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View Full Version : Contest Base Class Contest XXXVIII - I Ain't No Idiom



Temotei
2017-03-02, 07:50 PM
I Ain't No Idiom

Welcome to Base Class Contest number thirty-eight! 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 idioms; anything is possible, from a bucket kicker to love and war exemplified to a book cover judge, 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 April 14th, 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?

Break a leg!

Temotei
2017-03-02, 07:52 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):

Xanyo
2017-03-02, 09:48 PM
Arsonist

http://orig10.deviantart.net/4858/f/2009/173/7/0/_fma__pyromaniac_by_korilin.jpg

Image by korilin

"It's as true today as it was the first day I started adventuring. When in doubt, set something on fire!" - Belkar Bitterleaf, not an Arsonist(yet)

Arsonists burn things. Big things, small things, wooden things, stone things. They always manage to burn something. In any situation, they're always able to add fuel to the fire!

Adventures: Some Arsonists adventure for honor, others glory, and others money. Most of 'em just want to burn stuff, though.

Characteristics: Arsonists are good at burning things. They don't really do much else. They just burn stuff. Burn all the stuff.

Alignment: Most Arsonists are chaotic, and few are good. It is possible to have a good Arsonist, thanks to their special abilities allowing them to avoid burning up bystanders. Most arsonists; however, have little concern for bystanders.

Religion: Some Arsonists worship Joramy, they most know little about him aside from his being a god of fire. They may worship anyone - or anything - that burns things.

Background: The path to becoming an Arsonist is simple. You like setting things on fire, and so you continue to set things on fire. Before long, you are an Arsonist.
You always enjoyed watching the beautiful process of fire consuming things, and now you embrace it.

Races: Traditionally chaotic and evil races have a tendency to produce more Arsonists, because the life of an arsonist is more appealing to these alignments. Fire creatures, such as Fire Elves and the like, are more often Arsonists than most other races. Of course, races that are particularly vulnerable to fire or used to cold rarely become Arsonists, but when they do, it is an interesting thing.

Other Classes: Arsonists get along well with some Sorcerers and Wizards, as well as Clerics with the Fire domain. They have much in common with Rogues, and enjoy the company of some Bards. With Fighters and Barbarians there is little common ground. Monks hate them, even more so Rangers and Druids. The class that gets along the least with Arsonists is Paladins.

Role: Arsonists set things on fire. This sometimes annoys their party. At least they won't burn their party. Probably.
Adaptation: As long as there are flammable objects in your setting, this class needs little to no adaption.
GAME RULE INFORMATION
Arsonist's have the following game statistics.
Abilities: The arsonist's abilities are Charisma based. Dexterity helps with their attacks, and Constitution helps their HP. Funnily enough, few Arsonists have a very good Wisdom score...
Alignment: Any nonlawful.
Hit Die: d8
Starting Age: As Barbarian, sometimes a few years sooner. Arsony does not require much training.
Starting Gold: As Sorcerer.

Class Skills
The Arsonist's class skills (and the key ability for each skill) are Bluff(Cha), Craft(Int), Disguise(Cha), Hide(Dex), Intimidate(Cha), Move Silently(Dex), Survival(Wis) and Use Magic Device(Cha)

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

Arsonist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Fire Resistance 5, Spark


2nd

+1

+0

+3

+0
Fire Resistance 10, Produce Flame


3rd

+2

+1

+3

+1
Fire Resistance 15, Friendly Fire


4th

+3

+1

+4

+1
Fire Resistance 20


5th

+3

+1

+4

+1
Fire Resistance 25, Fiery Jet


6th

+4

+2

+5

+2
Fire Resistance 30, Scorch


7th

+5

+2

+5

+2
Fire Vision


8th

+6/+1

+2

+6

+2
Fire Resistance 35, Fiery Burst


9th

+6/+1

+3

+6

+3
Fireball


10th

+7/+2

+3

+7

+3
Fire Subtype


11th

+8/+3

+3

+7

+3



12th

+9/+4

+4

+8

+4
Flight


13th

+9/+4

+4

+8

+4
Fire Storm


14th

+10/+5

+4

+9

+4
Fast Healing 1


15th

+11/+6/+1

+5

+9

+5
Intense Heat


16th

+12/+7/+2

+5

+10

+5
Sheath of Flame


17th

+12/+7/+2

+5

+10

+5



18th

+13/+8/+3

+6

+11

+6
Summon Elemental


19th

+14/+9/+4

+6

+11

+6



20th

+15/+10/+5

+6

+12

+6
Meteor Swarm



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

Weapon and Armor Proficiencies: Arsonists are proficient with simple weapons and light armor, but not shields.

