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View Full Version : Pathfinder Feedback request: Custom Class based on the Dragonborn (a la Skyrim) for Pathfinder



TrustiestRaptor
2017-08-12, 04:47 AM
I'm certain it's been done before, but I've tried my hand at adapting the Dragonborn from Skyrim to Pathfinder. I'm posting the details up here (I think I'm in the right spot...) in the hopes of getting feedback on what is too strong, what is too weak, etc. Thank you in advance for reading!

So, backstory: I'm GMing a new game with some longtime friends and players. One of them asked if he could try playing something like the Dragonborn, but when we looked there wasn't a lot of material to fit. As such, he asked if I'd be willing to create a custom class that he could use. This so that the class would not be overpowered, he could be surprised by the features, and because he knows I enjoy this kind of research and planning. I am also not overly worried about power, as he is far more of a role-player than a mechanical power-gamer. That said, I came up with the idea below (might have been done before? Not sure.) and I'm putting it up here to get more opinions on how powerful/flavorful/viable it is as a class. For the record, the game we are playing is Pathfinder, using the Core Rulebook, Advanced Player's Guide, and the three Ultimates (Magic, Combat, and Equipment).

Additionally, I will post notes in this color throughout. These will reflect my intentions or thoughts on how to balance a particular power.

With that all said, cheers and let me know what you think!

Dovahkiin Class Details

Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (avg. 140 gp)

Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge [Dungeoneering] (Int), Knowledge [Nature] (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points at each level: 4 + Int modifier.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Abilities


1
+0
+0
+0
+2
Lesser Shout, Voice Reservoir, Combat Feat


2
+1
+0
+0
+3
Lesser Shout


3
+2
+1
+1
+3
Dragon Soul, Armor Training 1


4
+3
+1
+1
+4
Lesser Shout


5
+3
+1
+1
+4
Combat Feat


6
+4
+2
+2
+5
Lesser Shout


7
+5
+2
+2
+5
Heavy Armor Proficiency, Armor Training 2


8
+6/+1
+2
+2
+6
Lesser Shout


9
+6/+1
+3
+3
+6
Combat Feat


10
+7/+2
+3
+3
+7
Lesser Shout


11
+8/+3
+3
+3
+7
Power Word Blind, Armor Training 3


12
+9/+4
+4
+4
+8
Major Shout


13
+9/+4
+4
+4
+8
Combat Feat


14
+10/+5
+4
+4
+9
Major Shout


15
+11/+6/+1
+5
+5
+9
Power Word Stun, Armor Training 4


16
+12/+7/+2
+5
+5
+10
Major Shout


17
+12/+7/+2
+5
+5
+10
Combat Feat


18
+13/+8+3
+6
+6
+11
Grand Shout


19
+14/+9/+4
+6
+6
+11
Armor Mastery


20
+15/+10/+5
+6
+6
+12
Power Word Kill, Grand Shout



Weapon and Armor Proficiencies: Dovahkiin are proficient with all simple and martial weapons and with light and medium armor as well as shields (except Tower Shields). Note: At level 7, a Dovahkiin also gains heavy armor proficiency.

Linguistics: When leveling up and putting skill ranks into Linguistics, a Dovahkiin does not add a new language to his list of known languages. Instead, the skill reflects his increasing mastery of the Voice and is used by his abilities. The only ways for a Dovahkiin to learn new languages are magical means, additional levels in a different class, or through roleplayed events (typically determined by the GM).

Instead, a Dovahkiin adds Draconic to his list of languages known.

Shout (Lesser, Major, Grand): As the Dovahkiin increases in level he gains access to a variety of Shouts. These are supernatural abilities the player can use. Unless stated otherwise, using a Shout is a standard action, and each use costs an associated number of Voice Points (VP), drawn from the Dovahkiin’s Voice Reservoir. A Dovahkiin does not need any somatic components to use a Shout, nor are Shouts language-dependent, but the Dovahkiin must be able to speak the words associated with the Shout. Using a Shout does not provoke an Attack of Opportunity, and is not subject to spell resistance.

At the first level and every even level after that (2nd, 4th, 6th, etc.), the Dovahkiin learns a new Shout, chosen from the list available. At level 12, the Dovahkiin can choose to learn a Major Shout instead of a Lesser Shout, and at level 18, the Dovahkiin can choose to learn a Grand Shout instead of a Lesser or Major Shout.

Each Shout has three words associated with it. Each time the Dovahkiin learns a new Shout, he learns all the words of that Shout. Using more than one word corresponds to an increase in the Shout’s effects, as well as an increase in the cost and difficulty of using the Shout. The Dovahkiin can use any Shout he knows at any time, provided he has the requisite number of VP to spend. Shouts are not expended when used. As long as the Dovahkiin has the requisite number of points, they can continue using any shout they know.

