Morphic tide
2017-01-01, 10:51 AM
This is actually making a separate thread to draw attention to the class. I first posted literally all of this in another thread. Keep in mind that there will probably be more posts here eventually, as I'm going to get in the habit of trying to make threads for the draft versions of various stuff I want to continue working on over time in my miscellaneous stuff thread. So, comment, make suggestions for things to change or add or have as AFCs and so on. Link to said miscellaneous stuff thread is in my Homebrewer's sig, linked in my normal sig.
First, how I think of the tiers:
t1: Can do everything well with the right build. Fill every role a party could ever need. Basically classes that only need non-t1 classes as meat shields early on, if that.
t2: Can do everything well, but not all in one build. A party of one of these classes works because they can do everything the party could need, but have to specialize in it.
t3: Can do several things well, but are unable to do some things at all. You make a strong party out of several of these classes, because there's a class for everything here.
t4: Can only do one thing well, and may be only barely acceptable at that one thing. You can make a party out of these, but they aren't going to be a strong party.
t5: Can't really do anything well, either because they simply have nothing they can do adequately or because they have mechanics issues. If you make a party of these, you will have issues.
t6: Can't do anything worth mentioning. If you make a class that ends up here, you somehow made Commoner a valid party member. Don't even try to make a party of these.
Now, for the class:
The Warmaster
Skilled in the arts of combat, politics and medicine, the Warmaster is often able to shift the tides of wars and change the course of history. These men and women are able to lead both armies and nations if they desire, or slay grand beasts they drive to cower in fear.
Role: The Warmaster focuses on intimidation and medical care, and through these, diplomacy and improvement of their own capabilities and those they lead.
GAME RULE INFORMATION
Warmasters have the following game statistics.
Abilities: Strength, Constitution, Charisma and Intelligence are the primary ability scores of the common Warmaster. Strength and Constitution are needed to fight in close quarters, while many of the Warmaster's abilities require Charisma and Intelligence to use fully.
Alignment: Any alignment, although Lawful Warmasters are somewhat more common, as the common goals of Warmasters tend towards enforcing strict rules. Good Warmasters are similarly rarer, as many of the skills of the Warmaster focus on things often found in cruel persons.
Hit Die: d10
Class Skills
The Warmaster's class skills (and the key ability for each skill) are Knowledge(all, taken separately) (Int), Climb (Str), Swim (Str), Jump (Str), Spot (Wis), Listen (Wis), Survival (Wis), Heal (Wis), Intimidate (Cha), Diplomacy (Cha) and Sense Motive (Cha)
Skill Points at First Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level:5 + Int modifier
Warmaster
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Intimidating Blows, Skilled Care, Martial Expertise
2nd
+2
+3
+0
+3
3rd
+3
+4
+1
+3
Bonus Feat
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
Convince With Fear, Personal Regimen
6th
+6/+1
+5
+2
+5
7th
+7/+2
+5
+2
+5
Bonus Feat
8th
+8/+3
+6
+2
+6
9th
+9/+4
+6
+3
+6
Drive the Masses, Oversee Caretaking
10th
+10/+5
+7
+3
+7
11th
+11/+6/+1
+7
+3
+7
Bonus Feat
12th
+12/+7/+2
+8
+4
+8
13th
+13/+8/+3
+8
+4
+8
Inspire With Fear, Exercise Instruction
14th
+14/+9/+4
+9
+4
+9
15th
+15/+10/+5
+9
+5
+9
Bonus Feat
16th
+16/+11/+6/+1
+10
+5
+10
17th
+17/+12/+7/+2
+10
+5
+10
Strain Your Skill, Cure Curse
18th
+18/+13/+8/+3
+11
+6
+11
19th
+19/+14/+9/+4
+11
+6
+11
Bonus Feat
20th
+20/+15/+10/+5
+12
+6
+12
Perfection of Fear, Instruct Heroism
Class Features
All of the following are class features of the Warmaster.
Weapon and Armor Proficiencies: Warmasters are proficient with all weapons and armor.