Spark(Ex): As a swift action, an Arsonist can light a fire. This ability has a range of 30'. The range increases by 15' every four levels thereafter. The Arsonist may target a creature with this ability, dealing 1d6 fire damage and catching them on fire.

Produce Flame(Su):[/b] A 2nd level Arsonist can use Produce Flame as a supernatural ability at will.

Friendly Fire(Ex): The Arsonist's allies, as well as anyone else she designates, are moderately protected from her fires. They take 10 points less damage from fires caused by the Arsonist. This is not energy resistance. At level 6 the protection becomes 20, and at level 9 it becomes 30. At level 12, her allies take no damage from her fires.

Fiery Jet(Su): At 5th level the Arsonist gains the ability to shoot fire from her hands as a standard action. This is a ranged touch attack with long range, using the Arsonist's class level in place of a CL. The Fiery Jet does 1d6 fire damage for each point of Charisma bonus the Arsonist possesses, plus 1d6 fire damage for every three class levels. At level 10, and every fifth level thereafter, she may make an additional attack with a cumulative -5 penalty to the attack roll for each Fiery Jet attack already made that action. She may not have more than half of these extra attacks aimed at the same target.

Scorch(Ex): The Arsonist's fires have the potential to harm even creatures that would normally resist it. At level 6, fires caused by the Arsonist ignore 10 points of fire resistance, and ignore fire immunity, instead dealing half damage to a maximum of 10 points. At level 9, these numbers increase to 20, and at level 12 they become 30. At level 15, all fire resistance is ignored, and there is no cap for maximum damage dealt to fire immune creatures. In addition, rather than dealing half damage, she deals three quarters damage. At level 18, she deals full damage. In addition, creatures that would normally take no damage from the Arsonist's fires due to evasion and similar abilities instead only take 25% damage. Improved Evasion and similar abilities only reduce the damage by 25%. Nonflammable objects can still catch fire and be damaged by the Arsonist's flames.

Fire Vision(Ex): At level 7, an Arsonist can see 4x as far in firelight. At level 14, she can see as clearly as in broad daylight with but a small fire.

Fiery Burst(Su): At level 8, an Arsonist can use Fiery Burst as a supernatural ability a number of times per day equal to 3 + her Charisma modifier. The save DC is Charisma based. At level 11, she can use it at will.

Fireball(Su): At level 9, an Arsonist can use Fireball as a supernatural ability a number of times per day equal to 3 + her Charisma modifier. The save DC is Charisma based. At level 15, she can use it at will. At level 12, the damage dice limit becomes 15 instead of 10.

Flight(Su): At level 12, the Arsonist gains the ability to fly at a speed equal to 1 1/2 times her land speed. Her maneuverability is average, and increases by one step at levels 15 and 18.

Fire Storm(Su): At level 13, an Arsonist can use Fire Storm as a supernatural ability a number of times per day equal to 3 + her Charisma modifier. The save DC is Charisma based. At level 18, she can use it at will.

Intense Heat(Su): At level 15, fires the Arsonist lights deal damage as if they were Maximized, and cannot be extinguished without her permission, save for a Quench spell cast by someone with a CL higher than the Arsonist's class level. This ability does not apply to instantaneous fire abilities.

Sheath of Flame(Su): At level 16, anybody who successfully attacks the Arsonist takes 1d6 fire damage for each point of Charisma bonus. A reflex save with a DC of 15 + her Charisma modifier halves the damage.

Summon Elemental(Su): At level 18, an Arsonist can use Summon Monster IX or Summon Elemental Monolith as a supernatural ability a number of times per day equal to her Charisma modifier. She may only use this ability to summon elementals with the fire subtype. The duration is doubled as if Extended. Alternatively, she may spend a use of this ability to cast Elemental Swarm, with duration as if Extended, and the casting time and time you must wait between appearance of elementals halved. She may still only summon elementals with the fire subtype with this ability.