Using a Shout relies on the Linguistics Skill. When using a Shout, the player must make a Linguistics check against the target or targets. The DC of which is 10 plus the number of Hit Dice each target has for one-word Shouts, 10+HD+3 for two-word Shouts, and 10+HD+6 for three-word Shouts. If this check does not succeed, the words do not coalesce into being and the Shout (and the accompanying VP spent) are wasted. The player must make this Linguistics check for all Shouts, including those that affect only him and/or his allies. However, the DC to use a Shout on a willing target is 4 lower than normal.

Example 1: When targeting an enemy with 4HD, the player must succeed at a DC 14 Linguistics check to successfully use a one-word Shout, after which the effects (and potentially saves) of the Shout take effect. In this same situation, a two-word Shout would require a DC 17 Linguistics check, and a three-word Shout would require a DC 20 Linguistics check.

Example 2: When targeting three enemies, two with 5HD and one with 7HD, the player rolls one Linguistics check. The GM then compares the result against the DC for each enemy. If the player’s roll will succeed against the 5HD enemies but not the 7HD enemy, then the effects of the Shout are dealt to the 5HD enemies but not the 7HD enemy.

Example 3: A level 8 Dovahkiin want to use a Shout that targets himself. To do so, he must succeed at a DC 14 Linguistics check for a one-word Shout, a DC 16 Linguistics check for a two-word Shout, or a DC 18 Linguistics check for a three-word Shout. If he succeeds on this check, the effects of the Shout take place. If he fails this check, the effects do not take place, and the Shout and any VP spent are wasted.

Voice Reservoir: At level 1, the Dovahkiin gains a pool of Voice Points by which he can use his Shouts. The number of points in his Reservoir is equal to 2 + his Int modifier + 2 per level. Thus, for example, a level 5 Dovahkiin with 18 Intelligence will have a Reservoir of 16 points.

Using any Shout subtracts a number of points from his Reservoir equal to the number of words used. For Lesser Shouts, a one-word Shout costs 1VP, a two-word Shout costs 2VP, and a three-word Shout costs 3VP. For Major Shouts, a one-word Shout costs 2VP, a two-word Shout costs 3VP, and a three-word Shout costs 4VP. For Grand Shouts, a one-word Shout costs 3VP, a two-word Shout costs 4VP, and a three-word Shout costs 5VP.

The Dovahkiin’s Voice Reservoir refills after 8 hours of sleep.

Bonus Combat Feats: At the first level and every four levels after (5th, 9th, 13th, 17th) the Dovahkiin can learn a new Combat Feat.

Dragon Soul: At level 3 the Dovahkiin picks one type of dragon. They gain the spell-like ability granted to a Juvenile dragon of that type. They can use this ability at will. Example: A level 3 Dovahkiin chooses a Blue Chromatic Dragon- they can now use Minor Image at will.

Armor Training: This ability function’s as the Fighter ability of the same name. The Dovahkiin learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, the Dovahkiin can also move at his normal speed while wearing medium armor. At 7th level, The Dovahkiin can move at his normal speed while wearing heavy armor.

Heavy Armor Proficiency: At level 7, the Dovahkiin gains proficiency with heavy armor.

Power Word Blind: At level 11, the Dovahkiin gains the ability to use Power Word Blind (as per the spell) as a spell-like ability. This ability can be used once per day, costs 7 VP and requires a successful Linguistics check (like a Shout, DC 10+HD of the target) to use. On a failed Linguistics check, the Dovahkiin loses the 7 VP cost and cannot use Power Word Blind until the next day.

Power Word Stun: At level 15, the Dovahkiin gains the ability to use Power Word Stun (as per the spell) as a spell-like ability. This ability can be used once per day, costs 7 VP and requires a successful Linguistics check (like a Shout, DC 10+HD of the target) to use. On a failed Linguistics check, the Dovahkiin loses the 7 VP cost and cannot use Power Word Stun until the next day.

Armor Mastery: This functions as the Fighter ability of the same name. At level 19, the Dovahkiin gains DR 5/— whenever he is wearing armor or using a shield.

Power Word Kill: At level 20, the Dovahkiin gains the ability to use Power Word Kill (as per the spell) as a spell-like ability. This ability can be used once per day, costs 7 VP and requires a successful Linguistics check (like a Shout, DC 10+HD of the target) to use. On a failed Linguistics check, the Dovahkiin loses the 7 VP cost and cannot use Power Word Kill until the next day.

