rrwoods
2017-10-08, 09:37 AM
edit: incorporating suggestions from Grod
edit: realized i put S+P advancement at the wrong levels, also making capstone a little juicier
So to players of a certain game it'll be pretty obvious who this is based on. I even lifted the subsystem it uses for ability leveling, as I think that could be an interesting avenue for limited build customization that's not really present on any printed D&D class. The game in question has 18 levels; the last two levels of this class are totally skippable (and I think that's okay). Basically the only reason they exist is for the type of player that looks at a class and takes it to 20 without a second thought; the capstone is a sweet-looking reward that I intend to be powerful enough to feel cool but not so powerful that it actually incentivizes taking all 20.
Also I hate the name but couldn't think of a better one.
PEACH -- and feel free to critique anything at all about it, this is my first attempt at anything custom and I have no clue what I'm doing.
PLAGUE RAT
Hit die: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Ability point, deadly venom +1
2nd
+2
+3
+3
+0
Ability point
3rd
+3
+3
+3
+1
Ability point
4th
+4
+4
+4
+1
Ability point
5th
+5
+4
+4
+1
Ability point, deadly venom +1d2
6th
+6/+1
+5
+5
+2
Spray and pray +2
7th
+7/+2
+5
+5
+2
Ability point
8th
+8/+3
+6
+6
+2
Ability point
9th
+9/+4
+6
+6
+3
Ability point, deadly venom +1d3
10th
+10/+5
+7
+7
+3
Ability point
11th
+11/+6/+1
+7
+7
+3
Spray and pr
12th
+12/+7/+2
+8
+8
+4
Ability point
13th
+13/+8/+3
+8
+8
+4
Ability point, deadly venom +1d4
14th
+14/+9/+4
+9
+9
+4
Ability point
15th
+15/+10/+5
+9
+9
+5
Ability point
16th
+16/+11/+6/+1
+10
+10
+5
Spray and pray +4
17th
+17/+12/+7/+2
+10
+10
+5
Ability point, deadly venom +1d6
18th
+18/+13/+8/+3
+11
+11
+6
Ability point
19th
+19/+14/+9/+4
+11
+11
+6
20th
+20/+15/+10/+5
+12
+12
+6
True ambush
Class skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.
Weapon and Armor Proficiency: You are proficient with all simple weapons, martial ranged weapons, and light armor.
Deadly Venom (Ex): Whenever you deal damage to an enemy with a ranged weapon, that enemy becomes Afflicted for 6 rounds.
At the end of each of your turns, each Afflicted creature takes 1 damage. This damage increases at 5th, 9th, 13th, and 17th levels as indicated on the table. (This damage isn’t weapon damage, so it isn’t subject to damage reduction. It has no energy type, so it isn’t subject to energy resistance.)
Whenever an Afflicted creature dies, if you have any points in the Ambush ability, you regain the use of that ability.
Ability Point: Your ambush, venom cask, and contaminate abilities require ability points to use, and their effectiveness increases as you assign more points to them. At each level indicated on the table, assign 1 point to one of those abilities. The maximum number of points you can assign to an ability is half your plague rat level rounded up, or 5, whichever is less. (For example, if you are a 7th-level plague rat, the maximum number of points in any ability is 4. If you are 9th-level or higher, the maximum is 5.)
Ambush (Su): Activate this ability as a standard action, and only once per encounter. With 3 or more Ambush points, you may activate it as a move action instead.
At the beginning of your next turn, you are affected as if by an invisibility spell for 1 round per Ambush point, except that you can still be seen by creatures within 10 feet. While under this effect, you gain a 10 foot bonus to your speed.
When the invisibility effect ends (possibly because its duration expires, you take a hostile action, or it’s dispelled), for the remainder of that round and for the 5 rounds thereafter, you have the Rapid Shot feat. (You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty.) If you have 4 Ambush points, the penalty is lessened to -1, and if you have 5 it is eliminated entirely.
"I was hiding!"
Venom cask (Ex): Activate this ability as a swift action. You may activate it once per encounter per Venom Cask point.
You throw a small cask of venom. Resolve the throw as a Throw Splash Weapon action that targets a grid intersection with a range increment of 5 ft (see the SRD). For 3 rounds, the affected area Afflicts any enemy creature that begins their turn there or passes through it, and reduces their speed by 5 feet per Venom Cask point.
"Here's something that won't wash off!"
Contaminate (Su): Activate this ability as an standard action, and only once per encounter.
Deal acid damage to all Afflicted creatures within 60 feet. The amount of damage is 1d8 per Contaminate point, plus 1d8, plus your Intelligence bonus (if any). A successful Fortitude save (DC 10 + your Intelligence modifier + ½ your plague rat level) halves the damage.
"You're looking a little green!"
Spray and Pray (Ex): Activate this ability as a swift action, and only twice per day.
For 5 rounds, your ranged attacks affect a line whose length is twice your weapon’s range increment. Make a separate attack roll against each enemy in the line, ignoring soft cover from your enemies, but taking a cumulative -2 penalty on the attack roll for each successive enemy past the first. (Missing an enemy does not prevent you from rolling attacks against enemies behind him.)
During these 5 rounds, you also get a +2 bonus on ranged damage rolls. This bonus is increased to +3 at plague rat level 11, and +4 at level 16.
"Pins and needles!"
