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View Full Version : Contest Base Class Contest XXXVII - Upsy-Daisy



Temotei
2016-12-23, 08:15 PM
Upsy-Daisy

Welcome to Base Class Contest number thirty-seven! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of incompetence; anything is possible, from a class that focuses on tripping (themselves) to a monk to Rincewind, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on February 11th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

G-*trips on flat surface*...just go.

Temotei
2016-12-23, 08:17 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2016-12-24, 02:40 AM
The Daredevil
"Let me guess. You thought I was dead."
- Ovalchase Daredevil; Magic: the Gathering

Daredevils are not like their other nonmagical brethren, instead they are simply insanely lucky. By rights, they should not be alive, having less actual ability than an ordinary fighter, monk or rogue and yet a grim determination and/or exceptional derring-do which, combined with several hundred times the recommended dose of luck, sees them through.

Adventures: Daredevils are born to adventure, having a natural near-immunity to danger and a healthy dose of sheer dumb luck.

Characteristics: Daredevils have few real abilities, but instead they are always just lucky enough to have everything go the way that they want it to.

Alignment: Any. That said, daredevils tend towards the chaotic in results, regardless of their intent.

Religion: Gods of luck are the most common deities among daredevils.

Background: Daredevils are simply extremely lucky people, who never have to learn to be competent because they have enough luck to see them through either way.

Races: Any.

Other Classes: Daredevils are usually disliked by those who have to work for their talents., though they find some common ground with sorcerers.

Role: A daredevil provides a party with utility abilities, and has a knack with skills as well.

Adaptation: A daredevil could easily be changed to a magical class instead of just a very lucky one. In this case, their abilities would become supernatural, but they would need to lose their Righteous Desperation class feature. This isn't a fair trade-off, as the ability to use magic items is far more powerful than the ability to function in antimagic fields or dead magic areas, so consider making other alterations to the class if you do this.


LevelBABFortRefWillSpecial
Luck Bonus
1st+0+2+2+2Just Plain Lucky, Shrug off, Righteous Desperation, Daredevil Tricks
1
2nd+1+3+3+3Evasion, Uncanny Dodge
2
3rd+1+3+3+3Second Guess
3
4th+2+4+4+4Double Down
5
5th+2+4+4+4Danger Sense
6
6th+3+5+5+5Improved Evasion, Improved Uncanny Dodge
8
7th+3+5+5+5Third Time
10
8th+4+6+6+6Soul of a Hero
12
9th+4+6+6+6Impossible Perception
13
10th+5+7+7+7Opportunist
15
11th+5+7+7+7Fourth Dimension
17
12th+6/+1+8+8+8Triple Trouble
19
13th+6/+1+8+8+8Hair Trigger
21
14th+7/+2+9+9+9Hide in Plain Sight
23
15th+7/+2+9+9+9Fifth Element
25
16th+8/+3+10+10+10Eternal Freedom
27
17th+8/+3+10+10+10Perfect Foresight
29
18th+9/+4+11+11+11Deny
32
19th+9/+4+11+11+11Sixth Sense
34
20th+10/+5+12+12+12Escape Unscathed
36

Alignment: Any
Hit Die: 1d8

Class Skills:
All skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armour Proficiency
The daredevil is proficient with all simple weapons and with light armour but with no type of shield.

Just Plain Lucky (Ex)
Daredevils are exceptionally blessed individuals, who have exceptional fortunes when it coms to avoiding harm. They get a luck bonus to all skill checks, saving throws, damage rolls and their armour class as given on Table: The Daredevil.

Shrug Off (Ex)
Daredevils have the Shrug Off (http://www.giantitp.com/forums/showthread.php?433533-quot-I-will-crush-you-puny-mage!-quot-(3-5-hypermundane-class-PEACH)) class feature.

Righteous Desperation (Ex)
Daredevils have the Righteous Desperation (http://www.giantitp.com/forums/showthread.php?433533-quot-I-will-crush-you-puny-mage!-quot-(3-5-hypermundane-class-PEACH)) class feature.

Daredevil Tricks (Ex)
At each level, a daredevil gains a single daredevil trick. Daredevil tricks are detailed in their own section.

Evasion, Uncanny Dodge, Improved Evasion, Improved Uncanny Dodge, Opportunist (Ex)
All these class features work just like the rogue class feature or talent of the same name.

Second Guess/Third Time/Fourth Dimension/Fifth Element/Sixth Sense (Ex)
At third level, and every fourth level thereafter, the daredevil rolls an additional die or set of dice with each roll and takes the best. For example, at 7th level, a daredevil attacking with a greatsword will roll 3d20 for the attack roll, taking the highest d20 roll, and then roll three distinct sets of 2d6 for the damage roll and take the highest of the three sets - unless, of course, the daredevil was under mental compulsion to attack an ally, in which case the lowest attack roll and, if the attack still hit, the lowest damage roll would be used.

Double Down/Triple Trouble (Ex)
At fourth level, and again at twelfth level, the daredevil can force opponents to roll an additional die or set of dice, and choose the worst, just as above. This takes no action to accomplish but only works on attacks against the daredevil. Similarly, the daredevil can allow allies to roll multiple times when they attempt to aid the daredevil directly and take the best.

Danger Sense (Ex)
Daredevils get an innate feeling when something's wrong. From fifth level, when they are within 50 feet of a location which would pose a danger to them, they are immediately aware of the squares in range which pose said danger (including their own, if it does). Examples of squares which pose a danger would be trap triggers, within the firing or charge range of hostiles, or the like. The daredevil has no indication at this level what the nature of the threat is.

"Danger" refers to anything with a non-negligible chance of causing significant threat to the daredevil's own physical or mental wellbeing.

Soul of a Hero (Ex)
Daredevils get a new save each round to end hostile effects with a non-instantaneous duration starting from eighth level.

Impossible Perception (Ex)
From ninth level, the daredevil's danger sense improves, showing the nature of the threat to the daredevil. An indication is given if the threat is a hostile creature, a trap, a faulty construction or natural hazard, an active spell, or so forth. Impossible perception also indicates multiple squares that are dangerous from the same source or single squares which are dangerous from multiple sources.

Hair Trigger (Ex)
From thirteenth level, the daredevil's danger sense is pinpoint accurate. The nature of the threat and the squares which that threat occupies are noted, as well as the level of threat posed (that is, a rough indication of how likely it is to deal how much harm).

Hide in Plain Sight (Ex)
From fourteenth level, the daredevil can hide without cover or even while being observed.

Eternal Freedom (Ex)
From sixteenth level, the daredevil is subject to a constant, extraordinary freedom of movement effect.

Perfect Foresight (Ex)
From seventeenth level, the daredevil's danger sense is absurdly accurate: the exact nature of the threat (to the point of discerning the exact type of trap, for example), the exact position of the threat, and the best possible indication of the amount of danger it poses are given. Also, the range of the ability is now 100 feet.

Deny (Ex)
Once per round, a daredevil of at least eighteenth level can, without taking an action, prevent the effect of any one action on the daredevil. For example, a daredevil could prevent an earthquake's direct damage, but can't prevent an earthquake from destroying the floor from underneath and making the daredevil fall, or from killing a friend and making the daredevil sad: the effect must be directly upon the daredevil personally.

Escape Unscathed (Ex)
At 20th level, any variable, numeric effects which would harm the daredevil are minimised. That is, a fall that would normally deal 14d6 damage deals 14, while a greatsword hit would deal 2 points of damage, plus one and a half times the wielder's strength, plus whatever other bonuses to damage they might have. The spell enervation only inflicts a single negative level.


Learning Daredevil Tricks
"As long as your skill holds, the coin keeps spinning in the air. One day, your skill will run out. Sooner, later, it will run out. And then if you're lucky, the coin will land on heads, and when it lands, you will escape. And if you're not, the coin lands on tails. And then, when the coin stops spinning, you die."

Learning a daredevil trick works essentially exactly the same as learning a feat; indeed, they work in nearly the exact same way as feats, they just can't be taken as actual feats. You learn them when you gain the relevant level, and then retain them for use later.

The main difference is that it's a lot easier for a daredevil to pick up new tricks. Indeed, once per day a daredevil can simply pick up a trick that is useful in the current situation. However, the daredevil must choose and discard a previous daredevil trick to do this. A daredevil can do this once more per day for each five levels after first: at high levels, a daredevil can near-constantly be learning on-the-spot to handle almost anything as and when it comes up.

Most daredevil tricks can only be taken once.


List of Daredevil Tricks
"Have another ace. Always have another ace."

Always Alert
You're always just alert enough to notice something just before it strikes.
Prerequisites: None
Benefit: Whenever you would enter combat, you immediately take a full turn before the surprise round.
Special: Multiple creatures with this trick take the turns in initiative order.

Bag of Useful Items
You have a bag which always seems to have the right things in it.
Prerequisites: None.
Benefit: You gain the Bag of Useful Items class feature (http://www.giantitp.com/forums/showthread.php?471934-The-Adventurer-3-5-class-PEACH), treating half your daredevil level as your adventurer level. Round copper pieces, not levels (which means that no rounding should be necessary at all - for example, (7.5^2)*1000 = 56250 cp for a fifteenth-level daredevil).
Special: If you really are an adventurer, your levels in both classes stack, as do adventurer talents which improve your effective level. Either way, you can take magic items out of the bag and give them to someone else to use without breaking your vow.

Contagious Luck
Your capabilities influence your allies too.
Prerequisites: Daredevil level 2nd
Benefit: Allies within 60 feet gain half your Just Plain Lucky bonus. They also get the benefits of your Second Guess class feature if you have the Third Time class feature. If you have the Fourth Dimension class feature, they gain the benefits of your Third Time class feature, and so on. Also, the same holds true for your Double Down class feature if you have the Triple Trouble class feature. In effect, they get to roll one fewer die than you, minimum one. Finally, if you have the improved evasion class feature, allies within 60 feet gain the evasion class feature (or improved evasion if they have evasion naturally, but this doesn't stack with the Contagious Luck of another daredevil).
Special: Your allies still get this benefit if you are helpless or unconscious but not if you're dead.

Daedalus Wings
You can make better wings
Prerequisites: Icarus Wings
Benefit: Your speed with the Icarus Wings improves to 60 feet (Normal manueverability) and they can sustain 60 points of fire damage in a single round before breaking.

Deflecting Fortune
You are lucky enough that people who attempt to attack you soon regret it.
Prerequisites: None
Benefit: Whenever an attack fails to affect you (you save to negate it, the attacker doesn't beat your AC, you're immune to the attack or otherwise the attack intended to have a direct effect on you doesn't), it's returned on the attacker. If it's an area of effect or multiple target attack, it only hits the caster (and other original targets) anyway. For example, if a wizard launches a fireball straight at you, and each of you has an allied fighter behind you, and you save against the fireball, then your fighter ally and the wizard (but not the wizard's fighter ally) are struck and both are entitled to a save as normal.

