerer Mash up?
Ruby Knight Vindicator gished with Abjurant Champion.
Hell, Abjurant Champion with an Arcane Barbarian mash up.
Alienist stretched out 20 levels.
Fatespinner stretched out 20 levels.
Planar Shepard (gasp!) and Paladin mish mash?
Wild Soul and Shadowcraft Mage?

Xaotiq1
2015-10-04, 02:50 PM
Soulknife/Truenamer, aka Bladespeaker. It has a fair number of new abilities, mostly around Truenaming.

Bladespeaker

"I can do all things."
- Excasard the Brilliant, Human Bladespeaker

Text

Making a Bladespeaker
Text

Abilities: Intelligence is the ability that the Bladespeaker uses to speak truenames. More at home in combat than using utterances, the Bladespeaker does well to have strong physical statistics.

Races: Bladespeaker appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Bladespeaker can be of any alignment, and there is no bias in any one direction.

Table 1: The Bladespeaker


Level BAB Ref Fort Will Abilities
-----------------------------------------------------------------------------
1 +1 +2 +0 +2 Bladespeaker, Utterances
2 +2 +3 +1 +3 Weapon Focus (mind blade), Throw mind blade
3 +3 +3 +1 +3 Psychic strike +1d8
4 +4 +4 +2 +4 +1 mind blade, Enhancing Utterance
5 +5 +4 +2 +4 Free draw, shape mind blade, Bonus Recitation Feat
6 +6 +5 +3 +5 Mind blade enhancement +1, Speed of Thought
7 +7 +5 +3 +5 Psychic strike +2d8, Hammer of Truth
8 +8 +6 +2 +6 +2 mind blade, See the Named, Multiple throw
9 +9 +6 +3 +6 Bladewind, Greater Weapon Focus (mind blade)
10 +10 +7 +3 +7 Mind blade enhancement +2, Bonus Recitation Feat, Sending
11 +11 +7 +3 +7 Psychic strike +3d8, Speak unto the Masses
12 +12 +8 +4 +8 +3 mind blade, Say My Name and I Am There
13 +13 +8 +4 +8 Knife to the soul
14 +14 +9 +4 +9 Mind blade enhancement +3, Pronouncement of Doom
15 +15 +9 +5 +9 Psychic strike +4d8, Bonus Recitation Feat
16 +16 +10 +5 +10 +4 mind blade, Truthstorm
17 +17 +10 +5 +10 Spoken Gift
18 +18 +11 +6 +11 Mind blade enhancement +4, Sword of Words
19 +19 +11 +6 +11 Psychic strike +5d8, Land of Thine Own Creation
20 +20 +12 +6 +12 +5 mind blade, Bonus Recitation Feat, Blade of the True


Game Rule Information
Wilding Knives have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (all)* (Int), Listen (Wis), Perform (Cha), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Truespeak (Int), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Wilding Knives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Utterances
A Wilding Knight gains and uses utterances from the Lexicons of the Evolving Mind, Crafted Tool, and Perfected Map exactly as if he was a Truenamer of an equal class level, except that the Law of Resistance and the Law of Sequence do not apply to the Bladespeaker.

Mind Blade (Su)
As a move action, a Bladespeaker can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Bladespeaker materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Wilding Knives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Bladespeaker can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Bladespeaker can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Bladespeaker’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a Bladespeaker can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Bladespeaker maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Bladespeaker can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade)
A Bladespeaker gains Weapon Focus (mind blade) as a bonus feat.

Throw Mind Blade (Ex)
A Bladespeaker of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.

Whether or not the attack hits, a thrown mind blade then dissipates. A Bladespeaker of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su)
As a move action, a Bladespeaker of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

A mind blade deals this extra damage only once when this ability is called upon, but a Bladespeaker can imbue his mind blade with psychic energy again by taking another move action.

Once a Bladespeaker has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Bladespeaker drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Bladespeaker next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Bladespeaker’s psychic strike increases as shown on the Table above.

Enhancing Utterance (Su)
By saying his own truename as a swift action in the same round as he expends his Psychic Strike, the Bladespeaker can make the damage from the Psychic Strike apply to all attacks he makes during the round, instead of the first.

Free Draw (Su)
At 5th level, a Bladespeaker becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.

Shape Mind Blade (Su)
At 5th level, a Bladespeaker gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Bladespeaker shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a Bladespeaker can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Bladespeaker would otherwise create with a single mind blade.

Bonus Recitation Feat
By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 5th level. Choose one recitation feat. You must still meet the prerequisites for the bonus feat to take it. At each indicated level, gain another bonus recitation feat.

Mind Blade Enhancement (Su)
At 6th level, a Bladespeaker gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Bladespeaker can add to his weapon improves to +2, +3, and +4, respectively. A Bladespeaker can choose any combination of weapon special abilities that does not exceed the total allowed by the Bladespeaker’s level.

The weapon ability or abilities remain the same every time the Bladespeaker materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

A Bladespeaker can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Bladespeaker.


Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky1 +1
Mighty cleaving +1
Psychokinetic +1
Sundering +1
Vicious +1
Collision +2
Mindcrusher +2
Psychokinetic burst +2
Suppression +2
Wounding +2
Bodyfeeder +3
Mindfeeder +3
Soulbreaker +3

Speed of Thought
A Bladespeaker gains Speed of Thought as a bonus feat at 6th level.

Hammer of Truth
When the Bladespeaker takes a full attack action, he may speak one utterance as a free action. It must affect a target he struck using his mind blade. He recieves a +4 bonus on his Truespeak check.

See the Named (Su)
Beginning at 8th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal (see page 196 for information on making a Truespeak check to affect a creature). If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per point of intelligence modifier per day.

Multiple Throw (Ex)
At 8th level and higher, a Bladespeaker can throw a number of mind blades per round equal to the number of melee attacks he could make.

Bladewind (Su)
At 9th level, a Bladespeaker gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

As a full attack, when wielding his mind blade, a Bladespeaker can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Bladespeaker’s regular mind blade.

When using bladewind, a Bladespeaker forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

The mind blade immediately reverts to its previous form after the bladewind attack.

Greater Weapon Focus (Mind Blade)
A Bladespeaker gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Sending (Su)
Beginning at 10th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check (DC 15 + 2 × target's CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability at will.

Speak unto the Masses (Su)
At 11th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.

Say My Name and I Am There (Su)
At 12th level, you develop a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.

Knife to the Soul (Su)
Beginning at 13th level, when a Bladespeaker executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Bladespeaker can combine extra dice of damage and ability damage in any combination.

The Bladespeaker decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

Pronouncement of Doom
If a Bladespeaker makes a successful psychic strike attack, he may pronounce doom on the struck creature. That creature must make a fortitude save or be destroyed (this affects undead and other unliving creatures). Treat this as a 6th level utterance from the Lexicon of the Evolving Mind.

Truthstorm
After the Bladespeaker has successfully spoken an utterance, he may choose to expend his psychic strike. If he does, all creatures affected by the utterance take the psychic strike damage.

Spoken Gift
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can grant his mind blade a single +3 or lower weapon special ability. It lasts for a number of rounds equal to his charisma modifier.

Sword of Words
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can animate his mind blade, as per the dancing enhancement. He immediately forms another mind blade. This lasts for a number of rounds equal to his charisma modifier.

Land of Thine Own Creation
If the Bladespeaker is fighting inside an area of effect generated by his utterances, he is immune to any effects of that utterance, and doubles his psychic strike damage on any creature who is inside the area of effect with him. He also recieves a +4 bonus to attack rolls.

Blade of the True
Whenever the Bladespeaker successfully strikes a creature with his mind blade, he may speak an utterance targeting the struck creature as a free action.


