PDA

View Full Version : Pathfinder Homebrew Class: D'ivers



fistofdarwin
2015-10-21, 08:51 PM
D’ivers (with homage to Steven Erikson)

A combination of Druid, Summoner, and Witch featuring a growing swarm of Tiny or smaller animals and the ability to transform into more. The number of animals is ambiguated behind total HP. In some regards, the swarm acts like an Animal Companion, in others an Eidolon.

I'm looking for feedback: does this sound fun? is it off-balance? any suggestions for improvement or clarity? I'm still not sure about 9th level spells; the inspirations are all full casters, but there could be a place for a physical d10-HD D’ivers without casting. There is also room for some wacky high-level abilities if you have ideas.

I see the class' role as (hopefully) having the flexibility to act as many things reasonably well. With the Witch Hexes, the Flock is a strong debuff with some capability for battlefield control, as well as spell versatility and swarming physical damage. Each of these can be emphasized with customization.

Basics:
HD: d6
BAB: 1/2
Good Saves: Will
Skill Points: 4+INT
Proficiencies: simple weapons, as Witch
Class Skills: Diplomacy, Disguise, Fly, Handle Animal, Intimidate, Kn:Nature, Kn:Local, Spellcraft, Survival, Swim
Languages: has access to Druidic & Sylvan (but not given by default)

New Feats: Extra Veer (+1/day); Extra Murderability (akin to Extra Hex)


D'ivers Abilities Table:


Lvl
BAB
Fort
Ref
Will
Special


1
+0
+0
+0
+2
Cantrips, Flock


2
+1
+0
+0
+3
Bond Senses, Wild Empathy


3
+1
+1
+1
+3
The Call (2d6)


4
+2
+1
+1
+4
Veer 1/day, Caw


5
+2
+1
+1
+4
Scatter


6
+3
+2
+2
+5
The Call (3d6), Veer 2/day


7
+3
+2
+2
+5



8
+4
+2
+2
+6
Dissolve


9
+4
+3
+3
+6
The Call (4d6)


10
+5
+3
+3
+7
Veer 3/day


11
+5
+3
+3
+7
Separate Flocks


12
+6/+1
+4
+4
+8
Consume, The Call (5d6)


13
+6/+1
+4
+4
+8
...?


14
+7/+2
+4
+4
+9
Veer 4/day


15
+7/+2
+5
+5
+9
The Call (6d6)


16
+8/+3
+5
+5
+10
More Beast than Man


17
+8/+3
+5
+5
+10
...?


18
+9/+4
+6
+6
+11
The Call (7d6), Veery 5/day (min)


19
+9/+4
+6
+6
+11



20
+10/+5
+6
+6
+12
Lost in the Swarm




Simple Abilities:
Cantrips: Spontaneous Charisma-based arcane casting, as Witch. Except, add Bear’s Endurance and Magic Fang. Alternately, Osirons: spontaneous Charisma-based divine casting, Druid spell list.

Bond Senses (Su): at 2nd level, as Summoner. Also, the D’ivers may target the Flock with spells of range Personal (which becomes range Touch meaning that she must be within the Flock) or range Touch.

Wild Empathy (Su): at 2nd level, as Druid. Includes Vermin, even if they don’t have an intelligence score.


The Flock:
Flock (Ex): The Flock is a swarm of animals or vermin which the D’ivers can command and the medium through which she can Hex. At 1st level, choose one of the following animals/vermin to comprise your Flock, Table: Flock Animal Options, as well as your D’ivers form. Once this choice is made, it cannot be changed. Each level, the Flock grows in strength per Table: Flock Strength vs. Level. As the Flock reaches certain thresholds in HP, it changes size; if it again drops below those thresholds, it diminishes one level, Table: Flock Size Effects. The D’ivers may spend 8 hours wandering alone to collect any number of creatures to repopulate its Flock, effectively returning it to its maximum hit points.

The Flock is inherently mindless and will not act on its own other than move. The D’ivers may spend a Swift action directing the Flock to take a Standard action. When taking an Attack action, the Flock may target any or all creatures within its volume. As a swarm, it does not roll to hit targets, but does a base damage which changes based on the type of animal, Table: Flock Animal Options. Creatures within the Flock receive a +2 deflection bonus to their AC vs ranged attacks; they also have a -2 to hit with ranged hits (including ranged touch attacks). The Flock’s center of mass cannot exceed Medium range (100 + 10 / level) from the D’ivers or it Disperses.

Note: the Flock will try to be as square/cubic as the terrain/walls will enable; however, this does not prevent it from moving through smaller spaces or even impose disadvantage to its movement; it can flow through any opening a single creature would be capable of moving through.