Escape Death
You're very hard to kill
Prerequisites: Daredevil level 8th
Benefit: If you're killed, you turn out not to have been dead and wake up 3d6 minutes later at 1 hit point. To all inspection, you are still dead for those minutes. If you die three times in a single 24-hour period, your body finally finally gives in and you don't get up.

Find Yourself
You get lost often, but you often find yourself somewhere unrelated, but useful to where you need to go.
Prerequisites: Daredevil level 7th
Benefit: When you're in the wilderness or any other location where one could reasonably lose their way, you can get lost and find yourself 10 minutes later in any location within 20 miles, and even you don't know how you got there. From level 9 the limit becomes 200 miles, from 11th level it is removed and from 13th level you can accidentally stumble onto another plane.

Gotta try...
You can use totally unfamiliar items.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks.
Benefit: You can operate any item you come across even if its workings are unfamiliar to you, though you take the usual penalty for using a magic item deliberately (but not if you don't know it's magical).

Hidden Talent
You can use skills you've previously shown no proficiency in.
Prerequisites: None
Benefit: Once per hour, you can use a skill as though you had ranks in that skill equal to your daredevil level plus 3, even if it's not actually trained. This is useless if your actual number of ranks is the same as or higher than that many.

Icarus Wings
You craft yourself a set of wings that allow you to fly
Prerequisites: Daredevil level 5th
Benefit: You can craft wings, causing you to get a fly speed of 30 (Clumsy manueverability). 20 or more fire damage to the wings in a single round destroys them, though it only takes 10 minutes to make a new set. Flying in this way requires both hands, though they can still be used to carry items and even fight.

It's a dud!
Your opponents find that their equipment malfunctions at the worst of times.
Prerequisites: None.
Benefit: An opponent who tries to use a mechanical piece of equipment or an activated (except use-activated) magic item finds that it malfunctions unless they pass a reflex save (DC 10 + 1/2 the daredevil's level + the daredevil's charisma modifier). This effect only takes place when they use the equipment against you, or within 10 feet per level of you. A trap takes a reflex save with its creator's save bonus unless its own is higher; failure indicates that it too fails to function.

An item that malfunctions is expended (crossbows must be reloaded, traps must be reset through whatever method, and charges of items are lost) but does nothing.

Just as Planned!
You know where to place a trap to make sure a creature stumbles into it.
Prerequisites: None
Benefit: Whenever you set a trap, choose up to two locations per level to put it instead of just one. The trap is only actually in one of those locations. Whenever a creature, friend or foe, would discover, or set off, the trap if it were at one of the locations, you have two options: unmark that location as a possible location of the trap, or decide that the trap really is at that location and the creature has just set it off.

For example, the "Razor wire across hallway" trap has triggers in two adjacent squares (because the wire is 10 feet long). It's possible for a second-level daredevil to decide to put razor wire in (0,0) and (0,1) as well as in (0,1) and (1,1), (2,2) and (3,3), and (2,3) and (3,2), even though two of the wires share a space, and the other two cross over. Only one of these locations actually contains the razor wire. For example, if a creature enters (0,1), the daredevil can decide that the first wire is real, in which case the creature takes 2d6 slashing damage and (0,0) - and no other space - still contains wire (and will do 2d6 damage to the next creature to enter whether the daredevil likes it or not), or that the second wire is real, in which case the same is true of (1,1) instead of (0,0), or that neither wire is real and one of the other two is. Therefore, (2,2)-(3,3) and (2,3)-(3,2) are possible wire locations.
Special: When there's only one possible location for the trap, the trap is in that location and there's no opportunity to decide that you never actually set the trap at all.

DMs should be reasonable about what is and isn't a trap. Caltrops and contact poison smeared on walls or floors are traps; creatures arranged so as to ambush someone, or the arrangement of creatures such that they might ambush someone, aren't (even if they may be a "trap" in common parlance).

One Last Time...
You can repair something so that it works just one more time...
Prerequisites: Craft (Any) 10 ranks.
Benefit: You can use a broken item, even one which should by all rights not work, such as a vehicle or even a magic item (though you will suffer the effects of your righteous desparation, this hasn't stopped more than one daredevil from using smashed artifacts or loosing rampaging golems and sitting back and watching the chaos unfold as their luck leaves them). Roll a relevant craft check - even untrained. Take a relevant craft check - even untrained - as a standard action: the result of the check is the number of hit points you grant to the item, up to its maximum hit points (but see special). However, it takes a single point of true damage every single round from your haphazard job at fixing it. True damage cannot be prevented, resisted or mitigated by any means. You can continue to try to fix the item, but a DC 20 craft check - which can also be made untrained - only restores 1d6 hit points, plus 1d6 per 10 points by which you beat the DC, and only up to its maximum hit points (for real this time). When the item has hit points, it can be operated normally, but once it runs out, it is torn to pieces for real and no amount of nonmagical repair is likely to fix it.
Special: If you would grant the item hit points in excess of its normal total, you instead restore it to full and give it temporary hit points equal to the difference, which only protect against the true damage and last until they run out - that is, in a number of rounds equal to the number of temporary hit points that remain.

Perfect Weather
The weather is always in your favour.
Prerequisites: Daredevil level 13th
Benefit: The weather within 2 miles is always exactly as you choose, except that it must be some kind of weather that normally appears in the region. For example, you couldn't create a blizzard or a sandstorm in a hot region with no deserts nearby. Further, you can't create massive, unnatural gaps in the type of weather available, such as having a hurricane which suddenly dissipates into no wind at all at its edge, or a several-degree temperature drop.
Special: Two daredevils within 4 miles of each other using this trick choose the weather effects according to which one is closer. Magical control of the weather - indeed, such as using the control weather spell - prevents this ability functioning in that area for the duration.

Signature Gear
You are inseparable with your gear - literally.
Prerequisites: None
Benefit: Choose up to one item, plus one more per 5 levels. You get a +1 bonus on attack and damage rolls with that item and skill checks using that item per two levels. If that item is a shield or piece of armour, it functions as though its AC bonus were 1 point higher per 2 levels, but only for you. Further, if a creature loses that item (that is, misplaces, rather than deliberately surrenders to another creature), it makes its way back to your possession at an average speed of 10 miles per hour, whether by rolling, moving through rivers, or being carried by passersby.
Special: You cannot choose magic items or items which you cannot actually operate. Ideally, you should choose items which are important to you directly, not just which you are entrusted with,

Spontaneous Combustion
"By the way, your house is on fire."
Prerequisites: None
Benefit: You gain the extraordinary ability to make things catch on fire - in reality, everything just happens to go right: you accidentally dropped a cigar in a place which later makes the building catch on fire when you need it; you created a small friction fire walking across something which only became relevant later, or something just caught on fire for a reason which was ostensibly nothing to do with you.

Once per hour (any more often would stretch credibility, even for you) you may cause a fire to break out. The size of the fire is fine, plus up to one size category per two levels (instead of sizes above colossal, the space is increased by 10 feet in each direction for each two levels after seventeenth). You needn't create the largest fire available.

Irrespective of the fire size, each creature and object in the fire takes 1d6 points of fire damage when it is created. The fire then continues to burn, and flammable creatures and objects in the area catch on fire.
Special: Due to your immense luck, you aren't caught in your own initial fire, though you might take damage from the normal fire as objects catch on fire.

Trump Card
Your luck at games of chance or even skill is legendary.
Prerequisites: None
Benefit: Whenever you play a game with even a moderate element of luck (such as any card game, any game involving dice, and generally a game with randomness beyond simple decisions of, for example, the first player) you can choose, without having to make any kind of roll or check, whether you win or lose the game.
Special: Multiple characters with this trick determine which one does better normally, and then the one who did better chooses which other players to do worse than, and then the second player chooses a position worse than the first character's.

Unnoticeable
Creatures don't tend to notice you.
Prerequisites: Daredevil level 3rd
Benefit: Enemies don't notice your presence - as though you were invisible and inaudible - unless you attack them, they focus on an object that they can't see because you're in their way, another creature points you out, you try to get their attention, or they physically bump into you. When a creature notices you, they continue to do so until you either hide from them successfully or attain total concealment from them.

Wing and a Prayer
You can give yourself up to luck when a task is beyond you.
Prerequisites: Daredevil level 15th
Benefit: Once per hour, you can give your fate up to luck. You double your bonus (from luck bonuses, skill ranks, ability scores, and so forth) to a single d20 roll, but if you fail that roll, you can't use this ability again for the rest of the day.
Special: You cannot use this on any roll which isn't based on success or failure, such as an initiative check.

Xykon's Gambit
You can use attacks that would normally catch you in their area without hurting yourself
Prerequisites: None
Benefit: You are immune to your own attacks (except attacks which deal true damage). If you use an ability which breaks your vow, then you still get immunity from that attack before you lose your class features.
Special: Unfortunately, you still can't craft yourself a magic item that makes you immune to that sort of damage.

You Know What to Do
Your relationships can grow so strong that your allies instinctively understand what you would want from them.
Prerequisites: Daredevil level 7th
Benefit: Any creature you have met understands what you would want them to do in certain situations - in effect, you are fortunate enough that they realise what you want of them. In practicaly terms, what this means is that you can send a short message every hour to each creature you've ever met. For example, you could send the king of Somewhere a message, then half an hour later send the president of Someplace Else a message because they're two separate creatures. You'd have to wait another half an hour to send the king of Somewhere a second message, or a whole hour to send the president of Someplace Else a message. Essentially, the characters' bond with you isn't strong enough that they constantly know your every desire, only the most important ones.
Special: Technically, there's no reason why someone would stop knowing what you'd want while you're dead, so you can still use this ability when you are. Your memory will have a lasting impact on the world so long as anyone who remembers you from when you were alive is still there to talk about it.

Morphic tide
2016-12-24, 08:36 PM
February 11, 2017 edits: Altered PP pool to act like having a purchase of Psionic Talent every level, swapped Unaware Godling and Unrestrained Subpsionics, removed Idiot Savant and replaced Forced Focus and Subpsionic Mending. E2: Changed Unrestrained Subpsionics' interaction with Subpsionic Overflow


Psychic Fool

"Sometimes, fools can have powers that replace the need for skill. Sometimes, they don't even know they have these powers."

Adventures: Often, Psychic Fools begin adventuring because they don't understand the hardships of it. They continue to adventure largely because they get used to it and rarely recall the harsher events well enough to drive them away from adventuring.

Background: Nearly anyone can wind up as a Psychic Fool, as they are simply people who have psionic potential that is used subconsciously. Often, they are drunkards, failing students and young people who never learned more than basic farming skills, but sometimes a Psychic Fool comes from unlucky or unskilled mundane warriors who begin to use unknown psionic talents subconsciously to fill in for their lack of true skill

Races: Races with tendencies towards idiocy, toughness, abnormal luck, shorter life spans and smaller communities are more likely to become Psychic Fools, although the latter two are a matter of making it more likely that the talents of a Psychic Fool aren't developed along more active lines as the shorter lived races and smaller communities are much less likely to have people able to train Psychic Fools in active psionics. Races that are actively psionic naturally never are Psychic Fools, but may develop the abilities of one.

