Echch
2016-11-04, 10:40 AM
Hello there.
So I decided to do a thing and wanted to know if it's good, bad or horrible.
Without further ado, I present:
Clay Dude
Alignment:
Any non-good non-chaotic.
Hit Die
d6.
Class Skills
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local), Knowledge (religion), Ride (Dex), and Swim (Str)
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+1
+2
+2
+0
Brickbrain, Claycore
2nd
+2
+3
+3
+0
Bonus Feat
3rd
+3
+3
+3
+1
Golem Magic
4th
+4
+4
+4
+1
Bonus Feat, Heavy Minded
5th
+5
+4
+4
+1
Clayflight
6th
+6/+1
+5
+5
+2
Bonus feat
7th
+7/+2
+5
+5
+2
Muddy Defenses
8th
+8/+3
+6
+6
+2
Bonus feat
9th
+9/+4
+6
+6
+3
Will of Mud
10th
+10/+5
+7
+7
+3
Bonus feat, Soulless Defense
11th
+11/+6/+1
+7
+7
+3
Golem Immunity
12th
+12/+7/+2
+8
+8
+4
Bonus feat
13th
+13/+8/+3
+8
+8
+4
Melee Counter
14th
+14/+9/+4
+9
+9
+4
Bonus feat
15th
+15/+10/+5
+9
+9
+5
Lucky Clay
16th
+16/+11/+6/+1
+10
+10
+5
Bonus feat
17th
+17/+12/+7/+2
+10
+10
+5
Powerful Block
18th
+18/+13/+8/+3
+11
+11
+6
Bonus feat
19th
+19/+14/+9/+4
+11
+11
+6
Stonemind
20th
+20/+15/+10/+5
+12
+12
+6
Bonus feat, Set in Stone
Weapon and Armor Proficiency
A clay dude is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Brickbrain (ex): A clay dude is like a old nokia; not much processing power, but more than capable of bashing someone's skull in. Clay dudes use their Constitution Modifier instead of their Intelligence Modifier to determine Skill Points per Level. In addition to that, at 1st level, and every level thereafter, the clay dude can choose any skill he has skill ranks in; the clay dude now gains a +3 bonus to that skill. You cannot choose the same skill twice.
Claycore (ex): A clay dude is pretty heartless. And by that I mean they have their hearts removed and replaced with these weird things. They are surprisingly nonmagical (or rather don't work the way magic does), but do grant the clay dude some interesting abilities: A clay dude gains a pool of 9 "floating" attribute points he can assign to his physical attributes. A clay dude cannot assign more points than his half his clay dude level+1. Changing the way they are assigned takes 1d4+1 hours per point or 1 hour of concentration for all of them. Removing the claycore from a clay dude doesn't kill them, but it does make them loose their assigned points.
Bonus Feats: At 2nd level and every two clay dude levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th) a clay dude gains an additional bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A clay dude must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purposes of qualifying for feats, a clay dude counts as a fighter of his level -3.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A clay dude is not limited to the list of fighter bonus feats when choosing these feats.
Golem Magic: A clay dude can annoy spellcasters beyond belief. A clay dude gains spontaneous divine spellcasting equal to a favored soul of his level, with the following differences;
A clay dude only knows Dispel Magic, Transmute Mud to Rock, Black Tentacles, Solid Fog and Dispel Magic, Greater.
A clay dude has 0 spells per day for every spell level, but gains bonus spells according to his Constitution Modifier as appropriate.
A clay dude is always considered to have readied an action to counterspell.
Heavy Minded (ex): At level 4, a clay dude can add their Constitution Modifier to their Will Saves.
Clayflight (su): A clay dude can move himself via minor innate telekinesis. The clay dude gains a flight speed of 30 (average). Sadly, this doesn't help them swim for the same reason the fly spell doesn't grant bonuses to it; Water offers just too much resistance.