Intimidating Blows: At level 1, a Warmaster may take a -2 penalty on an attack to make an Intimidation check against the target of the attack. (Do note that this lets you do 4 Intimidate checks as part of a full attack once you hit level 16)
Skilled Care: At level 1, a Warmaster may make a DC 13 Heal check taking 2 minutes to heal a creature's HP by the amount the check was succeeded by. In addition, they may substitute their Intelligence modifier for their Wisdom modifier for Heal checks (Short enough to have it be worth using, long enough that it's only advantage over magical healing is no use restrictions. And the Int to Heal is MAD mitigation)
Martial Expertise: A Warmaster counts their Warmaster level as Fighter levels for the purposes of feats.
Bonus Feats: Warmaster bonus feats have no restrictions on use. (This is made to be borderline t2, it needs all the versatility it can get.)
Convince With Fear: At level 5, a Warmaster gains a bonus on Diplomacy and Sense Motive checks equal to 1/2 there Intimidate bonus. (Do note that this means all those Intimidate pumping tricks count half for Diplomacy and Sense Motive. So you can be a horrifying fearmonger able to make Dragons run away from you and be able to talk the same dragon into being your friend. Potentially at the same time...)
Personal Regimen: At level 5, a Warmaster gains a total bonus to physical ability scores (Strength, Constitution and Dexterity) equal to their Intelligence modifier. The total bonus may be divided between the ability scores and cannot exceed 1/2 your Warmaster level for any one ability score. (Basically, if you have a +3 Intelligence modifier, you get to divide a +3 between your physical ability scores, but no single score can get a bonus higher than 1/2 your Warmaster level. This is to help counter MAD, which would otherwise bog down the class)
Drive the Masses: At level 9, a Warmaster may take a -2 penalty to an Intimidate check to have that single check apply to all enemies in 20 ft. Each additional -2 penalty increases the range by 10 ft.
Oversee Caretaking: At level 9, a Warmaster may have their class features and feats apply to up to 1/2 their Warmaster level other creatures for the purposes of making Heal checks, and those creatures gain a bonus to their Heal checks equal to 1/2 the Warmaster's Heal skill ranks and Int modifier. (Intent is to have them able to let other use Int-to-Heal and the actually-heal-with-Heal-during-adventures things, as well as whatever other effects the Warmaster has on Heal. Oh, and the pumped Heal makes a team of Warmasters with varied focus on their stuff can buff eachother's heal checks into the skyline)
Inspire With Fear: At level 13, whenever a Warmaster succeeds an Intimidate check they used Drive the Masses on, they may have allies in range of Drive the Masses gain a +2 Moral bonus to AC, Will saves and Strength lasting 1 minute per Warmaster level. By taking a -2 penalty on an Intimidate check, the bonus increases by 1. (This is to give buff ability. Rather late, but it's there and can make a Warmaster screw with the balance of armies when they are buffed in Intimidate sufficiently)
Exercise Instruction: At level 13, a Warmaster can spend 4 hours to have a single creature gain the effects of the Intensive Training feat for a number of weeks equal to 1/2 their Warmaster level, using the Warmaster's Intelligence modifier in place of the target creature's. (Yes, there will be added feats to give similar effects to Warmaster abilities to other creatures. They shall appear in this post)
Strain your Skill: At level 17, a Warmaster may use Heroics, as the spell, as an (Ex) ability a number of times per day equal to their Intelligence modifier. (This is level 17. Things do not need to make sense much at all, so having spells as (Ex) abilities is fair game)
Cure Curse: At level 17, a Warmaster may use their Heal skill to remove magical effects from creatures. As a Heal check taking 10 minutes with a DC of 15 + the effect's source's CL or HD, whichever is lower, they may remove negative levels or the effects of one non-Extraordinary ability. (Yes, being able to remove buffs is intended. And it applies to any effect from an ability that is not Extraordinary. If you can chain them down long enough, you can strip a caster of any buff they have, making them open to more conventional killing)
Perfection of Fear: At level 20, a Warmaster may apply Fear effects to creatures that would normally be immune to them, including Mindless creatures. In addition, they may take a -2 on an Intimidate check to have a success apply a -1 moral penalty to Charisma, Intelligence, Wisdom, Strength, Dexterity, all saves and BAB while applying a bonus equal to the penalty to all allies affected by Inspire With Fear for this check. Each additional -1 to the check taken increases the penalty by 1. (Yes, that is a BAB penalty and bonus. It does, in fact, remove and grant iteratives. This is capstone stuff, and if you build around the Intimidate stuff, you can pull off multiple extra iteratives and a godlike army screw. Let the Wizard fight Gods one on one, you will fight nations and armies with a warband of peasants)
Instruct Heroism: At level 20, a Warmaster may spend 4 hours to grant a single creature the effects of a Fighter bonus feat they qualify for, 30 HP, a +6 Competence bonus to Con saves, a +4 Competence bonus to attack rolls, Ref and Will saves, and skill checks, immunity to fear effects and a +1 Cometence bonus to BAB, Intimidate and Ride for a number of weeks equal to 1/2 the Warmaster's level. (Heroics, CL 20 Greater Heroism and a virtual level of Fighter as if it were their first level of Fighter. This is capstone stuff, you use this to make a random commoner into a useful soldier for basic tasks)
---Feats---
Here lies partial and weaker versions of some Warmaster abilities as feats. Also some Warmaster boosting feats to cover for mechanics weaknesses without frontloading even more in the class.