I forgot to thank you for this. My apologies; an a well overdue thanks!

Stratovarius
2015-10-05, 08:54 AM
I forgot to thank you for this. My apologies; an a well overdue thanks!

Not a problem. I'm most interested in seeing how it actually plays, since the base material, is, well, utter rubbish. They're probably the two most "fixed" classes out there.


Forrest Mage:
A sorcerer/druid/ranger blend. A spontaneous caster with a spell list that is half druid and half sor/wiz. Combat like a druid. Class abilities blending druid and ranger. A magical hunter and protector of the wild.

Thicketmage - It's a mixture of Druid, Ranger, Spirit Shaman, and Sorcerer. Should slot in around Tier 2 like the sorcerer before it.

Thicketmage

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Thicketmage

Text

Making a Thicketmage
Text

Abilities: The Thicketmage does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Thicketmage uses to give him extra spells.

Races: Thicketmages appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Thicketmage can be of any alignment, and there is no bias in any one direction.

Table 1: The Thicketmage


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
----------------------------------------------------------------------------------------------------------------
1 +1 +0 +2 +2 Combat Style, Track 1 — — — — — — — —
2 +2 +1 +3 +3 Wild Empathy, Trackless Step 2 — — — — — — — —
3 +3 +1 +3 +3 Endurance 2 1 — — — — — — —
4 +4 +2 +4 +4 Animal Companion 3 2 — — — — — — —
5 +5 +2 +4 +4 Resist Nature's Lure 3 2 1 — — — — — —
6 +6 +3 +5 +5 Improved Combat Style 3 3 2 — — — — — —
7 +7 +3 +5 +5 Woodland Stride 4 3 2 1 — — — — —
8 +8 +2 +6 +6 Swift Tracker 4 3 3 2 — — — — —
9 +9 +3 +6 +6 Evasion, Combat Style Mastery 4 4 3 2 1 — — — —
10 +10 +3 +7 +7 Venom Immunity 4 4 3 3 2 — — — —
11 +11 +3 +7 +7 Wild shape 1/day 4 4 4 3 2 1 — — —
12 +12 +4 +8 +8 Wild shape 2/day 4 4 4 3 3 2 — — —
13 +13 +4 +8 +8 Wild shape 3/day, Camouflage 4 4 4 4 3 2 1 — —
14 +14 +4 +9 +9 Wild shape (Large) 4 4 4 4 3 3 2 — —
15 +15 +5 +9 +9 Timeless Body 4 4 4 4 4 3 2 1 —
16 +16 +5 +10 +10 Wild shape 4/day, Wild Shape (Tiny) 4 4 4 4 4 3 3 2 —
17 +17 +5 +10 +10 Hide in Plain Sight 4 4 4 4 4 4 3 2 1
18 +18 +6 +11 +11 Wild shape (Huge) 4 4 4 4 4 4 3 3 2
19 +19 +6 +11 +11 Wild shape 5/day 4 4 4 4 4 4 4 3 3
20 +20 +6 +12 +12 Wild shape (Plant) 4 4 4 4 4 4 4 4 4

Table 2: Spells Retrieved


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
------------------------------------------
1 1 — — — — — — — —
2 2 — — — — — — — —
3 2 1 — — — — — — —
4 3 1 — — — — — — —
5 3 1 1 — — — — — —
6 3 2 1 — — — — — —
7 3 2 1 1 — — — — —
8 3 2 2 1 — — — — —
9 3 3 2 1 1 — — — —
10 3 3 2 2 1 — — — —
11 3 3 3 2 1 1 — — —
12 3 3 3 2 2 1 — — —
13 3 3 3 3 2 1 1 — —
14 3 3 3 3 2 2 1 — —
15 3 3 3 3 3 2 1 1 —
16 3 3 3 3 3 2 2 1 —
17 3 3 3 3 3 3 2 1 1
18 3 3 3 3 3 3 2 2 1
19 3 3 3 3 3 3 3 2 2
20 3 3 3 3 3 3 3 3 2

Game Rule Information
Thicketmage have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text

Weapon and Armour Proficiency: Thicketmage are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
Spells: Spells: A Thicketmage casts arcane spells from the druid, ranger, and sorcerer spell lists. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time. To retrieve or cast a spell, a Thicketmage must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a Thicketmage's spell is 10 + the spell level + the Thicketmage's Charisma modifier. Like other spellcasters, a Thicketmage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—5: The Thicketmage. In addition, she receives bonus spells per day if she has a high Wisdom score. Like a sorcerer, a Thicketmage knows only a small number of spells. However, each day a Thicketmage may change the spells she knows. When a Thicketmage meditates to regain her daily allotment of spells, she retrieves knowledge of the specific spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level Thicketmage can retrieve two 1st-level, and one 2nd-level spells. She can cast 1st-level spells four times, and her 2nd-level spell two times in the course of the day. If a Thicketmage knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a Thicketmage might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A Thicketmage could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A Thicketmage cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Thicketmages using metamagic feats do not have an increased casting time as sorcerers do. Each Thicketmage must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day. Thicketmages suffer arcane spell failure in any armour above light.
Combat Style (Ex): At 1st level, a Thicketmage must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Thicketmage selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Thicketmage’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Track: A Thicketmage gains Track as a bonus feat.
Wild Empathy (Ex): A Thicketmage can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Thicketmage rolls 1d20 and adds his Thicketmage level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Thicketmage and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Thicketmage can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Endurance: A Thicketmage gains Endurance as a bonus feat.
Trackless Step (Ex): A Thicketmage leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Animal Companion (Ex):At 4th level, a Thicketmage gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Thicketmage’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Thicketmage on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Thicketmage's effective druid level equal to his class level.
Resist Nature's Lure (Ex): A Thicketmage gains a +4 bonus on saving throws against the spell-like abilities of fey.
Improved Combat Style (Ex): At 6th level, a Thicketmage’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 1st level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selected two-weapon combat at 1st level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thicketmage’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a Thicketmage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Thicketmage can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Thicketmage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Thicketmage is wearing light armor or no armor. A helpless Thicketmage does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 10th level, a Thicketmage’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 1st level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selected two-weapon combat at 1st level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thicketmage’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Venom Immunity (Ex): A Thicketmage gains immunity to all poisons.
Wild Shape (Su): At 11th level, a Thicketmage gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Thicketmage level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Thicketmage melds into the new form and becomes nonfunctional. When the Thicketmage reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Thicketmage's feet. The form chosen must be that of an animal the Thicketmage is familiar with. A Thicketmage loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Thicketmage can use this ability more times per day at 12th, 13th, 16th, 19th, as noted on Table: The Thicketmage. In addition, she gains the ability to take the shape of a Large animal at 14th level, a Tiny animal at 16th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s Thicketmage level. At 20th level, a Thicketmage becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Thicketmage can’t use this ability to take the form of a plant that isn’t a creature.)
Camouflage (Ex): A Thicketmage of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Timeless Body (Ex):After attaining 15th level, a Thicketmage no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Thicketmage still dies of old age when her time is up.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Thicketmage of 17th level or higher can use the Hide skill even while being observed.

LordotTrinkets
2015-10-05, 09:54 AM
Request! Request!

Shadowcaster/Warlock fusion for infinite shadow spells. If possible, add more spells that deal piercing/slashing damage so it can be played to the tune of Selim Bradley. :smallbiggrin:

Bonus points if you can figure out a way to effectively weaken his powers in the dark without making guaranteed death.

Stratovarius
2015-10-05, 02:05 PM
Request! Request!

Shadowcaster/Warlock fusion for infinite shadow spells. If possible, add more spells that deal piercing/slashing damage so it can be played to the tune of Selim Bradley. :smallbiggrin:

Bonus points if you can figure out a way to effectively weaken his powers in the dark without making guaranteed death.