Disperse (Ex): As the D’ivers’ Move action and the Flock’s Move action, the D’ivers can command her Flock to scatter to the periphery of an area. When Dispersed, a Flock is completely ineffective but also unaffected by area-of-effect spells and effects. The D’ivers can spend her Move action to instruct the Flock to coalesce; it can reform anywhere within its move speed from its point of dispersal (center of mass).

The Call (Sp): at 3rd level, as a standard action which does provoke, the D’ivers may summon from around her additional creatures to join her Flock. This ability gives the flock 2d6 temporary hit points; these temporary hit points increase by 1d6 every three levels thereafter. These last for rounds per level after which the extra creatures return to their surroundings. The D’ivers may have only one of these effects active at any given time, though these temporary hit points do stack with other sources. She may perform this 3 + her Charisma modifier times per day.

Scatter (Ex): at 5th level, as an immediate action, the D’ivers can attempt a Handle Animal check (DC = the attack roll or the spell save) to command the Flock to Disperse. The D’ivers must be aware of the opposing action (can see the assailant, can hear the spell being cast, etc.).


Flock Options Chart:


Animal
Size
Group Name
Move Speed(s)
Damage Die
Witch Patron
Bonus Murderability
Bonus Class Skill


Crows
Tiny
Murder
10 Land, 30 Fly
1d4
Animals
Cackle
Appraise


Owls
Tiny
Parliament
20 Land, 40 Fly
1d4
Moon
Fast
Sense Motive


Bats
Diminutive
Cloud
10 Land, 30 Fly
1d3
Insanity
Blindsight (30ft)
Perception


Locusts
Diminutive
Plague
10 Land, 30 Fly
1d3
Death
Blight
Kn: Arcana


Mosquitoes
Fine
Scourge
30 Fly
1d3
Plague
Distracter
Acrobatics


Rats
Tiny
Infestation
30 Land
1d6
Occult
Wave
Intimidate


Snakes
Tiny
Knot
30 Land, 20 Swim
1d6
Plant
Poison
Escape Artist


Crabs
Diminutive
Army
20 Land, 20 Swim
1d4
Storms
Hard
Bluff


Spiders
Diminutive
Cluster
30 Land, 30 Climb
1d4
Vengeance
Climb Speed
Climb


Ants
Fine
Colony
10 Burrow, 30 Land
1d4
Mountain
Burrow Speed
Kn: Engineering




New and Improved Wild Shape:
Veer (Su): functions like a Druid’s Wild Shape ability, however, a D’ivers (and her equipment) changes into many creatures at once. The variety of animal is selected at first level as part of making a Flock. At 4th level, as a standard action, a D’ivers may transform for minutes per level into a mass of their Flock animal and merge with the Flock once per day. At 6th level and every four levels thereafter, she may Veer an additional time per day.

When joining with her Flock, the Flock gains HP equal to the D’ivers’ current HP which may affect the size of the Flock. For the duration the D’ivers remains joined with her flock:
1) She and the Flock split any damage received evenly (D’ivers rounds up, Flock rounds down).
2) The combined Flock makes one save using the higher of the D’ivers’ and Flock’s saves.
3) All relevant abilities (Murderabilities, Feats) from both the D’ivers and the Flock are active, however, the D’ivers loses the ability to cast spells and spell-like abilities (unless she has Natural Spell).

Note: with respect to equipment carried by the D’ivers when it veers, all equipment becomes inaccessible, however static bonus from magical items (i.e. Cloak of Resistance, Belt of Constitution) remain in effect.

Caw (Su): At 4th level, the combined Flock may Hex one action-category faster (Standard becomes Move; Move becomes Swift). The Flock may, therefore, as an example, perform two Hexes and also Cackle.

Dissolve (Su): At 8th level, a D’ivers may choose to Veer as an Immediate Action in response to a successful melee attack, ranged attack, touch attack, or ranged touch attack. This decision is made after knowing the outcome of the attack but prior to determining damage. She takes no damage from that attack and suffers no effect of the spell to which she was reacting. This still takes one of her Veers/day. She may choose to reform up to 30 ft away as her next Move action or join the Flock.

Separate Flocks (Ex): At 11th level, the Flock and the Veered D’ivers may exist as two distinct Flocks operating under largely the same rules, with the exceptions of the D’ivers stats and effects applying to the D’ivers and the Flock’s to the Flock. Both can use all Murderabilities.

Consume (Su): At 12th level, when a D’ivers merges with her Flock, treat the HP total as one collective pool; when she returns to her humanoid form, she may divide the current HP total between the Flock and herself as she chooses (down to zero); she may divide any Temporary HP in the same manner. Note: yes, this means she can effectively heal herself 5d6 by assigning The Call’s Temporary HP to the Flock and reconstituting herself with real HP, even if this destroys her Flock.