Other Classes: Properly active Psionic classes tend to despise Psychic Fools when they know of their nature, largely due to the fact that the abnormal potential of Psychic Fools is wasted on the absence of training they receive and lack of focus.

Role: Psychic Fools tend to be in the front lines of a fight, using their capacity to ignore distractions and subconscious use of psionics to fight far better than their actual skill would suggest them able to.

Adaptation: Psionics is not necessarily the only way to have the abilities of Psychic Fools, although many of the abilities are rooted in the source of their powers. Magic and other supernatural forces are entirely able to allow one to have the abilities of Psychic Fools, although the abilities tend to be rather different at higher power due to differences in the nature of the abilities.

GAME RULE INFORMATION
Psychic Fools have the following game statistics.
Abilities: Strength and Constitution are rather important for Psychic Fools, as their abilities tend towards allowing melee combat survival. Dexterity is of low importance, as Psychic Fools tend to wear heavier armors. Charisma is of extremely limited use as Psychic Fools are largely unable to develop the skill to use their charisma effectively. Wisdom is largely unimportant for Psychic Fools as none of their abilities rely on it and their abilities can replace the need for Wisdom's effect on Will Saves and Skill Checks. Intelligence is actively detrimental to Psychic Fools, as many of their abilities are dependant on low intelligence.
Alignment: Any alignment, although Lawful Psychic Fools are rare as the characteristic stupidity tends to leave them unable to properly understand laws.
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Barbarian

Class Skills
The Psychic Fool's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Swim (Str), Jump (Str), Spot (Wis), Listen (Wis), Survival (Wis) and Profession (Wis)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level:2 + Int modifier

Psychic Fool


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day


1st

+0

+2

+0

+2
False Luck, Vast Talent
3+2


2nd

+1

+3

+0

+3
Ignorant Guard
6+5


3rd

+2

+4

+1

+3

11+9


4th

+3

+4

+1

+4
Bonus Feat
17+14


5th

+3

+4

+1

+4

25+20


6th

+4

+5

+2

+5
Forced Misfortune
35+27


7th

+5

+5

+2

+5

46+35


8th

+6/+1

+6

+2

+6
Bonus Feat
58+44


9th

+6/+1

+6

+3

+6

72+55


10th

+7/+2

+7

+3

+7
Subpsionic Overflow
88+65


11th

+8/+3

+7

+3

+7

106+77


12th

+9/+4

+8

+4

+8
Bonus Feat
126+90


13th

+9/+4

+8

+4

+8

147+104


14th

+10/+5

+9

+4

+9
Baffleling Mind
170+119


15th

+11/+6/+1

+9

+5

+9

195+135


16th

+12/+7/+2

+10

+5

+10
Bonus Feat
221+152


17th

+12/+7/+2

+10

+5

+10

250+170


18th

+13/+8/+3

+11

+6

+11
Unaware Godling
280+189


19th

+14/+9/+4

+11

+6

+11

311+209


20th

+15/+10/+5

+12

+6

+12
Unrestrained Subpsionics
343+230



Class Features
All of the following are class features of the Psychic Fool.

Weapon and Armor Proficiencies: Psychic Fools are proficient with all Simple weapons, Light and Medium armor and light and heavy shields, but not Tower Shields

Power Points/Day:
A Psychic Fool has access to a pool of Power Points that are used to fuel many of their class features. Their base daily allotment of points is marked in Table: The Psychic Fool, and they gain additional Power Points if they have a high Intelligence penalty, but if they have more levels in another Manifester class than they have in Psychic Fool they instead gain additional Power Points if they have a high Charisma modifier.

False Luck (Ps):
Whenever the Psychic Fool makes a roll, they may pay PP up to 1/2 their Manifester Level to increse the roll by the amount of PP spent. This increase is treated as part of the natural roll. They may choose to do this after the dice are rolled. If failing the roll would immediately cause the Psychic Fool to be knocked unconscious, die or be reduced to negative hit points, they must spend enough PP to succeed the roll. If they cannot, they instantly lose all PP and fall unconscious. (For the most part, this is where to dump most of your PP as a Psychic Fool. It does, in fact, apply to damage rolls, with each die separate. Any roll that is made by the character is fair game.)

Vast Talent (Ps):
At first level, and every level thereafter, the Psychic Fool gains a purchase of Psionic Talent. The resultant increase of the Psychic Fool's Power Points/Day is marked as an addition to their normal Power Points/Day. (This one thing makes the class a lot stronger now, as it gives a massive pool of PP to blow on whatever you feel like)

Ignorant Guard (Ps):
At level 2, a Psychic Fool can blunt damage by subconscious use of their Psionic ablities. At level 2, they may spend PP up to their Intelligence penalty whenever they take damage to reduce the damage taken by the amount of PP spent. If they have more levels in another Manifester class than they have in Psychich Fool, they may spend PP equal to their Charisma modifier instead. This damage reduction is bypassed by Force damage. Whenever they would take enough damage to reduce them below 1 HP, they must spend enough PP to cancel enough damage to stay above 0 HP. If they cannot, they instantly lose all PP and fall unconscious.

Bonus Feats
Psychic Fool bonus feats can be used to get Psionic feats that do not require spending PP and Fighter bonus feats. They must meet the prerequisits of the feat.

Forced Misfortune (Ps)
At level 6, a Psychic Fool can spend PP up to 1/2 their Manifester level to decrease a roll made by anything other than them by the amount of PP spent. They may choose to do this after the dice are rolled. If the roll being successful would cause the Psychic Fool to be reduced to negative hit points, die or be knocked unconscious, then they must spend enough PP for the roll to fail. If they cannot, then they lose all PP, are instantly knocked unconscious and the roll is treated as if it were a natural 1 or reduced by the lost PP, whichever is more beneficial to the Psychic Fool. (by RAW, a negative result is not an auto fail, so a natural one can be better for you than a "natural" -150. Also, you can reduce damage on a per-die basis)

Subpsionic Overflow (Ps)
At level 10, a Psychic Fool automatically spends half the PP they could on any Psi-Like ability they activate. Doing this does not actually cost PP, but has the effects of spending the same amount of PP. (Combined with False Luck and you get +1/4 ML per dice of damage your weapon deals. No cap)

Baffleing Mind (Ps)
At level 14, a Psychic Fool is treated as an Abberation for the purposes of Mind Affecting effects and gains a bonus equal to their Intelligence penalty to Will saves. If they have more levels in another Manifesting class than they have in Psychic Fool, they gain a bonus equal to their Charisma modifier instead.

Unaware Godling (Ps):
At level 18, a Psychic Fool can manifest Reality Revision by spending 40 PP. The normal XP cost is doubled and the power can only be used to increse the user's ability scores, remove damage and afflictions on themself and make a mundane item being crafted by the Psychic Fool into a Psionic Item of the same type worth less than 10,000 GP.

Unrestrained Subpsionics (Ps)
At level 20, a Psychic Fool loses restrictions on how many PP can be spent on Psi-like abilities. Subpsionic Overflow adds up to 20 PP spent to all Psi-like abilities used instead of it's normal function, you may choose how much. (Not many Psi-likes use PP for fuel. Almost none, in fact.)


-----

A/N / P.S.

Do I need to put in fluff for all the fields to qualify, including the abilities, or is this fine?

At any rate, let's give some examples of where the abilties are probably broken:

False Luck: For those of you who know the level 3 infinite PP, you understand why this gets fundamentally broken. 3 level in Psion, 1 level in Psychic Fool and from that point forwards you can be almost certain to have +1/2 your Manifester Level on every roll, including damage rolls. And skill rolls. And to-hit, temp health and literally anything that involves a dice roll on your side. Of course, to make it worth having on a primary Manifester, you need the insane cheese of infinite PP. Otherwise, the PP cost makes it overcosted. Even a crit fishing Psychic Warrior would have trouble working with this without using PP restoring cheese. Also, you can technically use this on hit dice rolls. So... yeah, it's completely broken.

Ignorant Guard: So, the limit on this makes it almost worthless. But it's still damage reduction for when you absolutely need it. Reducing the damage of every hit by 3 or 4, with a "hit" being each instance of damage taken, is fairly good. And it gets far, far better if you are using this as a Wilder dipping into the class.

Forced Misfortune: Like False Luck, but in reverse. You can make your enemies miss you every hit while your PP is up, and you can severely screw with enemies and allies alike by using this. An enemy with this can easily destroy most PCs, and a PC with this is nigh-immortal. And it actually does nothing to the flat damage bonuses, only the ones with dice role.

Subpsionic Overflow: Mostly a number fix, all things considered. A change of 3-10 isn't always enough to get things done, but having most of it be always on makes the class considerably stronger. Largely because of the whole 1/4 ML reduction to every role an enemy makes. Including each damage die.

Baffling Mind: The Abberation thing mostly transilates to making the needed spells be the Monster type, rather than the lower level Person type. The bonus is just squeezing more out of the idea of using an attribute penalty as a thing to max out.

Unaware Godling: Strictly worse than normal Reality Revision, but you still have Reality Revision. Including the crafting and ability score changes. I mean, the multiplied XP cost is bad, but the calcs for CR to XP make being a level behind the appropriate CR encounters is great for people with XP costs.

Unrestrained Subpsionics: You see all those PP limits? They are gone now. Granted, now that it's at level 20, you have to use the Strongheart Vest/Bodyfuel trick which eats up four feats.

With the overhaul, the Psychic Fool is more firmly in t3, possibly low t2 because of the sheer power of affecting the dice rolls directly. The placement of Subpsionic Overflow is quite intentional, as it prevents a Wilder 11/Psychic Fool 9 from getting this dice roll screw. Unaware Godling was moved so that it could be usable in RAW build crafting, while Unrestrained Subpsionics was moved to the capstone because it deserves to be one, unlike a mere 9th level power with a pile of nerfs that ruin what made it broken in the first place.

JNAProductions
2016-12-24, 10:23 PM
The Incompetent

I'm no good at anything. The only thing I'm GOOD AT is being no good.

The Incompetent is just that-incompetent. They have no useful skills, really, at all. They are, in fact, SO BAD at anything that they actively make everyone around them worse. And THAT is why adventurers like them. They don't so much adventure on their own-they mostly get abducted by "moral" adventurers and then shoved into the fray.

Adventures: You probably don't want to adventure. But if you do, it might be to prove that you're good for something-or you might simply have been kicked out of every place you could normally call home, from work, to home, to relatives' houses... The life of an Incompetent is not a happy one, usually.

Characteristics: You will, as an Incompetent, not do much. But you will, however, make other people worse at what they do. Just hope that's the enemy.

Alignment: Any. Being bad at things in general is not limited to good or evil, lawful or chaotic.

Religion: Many Incompetents worship gods of luck, hoping that their grace will see them through their adventures alive. Others worships gods of death, seeing as they'll be meeting them quite soon. Really though, all sorts of religious types appear among the ranks of the Incompetents.