You get this one quickly because I liked the concept - Shadowcasters are one of the classes that have always appealed to me. Although upon reviewing them for this, I realized they have no class abilities whatsoever. WotC never really took the whole "no empty levels" thing to heart, did they?

Obsidian Adept - It's mostly a Warlock, but instead of invocations, it uses Mysteries. Also tweaked a few of the abilities to make them fit the shadow theme more appropriately.
Obsidian Adept

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Obsidian Adept

Text

Making an Obsidian Adept
Text

Abilities: See below

Races: Obsidian Adepts appear amongst all races.

Alignment: Obsidian Adept can be of any alignment, and there is no bias in any one direction.

Table 1: The Obsidian Adept


Level BAB Ref Fort Will Abilities Mysteries Known
----------------------------------------------------------------------------------------------------------------------------------------------
1st +0 +0 +0 +2 Darkblast 1d6, Mystery (least) 1
2nd +1 +0 +0 +3 Mystic Reflections 2
3rd +2 +1 +1 +3 Damage reduction 1/piercing and magic, Darkblast 2d6 3
4th +3 +1 +1 +4 Deceive item 4
5th +3 +1 +1 +4 Darkblast 3d6 5
6th +4 +2 +2 +5 New Mystery (least or lesser) 6
7th +5 +2 +2 +5 Damage reduction 2/piercing and magic, Darkblast 4d6 7
8th +6 +2 +2 +6 Shadow Resilience 1 8
9th +6 +3 +3 +6 Darkblast 5d6 9
10th +7 +3 +3 +7 Cold Resistance 10 10
11th +8 +3 +3 +7 Damage reduction 3/piercing and magic, Darkblast 6d6, new Mystery (least, lesser or greater) 11
12th +9 +4 +4 +8 Imbue item 12
13th +9 +4 +4 +8 Shadow Resilience 2 13
14th +10 +4 +4 +9 Darkblast 7d6 14
15th +11 +5 +5 +9 Damage reduction 4/piercing and magic 15
16th +12 +5 +5 +10 New Mystery (least, lesser, greater, or dark) 16
17th +12 +5 +5 +10 Darkblast 8d6 17
18th +13 +6 +6 +11 Shadow Resilience 5 18
19th +14 +6 +6 +11 Damage reduction 5/piercing and magic 19
20th +15 +6 +6 +12 Darkblast 9d6, Cold Resistance 20 20

Game Rule Information
Obsidian Adept have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Concentration, Craft, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Move Silently, Profession, Spellcraft, Spot and Use Magic Device
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text

Weapon and Armour Proficiency: Obsidian Adepts are proficient with all simple weapons. They are proficient with light armor but not with shields. Because the somatic components required for Obsidian Adept Mysteries are relatively simple, an Obsidian Adept can use any of his Mysteries while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, an Obsidian Adept wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all Mysteries, including Darkblast, have a somatic component). A multiclass Obsidian Adept still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Shadow Mysteries: An Obsidian Adept does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of abilities known as Mysteries that require him to focus the umbral energy that suffuses his soul. An Obsidian Adept can use any Mystery he knows at will, with the following qualifications: An Obsidian Adept's Mysteries are spell-like abilities; using a Mystery is therefore a standard action that provokes attacks of opportunity. A Mystery can be disrupted, just as a spell can be ruined during casting. An Obsidian Adept is entitled to a Concentration check to successfully use a Mystery if he is hit by an attack while using a mytery, just as a spellcaster would be. An Obsidian Adept can choose to use a Mystery defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Obsidian Adept's Mysteries are subject to spell resistance unless a Mystery's description specifically states otherwise. An Obsidian Adept's caster level with his Mysteries is equal to his Obsidian Adept level. The save DC for a Mystery (if it allows a save) is 10 + mystery level + the Obsidian Adept's Charisma modifier. The four grades of Mysteries (Tome of Magic p140), in order of their relative power, are least (1st level), lesser (2nd and 3rd), greater (4th and 5th), and dark (6th and 7th). An Obsidian Adept begins with knowledge of one Mystery, which must be of the lowest grade (least). As an Obsidian Adept gains levels, he learns new Mysteries, as summarized on the advancement table and described below. At any level when an Obsidian Adept learns a new Mystery, he can also replace a Mystery he already knows with another Mystery of the same or a lower grade. At 6th level, an Obsidian Adept can replace a least Mystery he knows with a different least Mystery (in addition to learning a new Mystery, which could be either least or lesser). At 11th level, an Obsidian Adept can replace a least or lesser Mystery he knows with another Mystery of the same or a lower grade (in addition to learning a new Mystery, which could be least, lesser, or greater). At 16th level, an Obsidian Adept can replace a least, lesser, or greater Mystery he knows with another Mystery of the same or a lower grade (in addition to learning a new Mystery, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, Mysteries are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Obsidian Adepts can qualify for some prestige classes usually intended for spellcasters; treat them as a Warlock.
Darkblast (Sp): The first ability an Obsidian Adept learns is Darkblast. An Obsidian Adept attacks his foes with umbral power, using baleful shadow energy to deal damage and sometimes impart other debilitating effects. A Darkblast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An Darkblast deals 1d6 points of damage at 1st level and increases in power as the Obsidian Adept rises in level. A Darkblast is the equivalent of a 1st-level spell and is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to Darkblast. A Darkblast deals half damage to objects. As a free action, an Obsidian Adept can choose to apply a single mystery that requires a non-harmless saving throw he knows as a rider effect on his Darkblast. If he does so, the spell level of the Darkblast changes to that of the mystery. If the Darkblast successfully hits, the mystery affects the target, no save allowed. The Obsidian Adept may attach a mystery as a rider to his darkblast every 1d4 rounds.
Mystic Reflections (Sp): Beginning at 2nd level, an Obsidian Adept can use mystic reflections as a fundemental mystery at will. His caster level equals his class level.
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, an Obsidian Adept becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/piercing and magic. At 7th level and every four levels thereafter, an Obsidian Adept's damage reduction improves as shown on the advancement table below.
Deceive Item (Ex): At 4th level and higher, an Obsidian Adept has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, an Obsidian Adept can take 10 even if distracted or threatened.
Shadow Resilience (Su): Beginning at 8th level, an Obsidian Adept knows the trick of Shadow Resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the Obsidian Adept gains fast healing 1. At 13th level, an Obsidian Adept's Shadow Resilience improves. When in his Shadow Resilience state, he gains fast healing 2 instead. At 18th level, an Obsidian Adept's Shadow Resilience improves to fast healing 5.
Cold Resistance (Su): At 10th level and higher, an Obsidian Adept has resistance 10 against cold. At 20th level, an Obsidian Adept gains resistance 20.
Imbue Item (Su): An Obsidian Adept of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the Obsidian Adept can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

jqavins
2015-10-05, 06:39 PM
Thicketmage - It's a mixture of Druid, Ranger, Spirit Shaman, and Sorcerer. Should slot in around Tier 2 like the sorcerer before it.
Looks good, thanks.

Stratovarius
2015-10-16, 08:55 AM
Hmm, how about a Duskblade/Paladin Combo, who focuses on being a perfect mixture of Martial Prowess, Arcane Knowledge, and Divine Devotion. One thing that I do not want is LG alignment only, but possibly Good only or must match god's alignment.