Intensive Training [General]
Requirements: Int 12, BAB +2
Benefit: You gain a bonus to one physical ability score (Strength, Constitution or Dexterity) of your choice equal to your Int modifier, with a maximum of 1/3 your hit dice. To retain the benefits of this feat, you must spend 2 hours per day doing nothing but exercise.
Special: This feat may be taken multiple times, increasing the amount of time spent exercising by 1 hour each time. A fighter may select Intensive Training as one of his fighter bonus feats. (Well, it gives Fighters something useful for making them not need to use Int as a dump stat... Also lets them use the Wizard's hand-me-down Int bonus items...)
Drive to Panic [General]
Requirements: Intimidate 3 ranks
Benefit: When you succeed an Intimidate check against a Shaken creature, that creature becomes Panicked.
Special: Making an Intimidate check against a creature affected by a Fear effect suffers a -2 penalty. A repurchase of this feat removes this penalty and makes a Shaken creature Frightened instead.
Guide Caretaking [General]
Requirements: Heal 3 ranks
Benefit: You may add 1/2 your Heal modifier to the Heal check of another.
Special: A repurchase of this feat allows you to apply the effects of any other feats you have that affect your Heal skill to the Heal check of another. (I like repurchases, okay? It saves bookspace and naming)
Martial Enlightenment [General]
Requirements: Monk or Fighter level 1
Benefit: You Fighter level count as Monk levels for the purposes of feats and your Monk level count as Fighter levels for the purposes of feats. (Badly needed potential Unarmed bonuses on Monk, and more options for Fighters. Still need any class features involved in the feats, but you can get the feats)
First, how I think of the tiers:
t1: Can do everything well with the right build. Fill every role a party could ever need. Basically classes that only need non-t1 classes as meat shields early on, if that.
t2: Can do everything well, but not all in one build. A party of one of these classes works because they can do everything the party could need, but have to specialize in it.
t3: Can do several things well, but are unable to do some things at all. You make a strong party out of several of these classes, because there's a class for everything here.
t4: Can only do one thing well, and may be only barely acceptable at that one thing. You can make a party out of these, but they aren't going to be a strong party.
t5: Can't really do anything well, either because they simply have nothing they can do adequately or because they have mechanics issues. If you make a party of these, you will have issues.
t6: Can't do anything worth mentioning. If you make a class that ends up here, you somehow made Commoner a valid party member. Don't even try to make a party of these.
Now, for the class:
The Warmaster
Skilled in the arts of combat, politics and medicine, the Warmaster is often able to shift the tides of wars and change the course of history. These men and women are able to lead both armies and nations if they desire, or slay grand beasts they drive to cower in fear.
Role: The Warmaster focuses on intimidation and medical care, and through these, diplomacy and improvement of their own capabilities and those they lead.
GAME RULE INFORMATION
Warmasters have the following game statistics.
Abilities: Strength, Constitution, Charisma and Intelligence are the primary ability scores of the common Warmaster. Strength and Constitution are needed to fight in close quarters, while many of the Warmaster's abilities require Charisma and Intelligence to use fully.
Alignment: Any alignment, although Lawful Warmasters are somewhat more common, as the common goals of Warmasters tend towards enforcing strict rules. Good Warmasters are similarly rarer, as many of the skills of the Warmaster focus on things often found in cruel persons.