Background: You just sucked at everything. Maybe you were from a farming family-you killed everything you touched. Maybe a carpenter family-your boxes crumpled when any weight was applied, and good luck making anything else. Maybe you came from noble stock-first off, you're almost certainly a bastard, and second of all, you have a terrible knack for political shenanigans.

Races: Humans are the most common. Humans can be good at anything-but that means that, more often than any other race, they are good at NOTHING. But all races can be terrible at life.

Other Classes: Other classes, of all kinds, generally hate you. You make them worse at their job, regardless of what it is. Only a rare few adventurers learn to use Incompetents well, and those that do, tolerate them. At best.

Roles: Battlefield control. Your job is to make the enemy suck at life.

Adaptation: The Incompetent is easy to slot into any setting, excepting some like Dark Sun. So long as your setting has places where someone can grow up without being good at anything, the Incompetent will appear.

GAME RULE INFORMATION
Incompetents have the following abilities:
Abilities: Constitution matters to an Incompetent, so they can survive. All other stats should be low-the lower the better!
Alignments: Any
Hit Die: d8-You might not be the best at anything, but that means you've taken some hard knocks, and learned to deal with them.
Starting Age: As Barbarian, possibly younger.
Starting Gold: As Monk-you got kicked out of most jobs, your family hates you/pities you, and you probably have trouble holding on to money anyway.

Class Skills
None

Skill Points At First Level: (-4+Int Modifier)*4
Skill Points At Each Additional Level: -4+Int Modifier
A Note On Skill Points: Unless your Intelligence modifier is 4 or greater, you will actually LOSE skill points each level. These must first be taken from any skills you have ranks in. After that, you can start applying negative skill points (effectively a penalty) to any skill you wish, with a penalty cap of negative your level minus 3.

INCOMPETENT


Level
Base Attack Bonus*
Fort Save
Ref Save
Will Save
Special


1st

-1


-2


-2


-2

Everyone Around You Sucks At Fighting


2nd

-2


-3


-3


-3

Except Your Friends


3rd

-3


-3


-3


-3

Everyone Around You Sucks At Skills


4th

-4


-4


-4


-4

Except Your Friends II


5th

-5


-4


-4


-4

Everyone Around You Sucks At Saves


6th

-6/-1


-5


-5


-5

Except Your Friends III


7th

-7/-2


-5


-5


-5

Negatives Can Be Good!


8th

-8/-3


-6


-6


-6

Intelligence Fail


9th

-9/-4


-6


-6


-6

Everyone Around You Sucks At Spells


10th

-10/-5


-7


-7


-7

Except Your Friends IV


11th

-11/-6/-1


-7


-7


-7

Negatives Can Be Good! II


12th

-12/-7/-2


-8


-8


-8

Everyone Around You Sucks At Moving


13th

-13/-8/-3


-8


-8


-8

Except Your Friends V


14th

-14/-9/-4


-9


-9


-9

Intelligence Fail II


15th

-15/-10/-5


-9


-9


-9

Everyone Around You Sucks At Abilities


16th

-16/-11/-6/-1


-10


-10


-10

Except Your Friends VI


17th

-17/-12/-7/-2


-10


-10


-10

Negatives Can Be Good! III


18th

-18/-13/-8/-3


-11


-11


-11

Late To Die


19th

-19/-14/-9/-4


-11


-11


-11

Intelligence Fail III


20th

-20/-15/-10/-5


-12


-12


-12

God Of Failure



Class Features
All of the following are class features of the Incompetent

Weapon And Armor Proficiencies: Absolutely none.

*Base Attack Bonus And Saves Note: Your base attack bonus and saves first subtract from your existing BAB and saves, then applies a penalty to your attack rolls and saves. You do, however, gain iterative attacks at decreasingly small penalties when you reach -6. -11. and -16 BAB.

Everyone Around You Sucks At Fighting: Anyone within class level times five feet (5' at the level you gain this feature) of you takes a penalty on attack rolls and damage rolls equal to your penalty on the same kind of rolls. This may reduce damage to 0, but not below it. In addition, all creatures within the same radius take a penalty to AC equal to your AC minus 10.

Except Your Friends: You may now exclude allies from a single set of penalties you inflict. Changing which penalties do or do not affect your friends is a swift action.

Everyone Around You Sucks At Skills: Anyone within class level times five feet (15' at the level you gain this feature) of you takes a penalty on any skill check equal to your penalty on the same skill check.

Except Your Friends II: You may now exclude allies from two sets of penalties you inflict.

Everyone Around You Sucks At Saves: Anyone within class level times five feet (25' at the level you gain this feature) of you takes a penalty on saves equal to your penalty on the same save. In addition, any feature such as Evasion or Mettle does not function for anyone affected.

Except Your Friends III: You may now exclude allies from three sets of penalties you inflict.

Negatives Can Be Good!: Once per day, you may invert your penalty-instead gaining a bonus on any roll equal to your usual penalty. If, for instance, you have a Strength of 6 (-2), -10 ranks in Jump, and Skill Sucking (Jump), giving you a -15 penalty, you may, once per day, roll a Jump check with a +15 bonus.

Intelligence Fail: Once per day, you may attempt to fail an Intelligence check to not realize something is impossible. The DC is set by your DM, with guidelines below. If you succeed at failing, you may perform an impossible action. You may apply certain skills to this.

Not knowing there's no bridge on a chasm: DC 10 (Knowledge (Local))
Not realizing you took damage: DC 10-damage taken (Heal)
Not realizing you died and coming back with full health: DC -20 (Heal)
Becoming a god: DC -50 (No skill applicable)

Everyone Around You Sucks At Spells: Anyone within class level times five feet (45' at the level you gain this feature) of you takes a penalty to caster level equal to one fourth your levels in Incompetent. This will (usually) prevent them from casting their highest level spells.

Except Your Friends IV: You may now exclude allies from four sets of penalties you inflict.

Negatives Can Be Good! II: You may now use Negatives Can Be Good! once per hour.

Everyone Around You Sucks At Moving: Anyone within class level times five feet (60' at the level you gain this feature) of you has their max speed reduced to yours. This includes any form of movement-if, for instance, you cannot fly, anyone within the radius has their fly speed reduced to 0. This includes even esoteric movements, such as teleportation.

Except Your Friends V: You may now exclude allies from five sets of penalties you inflict.

Intelligence Fail II: You may now apply a single extra mental stat's modifier to your Intelligence check when trying for an Intelligence Fail.

Everyone Around You Sucks At Abilities: Anyone within class level times five feet (75' at the level you gain this feature) of you loses access to any extraordinary or supernatural abilities they possess that you do not. They may attempt to use them, but if they do so, must make an opposed check against you. This check is d20+HD versus your d20+class levels in Incompetent.

Except Your Friends VI: You may now exclude allies from six sets of penalties you inflict.

Negatives Can Be Good! III: You may now use Negatives Can Be Good! once per minute.

Late To Die: You're really bad at showing up on time. That includes everything-including dying. Once per day, when you die, you may choose to simply not die. You are still unconscious (if you would normally be unconscious) but no amount of damage can kill you. One hour later, Death gets fed up waiting for you and you return to life with 1 HP.

Intelligence Fail III: You may now apply a single physical stat's modifier to your Intelligence check when trying to for an Intelligence Fail.

God Of Failure: You may now use Negatives Can Be Good! at-will. In addition, once per turn (so once on your turn, once the next person's turn, once on the person after that's turn, etc.) you may, as a free action, apply a penalty to any roll (including non d20 rolls, such as damage rolls) equal to your levels in Incompetent. This may reduce rolls to below 0 (so, if an enemy strikes for 2d6+3 damage, rolls an 8 (for 11 total) and you inflict a -20 penalty on that roll, they will actually heal their target for 9 points of damage).

Note On Incompetent Abilities: All Incompetent abilities are Extraordinary in nature. In addition, all features may be used while unconscious EXCEPT for Except Your Friends.

Epic Incompetents
Well, you did it. You sucked so hard you ran right around into awesome. Epic Incompetents gain no new features, but existing features continue to scale.

Skill Sucking: Select one skill that you have -1 or less ranks in. You gain a -3 penalty to all rolls made with that skill.

Blind Fighter: Whenever you roll for miss chance due to concealment, roll twice and take the worse result. All creatures affected by Everyone Sucks At Fighting is affected by this as well.

Thin-Skinned: Your natural armor bonus decreases by 2.

Ability Penalty (Enhancement) Equipment: Penalty Squared Times 500 GP
Armor Penalty (Enhancement) Equipment: Penalty Squared Times 800 GP
AC Penalty (Deflection): Penalty Squared Times 1600 GP
AC Penalty (Other): Penalty Squared Times 2000 GP
Natural Armor Penalty (Enhancement): Penalty Squared Times 1600 GP
Save Penalty (Resistance): Penalty Squared Times 800 GP
Save Penalty (Other): Penalty Squared Times 1600 GP
Skill Penalty (Incompetence): Penalty Squared Times 80 GP
Weapon Penalty (Enhancement): Penalty Squared Times 1600 GP

Weapon Penalties can be used as if they were enhancement bonuses for the purposes of enchanting. So you can, for instance, have a Flaming -1 Longsword.

sengmeng
2016-12-26, 12:18 PM
Kneesniper

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

I used to be an adventurer like you...
-- A Guard

Bane of all adventurers!

Adventures: Kneesnipers are driven by an irrational hatred of knees and a compulsion to hit them with arrows.

Characteristics: The Kneesniper can reduce the mightiest warrior to an incompetent commoner.

Alignment: Kneesnipers can be of any alignment, but they favor chaos.

Religion: Kneesnipers are not any more religious than any other group of people.

Background: Kneesnipers begin as any other archer might, however they discover the mystic properties of arrows hitting knees, and then singlemindedly pursue perfection in the art of knee destruction.

Races: Humans adapt well to the art of kneesniping, and elves are also naturally drawn to bows. Other races rarely produce Kneesnipers.

Other Classes: Kneesnipers appreciate what other classes can do for them, and other classes appreciate the kneesniper allowing them to continue being able to do those things.

Role: Ranged attacker and debuffer.

Adaptation: The Kneesniper can fit in any setting that has knees.

GAME RULE INFORMATION
Kneesnipers have the following game statistics.
Abilities: Dexterity is by far the Kneesniper's most important ability. His other abilities vary according to what secondary role he wants to fulfill
Alignment: Any
Hit Die: d8
Starting Age: As fighter
Starting Gold: As fighter

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Called Shot to the Knee


2nd

+2

+3

+3

+0
Feat Leach


3rd

+3

+3

+3

+1
Sneak Attack 1d6


4th

+4

+4

+4

+1
1d2 Negative Levels


5th

+5

+4

+4

+1
Insult to Injury


6th

+6

+5

+5

+2
Sniping (40')


7th

+7

+5

+5

+2
Sneak Attack 2d6


8th

+8

+6

+6

+2
1d3 Negative Levels


9th

+9

+6

+6

+3
Knees' Bane


10th

+10

+7

+7

+3
Sniping (50')


11th

+11

+7

+7

+3
Sneak Attack 3d6


12th

+12

+8

+8

+4
1d4 Negative Levels


13th

+13

+8

+8

+4
Where'd He Go?