Muddy Defenses (ex): A clay dude has a weird, slimey claybody. Fortunately for them, the same ability that allows them to fly also allows them to deform their bodies to defend themselves; Once per turn, when a clay dude is subjected to a ranged attack (except for spells), said clay dude can attempt to block it by attempting a DC 20 Reflex save. A natural 1 does not mean automatic failure and a natural 20 does not mean automatic success. Success means the block is successful and the damage is reduced by 60 points. Failure means that the attack deals damage normally. Any attacker can choose to reduce his ranged attack bonus by any amount to increase the DC by the same amount (keep in mind, however, that he still has to hit the clay dudes AC). Blocking an attack costs an attack of opportunity.
Will of Mud (ex): A clay dude gains a Mind "pool" of 10+Constitution Modifier points. He can spent those points in the following ways;
Spent 1 point to negate ability damage or drain on a 1-to-1 ratio.
Spent 2 points to remove one negative level.
Spent 2/3/4/6 points to immediately become immune to the next level 0-3/4-6/7-8/9 mind-affecting spell or power.
This takes a free action during your turn and an immediate action during your enemies turn.
The Mind pool refreshes every time the clay dude can manage to rest uninterrupted for 8 hours.
Soulless Defense (ex): A clay dude understands that if they do not protect their allies, no one will. Once per turn, as an immediate action, the clay dude can choose one ally (or themself). That ally is warded from contact with summoned creatures of any alignment. Treat this as a continious protection from good and protection from chaos with a caster level equal to the clay dudes character level, except that it does not grant boni to AC or saving throws. A clay dude can only protect one creature that way; Choosing a different one causes the first one to loose the protective effect.
Rock-Hard Clay (ex): A clay dude is gains Magic Immunity similar to a Stone Golems Magic Immunity, except that it works for psionics the same way it does for magic. However, if a spellcaster casts a spell from a slot 4 levels higher than the actual spells level (or a manifester spents 8 additional power points), this Immunity is reduced to SR equal to (Clay Dude level x2). If said spell was Move Earth, Disintegrate or Earthquake, the clay dude also gains the clay golems weaknesses for the purpose of determining their effects. The clay dude can lower and raise his Immunity or Resistance as a free action during either characters turn. While this allows him to benefit from spells (by lowering his resistance shortly before the spell affects him and raising it directly afterward), a smart enemy spellcaster can ready an action in an attempt to strike the clay dude at the same time a beneficial spell affects him, thus also ignoring the clay dudes resistance.
Melee Block (ex): A clay dude can now block melee attacks the same way he blocks ranged attacks. In addition to that, whenever a clay dude blocks a melee attack, he can make a single attack at his highest BaB against the attacker. Doing so costs an attack of opportunity.
Lucky Clay (ex): A clay dude can now spent 2 Mind points to treat the next saving throw it makes as a natural 20. In addition, whenever a clay dude rolls to counter a spell, he can roll twice and take the better result.
Powerful Block (ex): A clay dudes block DC is reduced by 5 and can now be used twice per round per attack type. In addition to that, a clay dudes body is now hardened; Instead of taking 60 less damage, a clay dude now takes 100 less damage and reduces the remaining damage by 75% (rounded down).
Stonemind (ex): The Mind pool now refills at the start of every encounter, provided there were at least 10 minutes of time between the individual encounters.
Set in Stone (ex): At level 20, a clay dude stops aging. In addition, they reverse all penalities gained through aging as long as they are connected to their claycore, and if they are killed, but still connected to their claycore, the clay dude returns to life (as if affected via True Resurrection) 1d10 days later.
So that's that...
Does this work as a class? Yes? No?
I hope it does, but... I'm really not confident in it. Anything I should change?
EDIT: Changed a few things as suggested. I also added a new ability, "Soulless Defense".
The purpose of this character is to stall spellcasters to allow their own to work without interruption. Depending on the choosen feats, they are also supposed to be at least decent melee characters.