Probably not quite what you were looking for (ended up hewing fairly closely to being a super-duskblade), but Occult Blade.
Occult Blade[/FONT]

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Occult Blade

Text

Making a Occult Blade
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Occult Blade


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1 +1 +0 +2 +2 Armoured Mage, Smite 2 — — — —
2 +2 +1 +3 +3 Combat Casting 3 — — — —
3 +3 +1 +3 +3 Arcane Channelling 4 — — — —
4 +4 +2 +4 +4 Armored Mage 5 — — — —
5 +5 +2 +4 +4 Smite, Quick Cast 5 2 — — —
6 +6 +3 +5 +5 Spell Power, Mount 6 3 — — —
7 +7 +3 +5 +5 Armored Mage 6 5 — — —
8 +8 +2 +6 +6 Arcane Rejuvenation 7 6 — — —
9 +9 +3 +6 +6 Extended Spellstrength 7 6 2 — —
10 +10 +3 +7 +7 Armored Mage, Smite 8 7 3 — —
11 +11 +3 +7 +7 Spell Power 8 7 5 — —
12 +12 +4 +8 +8 Arcane Boost (Attack) 8 8 6 — —
13 +13 +4 +8 +8 Arcane Channelling 9 8 6 2 —
14 +14 +4 +9 +9 Arcane Boost (AC) 9 8 7 3 —
15 +15 +5 +9 +9 Smite 9 9 7 5 —
16 +16 +5 +10 +10 Spell Power, Arcane Boost (Saves) 10 9 8 6 —
17 +17 +5 +10 +10 10 9 8 6 2
18 +18 +6 +11 +11 Spell Power, Arcane Boost (Resistance) 10 10 9 7 3
19 +19 +6 +11 +11 Arcane Boost (Damage) 10 10 9 7 5
20 +20 +6 +12 +12 Smite, Warrior of the Arcane 10 10 10 8 6

Game Rule Information
Occult Blade have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text

Weapon and Armor Proficiency: Occult Blades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
Spells: A Occult Blade casts arcane spells, which are drawn from the duskblade & paladin spell lists. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). A Occult Blade's caster level is equivalent to his class level.
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Occult Blade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Occult Blade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Occult Blade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. At 10th level, you learn to use heavy armor with no chance of arcane spell failure.
Smite (Su): Once per encounter you may smite an enemy creature. You gain a bonus on attack rolls equal to your intelligence modifier, and deal 1 extra point of damage per class level. At 5th, 10th, 15th, and 20th level, you gain an extra use per encounter.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Quick Cast (Ex): Whenever you successfully smite an enemy, you can cast a single spell as a swift action that does not generate an attack of opportunity, so long as the casting time of the spell is 1 standard action or less.
Mount (Sp): Upon reaching 6th level, a Occult Blade gains the service of a loyal steed to serve her. This mount is usually a heavy warhorse (for a Medium Occult Blade) or a warpony (for a Small Occult Blade). Once per day, as a full-round action, a Occult Blade may magically call her mount. This ability is the equivalent of a spell of a level equal to one-third the Occult Blade’s level. The mount immediately appears adjacent to the Occult Blade and remains for 2 hours per Occult Blade level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Occult Blade may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Arcane Rejuvenation (Su): An Occult Blade can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her unused spell slots; doing this heals a number of hit points of damage equal to 1d8+1 times the spell's level.
Extended Spellstrength (Ex): Beginning at 9th level, a Occult Blade knows how to extend the duration of spells that he casts on himself. The duration of any of his spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time). Spells that target multiple targets are affected by this power, but only the Occult Blade gains the extended duration.
Arcane Boost (Su): You gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round per spell level.

Bonus on attack rolls equal to 1d4 * spell's level.
Bonus to AC equal to 1d4 * spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Bonus on weapon damage rolls equal to 1d8+1 * spell's level.

Warrior of the Arcane (Su): Whenever you use Arcane Channelling, treat all attacks made therein as Smite attacks.

ImperatorV
2015-10-16, 10:23 AM
So, it's not perfectly in line with what you are asking for in this thread, but I noticed in the list of previous classes the Candle Caster class, which stretched a Prc into a base class - is it possible you could do the same with the Beast Heart Adept Prc? Possibly with a refluffed version of the Archivist's Dark Knowledge ability to fill in the levels?

Mousedigits
2015-10-16, 11:01 AM
Probably not quite what you were looking for (ended up hewing fairly closely to being a super-duskblade), but Occult Blade.
Occult Blade[/FONT]

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Occult Blade

Text

Making a Occult Blade
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Occult Blade


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1 +1 +0 +2 +2 Armoured Mage, Smite 2 — — — —
2 +2 +1 +3 +3 Combat Casting 3 — — — —
3 +3 +1 +3 +3 Arcane Channelling 4 — — — —
4 +4 +2 +4 +4 Armored Mage 5 — — — —
5 +5 +2 +4 +4 Smite, Quick Cast 5 2 — — —
6 +6 +3 +5 +5 Spell Power, Mount 6 3 — — —
7 +7 +3 +5 +5 Armored Mage 6 5 — — —
8 +8 +2 +6 +6 Arcane Rejuvenation 7 6 — — —
9 +9 +3 +6 +6 Extended Spellstrength 7 6 2 — —
10 +10 +3 +7 +7 Armored Mage, Smite 8 7 3 — —
11 +11 +3 +7 +7 Spell Power 8 7 5 — —
12 +12 +4 +8 +8 Arcane Boost (Attack) 8 8 6 — —
13 +13 +4 +8 +8 Arcane Channelling 9 8 6 2 —
14 +14 +4 +9 +9 Arcane Boost (AC) 9 8 7 3 —
15 +15 +5 +9 +9 Smite 9 9 7 5 —
16 +16 +5 +10 +10 Spell Power, Arcane Boost (Saves) 10 9 8 6 —
17 +17 +5 +10 +10 10 9 8 6 2
18 +18 +6 +11 +11 Spell Power, Arcane Boost (Resistance) 10 10 9 7 3
19 +19 +6 +11 +11 Arcane Boost (Damage) 10 10 9 7 5
20 +20 +6 +12 +12 Smite, Warrior of the Arcane 10 10 10 8 6

Game Rule Information
Occult Blade have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text

Weapon and Armor Proficiency: Occult Blades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
Spells: A Occult Blade casts arcane spells, which are drawn from the duskblade & paladin spell lists. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). A Occult Blade's caster level is equivalent to his class level.
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Occult Blade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Occult Blade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Occult Blade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. At 10th level, you learn to use heavy armor with no chance of arcane spell failure.
Smite (Su): Once per encounter you may smite an enemy creature. You gain a bonus on attack rolls equal to your intelligence modifier, and deal 1 extra point of damage per class level. At 5th, 10th, 15th, and 20th level, you gain an extra use per encounter.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Quick Cast (Ex): Whenever you successfully smite an enemy, you can cast a single spell as a swift action that does not generate an attack of opportunity, so long as the casting time of the spell is 1 standard action or less.
Mount (Sp): Upon reaching 6th level, a Occult Blade gains the service of a loyal steed to serve her. This mount is usually a heavy warhorse (for a Medium Occult Blade) or a warpony (for a Small Occult Blade). Once per day, as a full-round action, a Occult Blade may magically call her mount. This ability is the equivalent of a spell of a level equal to one-third the Occult Blade’s level. The mount immediately appears adjacent to the Occult Blade and remains for 2 hours per Occult Blade level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Occult Blade may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Arcane Rejuvenation (Su): An Occult Blade can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her unused spell slots; doing this heals a number of hit points of damage equal to 1d8+1 times the spell's level.
Extended Spellstrength (Ex): Beginning at 9th level, a Occult Blade knows how to extend the duration of spells that he casts on himself. The duration of any of his spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time). Spells that target multiple targets are affected by this power, but only the Occult Blade gains the extended duration.
Arcane Boost (Su): You gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round per spell level.

Bonus on attack rolls equal to 1d4 * spell's level.
Bonus to AC equal to 1d4 * spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Bonus on weapon damage rolls equal to 1d8+1 * spell's level.