14th

+14

+9

+9

+4
One Shot One Knee


15th

+15

+9

+9

+5
Sneak Attack 4d6


16th

+16

+10

+10

+5
1d6 Negative Levels


17th

+17

+10

+10

+5
Greater Sniping


18th

+18

+11

+11

+6
Dead Level


19th

+19

+11

+11

+6
Sneak Attack 5d6


20th

+20

+12

+12

+6
2d4 Negative Levels



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: The Kneesniper is proficient with simple weapons and all bows, and light armor and shields, except for tower shields.

Called Shot to the Knee(Ex): The Kneesniper can take a -4 penalty on an attack with a bow to perform a called shot to the knee. If successful, the target takes normal damage and 1 negative level. Negative levels from this ability never result in death or level loss; instead if a target's negative levels from Called Shot to the Knee equal or exceed their HD, they trade all their class levels and racial hit dice for levels in commoner. The number of negative levels inflicted increases at 4th, 8th, 12th, 16th, and 20th level. Creatures without legs are immune to Called Shot to the Knee, but creatures not subject to critical hits or level drain are still vulnerable.

Feat Leach(Ex): At second level, the Kneesniper's Called Shot to the Knee causes the target to lose the use of one of his feats for 24 hours. The feat lost is the latest one gained. A single Called shot to the knee causes only one feat to be lost, no matter how many negative levels it inflicts.

Sneak Attack: At third level, the Kneesniper gains sneak attack as the Rogue ability. Sneak attack damage from different sources stack.

Insult to Injury: At 5th level, when the Kneesniper makes a Called Shot to the Knee that is also a Sneak Attack, it inflicts one more negative level.

Sniping: At 6th level, the Kneesniper can perform sneak attacks at a range of up to 40 feet instead of the usual 30 feet. This increases to 50 feet at 10th level.

Knees' Bane: At 9th level, the Kneesniper can perform a single Called Shot to the Knee as a full-round action and avoid the normal -4 penalty

Where'd He Go?:At 13th level, enemies suffering from the Kneesniper's Called Shot to the Knee ability have double the negative level penalty to Spot, Listen, and Search checks versus the Kneesniper who inflicted the negative levels on them.

One Shot One Knee: At 14th level, the Kneesniper can perform a single Called Shot to the Knee as a full-round action with the -4 penalty. If it hits, it deals quadruple the negative levels that it normally would, however these negative levels fade in 1 round (so unless they exceed the target's current levels in that round, they are ineffectual. If they do, the target suffers from his levels being converted to commoner).

Greater Sniping: At 17th level, the Kneesniper can perform ranged sneak attacks up to the first range increment of his weapon, or 50 feet, whichever is greater.

Dead Level: At 18th level, when a target suffers negative levels from the Kneesniper's Called Shot to the Knee, they lose the use of a class feature from their highest level for 24 hours, or from the highest level they gained a class feature from. With scaling class features, they retain the use at a lower level, so they could lose a dice of sneak attack damage, for instance. Class features with multiple uses per day lose one use. Class features such as an animal companion or familiar cause the creature to disappear for 24 hours

Lanth Sor
2016-12-28, 11:26 AM
The Fool

"No one orders people to take out the garbage like Gaston" Gaston Jenkins the Living Meme.

When you need some one to win but mary sue is out taking care of real villains you call upon The Fool.

Adventures: One does not wonder why one wanders, they just do and greatness follows.

Characteristics: Fools are an uncommon lot, the only thing that binds them together is an universal ignorance. While greater men train and hone their skills fool just don't understand the finer things. The avid use of their unique ability Deus Ex Machina allows them to ignore common laws of progress for just achieving it.

Alignment: Fools are most often kind hearted idiots who just want whats best for themselves and those around them, falling into good and often chaotic alignments. A few are religiously focused and favor their deity's alignments. While others focus more on a code and favor lawful alignments. the rarest alignment for the fool is Lawful Evil as they tend to be focused an calculating, but it is not unheard of.

Religion: Fools tend to favor gods of luck but sometimes extremely devout followers of other deities are fools.

Background:

Races: Humans, gnomes, goblins and halflings have the strongest tendencies to be fools. Races favoring law are rarely fools, but on occasion a more devout but unwise one pops up in their ranks. Among most other races fools tend to be looked down on and ostracized.

Other Classes: Most classes look on them with pity. Monks and paladins often try to help these lost souls not quite understanding their drive if of chaotic natures. Clerics and other religious classes get along well with divinely tied fools who favor the same or friendly deities.

Role: Fools fill many rolls depending on the path they choose. Warriors most often fight toe to toe with enemies. Charlatans favor organizing things around them, or fumbling their way across the field. Zealots range widely from healers to avid combatants. Magicians often favor offensive magic, but will just as likely take a supporting role.

Adaptation: The fools range of uses lends them to enter any world with out modifying the status quo. The only thing to be aware of is they tend to be screw up and not know it. So organized groups of fools are almost impossible.

GAME RULE INFORMATION
Fool's have the following game statistics.
Abilities: Depending the kind of fool their favored attributes can vary widely, but by far the most important is their uncommonly low wisdom.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: 8d6 x 10g.

Class Skills
The Fool's gain 15 skills of their choice as class skills.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Fool


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+0
Fools Path, Deus Ex Machina


2nd

+1

+0

+0

+0
Fool's Talent


3rd

+1

+1

+1

+1
Evasion


4th

+2

+1

+1

+1
Fool's Talent


5th

+2

+1

+1

+1
Uncanny Dodge


6th

+3

+2

+2

+2
Fool's Talent


7th

+3

+2

+2

+2
Mettle


8th

+4

+2

+2

+2
Fool's Talent


9th

+4

+3

+3

+3
Improved Evasion


10th

+5

+3

+3

+3
Fool's Talent


11th

+5

+3

+3

+3
Improved Uncanny Dodge


12th

+6

+4

+4

+4
Fool's Talent


13th

+6

+4

+4

+4
Improved Mettle


14th

+7

+4

+4

+4
Fool's Talent


15th

+7

+5

+5

+5
Fate's Design


16th

+8

+5

+5

+5
Fool's Talent


17th

+8

+5

+5

+5
Fate's Design


18th

+9

+6

+6

+6
Fool's Talent


19th

+9

+6

+6

+6
Fate's Design


20th

+10

+6

+6

+6
The Wanderer



Class Features
All of the following are class features of the Fool.

Weapon and Armor Proficiencies: Fools are proficient with simple weapons and light armor.

Fool's Path

Charlatan: The Fool gains an additional base attack bonus at the 3rd level and every 4 levels there after, additionally they gain 10 more class skills and 4 more skill points per level.

Magician: The fool chooses an Arcane spell casting class with a max spell level 6 or 9. They gain spells per day and spells known at bard progression, however they are limited to 0 and 1st level spells and cannot learn spells higher than 1st level.

Warrior: The Fool gains an additional base attack bonus each odd level, additionally they gain proficiency with medium and heavy armor, shields including tower, and martial weapons.

Zealot: The Fool choose an Divine spell casting class with a max spell level 6 or 9. They gain spells per day and spells known at bard progression, however they are limited to 0 and 1st level spells and cannot learn spells higher than 1st level.

Deus Ex Machina (Su): Fool's are a unique amalgam of luck, foolishness, and success. Where a standard hero relies on his training and experience the Fool relies on the mysterious force called Deus Ex Machina. Deus Ex Machina can come from their own belief in their rightness, a deity's favor, or touched by luck, regardless of source the Fool is most often blissfully unaware of the fact fate favors them. The Fool can benefit from this fate altering power 3 + 1/4 class level - wisdom modifier times per day(min 1). Whenever the fool fails at a task critically or in a way that would result in them or their allies falling below 0 HP or becoming dead or permanently disabled(petrification, imprisonment spell, etc.) they gain a use of Deus Ex Machina. Should the fool gain a use of Deus Ex Machina while at full uses their next instance where Deus Ex Machina could be used to benefit the fool benefits as if they had used Deus Ex Machina for the ability.

Roll Enhancement: The Fool adds 3+class level to one d20 roll, AC vs an attack, or CMD vs one check.

Evasion: Starting at the 3rd level the fool gains evasion, as rogue class feature of the same name.

Uncanny Dodge: Starting at the 5th level the fool gains uncanny dodge, as rogue class feature of the same name.

Mettle: Starting at the 7th level the fool gains mettle, as hexblade class feature of the same name.

Improved Evasion: Starting at the 9th level the fool gains improved evasion, as rogue class feature of the same name.

Improved Uncanny Dodge: Starting at the 11th level the fool gains improved uncanny dodge, as rogue class feature of the same name.

Improved Mettle: Starting at the 13th level the fool can resist magical and unusual attacks with great willpower or fortitude. If they fail a Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead suffer the effect of a normal successful save. An unconscious or sleeping fool does not gain the benefit of improved mettle.

The Wanderer: At the 20th level the fool's type changes to outsider, and all abilities that use Deus Ex Machina charges cost one less(min 1), the bonus gained from Deus Ex Machina are increased by 10.


Fool's Talent:

Blind Conviction Strike: The fool spends a use of Deus Ex Machina declaring an enemy his nemesis, this enemy must have wronged the fool or someone the fool considers an ally. The fool subtractss their wisdom modifier to attack rolls and CMB checks against their nemesis and +1d6/3 class levels to damage. The benefit lasts 5 rounds. The fool must have the Charlatan or Warrior path to take this talent.

Critical Gamble: The Fool adds 1/4 class level (min 1) to crit success and failure ranges for 1 round, so at level 1 a crit failure would be 1-2 and crit success would be 19-20, 19 being treated as 20 to determine auto hits.

Combat Talent: The fool fell into a better way of fighting gaining a fighter(combat) feat, tactical, or style they qualify for. If the fool is of warrior path they gain 2 combat feats. This may be taken multiple times.

Falling Up or Down, Sideways? The Fool can negate all falling damage by expending a use of Deus Ex Machina as long as they are with in 10 ft of a surface during the fall. Starting at the 7th level the fool does not require any surface nearby during the fall. at the 13th level the fool no longer needs to expend a use it just happens.

Fateful Companion (Ex): This poor sod has been with the fool through thick and thin, but the fool some how is the guy that is known while companion is the guy that does things. The fool gains a leadership score for gaining cohorts. The Fool gains a companion that is also their cohort, the companion is uncommonly loyal to the Fool but may still leave if things get bad enough. Fateful Companions have a max level of Character level -1. Feats that modify cohort max level stack with this benefit. The Fool may only have 1 Fateful Companion at a time. Any modifier that would increase the cohort score normally decreases the faithful companions loyalty to adventure, but not their friendship. If the total loyalty penalty for a fateful companion exceeds the fools class level they leave the fool. (IE great renown would provide a -2 penalty)

Foolishly Lovable: The Fool adds class level to charisma to determine leadership score, and may expend a use of Deus Ex Machina to to add their class level to their charisma for 5 rounds.