So I decided to do a thing and wanted to know if it's good, bad or horrible.
Without further ado, I present:
Clay Dude
Alignment:
Any non-good non-chaotic.
Hit Die
d6.
Class Skills
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local), Knowledge (religion), Ride (Dex), and Swim (Str)
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+1
+2
+2
+0
Brickbrain, Claycore
2nd
+2
+3
+3
+0
Bonus Feat
3rd
+3
+3
+3
+1
Golem Magic
4th
+4
+4
+4
+1
Bonus Feat, Heavy Minded
5th
+5
+4
+4
+1
Clayflight
6th
+6/+1
+5
+5
+2
Bonus feat
7th
+7/+2
+5
+5
+2
Muddy Defenses
8th
+8/+3
+6
+6
+2
Bonus feat
9th
+9/+4
+6
+6
+3
Will of Mud
10th
+10/+5
+7
+7
+3
Bonus feat, Soulless Defense
11th
+11/+6/+1
+7
+7
+3
Golem Immunity
12th
+12/+7/+2
+8
+8
+4
Bonus feat
13th
+13/+8/+3
+8
+8
+4
Melee Counter
14th
+14/+9/+4
+9
+9
+4
Bonus feat
15th
+15/+10/+5
+9
+9
+5
Lucky Clay
16th
+16/+11/+6/+1
+10
+10
+5
Bonus feat
17th
+17/+12/+7/+2
+10
+10
+5
Powerful Block
18th
+18/+13/+8/+3
+11
+11
+6
Bonus feat
19th
+19/+14/+9/+4
+11
+11
+6
Stonemind
20th
+20/+15/+10/+5
+12
+12
+6
Bonus feat, Set in Stone
Weapon and Armor Proficiency
A clay dude is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Brickbrain (ex): A clay dude is like a old nokia; not much processing power, but more than capable of bashing someone's skull in. Clay dudes use their Constitution Modifier instead of their Intelligence Modifier to determine Skill Points per Level. In addition to that, at 1st level, and every level thereafter, the clay dude can choose any skill he has skill ranks in; the clay dude now gains a +3 bonus to that skill. You cannot choose the same skill twice.
Claycore (ex): A clay dude is pretty heartless. And by that I mean they have their hearts removed and replaced with these weird things. They are surprisingly nonmagical (or rather don't work the way magic does), but do grant the clay dude some interesting abilities: A clay dude gains a pool of 9 "floating" attribute points he can assign to his physical attributes. A clay dude cannot assign more points than his half his clay dude level+1. Changing the way they are assigned takes 1d4+1 hours per point or 1 hour of concentration for all of them. Removing the claycore from a clay dude doesn't kill them, but it does make them loose their assigned points.
Bonus Feats: At 2nd level and every two clay dude levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th) a clay dude gains an additional bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A clay dude must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purposes of qualifying for feats, a clay dude counts as a fighter of his level -3.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A clay dude is not limited to the list of fighter bonus feats when choosing these feats.
Golem Magic: A clay dude can annoy spellcasters beyond belief. A clay dude gains spontaneous divine spellcasting equal to a favored soul of his level, with the following differences;
A clay dude only knows Dispel Magic, Transmute Mud to Rock, Black Tentacles, Solid Fog and Dispel Magic, Greater.
A clay dude has 0 spells per day for every spell level, but gains bonus spells according to his Constitution Modifier as appropriate.
A clay dude is always considered to have readied an action to counterspell.
Heavy Minded (ex): At level 4, a clay dude can add their Constitution Modifier to their Will Saves.
Clayflight (su): A clay dude can move himself via minor innate telekinesis. The clay dude gains a flight speed of 30 (average). Sadly, this doesn't help them swim for the same reason the fly spell doesn't grant bonuses to it; Water offers just too much resistance.