Warrior of the Arcane (Su): Whenever you use Arcane Channelling, treat all attacks made therein as Smite attacks.


You're right, that's not quite what I was looking for. However, I'm still very satisfied. It looks like a very fun class to play.

Needless to say, thank you!

Stratovarius
2015-10-16, 11:47 AM
So, it's not perfectly in line with what you are asking for in this thread, but I noticed in the list of previous classes the Candle Caster class, which stretched a Prc into a base class - is it possible you could do the same with the Beast Heart Adept Prc? Possibly with a refluffed version of the Archivist's Dark Knowledge ability to fill in the levels?

You mean like this? :biggrin:
Beast Heart Adept

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Beast Heart Adept

Text

Making a Beast Heart Adept
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Beast Heart Adept


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1 +0 +0 +2 +2 Monster Empathy, Monster Handler 1 — — — —
2 +1 +1 +3 +3 Monster Lore 1 — — — —
3 +2 +1 +3 +3 Monstrous Companion 2 — — — —
4 +3 +2 +4 +4 Monstrous Flank, Resist Monsters 2 — — — —
5 +3 +2 +4 +4 Speak with Monsters 3 1 — — —
6 +4 +3 +5 +5 Monstrous Tactics 3 1 — — —
7 +5 +3 +5 +5 Monstrous Wild Shape 4 2 — — —
8 +6 +2 +6 +6 Extra Companion 4 2 — — —
9 +6 +3 +6 +6 Monstrous Wild Shape 5 3 1 — —
10 +7 +3 +7 +7 Monstrous Team-Up 5 3 1 — —
11 +8 +3 +7 +7 Monstrous Wild Shape 5 4 2 — —
12 +9 +4 +8 +8 Empathic Link, Monstrous Stagger 5 4 2 — —
13 +9 +4 +8 +8 Extra Companion 5 5 3 1 —
14 +10 +4 +9 +9 Monstrous Link 5 5 3 1 —
15 +11 +5 +9 +9 Monstrous Wild Shape 5 5 4 2 —
16 +12 +5 +10 +10 Monstrous Wild Shape 5 5 4 2 —
17 +12 +5 +10 +10 Shared Skills 5 5 5 3 1
18 +13 +6 +11 +11 Extra Companion 5 5 5 3 2
19 +14 +6 +11 +11 Monstrous Death Blow 5 5 5 4 3
20 +15 +6 +12 +12 Monstrous Wild Shape 5 5 5 5 4

Game Rule Information
Beast Heart Adept have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: As druid
Starting Age: Complex (as druid)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, dungeoneering, nature, the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency: Beast Heart Adepts are proficient with all simple weapons, as well as light and medium armors and all shields (except tower shields).
Spells: A Beast Heart Adept casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You cast these spells exactly as a druid does, except you may not spontanenously cast summon nature's ally.
Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid’s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a –4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.
Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid’s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 6th level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid’s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
Resist Monsters (Ex): Starting at 4th level, a beast heart adept gains a +4 bonus on saving throws against the abilities of aberrations and magical beasts.
Speak with Monsters (Sp): Starting at 5th level, a Beast Heart Adept can use speak with monsters at will. Treat this as speak with animals, except that its effects apply to magical beasts and aberrations. Caster level is class level.
Monstrous Tactics (Ex): Starting at 6th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your
monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
Monstrous Wild Shape (Su): At 7th level, the Beast Heart Adept gains a version of the wild shape ability. Monstrous wild shape functions like the druid’s wild shape ability, except that the Beast Heart Adept instead chooses magical beasts instead of animal. At 9th level, the Beast Heart Adept gains the ability to change into a large magical beast. At 11th, a tiny magical beast. At 15th, huge magical beasts. At 16th, small, medium, and large aberrations. At 20th, huge aberrations. At 7th, 11th, 15th, and 19th levels he gains two uses of his Monstrous Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
Extra Monstrous Companion (Ex): At 8th level, you gain a second monstrous companion, chosen from the list of companions available to a level beast heart adept. At 13th level, you gain a third monstrous companion, chosen from the list of companions available to a beast heart adept. At 18th level, you gain a fourth monstrous companion, chosen from the list of companions available to a beast heart adept.
Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to “you” in those abilities now include your allies and monstrous companions. When you gain subsequent abilities, like Monstrous Stagger, your allies also gain the benefits of those abilities.
Empathic Link (Su): At 12th level, the Beast Heart Adept gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Beast Heart Adept and the companion can understand one another as if a speak with monsters effect were in force.
Monstrous Stagger (Ex): At 12th level, your coordinated attacks cause extra harm. If both you and one or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the second ally to strike or be staggered for one round.
Monstrous Link (Ex): You and your monstrous companions have grown so close that you consider them a part of you. You and your companions add your hit points together into a single pool. Until that pool runs out, neither you nor your monstrous companions can be made disabled or dying via hit point loss. Spells and other abilities that can kill one or more creatures still function normally. Your allies (via Monstrous Team-Up) do not get the benefits of this ability.
Shared Skills (Ex): At 18th level, you are now of one soul, as well as one body. You and all your companions gain the special attacks and special qualities of all your other companions.
Monstrous Death Blow (Ex): At 19th level, your coordinated attacks cause massive harm. If both you and two or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third ally to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.


Monstrous Companion
The beast heart adept’s monstrous companion is superior to a normal animal of its kind and has special powers. A beast heart adept's companion advances exactly as a druid's animal companion, described here (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion).

Alternate Monstrous Companion
A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept’s level (in parentheses) when determining the monster’s characteristics and special abilities.

6th Level or Higher (Level –2) - Digester, Girallon, Manticore, Winter wolf
8th Level or Higher (Level –4) - Chimera, Wyvern
10th Level or Higher (Level –6) - Chuul, Destrachan, Dragonne
12th Level or Higher (Level –8) - Behir, Gray render, Yrthak



You're right, that's not quite what I was looking for. However, I'm still very satisfied. It looks like a very fun class to play.

Needless to say, thank you!

Part of the issue was that the Duskblade and the Paladin both have very boring, heavily front loaded chassis. So I had to go raid some prestige classes (Enlightened Fist, Suel Archanamach, Abjurant Champion), and ended up settling on a theme of burning spells for attacks, via Arcane channelling and all the other abilities. At this point, I'm sure a good minmaxer could really nova the crap out of the Occult Blade, but at least it's not 13 or 5 levels long, like the Duskblade and Pally.

ImperatorV
2015-10-16, 12:50 PM
You mean like this? :biggrin:
Beast Heart Adept

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Beast Heart Adept

Text

Making a Beast Heart Adept
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Beast Heart Adept


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1 +0 +0 +2 +2 Monster Empathy, Monster Handler 1 — — — —
2 +1 +1 +3 +3 Monster Lore 1 — — — —
3 +2 +1 +3 +3 Monstrous Companion 2 — — — —
4 +3 +2 +4 +4 Monstrous Flank, Resist Monsters 2 — — — —
5 +3 +2 +4 +4 Speak with Monsters 3 1 — — —
6 +4 +3 +5 +5 Monstrous Tactics 3 1 — — —
7 +5 +3 +5 +5 Monstrous Wild Shape 4 2 — — —
8 +6 +2 +6 +6 Extra Companion 4 2 — — —
9 +6 +3 +6 +6 Monstrous Wild Shape 5 3 1 — —
10 +7 +3 +7 +7 Monstrous Team-Up 5 3 1 — —
11 +8 +3 +7 +7 Monstrous Wild Shape 5 4 2 — —
12 +9 +4 +8 +8 Empathic Link, Monstrous Stagger 5 4 2 — —
13 +9 +4 +8 +8 Extra Companion 5 5 3 1 —
14 +10 +4 +9 +9 Monstrous Link 5 5 3 1 —
15 +11 +5 +9 +9 Monstrous Wild Shape 5 5 4 2 —
16 +12 +5 +10 +10 Monstrous Wild Shape 5 5 4 2 —
17 +12 +5 +10 +10 Shared Skills 5 5 5 3 1
18 +13 +6 +11 +11 Extra Companion 5 5 5 3 2
19 +14 +6 +11 +11 Monstrous Death Blow 5 5 5 4 3
20 +15 +6 +12 +12 Monstrous Wild Shape 5 5 5 5 4