--------------------------------------------------
Favored Class Bonuses:
Dwarf: Pick an energy type. Gain ½ of a point of resistance versus that energy type, up to a max of 5.
Elf: Add 1/5th of a round to the maximum rounds allowed by level-dependent ongoing Shouts.
Gnome: Add 1/4th to caster level checks made to overcome spell resistance.
Halfling: Add 1/6th to the bonus granted by Armor Training.
Half-Elf: Add 1/10th of a new Shout to your list of known Shouts.
Half-Orc: Shouts dealing fire damage deal an additional +1/2 damage.
Human: Pick one Shout (you do not have to know it to select it). Deal an additional +1/2 damage when using this Shout.

I had a hard time picking out the favored class bonuses. I would appreciate suggestions and comments.

Now, the list of Shouts available. I did my best to convert almost all the Shouts from Skyrim, and I added a few to round things out and give the player more options.

Lesser Shouts:

Animal Allegiance:
Raan Mir Tah (Animal Allegiance Pack)
Functions as the spell Charm Animal, except for the duration and ability to push an animal.

1VP = As Charm Animal, except 1 minute/level (max 5 minutes). Will save 10+Int+1/2 Caster level negates. Receive a +2 bonus on checks to convince a charmed animal to take actions it is opposed to.
2VP = As Charm Animal, except 1 minute/level (max 10 minutes). Will save 10+Int+1/2 Caster level negates. Receive a +4 bonus on checks to convince a charmed animal to take actions it is opposed to.
3VP = As Charm Animal, except 1 minute/level (max 15 minutes). Will save 10+Int+1/2 Caster level negates. Receive a +6 bonus on checks to convince a charmed animal to take actions it is opposed to.
---------------------
Aura Whisper
Laas Yah Nir (Life Seek Hunt)

1VP = for 1 minute you can sense the locations of all living creatures within 30 ft of you.
2VP = for 1 minute you can sense the locations of all living creatures within 60 ft of you.
3VP = for 1 minute you can sense the locations of all living creatures within 90 ft of you.
---------------------
Clear Skies
Lok Vah Koor (Sky Spring Summer)
Casting time: full round action.

Functions as the spell Control Weather, except for the duration and range. Additionally, at level 1, the Dovahkiin can only use this Shout to calm the weather, returning it to normal for the season. At level 12 the Dovahkiin can use this Shout to create a Thunderstorm, Sandstorm or Snowstorm, depending on the climate. At level 18, the Dovahkiin can use this Shout to create a Blizzard or Hurricane depending on the climate.

1VP = As Control Weather, 400’ radius centered on the caster, 4d6 minutes.
2VP = As Control Weather, 600’ radius centered on the caster, 8d6 minutes.
3VP = As Control Weather, 800’ radius centered on the caster, 12d6 minutes.
---------------------
Disarm
Zun Haal Viik (Weapon Hand Defeat)

1VP = Make a Disarm attempt, adding your Int modifier to the CMB roll, to 1 target within 20' of you.
2VP = Make a Disarm attempt, adding your Int modifier to the CMB roll, to 2 targets within 20' of you.
3VP = Make a Disarm attempt, adding your Int modifier to the CMB roll, to 3 targets within 20' of you.
---------------------
Dismay
Faas Ru Maar (Feast Run Terror)

1VP = Make an Intimidate check, adding your INT to the roll, against all targets within 20' of you. Creatures who fail their save are shaken for 1 round/3 levels. If they fail their save by 10 or more, they are instead frightened for the same duration. Will Save DC 10+INT+1/2 Caster Level. Any creature that succeeds is immune to this effect for 24 hours. Creatures that are immune to fear effects are immune to this shout. This is a mind-affecting fear effect.
2VP = Make an Intimidate check, adding your INT to the roll, against all targets within 20' of you. Creatures who fail their save are shaken for 1 round/2 levels. If they fail their save by 10 or more, they are instead frightened for the same duration. Will Save DC 10+INT+1/2 Caster Level. Any creature that succeeds is immune to this effect for 24 hours. Creatures that are immune to fear effects are immune to this shout. This is a mind-affecting fear effect.
3VP = Make an Intimidate check, adding your INT to the roll, against all targets within 20' of you. Creatures who fail their save are shaken for 1 round/level. If they fail their save by 10 or more, they are instead frightened for the same duration. Will Save DC 10+INT+1/2 Caster Level. Any creature that succeeds is immune to this effect for 24 hours. Creatures that are immune to fear effects are immune to this shout. This is a mind-affecting fear effect.
---------------------
Elemental Fury
Su Grah Dun (Air Battle Grace)

1VP = you gain the benefits of Haste for 1 Round/4 levels (min 1 round)
2VP = you gain the benefits of Haste for 1 Round/3 levels (min 1 round)
3VP = you gain the benefits of Haste for 1 Round/2 levels (min 1 round)
---------------------
Fire Breath
Yol Toor Shul (Fire Inferno Sun)