From the Mind of Babes?: The Fool adds class level to wisdom to determine will save and sense motive, and may expend a use of Deus Ex Machina to to add their class level + 5 to their wisdom for 5 rounds.

Gravity is Just a Suggestion: The Fool may expend a use of Deus Ex Machina to gain the benefit of Airwalk spell that is dismissed if they look down. The fool must be 6th level for this talent.

I Perceive no Reality: The fool does not become comatose at 0 wisdom instead they continue to function and can have a score lower than 0, but is limited as if in a barbarian rage. They may spend 1 point of Deus Ex Machina to act clearly for a round as if their wisdom was greater than 0. The fool must be 10th level to take this talent.

Idiot Savant: The Fool learns a new language every level, and may expend a use of Deus Ex Machina to to add their class level to their Intelligence for 5 rounds.

Jar Jar is a Jedi: The Fool adds class level to dexterity to AC vs traps, and may expend a use of Deus Ex Machina to to add their class level to their dexterity for 5 rounds.

Magic Discovery: The Fool choose an Divine or Arcane spell casting class with a max spell level 4. The fool gains spells per day and spells known at Paladin progression, however they are limited to 1st level spells and cannot learn spells higher than 1st level. Zealot or Magician path cannot gain this talent. The fool must be 4th level to choose this talent.

Magic Talent: The Fool gains access to the next spell level up to 6th level spells or 4th level spells with magic discovery. The fool must be 4th level and have the magician or zealot, or have magic discovery and be 7th level. This may be taken an additional time four levels after 4th or 7th if they have magic discovery.

Minor Miracle: The Fool may spend a use of Deus Ex Machina gain a feat they qualify for, for 3 rounds. This feat cannot allow the fool to qualify for any other feat.

No: The Fool may spend 2 uses of Deus Ex Machina to negate one effect that would harm them regardless of source. This only effects the how the fool interacts with the effect everyone else is effected by it normally. For instance if a fireball is cast it would still hit all their allies, and circle of death would still kill anyone who qualified and failed their save. If the effect the fool is negating was an attack or has an attack roll it just misses including a Coup De Grace, as long as a miss would negate all effects on the fool.

Probability Strike: The Fool gains proficiency with improvised weapons and Improved Unarmed Strike, like a monk they may use any body part for unarmed strikes. Additionally by spending 1 use of Deus Ex Machina they may have their unarmed strikes and improvised weapons deal damage as a monk of their size, treating fool levels as monk levels for 1 minute. Improvised weapons wielded in 2 hands are use the chart for monk damage as if the fool was one size category larger, so a small fool would use a chair for a medium character and deal damage as if they were a medium monk using unarmed strike. The fool must be of the Charlatan or Warrior path to take this talent.

Paired Ally: The Fool and their Fateful Companion gain a teamwork feat one of them qualifies for. As long as the fool or the fateful companion qualify for the feat the other is treated as qualifying as well. This may be taken multiple times. Fools of the Zealot and Magician path are limited to teamwork feats related to spellcasting. Fools of the charlatan and warrior path may take any teamwork feat. The fool must have Fateful Companion talent.

Retard Strength: The Fool adds class level to strength for determining carry weights, and may expend a use of Deus Ex Machina to to add their class level to their strength for 5 rounds.

Skilled Compatriot: The Fool grants their charisma modifier to all of their fateful companion's skills. Additionally they may invest skill points in their fateful companions skills instead of their own. The fateful companion treats all the fools class skills as class skills and each skill point invested in the companion's skills counts as 2 ranks. The fool may only invest half their total skill ranks in their companion. Should a companion be lost the fool regains all skill ranks. The fool must be of the charlatan path to gain this talent.

Spells are Capricious Things: The Fool learns one epic level spell that doesn't want the fool to know anything else. The fool looses all other spells and ability to cast spells. This spell should be gained thematically and not just gained, such as a rare scroll or spell tome that wasn't suppose to be in this part of the library, using the spell as a plot point can make its presence important.. The player and DM should work together to define the spell, but the DM is the final arbiter of the spells nature, the player should never see the actual spell. The spell is quasisentient and will cast it self when it deems necessary, IE DM activates, when the spell casts it self it uses one of the fools uses of Deus Ex Machina, alternatively the fool can expend half of their uses, minimum of 5, to activate the spell forcefully. The fool must be of the Magician Path.

Too Stupid to Diei: The Fool adds class level to constitution to determine HP, and may expend a use of Deus Ex Machina to to add their class level to their constitution for 5 rounds.


Fate's Design (Su):



Blunt Force Stupidity: When using Deus Ex Machina for any purpose that uses strength score the bonus is doubled.

Dodging Snow in a Blizzard: When using Deus Ex Machina for any purpose that uses dexterity score the bonus is doubled.

Fated Companion: The Fool's fateful companion may now be one level higher than previous cap. Additionally they gain Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Mettle, and Improved Mettle as long as they are in the fools service. The fool must have fateful companion to take this design

Forcing the Capricious: The Fool may now expend 2 uses of Deus Ex Machina to activate their spell. The fool must have Spells are Capricious Things.

Imposing Juggernaut: The Fool gains class level to intimidate checks while in heavy armor. Additionally they gain DR 2/- per fighter or (combat) feat. The fool must be of the Warrior Path.

Love of the Mob: The Fool gains the epic leadership feat and adds their wisdom modifier x -1 to their leadership score. By expending all uses of Deus Ex Machina for a week searching among their followers the fool may replace a lost fated companion. If the new fated companion was a previous follower each time the fool gain xp they multiply xp gained by the fool's wisdom modifer x -1, but may never gain enough xp to exceed the fools current max cohort level. The fool must be of the Charlatan path. The fool must have Fateful Companion and Foolishly Loveable to take this design

Luck's Own: The Fool gains their wisdom mod X -1 to all rolls, AC, and CMD.

Machina Mastery: The Fool gains 3 uses of Deus Ex Machina

Making out with a Gorgon: When using Deus Ex Machina for any purpose that uses constitution score the bonus is doubled.

Miracle of Gods Chosen: The Fool may expend 3 uses of Deus Ex Machina to invoke limited miracle(limited wish limitations with miracles ability to exceed based on Diety and request) as a supernatural ability. The fool must be of the Zealot path

Revelations of a Mad God: When using Deus Ex Machina for any purpose that uses wisdom score the bonus is doubled.

Sleeping with the Queen, at the Kings Suggestion: When using Deus Ex Machina for any purpose that uses charisma score the bonus is doubled.

Telling Arthur Dent the Question: When using Deus Ex Machina for any purpose that uses intelligence score the bonus is doubled.

Poking Holes in Reality: The fool may expend 2 uses of to cast teleportation circle or 4 uses to cast gate.

Wish of a Fool: The Fool may expend 2 uses of Deus Ex Machina to invoke limited wish as supernatural ability. The fool must be of the Magician path.

Celestia
2017-01-01, 12:28 PM
Cliché Villain

"First, the kingdom. And then, the world! Mwahahahaha!" ~Baron von Darksword, Cliché Villain

Throughout history, there have always been stories of Good versus Evil, Right versus Wrong, Hero versus Villain. And in all these stories, the heroes always win. Why? Is it because they are more powerful? Or their bonds of friendship? Maybe it was that ancient artifact that they coveniently found the day before? No. It's because the villains are simply too incompetent to do anything right.

Adventures: Typically, a Cliché Villain doesn't adventure. He sits back in his black tower and orders his minions around. However, villainy tends not to be a family business, and novice villains must get their own hands dirty once in a while. That doomsday device won't build itself, after all.

Characteristics: The Cliché Villain is, above all, charismatic. He can charm and woo his way through almost any situation that his army of strangely loyal minions can't beat into submission. He is also capable of surprising acts of stealth and speed and can always get the drop on the hero, even if his ambushes never work out.

Alignment: Cliché Villains are, of course, always evil. They tend towards law, but they can also be chaotic.

Religion: Most Cliché Villains don't practice religion. They view themselves as equals to, or even superiors to, the gods. Some, however, do use a religion-based gimmick.

Background: A Cliché Villain has no backstory, or at least not one longer than a couple lines. Backgrounds tend to make one sympathetic to others, and that is the opposite reaction that Cliché Villains strive for.

Races: While any race with a propensity for grand evil can become a Cliché Villain, humans are the most numerous. Their typical delusions of grandeur easily lead them down this path. The arrogance and elitism of Elves lends well to the class, as well. However, they lack the ability to grow a suitable mustache.

Other Classes: All good aligned classes, especially the Paladin, are understandably very hostile towards the Cliché Villain. Fighters and Rogues tend to easily find work as minions under the Cliché Villain and are more tolerant of the class. A job is a job, after all.

Role: The Cliché Villain is largely the party face with some skill monkey thrown in, though he can also indirectly participate in combat via his minions.

Adaptation: Cliché Villains can fit into any setting that has conflict as a central theme.

GAME RULE INFORMATION
Cliché Villains have the following game statistics.
Abilities: The most important ability score for a Cliché Villain is Charisma. Dexterity is also important for stealth.
Alignment: Any evil
Hit Die: d4
Starting Age: As a Cleric. Cliché Villains are often older than the heroes for whatever reason.
Starting Gold: As a Fighter. Cliché Villains tend to have some good funding.

Class Skills
The Cliché Villain's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Speak Language (None), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Flamboyant Costume, Dodge


2nd

+1

+0

+3

+0
Evasion, Uncanny Dodge


3rd

+1

+1

+3

+1
Loyal Henchman


4th

+2

+1

+4

+1
Charm Over Brains, Uncanny Stealth


5th

+2

+1

+4

+1
Impressive Opening, Weapon Finesse


6th

+3

+2

+5

+2
Recurring Villain


7th

+3

+2

+5

+2
Improved Evasion, Improved Uncanny Dodge


8th

+4

+2

+6

+2
Mad Inventor


9th

+4

+3

+6

+3
Expert Kidnapper


10th

+5

+3

+7

+3
Minions


11th

+5

+3

+7

+3
Corporate Funding


12th

+6/+1

+4

+8

+4
Behold the MacGuffin


13th

+6/+1

+4

+8

+4
Vanishing Act


14th

+7/+2

+4

+9

+4
Evil Gloating


15th

+7/+2

+5

+9

+5
Spy Drone


16th

+8/+3

+5

+10

+5
Pride Cometh Before the Fall


17th

+8/+3

+5

+10

+5
Death Ray


18th

+9/+4

+6

+11

+6
Abused Monster Pet


19th

+9/+4

+6

+11

+6
Robot Double


20th

+10/+5

+6

+12

+6
Doomsday Weapon



Class Features
All of the following are class features of the Cliché Villain.