Game Rule Information
Beast Heart Adept have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: As druid
Starting Age: Complex (as druid)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, dungeoneering, nature, the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency: Beast Heart Adepts are proficient with all simple weapons, as well as light and medium armors and all shields (except tower shields).
Spells: A Beast Heart Adept casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You cast these spells exactly as a druid does, except you may not spontanenously cast summon nature's ally.
Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid’s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a –4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.
Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid’s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 6th level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid’s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
Resist Monsters (Ex): Starting at 4th level, a beast heart adept gains a +4 bonus on saving throws against the abilities of aberrations and magical beasts.
Speak with Monsters (Sp): Starting at 5th level, a Beast Heart Adept can use speak with monsters at will. Treat this as speak with animals, except that its effects apply to magical beasts and aberrations. Caster level is class level.
Monstrous Tactics (Ex): Starting at 6th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your
monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
Monstrous Wild Shape (Su): At 7th level, the Beast Heart Adept gains a version of the wild shape ability. Monstrous wild shape functions like the druid’s wild shape ability, except that the Beast Heart Adept instead chooses magical beasts instead of animal. At 9th level, the Beast Heart Adept gains the ability to change into a large magical beast. At 11th, a tiny magical beast. At 15th, huge magical beasts. At 16th, small, medium, and large aberrations. At 20th, huge aberrations. At 7th, 11th, 15th, and 19th levels he gains two uses of his Monstrous Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
Extra Monstrous Companion (Ex): At 8th level, you gain a second monstrous companion, chosen from the list of companions available to a level beast heart adept. At 13th level, you gain a third monstrous companion, chosen from the list of companions available to a beast heart adept. At 18th level, you gain a fourth monstrous companion, chosen from the list of companions available to a beast heart adept.
Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to “you” in those abilities now include your allies and monstrous companions. When you gain subsequent abilities, like Monstrous Stagger, your allies also gain the benefits of those abilities.
Empathic Link (Su): At 12th level, the Beast Heart Adept gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Beast Heart Adept and the companion can understand one another as if a speak with monsters effect were in force.
Monstrous Stagger (Ex): At 12th level, your coordinated attacks cause extra harm. If both you and one or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the second ally to strike or be staggered for one round.
Monstrous Link (Ex): You and your monstrous companions have grown so close that you consider them a part of you. You and your companions add your hit points together into a single pool. Until that pool runs out, neither you nor your monstrous companions can be made disabled or dying via hit point loss. Spells and other abilities that can kill one or more creatures still function normally. Your allies (via Monstrous Team-Up) do not get the benefits of this ability.
Shared Skills (Ex): At 18th level, you are now of one soul, as well as one body. You and all your companions gain the special attacks and special qualities of all your other companions.
Monstrous Death Blow (Ex): At 19th level, your coordinated attacks cause massive harm. If both you and two or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third ally to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.


Monstrous Companion
The beast heart adept’s monstrous companion is superior to a normal animal of its kind and has special powers. A beast heart adept's companion advances exactly as a druid's animal companion, described here (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion).

Alternate Monstrous Companion
A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept’s level (in parentheses) when determining the monster’s characteristics and special abilities.

6th Level or Higher (Level –2) - Digester, Girallon, Manticore, Winter wolf
8th Level or Higher (Level –4) - Chimera, Wyvern
10th Level or Higher (Level –6) - Chuul, Destrachan, Dragonne
12th Level or Higher (Level –8) - Behir, Gray render, Yrthak


This is beautiful and I love it. A lot. This is going in my bookmarks bar. You are an inspiration to both homebrewers and mankind as a whole.

Quick question, do the second, third, and fourth companions have full benefits, rather then the level-X secondary companions usually get? It seems like it from the text, but I wanted to be sure.

Stratovarius
2015-10-16, 12:57 PM
This is beautiful and I love it. A lot. This is going in my bookmarks bar. You are an inspiration to both homebrewers and mankind as a whole.

Quick question, do the second, third, and fourth companions have full benefits, rather then the level-X secondary companions usually get? It seems like it from the text, but I wanted to be sure.

They do. I hate that stupid "lets make extra companions useless" crap that the basic BHA and the Beastmaster, etc. all pull off. If a class is going to give multiple companions, make them all useful. What the hell am I supposed to do with a flying goat that's 8 levels behind?

And at some point I'll probably get around to porting all my material to GitP, but until then, best place to find my homebrew is the signature thread (http://www.minmaxboards.com/index.php?topic=12814.0).

ImperatorV
2015-10-16, 01:10 PM
They do. I hate that stupid "lets make extra companions useless" crap that the basic BHA and the Beastmaster, etc. all pull off. If a class is going to give multiple companions, make them all useful. What the hell am I supposed to do with a flying goat that's 8 levels behind?

And at some point I'll probably get around to porting all my material to GitP, but until then, best place to find my homebrew is the signature thread (http://www.minmaxboards.com/index.php?topic=12814.0).

Oh, I get that. I wasn't criticizing you, just sniffing for a little clarification. I have actually looked at your extended signature, lots of good stuff in there. My personal favorites are the Overlord and all the Past, Present and Future stuff.

Stratovarius
2015-10-16, 01:17 PM
Oh, I get that. I wasn't criticizing you, just sniffing for a little clarification. I have actually looked at your extended signature, lots of good stuff in there. My personal favorites are the Overlord and all the Past, Present and Future stuff.

PPF has always garnered a really good reaction - it's almost certainly the best bit of homebrew I've done. Although the prestige classes for the system are a little weak (there's also not enough of them).

I'm surprised by the Overlord, though - I've seen a reasonable amount of "too unwieldy/too powerful" commentary around that one. With some justification, since once you throw the Overlord, Companions, Horde, and the Skeleton Warriors/Mages from Vein of Bone together, it's possible to have 20+ characters on the field of battle easily.

ImperatorV
2015-10-17, 09:19 AM
PPF has always garnered a really good reaction - it's almost certainly the best bit of homebrew I've done. Although the prestige classes for the system are a little weak (there's also not enough of them).

I'm surprised by the Overlord, though - I've seen a reasonable amount of "too unwieldy/too powerful" commentary around that one. With some justification, since once you throw the Overlord, Companions, Horde, and the Skeleton Warriors/Mages from Vein of Bone together, it's possible to have 20+ characters on the field of battle easily.

Hrm... I guess it's because I don't get to play very much, so I tend to look at things from a theoretical rather then practical standpoint. Having 20+ characters could slow the game down considerably. As for overpowered, the full spellcasting progression necromantic companions could be that, but I figured people wouldn't go overboard with those as a matter of courtesy.

That said, I like the Overlord because it really captures what I feel is the traditional necromancer - hordes of weak skeletons, a few huge super-minions and the squishy guy who commands them all but doesn't have much else besides his army. Plus I like having a horde from level one, and the weekly spellcasting mechanic allows for spells of a massive scope without them being overpowered. Also, you can break into the 1000s with your minion count, which is awesome.

Plus, the class is literally perfect for BBEGs, and can fill out the holes in a smaller party without feeling like you have to pander to what the group needs.

