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AshfireMage
2016-05-12, 03:32 AM
My friend and I decided to create some classes for 3.5E based on scientist. The goal was to make them playable as actual characters, while keeping them at least sort of within the realm of scientific possibility (I mean, OK, I know that, say creating a miniature sun is implausible, but I said 'sort of' right?)

We ended up with a Physicist (heavily ranger inspired), Chemist (a lot like the artificer from the Ebberon setting), and Biologist (buffs and debuffs).

Anyway, it's our first shot at making homebrew anything, so any help would be appreciated.

Also, I just noticed that the tables aren't formatting correctly, I'll try to fix that in the morning, but it's like 1:30 am right now, so I'm going to go to bed, lol.


Biologist

Alignment: Any
Hit Die: d6
Religion: Any
Background: Science!!!!!
Races: Any
Class Skills: Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Biology) (Int), Profession (Wis), Spot (Wis)
Skill Points: 4 + Int modifier. At first level, 4 X (4+ Int modifier)
Weapon and Armor Proficiency: Biologists are proficient with light armor and all simple weapons, as well as short bows, longswords, and battleaxes.


Level BAB Fort. Ref. Will Special
1 +0 +2 +0 +2 Animal Companion, Sneak Attack (1d6)
2 +1 +3 +0 +3 Genetic Enhancements (2/day), Wild Empathy
3 +2 +3 +1 +3 Sneak Attack (2d6)
4 +3 +4 +1 +4 De-Evolution (2/day)
5 +3 +4 +1 +4 Genetic Enhancements (3/day), Sneak Attack (3d6)
6 +4 +5 +2 +5 Vaccination
7 +5 +5 +2 +5 De-Evolution (3/day), Sneak Attack (4d6)
8 +6/+1 +6 +2 +6 Weaponized Contagion
9 +6/+1 +6 +3 +6 Genetic Enhancements (4/day), Sneak Attack (5d6)
10 +7/+2 +7 +3 +7 De-Evolution (4/day), Regeneration
11 +8/+3 +7 +3 +7 Genetic Enhancements (5/day), Sneak Attack (6d6)
12 +9/+4 +8 +4 +8 -
13 +9/+4 +8 +4 +8 De-Evolution (5/day), Genetic Enhancements (6/day), Sneak Attack (7d6)
14 +10/+5 +9 +4 +9 Genetic Modification
15 +11/+6/+1 +9 +5 +9 Epidemic, Sneak Attack (8d6)
16 +12/+7/+2 +10 +5 +10 De-Evolution (6/day)
17 +12/+7/+2 +10 +5 +10 Genetic Enhancements (7/day), Sneak Attack (9d6)
18 +13/+8/+3 +11 +6 +11 -
19 +14/+9/+4 +11 +6 +11 De-Evolution (7/day), Sneak Attack (10d6)
20 +15/+10/+5 +12 +6 +12 Genetic Enhancements (8/day), Symbiosis


Sneak Attack- The biologist’s knowledge of anatomical structures allows them to discern the weak points of the creatures they encounter. This ability functions exactly like a rogue’s sneak attack, and rogue and biologist levels stack for the purpose of determining how many dice to add to a successful sneak attack.

Animal Companion- The biologist’s inherent fascination with nature leads them to often keep pets. This ability functions exactly like the druid ability of the same name. However, in place of sharing spells, the biologist can use their animal companion’s natural weapons to deliver Devolution and Weaponized Contagion.

Wild Empathy- The biologist has extensively studied wild creatures and knows how to communicate with them better than most. This ability functions exactly like the druid’s Wild Empathy.

Genetic Enhancement- The biologist can use plasmids to manipulate the genetic code of their allies and improve their functioning. After concentrating for one round, the biologist can grant the next ally they touch any of the effects listed below. This effect lasts for a number of minutes equal to the biologist’s level.

DNA Modification Effect
Python + 4 Strength
Gazelle +4 Dexterity
Crab +4 Constitution
Dolphin +4 Intelligence
Weasel +4 Wisdom
Cat +4 Charisma

At second level, this effect can be used twice per day, and the biologist must select which sequence to prepare that day in the morning. As level increases, more uses become available.