1VP = 15'Cone or 30'Line, deal 1d6 fire damage/level (max 5d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
2VP = 30'Cone or 60'Line, deal 1d6 fire damage/level (max 10d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
3VP = 45'Cone or 90'Line, deal 1d6 fire damage/level (max 15d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
---------------------
Frost Breath
Fo Krah Diin (Frost Cold Freeze)

1VP = 15'Cone or 30'Line, deal 1d6 cold damage/level (max 5d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
2VP = 30'Cone or 60'Line, deal 1d6 cold damage/level (max 10d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
3VP = 45'Cone or 90'Line, deal 1d6 cold damage/level (max 15d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
---------------------
Thunder Breath
Qo Strun Kest (Lightning Storm Tempest)

1VP = 15'Cone or 30'Line, deal 1d6 electricity damage/level (max 5d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
2VP = 30'Cone or 60'Line, deal 1d6 electricity damage/level (max 10d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
3VP = 45'Cone or 90'Line, deal 1d6 electricity damage/level (max 15d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
---------------------
Acid Breath
Gol Rii Lun (Earth Essence Leech)

1VP = 15'Cone or 30'Line, deal 1d6 acid damage/level (max 5d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
2VP = 30'Cone or 60'Line, deal 1d6 acid damage/level (max 10d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
3VP = 45'Cone or 90'Line, deal 1d6 acid damage/level (max 15d6) to all targets. (Reflex Save DC 10+INT+1/2 Caster Level for half damage)
---------------------
Kyne's Peace
Kaan Drem Ov (Kyne Peace Trust)

Functions as the spell Calm Animals, except for the number of animals affected.

1VP = As Calm Animals, 2d4+Caster Level HD of creatures. Will Save (10+INT+1/2 Caster Level) negates.
2VP = As Calm Animals, 3d4+Caster Level HD of creatures. Will Save (10+INT+1/2 Caster Level) negates.
3VP = As Calm Animals, 4d4+Caster Level HD of creatures. Will Save (10+INT+1/2 Caster Level) negates.
---------------------
Marked For Death
Krii Lun Aus (Kill Leech Suffer)

1VP = One target within 20'. Their AC is reduced by 2 for one round/2 levels (min. 1) Will Save DC 10+INT+1/2 Caster Level halves the penalty.
2VP = One target within 20'. Their AC is reduced by 4 for one round/2 levels (min. 1) Will Save DC 10+INT+1/2 Caster Level halves the penalty.
3VP = One target within 20'. Their AC is reduced by 6 for one round/2 levels (min. 1) Will Save DC 10+INT+1/2 Caster Level halves the penalty.
---------------------
Oak’s Blessing
Wol Qah Fahdon (Oak Armor Friend)

1VP = You and all allies within 10’ of you gain a +2 Deflection bonus to AC for 1 round/level (max 5 rounds).
2VP = You and all allies within 10’ of you gain a +3 Deflection bonus to AC for 1 round/level (max 5 rounds).
3VP = You and all allies within 10’ of you gain a +4 Deflection bonus to AC for 1 round/level (max 5 rounds).
---------------------
Piercing Talon
Paal Nin Tuz (Enemy Pierce Sword)

1VP = You and all allies within 10’ of you gain a +1 Morale bonus to attack rolls for 1 round/level (max 5 rounds).
2VP = You and all allies within 10’ of you gain a +2 Morale bonus to attack rolls for 1 round/level (max 5 rounds).
3VP = You and all allies within 10’ of you gain a +3 Morale bonus to attack rolls for 1 round/level (max 5 rounds).
---------------------
Unrelenting Force
Fus Ro Dah (Force Balance Push)

1VP = 15' Cone, 1d4 sonic damage/level (max 5d4) plus make a Trip attempt vs all affected creatures, adding your INT to your CMB roll. (Fort Save DC 10+INT+1/2 Caster Level halves damage and negates Trip). If an affected target fails their save by 10 or more, they are pushed away from the Dovahkiin by 5’, regardless of whether they are tripped or not. This movement can provoke attacks of opportunity. If a target is both pushed away and tripped, the movement (and potential attacks of opportunity) happen before the target is tripped.
2VP = 30' Cone, 1d4 sonic damage/level (max 10d4) plus make a Trip attempt vs all affected creatures, adding your INT to your CMB roll. (Fort Save DC 10+INT+1/2 Caster Level halves damage and negates Trip). If an affected target fails their save by 10 or more, they are pushed away from the Dovahkiin by 5’, regardless of whether they are tripped or not. This movement can provoke attacks of opportunity. If a target is both pushed away and tripped, the movement (and potential attacks of opportunity) happen before the target is tripped.
3VP = 45' Cone, 1d4 sonic damage/level (max 15d4) plus make a Trip attempt vs all affected creatures, adding your INT to your CMB roll. (Fort Save DC 10+INT+1/2 Caster Level halves damage and negates Trip). If an affected target fails their save by 10 or more, they are pushed away from the Dovahkiin by 5’, regardless of whether they are tripped or not. This movement can provoke attacks of opportunity. If a target is both pushed away and tripped, the movement (and potential attacks of opportunity) happen before the target is tripped.
---------------------
Whirlwind Sprint
Wuld Nah Kest (Whirlwind Fury Tempest)