Meteor Swarm(Su): At level 20, an Arsonist can use Fiery Burst as a supernatural ability a number of times per day equal to her Charisma modifier. The save DC is Charisma based.

Lanth Sor
2017-03-03, 11:39 AM
Idíōma

Put an optional image of your class here!

"Having a terrible day?" Zacariah Pontiferous the Idíōma

Ladies and gentlemen of the court often lead noble lives following the norms and guidelines of society. There are a few that understand but find the normality of it all boring. These souls make up the ranks of the idíōma, Standing out in a crowd with their abnormal turn of phrase or eccentric demeanor. Many find them interesting distraction. Still there are more conventional persons who would hold them with contempt for their disregard accepted paradigms.

Adventures: Many idíōma find traveling a worth while diversion as well as giving the more conventional conventionist time to breathe. Other idíōma take to adventuring as a way to find a place more accepting of their particular brand of eccentricity. Adventuring heroes need a face and someone to perpetuate their name among the more notables after all, and bards can be unreliable sort.

Characteristics: Idíōma are talented socialites and tend to be well known even before adventuring. Weather through force of personality or family ties they know many in high or sometimes low places. They favor more social skills but often learn the basic tricks of a street magician to aid in their daily distractions. They have developed a hidden way of manipulating their world through subtle manipulation and sometimes outright illusion.

Alignment: Due to their capricious nature idíōma tend toward chaotic alignments, but they vary widely from well meaning souls that have the gift of gab to devious orchestrater of a coup.

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: Any
Hit Die: d6
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) Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all)(Int), Listen (Wis)(3.5), Move Silently (Dex)(3.5), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Wis)(3.5), Sense Motive (Wis), Spot (Wis)(3.5), Stealth (Dex)(PF), Spellcraft (Int).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Manipulations Known


1st

+0

+0

+2

+2
Scion, Innate Manipulations

2


2nd

+1

+0

+3

+3
-

3


3rd

+2

+1

+3

+3
Scion's Leisure, Sneak attack +1d6

4


4th

+3

+1

+4

+4
-

6


5th

+3

+1

+4

+4
Scion's Talent

7


6th

+4

+2

+5

+5
Skilled Manipulations

8


7th

+5

+2

+5

+5
Sneak attack +2d6

10


8th

+6/+1

+2

+6

+6
-

11


9th

+6/+1

+3

+6

+6
Scion's Talent

12


10th

+7

+3

+7

+7
-

14


11th

+8

+3

+7

+7
Sneak Attack +3d6, Advanced Manipulations

15


12th

+9

+4

+8

+8
-

16


13th

+9

+4

+8

+8
Scion's Talent

18


14th

+10

+4

+9

+9
-

19


15th

+11

+5

+9

+9
Sneak Attack +4d6

20


16th

+12

+5

+10

+10
Secret Manipulations

22


17th

+12

+5

+10

+10
Scion's Talent

23


18th

+13

+6

+11

+11
-

24


19th

+14

+6

+11

+11
Sneak attack +5d6

26


20th

+15

+6

+12

+12
Scion Ascension

27



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

Weapon and Armor Proficiencies: Idíōma are proficient with all simple weapons, Short sword, long sword, rapier, warfan, and light armor.

Psychic Energy: An idíōma has an uncommon mental control of over magic and uses a pool of psychic energy to fuel their abilities. The idíōma's base psychic energy pool is 100 points, which are used up as their abilities are used. The idíōma recovers an amount of psychic energy each hour equal to their charisma modifier, and their entire pool is recovered after a full night of rest, as any other spell caster.

Additionally the idíōma's gains a bonus to its psychic energy pool of six times their charisma modifier. The bonus psychic energy is recalculated at the start of each day and does not benefit from temporary increases to charisma.

Scion: The idíōma's gains Noble Scion (http://www.d20pfsrd.com/feats/general-feats/noble-scion/) as a bonus feat and the Famous (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo-bard-archetypes/celebrity/) class feature as a bard of the same level.