De-Evolution- The biologist can now alter the DNA of their opponents, damaging their bodies and reducing their functioning. On a successful hit with a weapon or unarmed attack, the enemy suffers one of the following penalties. A miss with this attack does not discharge the effect, and the biologist may try again the next round. Using a different Devolution or Genetic Enhancement effect will cancel the charge. At fourth level, this effect can be used twice a day and the biologist must select which plasmids to prepare that day in the morning. As level increases, more uses become available.

DNA Modification Effect
Sparrow -4 Strength
Snail -4 Dexterity
Goldfish -4 Constitution
Chicken -4 Intelligence
Sheep -4 Wisdom
Tapeworm -4 Charisma


The effects of Devolution can be resisted with a Fortitude save equivalent to 10 + Biologist level + Intelligence modifier

Vaccination- Biologists are careful to protect themselves against all forms of infection. This includes exposing themselves to weakened or killed forms of many diseases to allow their immune systems to build a defense against them. This allows them to resist the effects of all diseases, including those inflicted by the Contagion spell and the Weaponized Contagion effects of other biologists. It does not allow them to resist the effects of magical diseases such as those caused by a vampire’s bite or other spell.

Weaponized Contagion- Once per encounter, the biologist can infect a chosen target with a disease of their choice. Unlike Devolution, this does not require a successful attack against the target, as many diseases can be transmitted through the air. However, once the pathogen has been released, it is considered used up until you can culture enough microbes in the next encounter. The choice of disease can be made when the attack is declared, and can be any of those listed on the table below.


Black Plague

Primary Effect: 1d6 per 2 Biologist levels of damage. This damage can be healed normally and does not require the disease to be cured first.

Secondary Effect: Subject gains one negative level. If this effect would reduce the creature to level 0, target instead takes 2 points of Constitution drain. If this drain would reduce the creature to 0 Constitution, then it dies.


Leprosy

Primary Effect: The target suffers severe damage to their skin and no longer gains any bonus to their armor class from natural or worn armor. This disease does not affect spells such as Mage Armor, nor does it cancel any other effects from armor, such as arcane spell failure chance or ability bonuses.

Secondary Effect: 1d6 Charisma damage.


Smallpox

Primary Effect: The target experiences a rash and painful sores that result in them needing to make a Will save equal to the original save to avoid contracting the disease every round in order to be able to hold a weapon effectively or cast any spell with somatic components.

Secondary Effect: 1d6 Intelligence damage. Smallpox produces a high fever that can cause brain damage.


Cholera

Primary Effect: The target suffers a severe bout of vomiting and is stunned for 1d4 rounds. The vomiting leaves them weakened and all attacks made after recovering from the stun are made at a -2 penalty to hit for the duration of the ailment.

Secondary Effect: 1d6 Strength damage.


Tetanus

Primary Effect: The target suffers severe stiffening of the muscles and behaves as though they are under the effects of the Slow spell.

Secondary Effect: 1d6 Dexterity damage.


Diphtheria

Primary Effect: Every round, 25% chance of a coughing fit that makes it impossible to speak or cast spells with verbal components, grants a -5 on concentration checks made during the round, and requires a DC 15 Fortitude save to take any standard or full-round action. Move actions and any swift or free actions that do not require the subject to speak may be taken as normal.

Secondary Effect: 1d6 Constitution damage.

Rabies

Primary Effect: An affected character must make a Will save every round to avoid going mad. The DC for this save starts at ten and increases by two every round until the disease is cured, the target dies, or succumbs to madness and attacking anything within sight. If nothing is within 30ft, infected target will wander aimlessly and is considered flat-footed for the duration of the effect. The first time the will save is failed, the target descends into savagery. The second time the target fails they fall to basal instincts. Upon the third failure, the arrive at madness. If a target in the throes of madness is in water or was the target of a spell with the Water descriptor in the last round, they must make a Will save to avoid becoming panicked and fleeing the area at top speed.

After going mad, the target can make a Will save to break free of the effect, with a DC equal to the save they failed to acquire the effect. However, they must continue to make Will saves each round to resist falling back into the inevitable delirium that accompanies rabies.

Secondary Effect: 1d6 Wisdom damage.


Although most diseases have an incubation time of anywhere from a few hours to several weeks, the biologist uses weaponized strains that are capable of causing infection immediately. The effects begin on the target’s next turn and continue to occur on their turn until the disease runs its course , is cured, or the subject dies. Upon being exposed to a disease, the target must pass a Fortitude save equal to 10 + Biologist's level + Biologist's Intelligence modifier. If they fail, they contract the disease and suffer the primary effects. They must then make another save at the same DC to avoid suffering the secondary effect.