Functions as the spell Bladed Dash, except for the range which is dependent on the level of the player

1VP = As Bladed Dash, range 5'/level (max 20')
2VP = As Bladed Dash, range 5'/level (max 40')
3VP = As Bladed Dash, range 5'/level (max 60')





Major Shouts:

Battle Fury
Mid Vur Shaan (Loyal Valor Inspire)

2VP = Give yourself and all allies within 30’ of you Haste for 1 round/4 levels (min 1 round)
3VP = Give yourself and all allies within 30’ of you Haste for 1 round/3 levels (min 1 round)
4VP = Give yourself and all allies within 30’ of you Haste for 1 round/2 levels (min 1 round)
---------------------
Become Ethereal
Feim Zii Gron (Fade Spirit Bind)

2VP = Become Incorporeal (but still visible) for 1 minute. Dismiss as a Free action. Reactivate (within the duration) as a Swift action.
3VP = Become Incorporeal (but still visible) for 1 minute. Dismiss as a Free action. Reactivate (within the duration) as an Immediate action.
4VP = Become Incorporeal (but still visible) for 1 minute. Dismiss as a Free action. Reactivate (within the duration) as a Free action.
---------------------
Cyclone
Ven Gaar Nos (Wind Strike Unleash)
Casting time: full round action, maintaining/moving the whirlwind is a standard action.

Functions as the spell Whirlwind, except for the duration and damage.

2VP = As Whirlwind, only 1 round/4 levels. A failed Reflex Save (10+INT+1/2 Caster Level) deals 2d6 damage.
3VP = As Whirlwind, only 1 round/3 levels. A failed Reflex Save (10+INT+1/2 Caster Level) deals 2d6 damage.
4VP = As Whirlwind, only 1 round/2 levels. A failed Reflex Save (10+INT+1/2 Caster Level) deals 2d6 damage.
---------------------
Drain Vitality
Gaan Lah Haas (Stamina Magicka Health)

2VP = One target within 30'. Deal 1d6 damage/level (max 5d6). The target is fatigued for 1 round, and loses an unexpended spell slot for a spell between levels 2 and 4. GM rolls randomly to determine which spell or spell slot. The spell loss lasts 24 hours, at which point the target regains the spell slot. A successful Fort Save (10+INT+1/2 Caster Level) negates the fatigue and halves the damage. A successful Will Save (10+INT+1/2 Caster Level) negates the spell loss. The spell loss does not apply to targets that cannot cast spells.
3VP = One target within 30'. Deal 1d6 damage/level (max 10d6). The target is fatigued for 1 round, and loses an unexpended spell slot for a spell between levels 3 and 5. GM rolls randomly to determine which spell or spell slot. The spell loss lasts 24 hours, at which point the target regains the spell slot. A successful Fort Save (10+INT+1/2 Caster Level) negates the fatigue and halves the damage. A successful Will Save (10+INT+1/2 Caster Level) negates the spell loss. The spell loss does not apply to targets that cannot cast spells.
4VP = One target within 30'. Deal 1d6 damage/level (max 15d6). The target is fatigued for 1 round, and loses an unexpended spell slot for a spell between levels 4 and 6. GM rolls randomly to determine which spell or spell slot. The spell loss lasts 24 hours, at which point the target regains the spell slot. A successful Fort Save (10+INT+1/2 Caster Level) negates the fatigue and halves the damage. A successful Will Save (10+INT+1/2 Caster Level) negates the spell loss. The spell loss does not apply to targets that cannot cast spells.
---------------------
Ice Form
Iiz Slen Nus (Ice Flesh Statue)

This functions quite similarly to the Ice Tomb Witch Hex, with some changes.

2VP = 30', Target takes 1d8 cold damage/4 levels (Fort DC 10+INT+1/2 Caster Level half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1 round after being released. Whether or not the target's saving throw is successful, it cannot be the target of this shout again for 24 hours.
3VP = 45', Target takes 1d8 cold damage/3 levels (Fort DC 10+INT+1/2 Caster Level half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 25 hit points; destroying the ice frees the creature, which is staggered for 2 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this shout again for 24 hours.
4VP = 60', Target takes 1d8 cold damage/2 levels (Fort DC 10+INT+1/2 Caster Level half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 30 hit points; destroying the ice frees the creature, which is staggered for 3 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this shout again for 24 hours.
---------------------
Storm Call
Strun Bah Qo (Storm Wrath Lightning)
Casting time: full round action

Functions as the spell Call Lightning Storm, except for the damage dealt.