Guided Strikes (Su): As a swift action, the idíōma can influence a target to move in away that leaves them open to their attacks. The target is treated as being flat-footed against idíōma until the start of the idíōma next turn. This is a mind affecting effect. This ability cost 8 psychic energy to use.

Sneak Attack (Ex): Starting at the 3rd level, the idíōma gains sneak attack as per a rogue of half their class level.

Scion's Talent: Starting at the 5th level and every 4 levels there after the idíōma talents as a noble Scion advance benefiting them furhter.

Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
Scion's Leisure: Starting at the 3rd level, a idíōma adds half their class level (minimum 1) to all Preform skill checks and may make all Preform skill checks untrained. gains Inspiring performance, and fascinating performance spells.
Bonus Spells: Performance

Scion of Lore
Scion's Leisure: Starting at the 3rd level, a idíōma adds half their class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


Scion of Magic
Scion's Leisure: Starting at the 3rd level, a idíōma gains half their class level (minimum 1) to Use Magic Device skill checks and may make Use Magic Device skill checks untrained.


Scion of Peace:
Scion's Leisure: Starting at the 3rd level, a idíōma gains half their class level (minimum 1) to Diplomacy skill checks and may adds their wisdom modifier as an insight bonus for diplomacy checks not invoking violence.


Scion of War
Scion's Leisure: Starting at the 3rd level, a idíōma gains medium armor proficiency and martial weapon proficiency.



But an Idea: The idíōma truly ascends to the master of their ideas. When


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

Manipulations

Charm(Su): Cast charm person as the spell. At 7th level it cast charm monster instead. Cost 10 psychic energy.

Guided Movements (Su): As a swift action, the idíōma can influence a target to move in away that leaves them open to their attacks. The target is treated as being flat-footed against idíōma until the start of the idíōma next turn. This is a mind affecting effect. This ability cost 8 psychic energy to use.

Mnemonic Recollection(Su): When a idíōma is required to make a skill check to ascertain information about a topic, they may activate mnemonic recollection. The idíōma rolls twice taking the better die. Using mnemonic recollection cost 2 psychic energy.

Willing Ally(Su):

Jormengand
2017-03-03, 01:52 PM
The Idiomancer

"See that? That's a spade."
- John the Idiomancer, of a spade

Idiomancers are magi who, for no particular reason, have chosen to tie themselves to the theme of idioms in the most literal way possible because that helps them feel good about themselves.

Adventures: Idiomancers don't need a reason to adventure - it's all in a day's work for them, after all.

Characteristics: Idiomancers can use their spells either to produce an effect in accordance with what the idiom means, or the overly literal meaning which may or may not be as useful.

Alignment: Any nonchaotic - only stuck-up literalists need apply.

Religion: Usually none - most idiomancers lost their religion the first time they got angry.

Background: Idiomancers are officially sworn in under an eclipse which happens quite rarely, which they insist turns the moon slightly blue - that is, once in a blue moon.

Races: While joining the idiomancers is just human nature, any race can become an idiomancer.

Other Classes: Idiomancers complete ridiculousness makes other classes wary of them.

Role: Idiomancers produce a variety of weird and wonderful spell effects which means that they usually have the right tool for the job.

Adaptation: Idiomancer is weird and doesn't fit into your setting by default. The easiest way to handle this is to get over it.

GAME RULE INFORMATION
Idiomancers have the following game statistics.
Abilities: Charisma is most important, followed by constitution and dexterity in either order.
Alignment: Any nonchaotic
Hit Die: d4
Starting Age: As bard
Starting Gold: As sorcerer

Class Skills
The idiomancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), Speak Language (None) and Spellcraft (Int).