All the diseases caused by Weaponized Contagion last one week unless treated and can be cured with a Cure Disease spell or a DC 18 Heal check. This allows ability damage to be repaired as normal and cancels all other effects.

At fifteenth level, this ability becomes Epidemic. Now the biologist can choose a single disease to affect all their enemies within a thirty-foot radius, who must each make a save.

In-Vitro Regeneration- The biologist has mastered the secrets of creatures such as the skink and starfish, who can regenerate missing body parts from stumps. After six hours of work and 100 gp in components, the biologist can create a new limb for a character who has lost theirs. Reattaching the limb requires a DC 20 Heal check and an additional three hours to perform the delicate surgery. This check must be initiated within six hours of the new limb’s completion, as flesh degenerates very quickly without blood flow. A failure on this check destroys the newly created limb, but does not prohibit the biologist from trying again. The new limb has its neurons expertly reconnected and functions exactly like the old one. Additionally, the surgery is performed under sterile conditions and correctly cared for afterword, and thus carries no additional risks of infection.

Genetic Mutation- The biologist’s superior knowledge of the genome allows them to make their genetic enhancements permanent. After six hours of work, they can grant a single creature the effects of one of their genetic enhancements permanently. Only one of these effects can be active at a time, but they do stack with bonuses from spells, magic items, and Genetic Enhancements. Removing a genetic modification requires three hours of work and a full day to let the character’s body recover, but a new bonus can then be applied in the same fashion.

Symbiosis- At twentieth level, the biologist’s knowledge of nature has become so complete that they seem able to effortlessly slip into the skin of another. This ability allows them to shift their form to that of their animal companion as though they were using the druid’s Wild Shape ability. While in this form, any enchantment or mind-control effects against the biologist or their animal companion are subject to two saves, one with the biologist’s bonus and the other with the animal companion’s. Both saves must fail for the target to be affected. The biologist retains all of their class abilities in animal form and can use their natural weapons to deliver them.


Chemist

Alignment: Any
Hit Die: d6
Religion: Any
Background: Science!!!!!
Races: Any
Class Skills: Appraise (Int), Craft (Chemical Synthesis) (Int), Concentration (Con), Gather Information (Cha), Knowledge (Nature) (Int), Profession (Wis), Knowledge (Chemsitry), Search (Int)
Skill points: 8 + Intelligence modifier. At first level 4 X (8 + Intelligence modifier)
Weapon and Armor Proficiency: Physicists are proficient light armor and all simple weapons.

Level BAB Fort. Ref. Will Special
1 +0 +2 +0 +2 Weapon Craft (Flask)
2 +1 +3 +0 +3 Intelligent Strike
3 +1 +3 +1 +3 Precision Throwing
4 +2 +4 +1 +4 Enhanced Potency
5 +2 +4 +1 +4 Incite Swarm
6 +3 +5 +2 +5 Weapon Craft (Darts)
7 +3 +5 +2 +5 Chemical Exposure
8 +4 +6 +2 +6 No Sweat
9 +4 +6 +3 +6 Advanced Techniques
10 +5 +7 +3 +7 Resourceful
11 +5 +7 +3 +7 Weapon Craft (Explosives)
12 +6/+2 +8 +4 +8 -
13 +6/+2 +8 +4 +8 -
14 +7/+3 +9 +4 +9 Efficient Techniques
15 +7/+3 +9 +5 +9 -
16 +8/+4 +10 +5 +10 Weapon Craft (Aerosols)
17 +8/+4 +10 +5 +10 -
18 +9/5 +11 +6 +11 Superior Techniques
19 +9/+5 +11 +6 +11 -
20 +10/+5 +12 +6 +12 Chemical Warfare

Weapon Craft: Chemists are capable of crafting chemicals, as well as a delivery system. Chemists are automatically proficient with any weapon they can craft even if they wouldn't be proficient with them otherwise (and crafts are added to the skill list). The weapons they craft are designed to hold and deliver a dose of a chemical compound.