2VP = As Call Lightning Storm, except each bolt deals 1d6 electricity damage/4 levels. (1d10/4 levels if outside during a storm)
3VP = As Call Lightning Storm, except each bolt deals 1d6 electricity damage/3 levels. (1d10/3 levels if outside during a storm)
4VP = As Call Lightning Storm, except each bolt deals 1d6 electricity damage/2 levels. (1d10/2 levels if outside during a storm)
---------------------
Ice Spears
Iiz Reyth Alok(Ice Tree Rise)

Functions as the spell Ice Spears, except with increased damage and chance to trip enemies.

2VP = As Ice Spears, but dealing 2d8 piercing and 2d8 cold damage per spear. Each spear has a +2 bonus on its trip attempt. This bonus only gets added once when multiple spears hit the same target.
3VP = As Ice Spears, but dealing 2d10 piercing and 2d10 cold damage per spear. Each spear has a +2 bonus on its trip attempt. This bonus only gets added once when multiple spears hit the same target.
4VP = As Ice Spears, but dealing 2d12 piercing and 2d12 cold damage per spear. Each spear has a +2 bonus on its trip attempt. This bonus only gets added once when multiple spears hit the same target.
---------------------
Crumble
Kren Lah Dur (Break Magic Curse)
Casting time: full round action

This functions as the spell Break Enchantment, except for the number of targets.

2VP = As Break Enchantment, but only 1 target.
3VP = As Break Enchantment, but only 2 targets.
4VP = As Break Enchantment, but only 3 targets.
---------------------
Tremor
Gol Nah Ru (Earth Fury Run)

Functions as the spell Greater Thunderstomp, except for the area/range and damage dealt.

2VP = As Greater Thunderstomp. Area of effect: a 15’ wide line leading away from you, 40’ long. Also deals 1d6 bludgeoning damage/2 levels (max 10d6) to all affected targets. A successful Reflex save (10+Int+1/2 Caster Level) halves the damage.
3VP = As Greater Thunderstomp. Area of effect: a 15’ wide line leading away from you, 60’ long. Also deals 1d8 bludgeoning damage/2 levels (max 10d8) to all affected targets. A successful Reflex save (10+Int+1/2 Caster Level) halves the damage.
4VP = As Greater Thunderstomp. Area of effect: a 15’ wide line leading away from you, 80’ long. Also deals 1d10 bludgeoning damage/2 levels (max 10d10) to all affected targets. A successful Reflex save (10+Int+1/2 Caster Level) halves the damage.



Grand Shouts:

Call of Valor
Hun Kaal Zoor (Hero Champion Legend)
Casting time: Full Round Action, must be used at 5 VP.

5VP = Summon 1d4+1 spectral warriors to fight for you. Each is fully corporeal in spite of their appearance. They will follow the Dovahkiin’s orders (though they have wills of their own), and will last 1 hour or until dismissed. GM’s should use the stats for the Coliseum (Champion) CR 9. Dismissing them is a move action. If one is killed, the body fades away in motes of light over a few seconds. Each one of these spectres is the soul of a slain warrior called back for one more fight. Each is aware that they are dead, and thus they have no fear of death (but they may fear undeath/necromancy, up to GM).

If the Dovahkiin uses this Shout and learns the name of one of the warriors, then upon further uses of this Shout the Dovahkiin can attempt to specifically call that warrior to aid him. He can only call one name per use of the Shout. If he does so (and succeeds at using the Shout), the GM should roll 1d100. A result of 51+ succeeds in calling the named warrior.
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Dragon Aspect
Mul Qah Div (Strength Armor Wyrm)

Functions as the spell Form of the Dragon II, except for the duration and Shouting ability.

3VP = As Form of the Dragon II, lasts 1d4+1 rounds. You can use your Shouts while in dragon form. Dismiss as a free action.
4VP = As Form of the Dragon II, lasts 1d6+1 rounds. You can use your Shouts while in dragon form. Dismiss as a free action.
5VP = As Form of the Dragon II, lasts 1d8+1 rounds. You can use your Shouts while in dragon form. Dismiss as a free action.
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Dragonrend
Joor Zah Frul (Mortal Finite Temporary)
Casting time: Full Round Action, must be used at 5 VP. Can only target creatures of the Dragon type or subtype.

5VP = Range: 120 feet. Target takes 1d6 piercing damage/level (max 20d6) plus 5 bleed damage. If the target has wings or a fly speed, they lose access to both for 1 round/4 levels. Targets struck by this Shout while flying immediately fall to the ground, taking 1/2 fall damage as appropriate. A dragon cannot be the target of this Shout more than once every 24 hours. A successful Fortitude save DC 10+Int+1/2 Caster level halves the piercing damage and negates the bleed damage.