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

IDIOMANCER

LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+233————————
2nd+1+0+0+344————————
3rd+1+1+1+3Best of Both Worlds (1/day)553———————
4th+2+1+1+4664———————
5th+2+1+1+46653——————
6th+3+2+2+5Best of Both Worlds (2/day)6664——————
7th+3+2+2+566653—————
8th+4+2+2+666664—————
9th+4+3+3+6Best of Both Worlds (3/day)666653————
10th+5+3+3+7666664————
11th+5+3+3+76666653———
12th+6/+1+4+4+8Best of Both Worlds (4/day)6666664———
13th+6/+1+4+4+866666653——
14th+7/+2+4+4+966666664——
15th+7/+2+5+5+9Best of Both Worlds (5/day)666666653—
16th+8/+3+5+5+10666666664—
17th+8/+3+5+5+106666666653
18th+9/+4+6+6+11Best of Both Worlds (6/day)6666666664
19th+9/+4+6+6+116666666666
20th+10/+5+6+6+126666666666


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

Weapon and Armor Proficiency
The Idiomancer is proficient with all simple weapons and no kind of armour or shield.

Spellcasting
The idiomancer casts spells exactly like a sorcerer, but learns spells from the idiomancer spell list, not the sorcerer list. The idiomancer learns as many spells as a sorcerer, except the level before the sorcerer would learn any spells of a spell level, the idiomancer learns a single spell of that level.

Idiomancer spells have many of their characteristics differ depending on which version is cast, such as "Enchantment (Compulsion) [Mind-affecting]//Conjuration (Summoning)". If the first version of the spell is cast, use the characteristics before the double-slash (The // between the ] and the C in the example), and if the second version is cast, use the characteristics after. For example, if this spell were cast in the second mode, it's a conjuration spell. If has the summoning subschool but not the mind-affecting descriptor. It's not an enchantment or a compulsion.

Best of Both Worlds
Once per day per 3 idiomancer levels, the idiomancer can cast a spell from the idiomancer spell list and have both of the effects activate. That is, instead of choosing one, choose both. Use either cast time and either set of components. Each school, duration, target/effect/area, save and spell resistance entry applies to that half of the spell, so you may end up with a spell which allows some characters, but not others, to defend using spell resistance.


Idiomancer Spell List

0lvl

Cat out of the Bag: Target may reveal information, or summon a cat from a bag.
Get off my Back: Creature leaves conversation, or break pin but remain grappled.
Insult to Injury: Add minor inconvenience to creature suffering greater inconvenience, or wounded creature is shaken.
Piece of Cake: Tasks are slightly easier, or summon cake.
Shot in the Dark: Possible solution comes to mind, or make free ranged attack at penalty.
Silver Bullet: Create a niche item, or a literal silver sling bullet.
Sling Mud: Take diplomacy check to ruin another creature's reputation or hurl mud at a creature.
Step Ahead: Take a minute to think or increase speed by 5 feet.
Take Cover: Gain cover bonus or acquire a lid, veil or other cover.
Thorn in the Side: Creature takes penalties or is struck by flying thorn.

1st

Axe to Grind: Creature becomes angered at another or weapon becomes sharpened.
Break the Ice: Creature focuses conversation on you or ice cracks.
Bury the Hatchet: Creature ceases hostilities, or weapon is temporarily trapped underground.
Hot Potato: Cause a dispute, or fling a burning potato at foe.
Flying Colours: Become more successful, or fling paint.
On the Ball: Quickly work out situations, or stand on objects which can't properly support your weight.
On the House: Get alcohol or teleport to the roof of the building you're in.
Wool over your Eyes: Creature is decieved or blinded.

2nd

Back to the Drawing Board: Creatures take a moment to make plans, or blackboard appears behind enemy, flanking them.
Barrel of Laughs: Bonus on diplomacy checks or barrels emit haunting laugh.
Blind Eye: Creature is invisible or creature is blinded.
Break a Leg: Gain luck bonus or slow creature.
Call a Spade a Spade: Creature tells the truth, or calling effect grants two spades.
Fuel to the Fire: Argument intensifies or fire burns more vigorously.
On the Fence: Creature loses opinion on topic or stand on objects which would hurt you.
Up the Wall: Creature rages or walks up walls.
Wildfire: Spread rumours or make fire attack.

