Quxelopqr
2007-12-18, 12:43 PM
The Improviser
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+2|
+2|Wing It|1|
2nd|
+1|
+0|
+3|
+3|Dodge Expert, Lucky Shot|2|0
3rd|
+2|
+1|
+3|
+3|-|2|1|
4th|
+3|
+1|
+4|
+4|Persuasive|2|1|
5th|
+3|
+1|
+4|
+4|-|3|1|0
6th|
+4|
+2|
+5|
+5|-|3|2|1|
7th|
+5|
+2|
+5|
+5|Dodge Master|3|2|1|
8th|
+6/+1|
+2|
+6|
+6|Lucky Shot 2/day|3|3|2|0
9th|
+6/+1|
+3|
+6|
+6|Jack of all Trades|3|3|2|1|
10th|
+7/+2|
+3|
+7|
+7|Improved Wing It|3|3|2|1|
11th|
+8/+3|
+3|
+7|
+7|-|3|3|3|1|0
12th|
+9/+4|
+4|
+8|
+8|Dodge Savant|3|3|3|1|1
13th|
+9/+4|
+4|
+8|
+8|-|3|3|3|2|1
14th|
+10/+5|
+4|
+9|
+9|Lucky Shot 3/day|3|3|3|2|1|0
15th|
+11/+6/+1|
+5|
+9|
+9|-|4|3|3|3|1|1
16th|
+12/+7/+2|
+5|
+10|
+10|Slippery Mind|4|4|3|3|2|1|
17th|
+12/+7/+2|
+5|
+10|
+10|-|4|4|4|3|2|1|0
18th|
+13/+8/+3|
+6|
+11|
+11|-|4|4|4|3|3|2|1
19th|
+14/+9/+4|
+6|
+11|
+11|-|4|4|4|3|3|2|2
20th|
+15/+10/+5|
+6|
+12|
+12|Lucky Shot 4/day, Master Improviser|4|4|4|4|3|3|3[/table]
"Just what the hell was that?" -A wizard, after watching an improviser launch his magic missles from a cannon-like object materializing over his shoulder.
While wizards gain power through study and clerics gain power from their Gods, there are some who learn to control magical energy through their own vivid imaginations. These individuals, though rare, are very powerful and unpredictable. Using nothing more then the power of their imagination, they come up with seemingly new ways to use spells each time they cast them.
Abilities
Charisma is very important for improvisers, as their personality ties into their imaginations and therefore the source of their powers (their spells are charisma based). Dexterity and constitution are also useful for improvisers, as they can only use their spells a few times per day and will find themselves dead if they cannot hold their own in combat.
Role
An improviser's role in the party is similar to that of a bard or sorceror. They often find themselves the face of a group, and are a useful backup to the party's wizard on occasion.
Background
Everyone has a different way of thinking and envisioning things. Improvisers are those who use their imaginations to power spells. The ideas behind it were discovered one day when a budding improviser (who thought he was a sorceror) fell off of a bridge. As he fell, he tried to cast feather fall, but instead of merely falling slowly, he noticed that seemingly sprouted from his back were a large number of balloons. Once he landed on the riverbank below, the balloons disappeared. He researched into alternate ways of casting, and finding none that described what he had done, he decided to create his own. As such, the improviser was born.
Organization
None, although improviser's will occasionally share ideas with each other. They typically have no animosity towards one another, but they look down on copying or stealing another's ideas.
Alignment
Any non-lawful. The dependance on rules constricts the all important mind and imagination of the improviser, and as such they prefer to live slightly more chaotic or neutral lifestyles. The concepts of good and evil may affect how the improviser uses spells of the necromancy school, however.
Races
Any race with the concept of free thought can become an improviser, although the most common are gnomes, halflings, and humans. Dwarves generally rely on structure and therefore rarely become improvisers.
Religion
Improvisers can worship any diety they so choose, usually one based off their race. (If someone comes up with a deity that fits the style tell me and I'll put it in here.)
Other Classes
Improvisers generally get along with members of any class, although the strict moral codes of monks and paladins can get on their nerves. Improvisers find that they have the most in common with bards, rogues, and sorcerors.