Weapon and Armor Proficiencies: All simple and martial light and one-handed weapons, all crossbows, and light and medium armor.

Flamboyant Costume (Ex): Before he can do anything, a Cliché Villain must create his identity. Without a suitable name and costume, he is just another faceless thug to be squashed by the heroes. The Flamboyant Costume grants the Cliché Villain a bonus on all Charisma checks and Charisma-based skill checks equal to half his class level (minimum 1). It also grants him a morale bonus on Will saves equal to his Charisma modifier (minimum 1).

Dodge: A first level Cliché Villain gains Dodge as a bonus feat.

Evasion (Ex): As the Rogue ability.

Uncanny Dodge (Ex): As the Rogue ability.

Loyal Henchman (Ex): At level three, a Cliché Villain finally earns the respect and loyalty of a personal henchman. The henchman is a cohort who is always two levels below the Cliché Villain. He can be of any class, but it must be thematically appropriate with the Cliché Villain's identity. He also wears a costume of his own that is often inspired by the Cliché Villain's Flamboyant Costume. The henchman is always either Lawful Neutral or Lawful Evil and is uncompromisingly loyal to the Cliché Villain. If the henchman dies, the Cliché Villain can recruit a new one which takes one week and costs 100 gp/level.

Charm Over Brains (Ex): While most Cliché Villains claim to be smart and clever, they are, more often than not, moronic and predictable. Nevertheless, they are experts at putting on the facade of intelligence. At level four, a Cliché Villain's Intelligence score drops to 8 (if it is higher), but he can substitute his Charisma modifier on all Intelligence-based skill checks.

Uncanny Stealth (Ex): Despite never having any formal training in the arts of stealth, Cliché Villains have a remarkable level of talent for it. At level four, he can add one half his Cliché Villain level on all Disguise, Hide, Move Silently, And Sleight of Hand checks.

Impressive Opening (Ex): A Cliché Villain dominates the battlefield, at least until the hero learns to believe in himself and inevitably turns the tables. When the Cliché Villain designates a creature as the target of his Dodge feat, he gains a bonus on attack rolls equal to the target's total number of hit dice as long as the target has over half it's health left. When the target drops to half health, the Cliché Villain, instead, receives a penalty to attack and AC equal to the target's total number of hit dice against that creature, even if he switches his Dodge feat to a different target.

Weapon Finesse: A fifth level Cliché Villain gains Weapon Finesse as a bonus feat.

Recurring Villain (Su): By level six, a Cliché Villain has become prominent enough to earn recurring villain status. He gains a bonus on Escape Artist and Open Lock checks equal to his Cliché Villain level, and once per day, when he drops below 25% health, he can, as an immediate action, use Dimension Door with a caster level equal to his Cliché Villain level.

Improved Evasion (Ex): As the Rogue ability.

Improved Uncanny Dodge (Ex): As the Rogue ability.

Mad Inventor (Su): Cliché Villains do not possess intrinsic powers like the heroes do. Instead, they builds gadgets and robots to close the gap. At level eight, a Cliché Villain gains Craft Construct as well as any other item creation feat as bonus feats. He never needs to know spells to craft magic items. Instead, he makes a Use Magic Device check against a DC of 15 + the level of the highest spell necessary to build his items. If he fails this check, 25% of the time and raw materials are wasted.

Expert Kidnapper (Ex): There is nothing a Cliché Villain likes doing more than kidnapping. Whether it be for ransom, to taunt the hero, or to find a future wife, there is always a practical reason for a good kidnapping. A ninth level Cliché Villain gains a competence bonus on all skill checks involved in kidnapping-related actions equal to one half his class level.

Minions (Ex): By level ten, a Cliché Villain has finally become infamous enough to start attracting minions. Minions are much like followers and are acquired as per the table below. First level minions are always Fighters, but higher level minions can be of any classes that are thematically appropriate to the Cliché Villain's identity. Minions all wear uniforms inspired by the Cliché Villain's Flamboyant Costume with a face concealing helmet. All minions, regardless of level, have a maximum of 1 hit point. Minions that die are replaced within 1d4 days.

Corporate Funding (Ex): At level eleven, a Cliché Villain has managed to seduce his way into the lap of some powerful and rich benefactor and receives monetary aid. He does not need to pay to hire a new henchman, nor does he need to pay the gp cost for crafting items, magical or otherwise. In addition, he only needs to pay half the cost for constructing or upgrading a stronghold or other headquarters However, this mysterious benefactor expects a return of investment, and from this point forward, the Cliché Villain must sacrifice 20% of all money he receives through adventuring, looting, or random acts of villainy.

Behold the MacGuffin (Ex): At level twelve, a Cliché Villain has finally gotten his hands on the MacGuffin, the device necessary to complete his dastardly plan. He hasn't figured out how to use it, yet, but he will. Possibly. The MacGuffin gives the Cliché Villain a +1 bonus on all d20 rolls. If this MacGuffin is ever lost or stolen, he suffers a -2 penalty on all d20 rolls and cannot gain XP until it is reacquired.

Vanishing Act (Ex): Heroes are often stupid and easily distrected. If a thirteenth level Cliché Villain ever fails a Hide or Move Silently check, he can make an immediate Bluff check to draw attention away from himself. If successful, he can reattempt his Hide or Move Silently check as if the failure never happened. However, most people won't fall for the same gag twice. He can only use this ability once per person per day.

Evil Gloating (Ex): A true Cliché Villain knows the value of a good gloat. At level fourteen, whenever the Cliché Villain attempts a coup de grace against a good-aligned creature, he must spend a number of rounds equal to his Charisma modifier gloating about it first. If he then successfully kills the creature, he gains a morale bonus on attack and damage rolls equal to his Charisma modifier for a number of rounds equal to his Cliché Villain level.

Spy Drone (Sp): Upon reaching level fifteen, a Cliché Villain has crafted a device that allows him to spy on the heroes over great distances. He can use Scrying as a spell-like ability with a caster level equal to his Cliché Villain level at will. This ability can only be used against creatures with a good alignment.

Pride Cometh Before the Fall (Ex): A sixteenth level Cliché Villain is on the cusp of success. This has inflated his ego to such incredible proportions that he can use it as a tool to intimidate and dominate others. As a standard action that provokes attacks of opportunity, a Cliché Villain can enter into an ego battle with a chosen target as long as both he and the target can see each other. Though a series of fabulous moves and powerful glares, he attempts to assert his dominance. Both he and the target make an opposed Charisma check. If the Cliché Villain succeds, the target's attitude becomes Fanatic for a number of rounds equal to twice the amount by which he succeeded the check. If he fails, then he suffers a morale penalty on all d20 rolls by the amount he failed for the rest of the encounter.

Death Ray (Sp): By level seventeen, a Cliché Villain has finally completed his Death Ray, a device that allows him to fight the heroes more competently. He makes a ranged touch attack against an creature within 100 feet. If successful, the creature makes a Fortitude save versus a DC of 10 + 1/2 Cliché Villain level + his Charisma modifier. If the target fails this save, it is instantly slain. Otherwise, it is stunned for one round. Creatures of a good alignment receive a +2 luck bonus on the save, and are brought to 1 hit point on a failed save. The heroes are, of course, protected by the plot. This ability is usable once every 1d4 rounds.

Abused Monster Pet (Ex): When all else fails, a Cliché Villain knows to always have a last resort in his back pocket, a trump card to play when the going gets tough. At level eighteen, a Cliché Villain acquires a monstrous pet which he convinces to serve him through physical abuse. The pet can be any creature of large size or larger with an Intelligence score less than 3. It cannot have a CR of no more than the Cliché Villain's level plus five. The creature can have any number of templates or additional HD so long as its modified CR does not pass this limit. The pet is unfriendly towards the Cliché Villain and only follows orders with a successful Intimidate check. If the pet dies, the Cliché Villain can find and train a new one in after one week.

Robot Double (Su): At level ninteen, a Cliché Villain can construct a perfect duplicate of himself. It has all the same stats and abilities of the Cliché Villain except that it does not have its own henchman or minions and can't create another robot double. The double follows all orders given by the Cliché Villain. It also has a duplicate of his mind and acts just like him even when not ordered. The robot double is nearly impossible to identify, and nothing short of True Seeing can detect it. If the Cliché Villain ever dies while his robot double still lives, he can declare that he was actually the double the whole time. He retroactively switches places with the double who then dies instead. If the double ever dies, the Cliché Villain can build a new one taking a week to finish.

Doomsday Weapon (Sp): Eventually, after all the grueling struggle, a Cliché Villain finally manages to build his Doomsday Weapon at level twenty. He must be in possession of his MacGuffin for it to work. The Doomsday Weapon allows the Cliché Villain to use Wish as a spell-like ability at will. However, before the wish takes effect, he is interrupted by a group of four good-aligned creatures with the same ECL as the Cliché Villain appear out of nowhere and attack. The Cliché Villain cannot attempt to use this ability again until the encounter is finished.




Level 1 Minions
Level 2 Minions
Level 3 Minions
Level 4 Minions
Level 5 Minions
Level 6 Minions


Level 10
4
---
---
---
---
---


Level 11
6
2
---
---
---
---


Level 12
9
3
---
---
---
---


Level 13
13
4
1
---
---
---


Level 14
19
6
2
---
---
---


Level 15
28
9
3
1
---
---


Level 16
42
13
4
2
---
---


Level 17
63
19
6
3
1
---


Level 18
94
28
9
4
2
---


Level 19
141
42
13
6
3
1


Level 20
211
63
19
9
4
2


Level 21+
×1.5/level
×1.5/level
×1.5/level
×1.5/level
×1.5/level
×1.5/level

nikkoli
2017-02-11, 03:23 PM
The Follower

”I’m not going to die like that!” -Dan, Human Follower, moments before he died some other way

Rather than being amazing at anything the follower is often in the back ground just being a pal for the big bad protagonist as they are getting stuff done. The follower is wandering forward to trigger the traps, then fall down a chute into the cavern full of treasure just to find the artifact that the villain has been searching for over the past century.

Adventures: They usually adventure because they saw someone cool looking go adventuring and tagged along.

Characteristics: That depends, who are they friends with?

Alignment: Any, most commonly though they match the alignments of their friends.

Religion: Any, their powers arent tied to any following in particular, its an individual choice.

Background: The followers are those most often not in the lime light all of their lives, until now.

Races: Basically any race could become a follower, generally if your race could be considered “normal” or a “background character” you would make a fine follower.

Other Classes: A Follower can get along with darn near everybody, so as long they don’t have any issues with the Followers shortcomings, or how the followers seem to just get through existence without any real training or work.

Role: The Follower can do anything if they get lucky enough, though early on when their luck has not fully culminated they aren’t terribly amazing at anything. They could work their way into being a skill monkey or even a halfway competent combatant.

Adaptation: The Follower fit in everywhere, except where people don’t like someone who seems to be as incompetent as they come.