Additionally using this Shout on a dragon with an Intelligence score higher than 3 will cause it to hate you with a fury. You will take a -10 penalty on all Diplomacy checks with said dragon until it forgives you.
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Slow Time
Tiid Klo Ul (Time Sand Eternity)

Functions as the spell Time Stop, except for the duration.

3VP = As Time Stop, duration 1 round (apparent time).
4VP = As Time Stop, duration 2 rounds (apparent time).
5VP = As Time Stop, duration 3 rounds (apparent time).
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Meteor Storm
Lok Yol Bah (Sky Fire Wrath)
Functions as the spell Meteor Storm, except for the number of meteors. Additionally, meteors do not fly out of your hand, but instead rain down from the sky.

3VP = As Meteor Storm, 2 meteors.
4VP = As Meteor Storm, 3 meteors.
5VP = As Meteor Storm, 4 meteors.
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Finally, in addition to the class itself, I’ve created 6 feats tied to the class that the player can choose to take if they want to. None of them are combat feats, as such they must be taken using the feats granted by standard level progression.

Extra Voice Reservoir: Your lungs are deep and your thu’um is strong. Add 3 to your Voice Reservoir’s maximum point total. This feat can be taken multiple times, its effects stack.

Focused Shout: Your Shout is as sharp as the wind that crests the mountain. When using a Shout, your caster level is treated as 1 higher for all effects related to caster level.

Selective Shout: Your mastery of the Voice has progressed to the point where you can choose whether or not to affect a target with it. When using a Shout with harmful effects, you may choose to include or exclude certain targets as you will.

Normal: Harmful effects from Shouts will hit all targets in the area of effect.

Extra Shout: Further study of the Voice has allowed you to learn an additional Shout. At level 1, you can choose a Lesser Shout. At level 12, you can choose a Major Shout. At level 18, you can choose a Grand Shout. You can take this feat multiple times, each one grants you a different Shout added to your list of Shouts known.

Echoing Shout: Your Shout echoes across the battlefield, lingering in the bones of those who hear it. As a swift action, you can spend 1 VP to extend the duration of all ongoing Lesser Shouts for one additional round. This feat only applies to Lesser Shouts that have a duration or 1 or more rounds.

Swift Shout: Always ready with a quick riposte in any debate, your arguments simply tend to be deadlier than most. You can use any Lesser Shout you know as a swift action instead of it's normal action time. This feat can only be used with Shouts that require a Standard or Move action to use. Add 4 to the VP cost of the Shout. (The intention of this feat is to give you a chance to use any Lesser Shout quicker in combat. It doesn't modify the Shout's base cost, rather, if you want to use a two-word Fire Breath as a swift action instead of its normal standard, you can do so at an +4 VP cost. Sort of like a temporary Quicken).


So, that's the idea. Kind of a mixture between the Fighter and the Witch of all things. Replace Hexes with Shouts, make them dependent on a skill roll and a limited pool of points and cut out the spells from the Witch class. Meanwhile, take the armor and a few of the feats from the Fighter class and mix them all together, averaging out the BAB and HD, and figuring out the saves. Finally toss a bunch of class skills on it simply because it's based on a character who had to do all of them in his game, so paring them down to the most used in Skyrim nets you what is above, sans Use Magic Device.

Anyway, thanks for reading and happy gaming!

EDIT: I've updated a number of features to improve balance based on feedback received. Notably: VP Reservoir, casting costs, casting DCs, Shouting ability type, Resistance Pierce replaced by Dragon Soul, Details of Animal Allegiance, Whirlwind Sprint, and Dragonrend. Added a new feat - Swift Shout, fixed my mistake concerning the save DCs (should be 1/2 caster level), several ranges on Shouts.

LordANCT
2017-08-12, 12:25 PM
Dude! This ****ing badass and detailed as hell. Going to have to bring this into my games

Kaskus
2017-08-12, 06:31 PM
Just a couple quick notes...

1. You may want to allow them to ignore their hit dice when affecting themselves so it gets easier as they level. Maybe the same for willing targets?

2. Consider only allowing 1 word at first level and then bumping as they progress (2 words at level 3 and 3 words at level 5). This let's their individual shouts scale as they level and helps balance things like...

3. Animal Allegiance seems too powerful. A level 1 character will likely have 7 VP, which would allow him to cast Summon Natures Ally I 7 times (6 more than a level 1 druid) or SNA2 once and SNA1 6 times (more overall than a level 3 druid) or SNA3 twice, which a druid can't do until level 6. Third level spell access at level one is probably overdoing it. Limiting the words as I suggest in comment 2 makes this process just like a spellcasting class (SNA1 @ lvl 1, SNA2 @ lvl 3 & SNA3 @ lvl 5)e

4. Untie linguistics from the shouts mechanic otherwise it's just a skill tax. Just set their bonus as if linguistics was maxed (lvl + int + 3)
- Unless your intent is for them to continue to scale this while multiclassing and to allow skill feats to improve it?