Hit Die: d10
Class Skills
The Warmaster's class skills (and the key ability for each skill) are Knowledge(all, taken separately) (Int), Climb (Str), Swim (Str), Jump (Str), Spot (Wis), Listen (Wis), Survival (Wis), Heal (Wis), Intimidate (Cha), Diplomacy (Cha) and Sense Motive (Cha)
Skill Points at First Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level:5 + Int modifier
Warmaster
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Intimidating Blows, Skilled Care, Martial Expertise
2nd
+2
+3
+0
+3
3rd
+3
+4
+1
+3
Bonus Feat
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
Convince With Fear, Personal Regimen
6th
+6/+1
+5
+2
+5
7th
+7/+2
+5
+2
+5
Bonus Feat
8th
+8/+3
+6
+2
+6
9th
+9/+4
+6
+3
+6
Drive the Masses, Oversee Caretaking
10th
+10/+5
+7
+3
+7
11th
+11/+6/+1
+7
+3
+7
Bonus Feat
12th
+12/+7/+2
+8
+4
+8
13th
+13/+8/+3
+8
+4
+8
Inspire With Fear, Exercise Instruction
14th
+14/+9/+4
+9
+4
+9
15th
+15/+10/+5
+9
+5
+9
Bonus Feat
16th
+16/+11/+6/+1
+10
+5
+10
17th
+17/+12/+7/+2
+10
+5
+10
Strain Your Skill, Cure Curse
18th
+18/+13/+8/+3
+11
+6
+11
19th
+19/+14/+9/+4
+11
+6
+11
Bonus Feat
20th
+20/+15/+10/+5
+12
+6
+12
Perfection of Fear, Instruct Heroism
Class Features
All of the following are class features of the Warmaster.
Weapon and Armor Proficiencies: Warmasters are proficient with all weapons and armor.
Intimidating Blows: At level 1, a Warmaster may take a -2 penalty on an attack to make an Intimidation check against the target of the attack. (Do note that this lets you do 4 Intimidate checks as part of a full attack once you hit level 16)
Skilled Care: At level 1, a Warmaster may make a DC 13 Heal check taking 2 minutes to heal a creature's HP by the amount the check was succeeded by. In addition, they may substitute their Intelligence modifier for their Wisdom modifier for Heal checks (Short enough to have it be worth using, long enough that it's only advantage over magical healing is no use restrictions. And the Int to Heal is MAD mitigation)
Martial Expertise: A Warmaster counts their Warmaster level as Fighter levels for the purposes of feats.
Bonus Feats: Warmaster bonus feats have no restrictions on use. (This is made to be borderline t2, it needs all the versatility it can get.)
Convince With Fear: At level 5, a Warmaster gains a bonus on Diplomacy and Sense Motive checks equal to 1/2 there Intimidate bonus. (Do note that this means all those Intimidate pumping tricks count half for Diplomacy and Sense Motive. So you can be a horrifying fearmonger able to make Dragons run away from you and be able to talk the same dragon into being your friend. Potentially at the same time...)
Personal Regimen: At level 5, a Warmaster gains a total bonus to physical ability scores (Strength, Constitution and Dexterity) equal to their Intelligence modifier. The total bonus may be divided between the ability scores and cannot exceed 1/2 your Warmaster level for any one ability score. (Basically, if you have a +3 Intelligence modifier, you get to divide a +3 between your physical ability scores, but no single score can get a bonus higher than 1/2 your Warmaster level. This is to help counter MAD, which would otherwise bog down the class)
Drive the Masses: At level 9, a Warmaster may take a -2 penalty to an Intimidate check to have that single check apply to all enemies in 20 ft. Each additional -2 penalty increases the range by 10 ft.