Muddy Defenses (ex): A clay dude has a weird, slimey claybody. Fortunately for them, the same ability that allows them to fly also allows them to deform their bodies to defend themselves; Once per turn, when a clay dude is subjected to a ranged attack (except for spells), said clay dude can attempt to block it by attempting a DC 20 Reflex save. A natural 1 does not mean automatic failure and a natural 20 does not mean automatic success. Success means the block is successful and the damage is reduced by 60 points. Failure means that the attack deals damage normally. Any attacker can choose to reduce his ranged attack bonus by any amount to increase the DC by the same amount (keep in mind, however, that he still has to hit the clay dudes AC). Blocking an attack costs an attack of opportunity.
Will of Mud (ex): A clay dude gains a Mind "pool" of 10+Constitution Modifier points. He can spent those points in the following ways;
Spent 1 point to negate ability damage or drain on a 1-to-1 ratio.
Spent 2 points to remove one negative level.
Spent 2/3/4/6 points to immediately become immune to the next level 0-3/4-6/7-8/9 mind-affecting spell or power.
This takes a free action during your turn and an immediate action during your enemies turn.
The Mind pool refreshes every time the clay dude can manage to rest uninterrupted for 8 hours.
Soulless Defense (ex): A clay dude understands that if they do not protect their allies, no one will. Once per turn, as an immediate action, the clay dude can choose one ally (or themself). That ally is warded from contact with summoned creatures of any alignment. Treat this as a continious protection from good and protection from chaos with a caster level equal to the clay dudes character level, except that it does not grant boni to AC or saving throws. A clay dude can only protect one creature that way; Choosing a different one causes the first one to loose the protective effect.
Rock-Hard Clay (ex): A clay dude is gains Magic Immunity similar to a Stone Golems Magic Immunity, except that it works for psionics the same way it does for magic. However, if a spellcaster casts a spell from a slot 4 levels higher than the actual spells level (or a manifester spents 8 additional power points), this Immunity is reduced to SR equal to (Clay Dude level x2). If said spell was Move Earth, Disintegrate or Earthquake, the clay dude also gains the clay golems weaknesses for the purpose of determining their effects. The clay dude can lower and raise his Immunity or Resistance as a free action during either characters turn. While this allows him to benefit from spells (by lowering his resistance shortly before the spell affects him and raising it directly afterward), a smart enemy spellcaster can ready an action in an attempt to strike the clay dude at the same time a beneficial spell affects him, thus also ignoring the clay dudes resistance.
Melee Block (ex): A clay dude can now block melee attacks the same way he blocks ranged attacks. In addition to that, whenever a clay dude blocks a melee attack, he can make a single attack at his highest BaB against the attacker. Doing so costs an attack of opportunity.
Lucky Clay (ex): A clay dude can now spent 2 Mind points to treat the next saving throw it makes as a natural 20. In addition, whenever a clay dude rolls to counter a spell, he can roll twice and take the better result.
Powerful Block (ex): A clay dudes block DC is reduced by 5 and can now be used twice per round per attack type. In addition to that, a clay dudes body is now hardened; Instead of taking 60 less damage, a clay dude now takes 100 less damage and reduces the remaining damage by 75% (rounded down).
Stonemind (ex): The Mind pool now refills at the start of every encounter, provided there were at least 10 minutes of time between the individual encounters.
Set in Stone (ex): At level 20, a clay dude stops aging. In addition, they reverse all penalities gained through aging as long as they are connected to their claycore, and if they are killed, but still connected to their claycore, the clay dude returns to life (as if affected via True Resurrection) 1d10 days later.
So that's that...
Does this work as a class? Yes? No?
I hope it does, but... I'm really not confident in it. Anything I should change?
EDIT: Changed a few things as suggested. I also added a new ability, "Soulless Defense".
The purpose of this character is to stall spellcasters to allow their own to work without interruption. Depending on the choosen feats, they are also supposed to be at least decent melee characters.