Lots of great work here and lots of options. I am not familiar with Skyrim but I like the shouts conceptually and appreciate that there are enough of them to have options the whole career. The individual shouts probably require some tweaking for balance but overall a good job! Thanks for posting.

TrustiestRaptor
2017-08-14, 03:49 AM
1. You may want to allow them to ignore their hit dice when affecting themselves so it gets easier as they level. Maybe the same for willing targets?

2. Consider only allowing 1 word at first level and then bumping as they progress (2 words at level 3 and 3 words at level 5). This let's their individual shouts scale as they level and helps balance things like...

3. Animal Allegiance seems too powerful. A level 1 character will likely have 7 VP, which would allow him to cast Summon Natures Ally I 7 times (6 more than a level 1 druid) or SNA2 once and SNA1 6 times (more overall than a level 3 druid) or SNA3 twice, which a druid can't do until level 6. Third level spell access at level one is probably overdoing it. Limiting the words as I suggest in comment 2 makes this process just like a spellcasting class (SNA1 @ lvl 1, SNA2 @ lvl 3 & SNA3 @ lvl 5)e

4. Untie linguistics from the shouts mechanic otherwise it's just a skill tax. Just set their bonus as if linguistics was maxed (lvl + int + 3)
- Unless your intent is for them to continue to scale this while multiclassing and to allow skill feats to improve it?

Thank you for the feedback, it's very helpful. I've made a number of changes based on responses both here and on from a crosspost on reddit. They're all summarized by the "EDIT" text at the bottom of the post, but I'll respond to your four with my reasoning.

1)I had considered this, but since some of the Shouts are really quite powerful, I wanted another limiter to help balance them out. That said, your point is a good one. So, I've added in that while they still have to make the DC to use the shout on an ally or themself, using it on a willing target reduces the DC by 4. This should make it a bit more viable. At the same time, looking at DCs, I've kept the one word shouts at the same level, but I increased the two-word and three word shout DCs. THis should incentivize players to use the one word shouts more commonly (which are still plenty deadly in their own right) and bring out the three word shouts when all hell is breaking loose.

2) I am going to stick with all three available, but (As above) I am going to incentivize casting one-word shouts over three-word shouts. Some of that will come from the DCs, the rest will come from the details of the shouts themselves. I've tried with as many of them as I can to make using the three-word compared to the one-word inefficient at low levels. Whirlwind Sprint, for example. It functions like the Spell Bladed dash, except that the range allowed is 5 feet/level, and the maximum range allowed increases based on the VP cost associated. So for a level one character, the one-word and the three-word are exactly the same. Since the max range allowed by the one-word is 25 feet, however, if they want to go farther then once they reach level 6, they need to use the two-word version. At the same time, at level 6, if they do not need to dash farther than 25 feet, what's the point of wasting VP?

3) You are absolutely right about that shout. I went back and took a look at specifically how that shout works in the game (Skyrim, that is) and revised the ability here. It now functions as Charm Animal for 1 minute/level (max duration increasing as VP cost increases), but he main increase is that by by spending more VP and succeeding on a more difficult Linguistics roll, the player gets a bonus to checks to make a charmed animal take an action it's opposed to. It's still fairly powerful in its own right, but I think it is a bit weaker than before, especially as the animal also gets a save here.

4) I agree that in a sense, Linguistics does serve as a skill tax. BUt in the sense that I'm going for, it serves moreso as another limiter. A lot of these shouts are really powerful. Fire Breath, for example. A level 5 character using the three-word variant can deal 5d6 damage to all enemies in a 45' cone. That's ridiculously powerful. So, the enemies get a save (1), he has to make a Linguistics check to use the shout (2), which incentivizes him to keep his Linguistics skill maxed (3), and after all that using the shout costs points from a limited pool that only refills when he gets sleep (4). That's four limiters on the ability, and even with all of them in place, I'm still thinking about changing the Breath shouts' damage to d4s.

All that said, honestly, this is also an attempt to translate a character from an entirely different game. And in this case, all of the Dragon Shouts in Skyrim are simply said in the dragon's native language, turning word into reality. So it fits thematically, even if it isn't mechanically ideal. Plus (and it's a tiny consideration, but still there) damn near no one ever uses Linguistics. It has waited a long time for its true power to be unleashed!

Anyway, thank you for the response, it prompted a lot of thought and review as good criticism is wont to do. Cheers!