More Beast than Man (Su): At 16th level, the D’ivers may Veer up to her Charisma modifier times per day (minimum 4/day; at 18th level, the minimum increases to 5/day).

Lost in the Swarm (Su): at 20th level, the D’ivers loses her humanoid form and becomes a permanent part of the Flock. She retains use of all humanoid abilities (including speech and spells) and can form her Flock into a macabre facsimile of her former life if needed. She becomes immune to ageing effects and cannot die of old age. If the combined Flock is not Colossal, it becomes so, and loss of HP no longer diminishes its size.


Favored Class Bonuses:
Dwarf: +¼ Natural Armor Bonus to the Flock
Elf: +¼ to Hex DCs
Gnome: +⅙ Hex Murderability
Half-Elf: +⅙ to Flock Size Modifier
Half-Orc: +⅛ damage die size upgrade
Halfling: +⅙ d6 to The Call
Human: +⅙ Non-Hex Murderability
Tengu: must select crows; +¼ move speed in 5 ft increments
Vampire: must select bats; +⅓ HP recovery on each attack when Veered



More About the Flock

Flock Abilities Table:


Lvl
Fort
Ref
Will
Special
Hit Points
Damage Dice
Natural Armor


1
+0
+2
+0
Swarm-Traits, Murderability
Max: d8

+2


2
+0
+3
+0
Murderability
d8

+3


3
+1
+3
+1
Feat
d8

+3


4
+1
+3
+1
Murderability
0
+1
+4


5
+1
+4
+1
Deft Movement
d8+1

+4


6
+1
+4
+1
Feat, Murderability
d8+1

+5


7
+2
+5
+2

d8+1

+5


8
+2
+5
+2
Murderability
0
+1
+6


9
+2
+5
+2
Feat, Hex All Targets
d8+2

+6


10
+2
+6
+2
Murderability
d8+2

+7


11
+3
+6
+3
Feat
d8+2

+7


12
+3
+6
+3
Murderability
0
+1
+8


13
+3
+7
+3
...?
d8+3

+8


14
+3
+7
+3
Feat, Murderability
d8+3

+9


15
+4
+8
+4

d8+3

+9


16
+4
+8
+4
Murderability
0
+1
+10


17
+4
+8
+4
Feat, ...?
d8+4

+10


18
+4
+9
+4
Murderability
d8+4

+11


19
+5
+9
+5
Feat
d8+4

+11


20
+5
+9
+4
Murderability
0
+1
+12




Flock Size Effects:
Flock Size: The size category of the flock is dynamically determined by its current hit points, Table: Flock Size Effects. Temporary hit points, such as those from The Call, as well as merged hit points from the D’ivers’ Veered form can increase this beyond the Flock's standard maximum. Some of Flock abilities reference a Flock Size Modifier. This variable is dependent on the current size of the Flock (or combined Flock + Veered D’ivers), described in Table: Flock Size Effects.



Current Hit Points
Size Category
Size (Flying) (ft)
Size Modifier


< 20
Medium
5x5 (x5)
1


20 to 39
Large
10x10 (x10)
2


40 to 79
Huge
15x15 (x15)
4


80 to 159
Gargantuan
20x20 (x20)
7


≥ 160
Colossal
25x25 (x25)
10




Basic Flock Abilities:
Swarm-Traits: Like Swarm-type monsters, the Flock cannot be flanked and is immune to precision damage such as from sneak attacks, is immune to mind-affecting effects, takes half-weapon damage if composed of Tiny creatures and is immune to weapon damage if Diminutive or Fine. It cannot be tripped, grappled, or bull-rushed, is immune to spell effects that target a single individual (with the exception of what the D’ivers casts upon it), takes half again as much damage from effects that affect an area

Damage Dice: Every four levels, the size increment of the damage caused by the Flock increases one category, as follows. This stacks with feats like Improved Natural Weapon.
i.e. 1d3 → 1d4 → 1d6 → 1d8 → 2d6 → 2d8 → 3d6 → 4d6 → 5d6 → 6d6 →7d6.

Feat: The Flock can take any of the following feats without satisfying the prerequisites (except the other feats in a chain listed here): Dodge, Following Step, Extra Murderability, Improved Bull Rush, Improved Natural Weapon, Lightning Reflexes, Step-up, Step-up and Strike, Toughness, …

Deft Movement: Prevent AoOs up to half Flock Size Modifier-number of times per round; Flock must be able to see the attack. This includes AoOs caused by Flock movement.