True Ambush (Su): At 20th level, your ambush ability is modified as follows: You may activate it as a swift or move action, the duration of the invisibility effect (and the bonus to your speed) is 15 rounds, and you may choose to have the invisibility effect begin as soon as you activate it instead of at the start of your next turn.
edit: realized i put S+P advancement at the wrong levels, also making capstone a little juicier
So to players of a certain game it'll be pretty obvious who this is based on. I even lifted the subsystem it uses for ability leveling, as I think that could be an interesting avenue for limited build customization that's not really present on any printed D&D class. The game in question has 18 levels; the last two levels of this class are totally skippable (and I think that's okay). Basically the only reason they exist is for the type of player that looks at a class and takes it to 20 without a second thought; the capstone is a sweet-looking reward that I intend to be powerful enough to feel cool but not so powerful that it actually incentivizes taking all 20.
Also I hate the name but couldn't think of a better one.
PEACH -- and feel free to critique anything at all about it, this is my first attempt at anything custom and I have no clue what I'm doing.
PLAGUE RAT
Hit die: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Ability point, deadly venom +1
2nd
+2
+3
+3
+0
Ability point
3rd
+3
+3
+3
+1
Ability point
4th
+4
+4
+4
+1
Ability point
5th
+5
+4
+4
+1
Ability point, deadly venom +1d2
6th
+6/+1
+5
+5
+2
Spray and pray +2
7th
+7/+2
+5
+5
+2
Ability point
8th
+8/+3
+6
+6
+2
Ability point
9th
+9/+4
+6
+6
+3
Ability point, deadly venom +1d3
10th
+10/+5
+7
+7
+3
Ability point
11th
+11/+6/+1
+7
+7
+3
Spray and pr
12th
+12/+7/+2
+8
+8
+4
Ability point
13th
+13/+8/+3
+8
+8
+4
Ability point, deadly venom +1d4
14th
+14/+9/+4
+9
+9
+4
Ability point
15th
+15/+10/+5
+9
+9
+5
Ability point
16th
+16/+11/+6/+1
+10
+10
+5
Spray and pray +4
17th
+17/+12/+7/+2
+10
+10
+5
Ability point, deadly venom +1d6
18th
+18/+13/+8/+3
+11
+11
+6
Ability point
19th
+19/+14/+9/+4
+11
+11
+6
20th
+20/+15/+10/+5
+12
+12
+6
True ambush
Class skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.
Weapon and Armor Proficiency: You are proficient with all simple weapons, martial ranged weapons, and light armor.
Deadly Venom (Ex): Whenever you deal damage to an enemy with a ranged weapon, that enemy becomes Afflicted for 6 rounds.
At the end of each of your turns, each Afflicted creature takes 1 damage. This damage increases at 5th, 9th, 13th, and 17th levels as indicated on the table. (This damage isn’t weapon damage, so it isn’t subject to damage reduction. It has no energy type, so it isn’t subject to energy resistance.)
Whenever an Afflicted creature dies, if you have any points in the Ambush ability, you regain the use of that ability.
Ability Point: Your ambush, venom cask, and contaminate abilities require ability points to use, and their effectiveness increases as you assign more points to them. At each level indicated on the table, assign 1 point to one of those abilities. The maximum number of points you can assign to an ability is half your plague rat level rounded up, or 5, whichever is less. (For example, if you are a 7th-level plague rat, the maximum number of points in any ability is 4. If you are 9th-level or higher, the maximum is 5.)
Ambush (Su): Activate this ability as a standard action, and only once per encounter. With 3 or more Ambush points, you may activate it as a move action instead.
At the beginning of your next turn, you are affected as if by an invisibility spell for 1 round per Ambush point, except that you can still be seen by creatures within 10 feet. While under this effect, you gain a 10 foot bonus to your speed.
When the invisibility effect ends (possibly because its duration expires, you take a hostile action, or it’s dispelled), for the remainder of that round and for the 5 rounds thereafter, you have the Rapid Shot feat. (You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty.) If you have 4 Ambush points, the penalty is lessened to -1, and if you have 5 it is eliminated entirely.
"I was hiding!"
Venom cask (Ex): Activate this ability as a swift action. You may activate it once per encounter per Venom Cask point.
You throw a small cask of venom. Resolve the throw as a Throw Splash Weapon action that targets a grid intersection with a range increment of 5 ft (see the SRD). For 3 rounds, the affected area Afflicts any enemy creature that begins their turn there or passes through it, and reduces their speed by 5 feet per Venom Cask point.
"Here's something that won't wash off!"
Contaminate (Su): Activate this ability as an standard action, and only once per encounter.
Deal acid damage to all Afflicted creatures within 60 feet. The amount of damage is 1d8 per Contaminate point, plus 1d8, plus your Intelligence bonus (if any). A successful Fortitude save (DC 10 + your Intelligence modifier + ½ your plague rat level) halves the damage.
"You're looking a little green!"
Spray and Pray (Ex): Activate this ability as a swift action, and only twice per day.
For 5 rounds, your ranged attacks affect a line whose length is twice your weapon’s range increment. Make a separate attack roll against each enemy in the line, ignoring soft cover from your enemies, but taking a cumulative -2 penalty on the attack roll for each successive enemy past the first. (Missing an enemy does not prevent you from rolling attacks against enemies behind him.)
During these 5 rounds, you also get a +2 bonus on ranged damage rolls. This bonus is increased to +3 at plague rat level 11, and +4 at level 16.
"Pins and needles!"
True Ambush (Su): At 20th level, your ambush ability is modified as follows: You may activate it as a swift or move action, the duration of the invisibility effect (and the bonus to your speed) is 15 rounds, and you may choose to have the invisibility effect begin as soon as you activate it instead of at the start of your next turn.