At first level, chemists can craft thinner than normal flasks. These can contain a single compound, and are designed to shatter upon impact with an opponent (or any hard surface). Due to the shattering, the flasks have a splash area of five feet. Also, the flask itself deals 1d6 of slashing damage upon impact in addition to the chemical's effects. They have a range of twenty feet with a range increment of ten feet. They crit. on a nat. twenty with a critical multiplier of two. Any chemical that activates via touch or entry into the body will cause its effects, however compounds that require ingestion to work will not activate and are wasted.

At sixth level, chemists can craft darts that have a hollow center and can be reused (and a different compound can be used each time). This removes any chance of harming one's self with a topical application of poison and allows for a greater variety of chemical delivery (such as acid). These darts are identical to other darts in all other regards.

At eleventh level, chemists can craft explosives. The chemical used determines the damage dealt. For example, an explosive crafted with TNT will deal 5d6 points of damage, whereas an explosive crafted with composition C4 will deal 8d6 points of damage. The radius of the explosion is determined by the size of the bomb. For every eight ounces of explosive used, the radius increases by ten feet, with the base bomb requiring sixteen ounces of explosive and having a radius of fifteen feet. Creatures and people within the radius can make a reflex save for half damage. The save is 10 + Int. Mod. + number of eight ounce increments used in the bomb creation.

At sixteenth level, chemists can craft aerosols. These are perfect for delivering laughing gas, sleeping gas, or lethal nerve gas. This can also be used to provide cover in the form of a smoke screen. These do 1d4 of bludgeoning damage if they hit someone, and they crit. on a nat. twenty with a critical multiplier of two. It has a range of twenty feet with a ten foot range increment. These release their contents slowly. The area affected by the aerosolized compound increases by a five foot radius every round until it covers a twenty foot radius centered on the aerosol. It will hang in the air for one minute, unless actions are taken to clear it (or it is windy). It will last three times as long in an enclosed, poorly ventilated area.

Intelligent Strike: Chemists get to add their Int. mod. instead of their Str. mod. to their attacks at second level. After all, their real weapons are contained within the flasks that are designed to break. No need for brawn when one is born with brains.

Precision Throwing: At third level, ignore the normal –4 penalty for throwing into melee combat. No one has time or chemicals to waste on misses.

Enhanced Potency: Chemists add their Int. mod. to the damage their chemicals deal (not the actual damage of the weapon itself) at fourth level.

Incite Swarm: At fifth level, chemists have the ability to synthesize pheromones from animals. They can place these pheromones in a container (one dose fits in a one ounce vial). Emptying the contents (or throwing the vial and breaking it) will attract the attention of animals of that species. This incites a swarm of that type of animal, which will arrive at the spot the pheromones were emptied with in 1d4 rounds. They will attack whatever is there, and if nothing is there they will move to the closest creature and attack it. The swarm will disperse once the pheromones fade, which occurs 1d4+2 rounds later after the swarm's arrival.

Chemical Resistance: All that time in the lab breathing in the occasional noxious fume and a burn or two (or several) from spilling and breaking flasks is finally taking its toll. … Or paying off? Due to exposure to different chemicals over the years chemists become immune to poison at level seven.

No Sweat: At eighth level, chemists have been synthesizing different compounds for ages, and are so familiar with the techniques they could almost do them in their sleep when they're not under duress. Almost. Because of their familiarity with their craft, they can take ten on craft chemical synthesis even when stress and other conditions wouldn't normally allow them to do so.

Advanced Techniques: At ninth level, chemists reduce the amount of components required to synthesize a chemical. Cut the raw materials required to synthesize a chemical in half. Better techniques result in better yields.

Resourcefulness: Chemists of tenth level are bona fide McGyvers. Instead of taking a –8 penalty for trying to synthesize chemicals with materials that are handy (for lack of an actual lab), chemists take a –4 penalty instead. This also applies to weapon craft checks.

Efficient Techniques: At fourteenth level, chemists cut the time required for synthesizing chemicals in half. Really, everyone needs more time to try out their creations.

Superior Techniques: Chemists of eighteenth level can replace one raw material with a cheaper raw material. Makes things more affordable and usually easier to get one's hands on, so life becomes a little easier.

Chemical Warfare: At twentieth level, the chemist can seed the clouds with noxious substances, creating a lethal storm. Once per day, they can create a cloud up to five hundred feet away that rains hot sulfuric acid onto all creatures within a fifty foot radius, dealing 1d6 points of acid damage per round for three rounds with no save allowed. On the fourth round, the acid is replaced by gasoline, which has a flashpoint of negative 42.78oC. This immediately catches on fire, dealing an additional 2d10 points of damage and setting flammable objects on fire. The following round, VX (which is a neurotoxin that has a comparable consistency to motor oil) coats the area and all creatures within it. They must make a DC 30 Fortitude save or be paralyzed for 1d6 +2 rounds.