Advanced Flock Abilities:
Murderabilities:
At 1st level, 2nd level, and every two levels thereafter, select a customization for the Flock from the following list. Unless otherwise specified, these do not provoke Attacks of Opportunity.


Bleed (Su): Attacks made by the Flock deal 1d2 points of bleed damage. This can be selected more than once, each time the die size increases one increment.

Cling (Ex): As their Action, Flocks with a Fly speed can find and cling to invisible creatures within their volume making their presence visible to others; Flocks without a Fly speed can only find and cling to invisible creatures that touch the floor within their area.

Combat Aware (Su): Enemies inside the Flock no longer receive the +2 bonus to AC versus ranged attacks; Allies inside the Flock no longer receive the -2 penalty to ranged attacks.

Crowd (Ex): the Flock may attempt a Dirty Trick combat maneuver on one target in its reach to cause one of the following status conditions for one round: blinded, dazzled, deafened, entangled, shaken, or sickened. CMB = d20 + Flock Size Modifier + Level.

Enhanced Crowd (Ex): as Crowd, but may cause the target to become flat-footed, frightened, grappled, or nauseated.

Deceptive Flying (Su): 20% miss chance. D’ivers must be 6th level before selecting this feature.

Advanced Deception (Su): 20% miss chance applies to allies within the Flock as well, must be 12th level to select this feature.


Distracter (Ex): When attempting to cast a spell within the Flock, targets need to make a Concentration check as if casting defensively or lose the spell.

Fast (Ex): +10 to all move speeds the Flock already has, can be taken multiple times but not more than once per 6 levels (1, 6, 12, and 18).

Feast on the Dead (Su): The Flock can spend 1 hour feasting on dead flesh (not undead flesh) to regain HP equal to twice its level 1/day.

Feather-Fall (Su): The Flock can slow the descent of a falling creature as the spell feather fall. The Flock must have a Fly speed to select this feature.

Flanker (Ex): Enemies inside the Flock’s area count as flanked. (Normal: being within the Flock does not cause enemies to be flanked.)

Hard (Su): Damage Resistance 2/-.

Hex (Su): as Witch Hexes, most take the Flock’s Standard action and the Flock may only target creatures within its area; the Hex’s duration does not require continued superposition. Hex DCs are 10 + Flock Size Modifier + the D’ivers’ Charisma modifier. This Murderability may be selected more than once. The Flock may only select from the following:

Beast of Ill-Omen, Blight, Cackle (which uses the Flock’s Move Action), Evil Eye, Fortune, Misfortune, Scar, Slumber, Unnerve Beasts


Major Hex (Su): as Hex, but must be level 10 to select.

...?

Magical Attacks (Sp): For the purposes of overcoming DR and dealing with incorporeal creatures, the Flock’s attacks count as Magical. D’ivers must be 6th level to take this feature.

Elemental Attacks (Sp): Choose one of the following elements, attacks by the Flock deal an additional 1d6 of this elemental damage. The D’ivers may choose to have one elemental effect active at a given time. This can be taken multiple times, each time with a different element, however the effects do not stack simultaneously.

Fire, Cold, Acid, ...?

Poison (Ex): All damaged targets must succeed a Fort save (DC: 10 + Flock Size Modifier) or take 1d3 Poison damage.

Sacrifice (Su): As a Standard action, the Flock may swarm its D’ivers to shield it from harm providing a +4 natural armor bonus to AC. On subsequent turns, the Flock may spend its Move action to maintain this effect.

Shield Ally (Ex): All allies within the Flock gain a +2 Deflection bonus to AC.

Enhanced Shield Ally (Su): When the D’ivers is in the Flock, as an Immediate Action, she may choose to have her Flock intercept a successful ranged or melee hit (does not work for touch attacks nor area-of-effect spells and effects) and half the Flock take the damage.

Skill Focus (Ex): Select one of the following skills to treat as a “class skill” for the Flock. This can be elected multiple times, each time with a new skill.
Most physicals and a few mentals like Perception

Underfoot (Su): Treat squares occupied by the Flock as difficult terrain. Creatures may attempt an Acrobatics check (DC = 10 + Flock Size Modifier + Level) to ignore this, but if they fail, they fall prone. The Flock must not have a Fly speed to select this feature.

Watchful (Ex): While able to hear the Flock, the D’ivers cannot be surprised nor caught Flat-Footed by opponents the Flock can perceive (i.e. not invisible - though bats can detect invisible, corporeal things).

Wave (Ex): the Flock gains the ability to perform the Bull Rush combat maneuver against one target within its area: CMB = d20 + Flock Size Modifier + Level. This does provoke an Attack of Opportunity from the target unless the Flock has taken Improved Bull Rush.

Thanks!