Stratovarius
2015-10-17, 10:04 AM
Hrm... I guess it's because I don't get to play very much, so I tend to look at things from a theoretical rather then practical standpoint. Having 20+ characters could slow the game down considerably. As for overpowered, the full spellcasting progression necromantic companions could be that, but I figured people wouldn't go overboard with those as a matter of courtesy.

That said, I like the Overlord because it really captures what I feel is the traditional necromancer - hordes of weak skeletons, a few huge super-minions and the squishy guy who commands them all but doesn't have much else besides his army. Plus I like having a horde from level one, and the weekly spellcasting mechanic allows for spells of a massive scope without them being overpowered. Also, you can break into the 1000s with your minion count, which is awesome.

Plus, the class is literally perfect for BBEGs, and can fill out the holes in a smaller party without feeling like you have to pander to what the group needs.

The class is somewhat obviously based off of the patch 1.09 Diablo 2 Overlord Necromancer, which was a build that could have up to 120+ minions. And was my favourite character in any RPG, and still is. But it's a type of build that's much easier with a computer. The big offenders in terms of lots of minions are actually the two Necros, Warriors Without and Wizards Within, which probably need to be smacked with a nerf bat. But I haven't begun system balancing, so that's not too surprising.

As an example, I built a Hegni Overlord 5 (http://www.minmaxboards.com/index.php?topic=13932.0) a while ago. If he grabbed abilities other than the Warrior/Wizards pair, or I nerfed those, he'd be 1 Overlord, 1 Companion, 4 Horde undead, which is much more reasonable. Basically, the Overlord is the Necromancer class I've always wanted to play and never quite could in D&D.

The weekly spellcasting mechanic I haven't really seen in action yet, but I suspect it will prove very slanted depending on base class chosen. I can't really see Overlords grabbing anything other than the week long buffs, aside from maybe a critical "save myself" necros, while the Necromancer class is much more aggressive with active casting. Especially the ACF that gives up Dark Ritual, etc., and goes all in one being an offensive caster.

ImperatorV
2015-10-18, 12:30 PM
The class is somewhat obviously based off of the patch 1.09 Diablo 2 Overlord Necromancer, which was a build that could have up to 120+ minions. And was my favourite character in any RPG, and still is. But it's a type of build that's much easier with a computer. The big offenders in terms of lots of minions are actually the two Necros, Warriors Without and Wizards Within, which probably need to be smacked with a nerf bat. But I haven't begun system balancing, so that's not too surprising.

As an example, I built a Hegni Overlord 5 (http://www.minmaxboards.com/index.php?topic=13932.0) a while ago. If he grabbed abilities other than the Warrior/Wizards pair, or I nerfed those, he'd be 1 Overlord, 1 Companion, 4 Horde undead, which is much more reasonable. Basically, the Overlord is the Necromancer class I've always wanted to play and never quite could in D&D.

The weekly spellcasting mechanic I haven't really seen in action yet, but I suspect it will prove very slanted depending on base class chosen. I can't really see Overlords grabbing anything other than the week long buffs, aside from maybe a critical "save myself" necros, while the Necromancer class is much more aggressive with active casting. Especially the ACF that gives up Dark Ritual, etc., and goes all in one being an offensive caster.

The 2xWW combo is hardly the only problematic necros; Vermin Arisen is worse then Warriors Without, and at a lower level to boot (that may be because it's not supposed to exist though; it's not listed in the main vein of poison necro list). Some of the weeklong buffs can get pretty nuts too (permanent multi-target greater invisibility anyone?). I tend to regard the Necromantic System as a whole as, like full casters, something that is meant to be carefully utilized by experienced and mature players. It's still an amazing system and one of my favorite bits of homebrew, and not worse then a tier two caster with intelligent spell selection.

Stratovarius
2015-10-18, 12:46 PM
The 2xWW combo is hardly the only problematic necros; Vermin Arisen is worse then Warriors Without, and at a lower level to boot (that may be because it's not supposed to exist though; it's not listed in the main vein of poison necro list). Some of the weeklong buffs can get pretty nuts too (permanent multi-target greater invisibility anyone?). I tend to regard the Necromantic System as a whole as, like full casters, something that is meant to be carefully utilized by experienced and mature players. It's still an amazing system and one of my favorite bits of homebrew, and not worse then a tier two caster with intelligent spell selection.

Vermin Arisen is actually a replacement for Poisoned Weapon, which just granted undead poison on their natural attacks. Vein of Poison got stuck in the Acid/Disease/Poison rut for a while mechanically, so when I came back to it, adding in vermin was a way of fleshing out the options available. It's the only "base" part of the system that's not finished (granted, Feats need a lot more options as well), mostly because inspirationally it's a bit dull compared to the wider scopes of the other areas. Plus, since it was approached last, the Vein of Flesh in particular had a few abilities that could have fit into either Vein.

The Necromantic system, because I've not actually finished it, hasn't been balanced yet. Granted, given the way it's designed I think it'd be pretty hard to make a class fall under Tier 3, but there's certain aspects, like a few wildly overpowered companions (hello, Wheep!), that are definitely in need of a power beatdown. I'll also probably have to either weaken the power for the week-long buffs or turn up the cost, so they can't be stacked quite so high on the undead. I'd love to see it completed, but the amount of effort to get it there is a real bear. Not sure I ever will...

ImperatorV
2015-10-18, 01:12 PM
Vermin Arisen is actually a replacement for Poisoned Weapon, which just granted undead poison on their natural attacks. Vein of Poison got stuck in the Acid/Disease/Poison rut for a while mechanically, so when I came back to it, adding in vermin was a way of fleshing out the options available. It's the only "base" part of the system that's not finished (granted, Feats need a lot more options as well), mostly because inspirationally it's a bit dull compared to the wider scopes of the other areas. Plus, since it was approached last, the Vein of Flesh in particular had a few abilities that could have fit into either Vein.

Vermin actually work pretty well for that purpose, both because they are poisonous and because they associate pretty well with necromancy - vampires in particular associate with vermin. Actually, connecting the vein of posion with vampires could add some new options - and vampirism is sometimes depicted as a disease. So is lycanthropy - there's a lot of potential things that could be done with the vein. Although those two might fit better with the vein of curses, which has a lot of stuff already.


The Necromantic system, because I've not actually finished it, hasn't been balanced yet. Granted, given the way it's designed I think it'd be pretty hard to make a class fall under Tier 3, but there's certain aspects, like a few wildly overpowered companions (hello, Wheep!), that are definitely in need of a power beatdown. I'll also probably have to either weaken the power for the week-long buffs or turn up the cost, so they can't be stacked quite so high on the undead. I'd love to see it completed, but the amount of effort to get it there is a real bear. Not sure I ever will...

You have a lot of complex subsystems. I'd be more surprised if they were all finished. I'd offer to help finish it but I have no experience writing homebrew or playing it, and letting a noob mess with a well-built system seems like an excellent way to ruin it.

Stratovarius
2015-10-19, 05:44 AM
Vermin actually work pretty well for that purpose, both because they are poisonous and because they associate pretty well with necromancy - vampires in particular associate with vermin. Actually, connecting the vein of posion with vampires could add some new options - and vampirism is sometimes depicted as a disease. So is lycanthropy - there's a lot of potential things that could be done with the vein. Although those two might fit better with the vein of curses, which has a lot of stuff already.

I'm a very odd fan of necromancy - I like the undead but definitely don't like the poncy twits that vampires are. I'll have to see what of their mechanics didn't end up in Flesh and Spirit though. As for Vermin, I'm trying to find more of them in sourcebooks, but they mostly seem to have some variant of poison as a special attack and that's about it. Anything more and they're not vermin any more. And Curses was damn fun to make, especially the goofy ones like "You have a personal rain cloud. It sucks." My personal reaction is that the Curses tree is the best designed/most playable at the moment, although some of the week long curses are brutal. On the other hand, they're hard as hell for a normal adventuring party to use, except defensively.