Physicist

Alignment: Any
Hit Die: d8
Religion: Any
Background: Science!!!!!
Races: Any?
Class Skills: Balance (Dex), Craft (Int), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (Physics) (Int), Knowledge (Math) (Int), Profession (Wis), Tumble (Dex)
Skill Points: 4 + Intelligence modifier. At 1st level, 4 X (4+ Int. modifier)
Weapon and Armor Proficiency: Physicists are proficient light and medium armor, shields (except tower shields), and all simple and martial weapons.

Level BAB Fort. Ref. Will Special
1 +1 +0 +2 +2 Subject Specialization
2 +2 +0 +3 +3 Combat Preference I
3 +3 +1 +3 +3 -
4 +4 +1 +4 +4 Deafening Echoes
5 +5 +1 +4 +4 Uncanny Dodge
6 +6/+1 +2 +5 +5 -
7 +7/+2 +2 +5 +5 Combat Preference
8 +8/+3 +2 +6 +6 Blur (at will)
9 +9/+4 +3 +6 +6 Subject Specialization
10 +10/+5 +3 +7 +7 -
11 +11/+6/+1 +3 +7 +7 Painful Echoes (1d6)
12 +12/+7/+2 +4 +8 +8 -
13 +13/+8/+3 +4 +8 +8 Improved Uncanny Dodge
14 +14/+9/+4 +4 +9 +9 -
15 +15/+10/+5 +5 +9 +9 Combat Preference
16 +16/+11/+6/+1 +5 +10 +10 -
17 +17/+12/+7/+2 +5 +10 +10 Subject Specialization
18 +18/+13/+8/+3 +6 +11 +11 Excruciating Echoes (2d6)
19 +19/+14/+9/+4 +6 +11 +11 -
20 +20/+15/+10/+5 +6 +12 +12 Nuclear Fusion

Subject Specialization- Physics is a large and diverse discipline. Most physicists choose a few specific areas to specialize in. Physicist characters can choose their first Subject Specialization at first level, and they may add another at ninth and again at seventeenth, at which point they also gain access to two new, more powerful specializations. The specializations available are as follows:

Mechanics- Mechanics is the simplest and most visible form of physics and involves the understanding of motion. Mechanical physicists can predict how even minute changes in the movements of weapons will affect their damage. Once per encounter, the mechanics specialist can double the critical threat range of all the weapons they are wielding for the duration of the round.

Optics- Physicists that specialize in light understand that light can act as a wave and a particle. They also understand that nothing travels faster than light, and that even though light is the key to eyesight, even the mind can't process the light fast enough to see everything. And with the speed of light, that small fraction of a second is all a physicist needs to confound the opponents' eyes. Once per encounter, a physicist can effectively use a flash of light (like from a flash bomb) to burn an afterimage into the enemies retinas. To do this, a physicist must have a flash of light (though it doesn't have to originate from him). Physicists can cause the afterimage as a free action after any burst of bright light. The afterimage is always within five feet of the physicist, and can't actually attack (as in deal damage, it still feints attacking), talk, create other noises, and instantly vanishes should the physicist be knocked unconscious (or killed). Foes' can erase the image from their eyes after five rounds. While the afterimage is next to the physicist, enemies have a fifty percent chance of mistaking the afterimage for the physicist. Once the enemy successfully hits the afterimage (which is the same as the AC of the physicist), they know it is fake.

Electromagnetics- Electricity and magnetism specialists have a ready understanding of the electrical properties of various materials. As a result, every five rounds they can create static electricity in their hands and use it to deliver a touch attack that deals 1d6 to a selected target. This attack has a +3 to hit if the target is wearing metal armor.

Fluid dynamics- Physicists that specialize in fluid dynamics understand the unique properties of substances in the liquid phase. They gain damage resistance 10 versus water. This effect is always active as long as the physicist is aware of the attack before it hits.