3rd

Against the Clock: Creatures move faster, or clock appears and attacks.
Arm and a Leg: Creature cannot trade without great inconvenience, or attempt to disarm and slow a creature.
Bag of Bones: Creature takes constitution damage or skeletons erupt from bags.
Between Two Stools: Creature is paralysed with indecision or assailed by small animated objects.
Cats and Dogs: Cause a rainstorm or summon cats and dogs.
Dead to the World: Single creature falls asleep or single creature is treated as dead for most effects.
Dressed to Kill: Creature gets bonus on charisma checks or deflects attacks.
Earshot: Hear at long distances or creature is deafened with no save.
Eye to Eye: Creature starts agreeing with you or can't look away from you.
Get the Picture: Interpret creature's words successfully or obtain picture of a certain area.
Hands Tied: Cause bureaucratic delays or creature can't use their hands.
Head Over Heels: Creature falls in love, or creature is dragged down into awkward position.
Heat of the Moment: Creature is confused or area becomes scorching hot for an instant.
Item: Create small object or two creatures fall in love.
Parting Shot: Silence creature with a word or make free attacks during your withdrawal.
Pigs May Fly: Get +10 on rolls you otherwise couldn't make, or summon a pig-like variant of a pegasus.
Tit for Tat: Reflect damage on attacker or turn knick-knacks into birds.

4th

Apple of your Eye: Creature views another specific creature favourably or apple allows you to see through it.
Bark up the Wrong Tree: Confound an investigation or cause a howl that damages plants.
Bear in Mind: Remember information forever, or carry object in your ego.
Blind Alley: Mislead investigations or create a rectangular area which blinds people.
Gatecrash: Arrive at a specific event, or break down a door or gate.
Gutter Press: Spread rumour or crush someone into a drain.
Handbrake on a Canoe: Item becomes useless, or stop seacraft.
Heavy Hand: Pass judgment on creatures, or improve unarmed strikes.
House on Fire: Creature becomes Helpful, or burn down a house.
Penny for your Thoughts: Find out a single creature's troubles, or copper piece allows you to track nearby creatures' surface thoughts.
Throw a Wrench: Machine breaks or fire a wrench at someone.
Touch Base: Speak to creature as sending, or teleport to headquarters of an organisation.
Under the Weather: Creature falls ill, or create a small localised weather effect.
Writing on the Wall: Show obvious clues, or explosive runes.
Your own Medicine: Creature takes effects of last ability, or creature is cured of a condition or damage.

5th

All the Rage: Creatures follow a particular pattern of behavior or creature rages until death.
Birds of a Feather: Creatures get teamwork bonuses or feather explodes into flock of birds.
Bolt from the Blue: Creatures are always surprised by you or fire a cold and lightning bolt.
Burning Question: Question forces creatures to answer it, or sets people on fire.
Cat in Hell's Chance: Task becomes harder, or summon a hellcat.
Far Cry: Turn into another creature, or unleash devastating sonic attack.
Face the Music: Creature faces up to their fears, or music causes everyone to follow it.
Gone to Pot: Ruin plans or teleport to earthenware.
Hell Freezes Over: Prevent specific action or plane shift to Cania or Stygia (or other equivalent).
Midnight Oil: You don't need sleep to refresh spells, or fire lights at midnight.
No Stone Unturned: Perform an investigation, or stones flip over in an area.
On the Bandwagon: Copy someone else's action, or create a wagon that you appear on top of.
Overboard: Exaggerate actions or throw creature off whatever you're on.
To the Hilt: Ability is maximised, or coup de grace nonhelpless creature.
Turn the Tides: Swap hit point totals with a foe or create tidal wave.

6th

Cast a Wide Net: Sending to multiple people, or net attack entangles many people.
Cut Corners: Create mostly-functional items or destabilise buildings.
Drop of a Hat: Immediately take a move action, or tumbling hat impedes enemies.
Down to Earth: Mass dispel or drag creatures to ground.
Heavens Open: Cause a giant storm or call an Astral Deva.
Louder than Words: Gain a bonus on actions, or your actions cause sonic booms.
Shadow of a Doubt: Produce irrevocable (but false) evidence, or creatures fight shadows in their own headspace.
Stealing Thunder: Steal enemy's bonuses or lightning/sonic attack heals you for damage dealt.
Taking the Flak: Creature becomes the subject of accusations, or create a storm of shrapnel.