You have a lot of complex subsystems. I'd be more surprised if they were all finished. I'd offer to help finish it but I have no experience writing homebrew or playing it, and letting a noob mess with a well-built system seems like an excellent way to ruin it.

If you want a chance to play it, I'm actually starting up a level 3 PbP, and there's still a spot or two open. And you don't have to worry about getting the mechanics exactly right, because I'll help :D

ImperatorV
2015-10-19, 08:53 AM
I'm a very odd fan of necromancy - I like the undead but definitely don't like the poncy twits that vampires are. I'll have to see what of their mechanics didn't end up in Flesh and Spirit though. As for Vermin, I'm trying to find more of them in sourcebooks, but they mostly seem to have some variant of poison as a special attack and that's about it. Anything more and they're not vermin any more. And Curses was damn fun to make, especially the goofy ones like "You have a personal rain cloud. It sucks." My personal reaction is that the Curses tree is the best designed/most playable at the moment, although some of the week long curses are brutal. On the other hand, they're hard as hell for a normal adventuring party to use, except defensively.

Vampires are a mixed bag. I can see people being turned off of them, especially compared to all the other cooler undead out there (personally, I am a utterly massive fan of the Boneyard, Death Knight, and Dread Wraith/Greater Shadow).


If you want a chance to play it, I'm actually starting up a level 3 PbP, and there's still a spot or two open. And you don't have to worry about getting the mechanics exactly right, because I'll help :D

Hrm... I'm actually not in any PbPs or forum games at the moment since I dropped out of the EMPIRE! running... Care to give me the link?

Stratovarius
2015-10-19, 09:44 AM
Vampires are a mixed bag. I can see people being turned off of them, especially compared to all the other cooler undead out there (personally, I am a utterly massive fan of the Boneyard, Death Knight, and Dread Wraith/Greater Shadow).

Boneyard is actually a necromantic companion, although like all of the other melee beat-sticks, he's not a balanced one yet. All the necromantic companions come from Libris Mortis to date, so I haven't yet looked at even the SRD ones. I think if I did, I'd end up with too many (it's already close). At some point I really do need to get them cleaned up, but currently chugging away on Ritual and Rune as primary WIPs. Along with bits and pieces of Spellsong as I get to them.


Hrm... I'm actually not in any PbPs or forum games at the moment since I dropped out of the EMPIRE! running... Care to give me the link?

Whispers of War (http://www.minmaxboards.com/index.php?topic=16573.0). As a warning, it's in Arhosa, so the houserules are extensive.

TraceChaos
2015-10-19, 03:14 PM
... On the note of stretching a PrC to a base class level, what about Soul Eater? Possibly made able to interact with actual souls/spirits (Like, y'know, ghosts), and without the restrictions?

And man, reading over your classes, they are done mechanically quite well. It's quite cool to see some of the stuff you've made.

Stratovarius
2015-10-19, 03:33 PM
... On the note of stretching a PrC to a base class level, what about Soul Eater? Possibly made able to interact with actual souls/spirits (Like, y'know, ghosts), and without the restrictions?

The problem I have with the Soul Eater mechanically is that it's all but impossible to balance the level drain punches. If monsters are not immune to level drain, a properly built Soul Eater stacks up TWF/Flurry/Pounce and annihilates everything in a single round. If they are immune to level drain, like an Undead-heavy campaign, it can struggle. Until an ally gates in a decent monster and the Soul Eater just shapechanges into it via level drain punches. Given that it's a class that has permanent access to (effectively) two very strong 9th level spells, buffs, and other material, it's simply impossible to use a Soul Eater to make a sane class or character.

The closest material I have at the moment is the Siphoner (http://www.minmaxboards.com/index.php?topic=12823.msg220912#msg220912), which is actually built around draining melee touch attacks. It's one of my oldest base classes though, so I'm not going to make any promises regarding it.


And man, reading over your classes, they are done mechanically quite well. It's quite cool to see some of the stuff you've made.

Thanks, nice of you to say that. Most of my content is the various magic systems I've built, but I guess I'm up to 30+ base classes designed for normal play, by now.

spikeof2010
2015-10-21, 07:51 PM
Few more coming your way

How does a fighter with the ability to grow armor from his bones sound (MILO)?
A Barbarian who beats people so hard they rise up as zombies.
A class which causes drain and buffs according to that drain.
An "Inverse" Barbarian.
A Water Based Necromancer
A Water Based anything that won't make me cry in terms of nonaquatic campaigns.
Exalted Monk/Warlock Hybrid.
Incarnum Ranger?
Incarnum Warlock!
Incarnum Soulknife (That's actually good!)
Monk/Soulknife with emphasis on "No Armor"
Wildshape Bard?
A Necromantic Paladin.

Southern Cross
2015-10-24, 02:40 AM
How about a spellcaster who gains his power through trapping a magical being inside himself? (I got this idea from Kamen Rider Wizard, not from Naruto).

TraceChaos
2015-12-15, 03:03 AM
Hrm. Since Soul Eater as-is is too hard to do, how about a base class that is... Hexblade + Barbarian + the Spirit Eater concept from NWN2: Mask of the Betrayer. ( my try at a class, ten levels split into two fives, for being a spirit eater for those who want to stay good and those who give in to it http://www.minmaxboards.com/index.php?topic=15323.0 ) Rage super mode, an attempt at 'eating souls' without being broken, and cursing enemies.

Your Siphoner would maybe work, because touch damage stuff which is pretty cool though... but I'm just on a sudden hexblade bent.

Alternatively, Hexblade + Barbarian + Warlock. Curses, unlimited 'casting', and full BaB and a rage super mode.

Sorry for long pause and ridiculous requests.

Also, based on the above request ; I support the idea of someone who traps an outsider inside of themselves for power! Though not necessarilly a wizard because spellcasters get all the love.

Edit: Spelling.

TraceChaos
2015-12-23, 05:50 PM
Sorry for double-post, but I tihnk I've suddenly had a much better/more reasonable request.

Warlock + Psion, or possibly Warlock+Soulknife.

Just to Browse
2015-12-24, 02:48 AM
Allow me to support warlock + soulknife. Very interested to see an energy-wielding warlock that's not a glaivelock.

uroborus
2015-12-30, 03:50 PM
Hlw about a psionic dragon fire adapt / drgon shaman/diamond dragon (i know its not a base class but still..) that form a draconic shaped mantle around you out of psionic force and in the end transform you into a real dragon?

redking
2015-12-30, 07:38 PM
Count me in as someone that also wants to see a warlock/psion.

Grizl' Bjorn
2015-12-30, 11:41 PM
Would you please do cloistered Cleric/favored soul? The idea of an obsessively bookish Favoured Soul appeals to me as a character concept.

Sliprunner
2015-12-31, 02:41 PM
If this is still running, I do have a request.
Hybrid of Truenamer / Warlock
Preferably if something could mix true speech directly with invocations.
Thanks in advance if you can do so.

sengmeng
2016-01-05, 10:12 PM
Duskblade/Rogue?

Digitalfruitz
2016-01-08, 07:01 PM
Rogue/spelless ranger

Denomar
2016-01-09, 01:03 PM
You know what. Yeah.

I'd like to see a professional adventurer!

A warrior that leverages their intelligence and specialist training. I'm thinking a cross between bardic knowledge and skills, a Factotum's inspiration and a Fighter's combat prowess.

Requests in this case would include no magic, and a more interesting combat mechanic than strictly hitting people.

Southern Cross
2016-01-10, 04:42 AM
As would I -though if Othar is any example, a gentleman adventurer should have high charisma.

Denomar
2016-01-10, 10:08 AM
I think I was more picturing Roy.