Hit Die: d6.
Starting Gold: as bard.
Class Features
Class Skills: Balance(Dex), Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Disguise(Cha), Gather Information(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Move Sliently(Dex), Perform(Cha), Profession(Wis), Sense Motive(Wis), Use Magic Device(Cha)
Skill Points at first level: (6+Int Modifier) x4
Skill Points after first level: 6+Int Modifier
Weapon and Armor Proficiency
Improvisers are proficient with all simple weapons, as well as the longsword, shortsword, sap, shortbow, rapier, and whip. Improvisers are also proficient with improvised weapons and can use them without the -4 penalty. They are proficient with light armors but no shields. They can wear light armor without incurring spell failure.
Spells
Improvisers cast arcane spells, drawn from the sorceror/wizard spell list. To learn or cast a spell, the improviser must have a charisma score equal to 10+the spell level. The Difficulty Class for a saving throw against a improviser's spell is 10 + the spell level + the improviser's Charisma modifier.
They can cast any spell from the list without prepaing it beforehand, but with a catch. As users of their imagination, they have trouble using spells in traditional ways, like normal spellcasters do. They must improvise their own ways to cast their spells (Such as creating a rocket launcher to fire magic missles, creating a bunch of balloons over their head to simulate feather fall, or yelling hadoken as they cast a blue colored fireball) and they must make a concentration check equal to 15+ the spell level to cast the spell, otherwise the spell fizzles and the slot is used up. The improviser can attempt to cast a spell normally, but spells cast as such are difficult for the improviser and are treated as being cast by a spellcaster of one level lower as well as increasing the concentration DC by 5. (To clarify, if my 8th level improviser wants to cast scorching ray than he makes a DC 17 concentration check. If he fails the check, he wastes the spell. If he wants to cast scorching ray without creating some new way to do it, he attempts a DC 22 concentration check, but he only gets one 4d6 ray (as he would at 7th level), as opposed to 2 4d6 rays).
Wing It
This represents the improvisers abilities and restrictions on casting spells on the fly as he makes them up. (See the details under Spells to further understand Wing It)
Dodge Expert
Sometimes the improviser's plans and spells go wrong. The train their bodies to be able to react to any situation and to be able to perform any acrobatics their latest idea requires. This ability gives the improviser a +2 on balance and jump checks and reflex saves.
Lucky Shot
As are most creative people, improvisers are very lucky. One time per day, an improviser can declare a melee or ranged attack a lucky shot. This declaration must be made before the attack. The improviser adds his charisma to his attack roll.
Persausive
The improviser's use of his imagination allow him to concoct far-fetched stories but somehow make them believable. He gains the persausive feat.
Dodge Master
The training of the improviser has allowed him to be able to recognize danger as it comes. He gains the improved initiative feat and the bonus on his balence and jump checks (but not reflex saves) increases to +4.
Improved Wing It
The improviser has grown accustomed to discovering new ways to cast spells and as such he adds 5 to his concentration checks for casting spells.
Jack of All Trades
The improviser has picked up on bits of knowledge throughout his travels, and his mental abilities are to the point where he can attempt things that he probably should not know. He gains the Jack of All Trades feat.
Dodge Savant
The improviser has trained himself to the peak of his abilities, increasing his bonus on jump and balance checks (but not reflex saves) to +6 and giving him the evasion special ability.
Slippery Mind
As the rogue special ability. Improvisers hate restrictions on their imaginations and as such will stop at nothing to break free of mind restricting abilities.
Master Improviser (Su)
As a swift action, an Improviser may improvise a spell, of 3rd level or less, as part of any other action. This ability causes the spell to be freely Stilled or Silenced as necessary to limit the necessary casting actions to whatever activity the Improviser is engaging in.