7th

Burning Bridges: Creature completely forgets you, or set fire to all bridges in a large area.
Elephant in the Room: Creatures avoid discussion or elephant appears.
Eye of the Storm: You are untouchable or cause a hurricane.
Heart Bleeds: Creature becomes distraught or creatures take damage every round until dead.
Hold the Fort: Create substitute creature, or building defends itself.
More than you can Chew: Set contingent teleport to summon allies against attackers, or swallow whole a creature that might not fit in you.
Speak of the Devil: Call a particular person, or call a devil.

8th

Beside Yourself: Creature flies into catastrophic rage, or create a duplicate of a creature who stands next to them.
Friends in High Places: Befriend aristocracy or summon angels.
Hell or High Water: Act after you're dead, or tidal wave sends people to the hells.
Nail on the Head: Fully understand situation, or creature never misses.
Silver Lining: Beneficial effects of next major misadventure are augmented, or cloud falls on enemy as it collapses under weight of newfound silver lining.

9th

Broken Heart: Creature is devastated or creature dies.
Dark Horse: Summon an unknown person or a paragon nightmare.
Devil's Advocate: Completely change creature's beliefs, or call a pit fiend.
In your Element: Creature becomes adept at everything or wreathed with destructive energy field.
Molehills to Mountains: Penalties and damage quintuple, or mound of dirt becomes a mountain.
Out of Character: Creature follows orders even against their nature, or beseech the wisdom of the creature known as "Dee Em".


Idiomancer Spells

0lvl:

Cat out of the Bag
Enchantment (Compulsion) [Mind-affecting]//Conjuration (Summoning)
Level: Idiomancer 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Only one
Duration: Instantaneous//1 round/level
Saving Throw: Will negates//None
Spell Resistance: Yes//No
To let the cat out of the bag: To reveal hidden information; to expose a secret.

Choose one:
- The target spends their next available free action telling you the information weighing on their mind. This may not necessarily be a secret but does tell you what the creature most cares about.
- This spell acts much as summon monster I, except that the summoned creature is a perfectly normal housecat and it can only be summoned at the exit to a bag, sack, or similar storage device.

Get off my Back
Enchantment (Compulsion) [Mind-affecting]//Evocation [Force]
Level: Idiomancer 0
Components: V, S//-
Casting Time: 1 Standard Action//1 swift action.
Range: Short (25 ft + 5 ft/level)//0 ft
Target: One creature//One creature pinning you
Duration: 1 round/level (D)//Instantaneous
Saving Throw: Will negates//Fortitude negates
Spell Resistance: Yes
To get off one's back: To leave someone alone, to desist in harassing or irritating them.

Choose one:
- The creature attempts to leave any conversation with the caster at the next opportunity and refuses to be engaged in further conversation by the caster.
- The creature stops pinning you. You lose the pinned condition and remain grappled.

You do not need to make concentration checks to cast this spell in either case.

Insult to Injury
Necromancy//Necromancy [Fear, Mind-affecting]
Level: Idiomancer 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: 1 hour/level or until discharged//1 round/level
Saving Throw: None
Spell Resistance: Yes
To add insult to injury: To inflict a minor inconvenience which becomes worse combined with a greater inconvenience which is already occurring.

Choose one:
- The target suffers some minor indignity at the next applicable time when they're suffering a greater problem which is heightened by the presence of the lesser. The DM should be creative when deciding what occurs, but this version of the spell is useless in combat.
- The creature is shaken by a vicious insult if they have fewer than half their hit points remaining. The effect ends if at any point the creature has more than half their hit points, or exactly half their hit points, at any point during the duration.

ShiningStarling
2017-03-05, 02:47 AM
The Contrary Gardener

https://s-media-cache-ak0.pinimg.com/originals/1f/d8/33/1fd833898fa747055e9a165720c1d398.png

"With Silver Bells, Cockle Shells, and Magic all in a row." - Mary, a Contrary Gardener, when questioned about the efficacy of her gardening

Contrary Gardeners are not your garden variety class. They are no Always Animal Druids, no Holier Than Thou Cleric, no Master Blaster Sorcerer, no Run Away Rope Trick Wizard, nor are they the failed Warlock or endlessly complex Binder, but rather something that samples a bit from all of them, without ever truly using spells, all to focus on one thing: plants, and their many glorious forms.

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):