Oversee Caretaking: At level 9, a Warmaster may have their class features and feats apply to up to 1/2 their Warmaster level other creatures for the purposes of making Heal checks, and those creatures gain a bonus to their Heal checks equal to 1/2 the Warmaster's Heal skill ranks and Int modifier. (Intent is to have them able to let other use Int-to-Heal and the actually-heal-with-Heal-during-adventures things, as well as whatever other effects the Warmaster has on Heal. Oh, and the pumped Heal makes a team of Warmasters with varied focus on their stuff can buff eachother's heal checks into the skyline)
Inspire With Fear: At level 13, whenever a Warmaster succeeds an Intimidate check they used Drive the Masses on, they may have allies in range of Drive the Masses gain a +2 Moral bonus to AC, Will saves and Strength lasting 1 minute per Warmaster level. By taking a -2 penalty on an Intimidate check, the bonus increases by 1. (This is to give buff ability. Rather late, but it's there and can make a Warmaster screw with the balance of armies when they are buffed in Intimidate sufficiently)
Exercise Instruction: At level 13, a Warmaster can spend 4 hours to have a single creature gain the effects of the Intensive Training feat for a number of weeks equal to 1/2 their Warmaster level, using the Warmaster's Intelligence modifier in place of the target creature's. (Yes, there will be added feats to give similar effects to Warmaster abilities to other creatures. They shall appear in this post)
Strain your Skill: At level 17, a Warmaster may use Heroics, as the spell, as an (Ex) ability a number of times per day equal to their Intelligence modifier. (This is level 17. Things do not need to make sense much at all, so having spells as (Ex) abilities is fair game)
Cure Curse: At level 17, a Warmaster may use their Heal skill to remove magical effects from creatures. As a Heal check taking 10 minutes with a DC of 15 + the effect's source's CL or HD, whichever is lower, they may remove negative levels or the effects of one non-Extraordinary ability. (Yes, being able to remove buffs is intended. And it applies to any effect from an ability that is not Extraordinary. If you can chain them down long enough, you can strip a caster of any buff they have, making them open to more conventional killing)
Perfection of Fear: At level 20, a Warmaster may apply Fear effects to creatures that would normally be immune to them, including Mindless creatures. In addition, they may take a -2 on an Intimidate check to have a success apply a -1 moral penalty to Charisma, Intelligence, Wisdom, Strength, Dexterity, all saves and BAB while applying a bonus equal to the penalty to all allies affected by Inspire With Fear for this check. Each additional -1 to the check taken increases the penalty by 1. (Yes, that is a BAB penalty and bonus. It does, in fact, remove and grant iteratives. This is capstone stuff, and if you build around the Intimidate stuff, you can pull off multiple extra iteratives and a godlike army screw. Let the Wizard fight Gods one on one, you will fight nations and armies with a warband of peasants)
Instruct Heroism: At level 20, a Warmaster may spend 4 hours to grant a single creature the effects of a Fighter bonus feat they qualify for, 30 HP, a +6 Competence bonus to Con saves, a +4 Competence bonus to attack rolls, Ref and Will saves, and skill checks, immunity to fear effects and a +1 Cometence bonus to BAB, Intimidate and Ride for a number of weeks equal to 1/2 the Warmaster's level. (Heroics, CL 20 Greater Heroism and a virtual level of Fighter as if it were their first level of Fighter. This is capstone stuff, you use this to make a random commoner into a useful soldier for basic tasks)
---Feats---
Here lies partial and weaker versions of some Warmaster abilities as feats. Also some Warmaster boosting feats to cover for mechanics weaknesses without frontloading even more in the class.
Intensive Training [General]
Requirements: Int 12, BAB +2
Benefit: You gain a bonus to one physical ability score (Strength, Constitution or Dexterity) of your choice equal to your Int modifier, with a maximum of 1/3 your hit dice. To retain the benefits of this feat, you must spend 2 hours per day doing nothing but exercise.
Special: This feat may be taken multiple times, increasing the amount of time spent exercising by 1 hour each time. A fighter may select Intensive Training as one of his fighter bonus feats. (Well, it gives Fighters something useful for making them not need to use Int as a dump stat... Also lets them use the Wizard's hand-me-down Int bonus items...)
Drive to Panic [General]
Requirements: Intimidate 3 ranks
Benefit: When you succeed an Intimidate check against a Shaken creature, that creature becomes Panicked.
Special: Making an Intimidate check against a creature affected by a Fear effect suffers a -2 penalty. A repurchase of this feat removes this penalty and makes a Shaken creature Frightened instead.
Guide Caretaking [General]
Requirements: Heal 3 ranks
Benefit: You may add 1/2 your Heal modifier to the Heal check of another.
Special: A repurchase of this feat allows you to apply the effects of any other feats you have that affect your Heal skill to the Heal check of another. (I like repurchases, okay? It saves bookspace and naming)
Martial Enlightenment [General]
Requirements: Monk or Fighter level 1
Benefit: You Fighter level count as Monk levels for the purposes of feats and your Monk level count as Fighter levels for the purposes of feats. (Badly needed potential Unarmed bonuses on Monk, and more options for Fighters. Still need any class features involved in the feats, but you can get the feats)