GAME RULE INFORMATION
Followers have the following game statistics.
Abilities: Dexterity and Constitution are rather important for getting out of the way and surviving being on the outer rim of all those fireballs. And charisma is the other important stat, seeing as how most of the abilities they pick up on the side are based off of charisma.
Alignment: Any.
Hit Die: d6
Starting Age:As barbarian
Starting Gold: As fighter. They have picked up a decent amount of pocket change in their time in the background.

Class Skills
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Skills: Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (history) (Int) Knowledge (local) (Int), Move Silently (Dex), Search (Int). Tumble (Dex), Use Rope (Dex).

CThe Follower


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Galactic Luck


1st

+0

+0

+0

+0
Galactic Luck Reserve (0.5x), Traps,
3


2nd

+1

+0

+0

+0
Pickup Tricks
5


3rd

+1

+1

+1

+1
Get Out of the Way
8


4th

+2

+1

+1

+1
Pickup Tricks
13


5th

+2

+1

+1

+1
When Nobody is Looking 1/day
21


6th

+3

+2

+2

+2
Pickup Tricks
34


7th

+3

+2

+2

+2
Galactic Luck Reserve (1x)
55


8th

+4

+2

+2

+2
When Nobody is Looking 2/day, Pickup Tricks
89


9th

+4

+3

+3

+3
Treasure,
144


10th

+5

+3

+3

+3
Pickup Tricks
233


11th

+5

+3

+3

+3
When Nobody is Looking 3/day
377


12th

+6

+4

+4

+4
Pickup Tricks
610


13th

+6

+4

+4

+4
Galactic Luck Reserve (1.5x)
987


14th

+7

+4

+4

+4
When Nobody is Looking 4/day, Pickup Tricks
1597


15th

+7

+5

+5

+5
I’m Just Over Here
2584


16th

+8

+5

+5

+5
Pickup Tricks
4181


17th

+8

+5

+5

+5
When Nobody is Looking 5/day
6765


18th

+9

+6

+6

+6
Galactic Luck Reserve (2x), Pickup Tricks
10946


19th

+9

+6

+6

+6
... And The Plot
17711


20th

+10

+6

+6

+6
When Nobody is Looking 6/day, Pickup Tricks
28657



Class Features
All of the following are class features of the The Follower.

Weapon and Armor Proficiencies: The Follower is proficient with light and one handed improvised weapons, and takes no penalty for wielding light or one handed improvised weapons. They are also proficient in light or medium improvised armors.


Galactic Luck: (Ex) Followers are subconsciously reliant on the outside universe to save their lives. Each day, after 8 hours of rest, the Follower may expend points from their Galactic Luck reserve to increase any roll by 1/2 the points expended on it (Minimum bonus granted is 1). They may expend a number of points each round equal to their Class level x2, but on any one roll/action they may only spend up to their level. At level 7, 13, and 19 the amount of luck the universe imbues a follower with each round increases. The ratio of points spent to bonus gained increases at these levels to 1x, 1.5x, 2x respectively. The bonus granted by this ability is a luck bonus. The bonus can be applied to any roll the Follower makes or AC (cannot be added to HD rolls for HP).

Traps: (EX) Every once and awhile, namely whenever a follower find a trap by triggering it, you trigger it in some comical manner that the trap narrowly misses you by fractions of an inch. The follower gains a bonus to their saves or armor class to resist/stop traps from harming them equal to ⅓ of their follower level (minimum 1). This ability also provides a passive search check for traps within 15 feet, and causes any traps the follower notices to trigger and target the follower, and traps that target more than one target (such as a collapsing ceiling) only targets the follower (I.E. only one block of the collapsing ceiling falling inward).

When Nobody is Looking: (Ex) Starting at level 5 the Follower starts to shine, when none of their friends are around to notice them. While alone a Follower can double any luck bonus they are receiving once per day at 5th level and one additional time per day per 3 levels after to a max of 6 times per day at level 20. This doubling lasts for 1 minute per 4 follower levels, and doubles any luck bonuses the follower has or gains durring this time. A Follower considers themselves alone when they cannot see or hear any of their party/cohorts, I.E. if you have leadership your cohort makes you not alone, but if your party pushes you around the corner to check for traps in a dungeon you become alone.


Pickup Tricks: (Ex/Su/Sp/Ps) The follower starts to pick up a trick or two by following and watching all those heroes out there. Now whether this trick was show to them by someone taking pity on the Followers stint in life. Though they learn this trick and can use it fairly reliably, it never looks like they know what they are doing when someone who is trained in that area is watching them do said trick, other creatures take a penalty to identify what exactly the follower is doing equal to the followers level. They gain a single class feature from another class based on the table below. Caster level or manifester level is equal to half of their Follower levels, and can be augmented with Galactic Luck and spells and powers granted give true spell casting rather than spell like abilities.


Pick Up Tricks



Level Available

Possible Pick Up Tricks

Description



2

Cantripts/Orisons

Learn 2 cantripts/orisons, each usable at will, can be taken multiple times



2

Psionic Talents (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/psionic-talents)

Learn 2 Psionic talents (right column of the table) Each usable as long as you are psionicly focused, gain 1 power point, can be taken multiple times



2

Fighter bonus feat

Gain a bonus feat from the fighter feat list, you do not count as a fighter for any purposes unless you have fighter levels, can be taken multiple times



2

More skill ranks

Gan an additional 2 skill ranks per level, recalculate all skill ranks using the increased base, can be taken multiple times



2

I’ve Seen Some Things

Add half of your follower level to all knowledge checks, and the ability to make knowledge checks untrained, can be taken multiple times, each time increasing the bonus by half of your level



4

First level spell

Learn a first level spell, and gain 2 first level spell slots, any DC is charisma based, can be taken multiple times



4

First level power

Learn a first level psionic power, gain 4 power points, can be taken multiple times



4

Eldritch blast

Gain an eldritch blast that deals 1d6 damage. Each additional time you take this the damage increases by 1d6, and this may be taken once per 3 levels of follower



4

HD size increase

Increase your HD by one step d6>d8>d10>d12>d20, can be taken multiple times



4

Sneak attack

Gain 1d6 sneak attack dice, this functions as the rogue feature of the same name. You make take this trick once per 3 follower levels



4

Rogue Talents (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents#TABLE-Rogue-Talents)

Gain one rogue talent, using half of your follower level as your rogue level to determine what abilities you qualify for



6

Second level spell

Learn a single second level spell, and gain one second level spell slot, Can be taken multiple times



6

Second level power

Learn a single second level psionic power, and gain 6 power points, can be taken multiple times



6

Smite Opposition

Gain the ability to smite, as a paladin of your follower level, once per day, this can be taken multiple times gaining an additional daily use of smite opposition



6

Befriend a Critter

Gain an animal companion with an effective druid level of your follower level -4, if taken a second time increase your effective druid level to your follower level



6

Get Angry

Gain the ability to rage as a barbarian once per day, and gain one Rage Power (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers), you count as a barbarian of half of your Follower level for choosing this Rage Power (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers). This rage has all the normal restrictions of a barbarian's rage. Taking this power more than once grants an additional rage per day, and an additional rage power



6

Evasion

Dodge Roll! Gain evasion as per the rogue ability



8

Increased Caster/Manifester Level

Increase your caster level and manifester level for spells and powers granted by piick up tricks by 1. This trick can be taken multiple times, and cannot increase your caster level to over your Follower level



8

Mettle

Gain Mettle, as per the Hexblade class feature



10

Third level spell

Learn one third level spell, and gain one third level spell slot. This can be taken multiple times



10

Third level power

Learn one third level power, and gain 8 Power Points, This can be taken multiple times



14

Fourth level spell

Learn one fourth level spell, and gain one fourth level spell slot, this can be taken multiple times



14

Fourth level Power

Learn one fourth level power and gain 10 Power Points, this can be taken multiple times



18

Fifth level Power

Learn one fifth level power and gain 12 Power Points, this can be taken multiple times



18

Fifth level spell

Learn one fifth level spell, and gain one fifth level spell slot, this can be taken multiple times



20

I Think I See You

You gain the ability to scry any target once per day, as a spell like ability. This functions as the Scry spell but you must know the targets name, and the target does not get a save versus the effect



20

Wish

Gain wish as a spell like ability usable once per week, each additional time you take this you may use wish an additional time per week.





Get Out of the Way: (Ex) Starting at the third level The Follower has the option to take a hit comically hard. Once per round as an immediate action after being hit by an attack and dealt damage The Follower may get knocked out of the way. By exaggerating the hit the follower may move 5 ft per class level away from where the attack came from. This movement doesn’t provoke attacks of opportunity, because everyone is cringes as they see you get bashed away by even the lightest attack. This movement can be in any direction away from the source of the attack, but you cannot move closer to the source than you were when you were hit (i.e. if an orc is in front of you and punches you you couldn’t be blasted over their square and land 10 feet behind them.) You may also opt to not move the whole distance you could move based on your level. This movement is also in a straight line, so you could be knocked over a chasm by this and not fall in, or you could be knocked at an angle up to the edge of a cliff. As a side effect of this The follower always lands on his feat while using this ability.

Treasure, : (SP) For those Followers who have survived this long, their ability to stumbleupon events has progressed, rather than just triggering traps they have started to walk into the wall in just a way that they find exactly where that hidden door is, and then by walking into said door it shakes the mechanisms just enough that any triggers holding the door shut are flipped. Or if they just so happened to notice a treasure chest hiding in a corner under a trapdoor they could have slipped, sliding their foot along the ground and forcing the door open and fallen into the small pit with the chest in just a fashion that their elbow lands in the weak point of the top of the chest causing it to crack open revealing its contents, undamaged. Starting at level 9 the Follower gains Detect Secret Doors as a constant spell like ability, but its area is a 15 foot radius circle around the Follower rather than a 60 ft cone. Any doors or chest that they find in this radius (and interact with) are affected as by the Knock spell.

I’m Just Over Here: (SU) Sometimes people forget out the followers, but they are still in the background, being important and such. Starting at level 15 should a Follower die, they realize they are really just over there. Where there is has to be within 60 feet of where they were when they should have died. To everyone else the follower seems to die and them along with all of their equipment fades into the background. The Follower then yells as loud as possible “I’M JUST OVER HERE” from their new square of their choosing within the area. The follower did in fact die, and are resurrected as per true resurrection at the start of their next turn in combat (or about 6 seconds later if they aren’t in combat. This ability functions once per week.

... And The Plot: (EX) Those followers that have made it this far, have truly broken themselves out from the back ground and stormed into the plot, though should the bards of the next age recant the story they are in they will be but a mere footnote on the last page. Once per round a Follower may spend 1000 points of Galactic luck to replace their last d20 roll with a 20, and this 20 counts as a natural 20 for all purposes. The Follower no longer automatically fails skill checks or saves on a natural 1.


New Feat:
Extra Pick Up Trick:
Prerequisites: Two Pick Up Tricks
Benefit: Learn an additional Pick Up Trick
Special: This Feat may be taken once per two tricks you have attained through levels in the Follower class.