Astrophysics (level 17 only)- Astrophysicists study the phenomena that define the universe beyond our planet. At high levels, the physicist can replicate some of these effects on a smaller scale. Once per day, they can produce a nexus of high gravity that results in a miniature black hole forming at the physicist's location. All enemies within a fifty-foot radius are compelled to move at least ten feet per round toward the center of the effect. While they are in the radius of the black hole's gravity, they act as though they are under the effect of the Slow spell. This effect lasts five rounds.
Nuclear physics (level 17 only)- Nuclear physicists study the subatomic particles that make up everything in the visible world. At high levels, the physicist can harness this power once per day to create a fusion reaction. This is done inside a small container that is thrown at the target. On the physicist's next turn, the reaction creates what is essentially a miniature sun, dealing 10d6 damage to everything within a 20m radius and setting flammable objects within the area on fire.

Combat Preference- At second level, the physicist can decide to focus their knowledge on a specific combat style. This allows them to make full use of the unique properties of different weapons and grants them additional bonuses at subsequent levels.

Precise Trajectory- Physicists who choose this Preference master parabolic equations and can instantly calculate the trajectory of a shot or flung object. At second level, this grants them the use of the Precise Shot feat, regardless of whether they have the Point Blank Shot feat or not. If the character already has the Precise Shot feat, it will instead grant them the use of the Far Shot feat.

At seventh level, physicists comprehend the motion of projectiles so completely that they can calculate the angles required to shunt shots off of solid objects. They can now bounce ranged attacks off from walls, rocks, one of your foes' armor, and even your ally's shield in order to hit another target. This allows them to make attacks against creatures behind cover or shoot around an ally. Any miss chance from cover or concealment still applies.

At fifteenth level, the physicist can precisely locate others with very little information. They can now ignore all miss chances due to cover or poor visibility, as well as the effects of the Blur spell. It does not, however, allow the physicist to hit targets they are unaware of, are invisible or incorporeal, have full concealment, or are physically impossible to hit (such as one who is encased inside a stone block or is out of range).

Leverage- Physicists who choose this Preference master the art of using multiple objects to maximize the force they exert. At second level, this grants them the use of the Two Weapon Fighting feat. If the character already has the Two Weapon Fighting feat, it will instead grant them the use of the Two Weapon Defense feat.

At seventh level, the physicist can discern the weak points of a piece of armor or weaponry, granting them access to the Improved Sunder and Improved Bull Rush feats.

At fifteenth level, the physicist can make lightning-fast calculations to adjust their attacks based on previous performance. After a melee attack that beats the target’s flatfooted armor class but fails to hit, they receive a +2 on their next melee attack against the same target. The attack must be made within the same round as the initial failed attack.

Deafening Echoes- Every five rounds, the physicist can take advantage of the area’s acoustics to unleash a series of echoing screams that deafen nearby creatures. All creatures in a 30ft cone are deafened for one round, giving them a 50% chance to lose any spell with a verbal component and imparting a -5 penalty to any listen checks made during the round.

At eleventh level, this ability becomes Painful Echoes. The physicist can now utilize the sound of their voice to create an excruciating feedback effect that does 2d6 damage in addition to the effects of Deafening Echoes.

At eighteenth level, this ability becomes Excruciating Echoes, and now deals 2d8 damage.

Uncanny Dodge- At fifth level, the physicist uses their ability to calculate the movement of objects to give them the ability to take no damage on a successful reflex save. This ability functions exactly like the rogue’s and barbarian’s Uncanny Dodge. At fifteenth level, this ability becomes Improved Uncanny Dodge.

Positional Confusion- At eighth level, the physicist can give opponents excessive information about their velocity, making it impossible to determine their position. This allows the physicist to duplicate the effects of the Blur spell once per day.

Nuclear Fission- At twentieth level, the physicist can smash atoms together, releasing the massive energy stored in their nuclei. All creatures within a 50ft radius take 20d6 points of energy damage. The blast is followed by a mushroom cloud that obscures visibility for 2d6 rounds. This ability has a 250ft range and can be used once per day.

nonsi
2016-05-13, 02:11 AM
.

Consider using formatted tables (http://www.giantitp.com/forums/showthread.php?205677-Table-Pre-sets-and-Tablemaking-tutorial). It promotes a more favorable attention by the majority of readers.

Also, try to reduce dead levels to an absolute minimum. Break down class features if necessary. A dead level means you've gained a level, but in practice got nothing for your effort other than BAB-Saves-Skillpoints. Not something that feels like a noteworthy achievement.