This is my first attempt at homebrew, and I'm not sure how well I did balance-wise. I'd like to give the class some more abilities at higher levels without making it seem like they were tacked on (any ideas are welcome :smallbiggrin: ). The only 'dead levels' I included were those were the improviser gains a new spell level, and I feel that the very limited use of their spells and that they get new spells so late balances the fact that they have the best of the sorceror and wizard. I also think that their training in martial abilities (like the bard) helps balance that they only get spells up to 5th level.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+2|
+2|Wing It|1|
2nd|
+1|
+0|
+3|
+3|Dodge Expert, Lucky Shot|2|0
3rd|
+2|
+1|
+3|
+3|-|2|1|
4th|
+3|
+1|
+4|
+4|Persuasive|2|1|
5th|
+3|
+1|
+4|
+4|-|3|1|0
6th|
+4|
+2|
+5|
+5|-|3|2|1|
7th|
+5|
+2|
+5|
+5|Dodge Master|3|2|1|
8th|
+6/+1|
+2|
+6|
+6|Lucky Shot 2/day|3|3|2|0
9th|
+6/+1|
+3|
+6|
+6|Jack of all Trades|3|3|2|1|
10th|
+7/+2|
+3|
+7|
+7|Improved Wing It|3|3|2|1|
11th|
+8/+3|
+3|
+7|
+7|-|3|3|3|1|0
12th|
+9/+4|
+4|
+8|
+8|Dodge Savant|3|3|3|1|1
13th|
+9/+4|
+4|
+8|
+8|-|3|3|3|2|1
14th|
+10/+5|
+4|
+9|
+9|Lucky Shot 3/day|3|3|3|2|1|0
15th|
+11/+6/+1|
+5|
+9|
+9|-|4|3|3|3|1|1
16th|
+12/+7/+2|
+5|
+10|
+10|Slippery Mind|4|4|3|3|2|1|
17th|
+12/+7/+2|
+5|
+10|
+10|-|4|4|4|3|2|1|0
18th|
+13/+8/+3|
+6|
+11|
+11|-|4|4|4|3|3|2|1
19th|
+14/+9/+4|
+6|
+11|
+11|-|4|4|4|3|3|2|2
20th|
+15/+10/+5|
+6|
+12|
+12|Lucky Shot 4/day, Master Improviser|4|4|4|4|3|3|3[/table]
"Just what the hell was that?" -A wizard, after watching an improviser launch his magic missles from a cannon-like object materializing over his shoulder.
While wizards gain power through study and clerics gain power from their Gods, there are some who learn to control magical energy through their own vivid imaginations. These individuals, though rare, are very powerful and unpredictable. Using nothing more then the power of their imagination, they come up with seemingly new ways to use spells each time they cast them.
Abilities
Charisma is very important for improvisers, as their personality ties into their imaginations and therefore the source of their powers (their spells are charisma based). Dexterity and constitution are also useful for improvisers, as they can only use their spells a few times per day and will find themselves dead if they cannot hold their own in combat.
Role
An improviser's role in the party is similar to that of a bard or sorceror. They often find themselves the face of a group, and are a useful backup to the party's wizard on occasion.
Background
Everyone has a different way of thinking and envisioning things. Improvisers are those who use their imaginations to power spells. The ideas behind it were discovered one day when a budding improviser (who thought he was a sorceror) fell off of a bridge. As he fell, he tried to cast feather fall, but instead of merely falling slowly, he noticed that seemingly sprouted from his back were a large number of balloons. Once he landed on the riverbank below, the balloons disappeared. He researched into alternate ways of casting, and finding none that described what he had done, he decided to create his own. As such, the improviser was born.
Organization
None, although improviser's will occasionally share ideas with each other. They typically have no animosity towards one another, but they look down on copying or stealing another's ideas.
Alignment
Any non-lawful. The dependance on rules constricts the all important mind and imagination of the improviser, and as such they prefer to live slightly more chaotic or neutral lifestyles. The concepts of good and evil may affect how the improviser uses spells of the necromancy school, however.
Races
Any race with the concept of free thought can become an improviser, although the most common are gnomes, halflings, and humans. Dwarves generally rely on structure and therefore rarely become improvisers.
Religion
Improvisers can worship any diety they so choose, usually one based off their race. (If someone comes up with a deity that fits the style tell me and I'll put it in here.)
Other Classes
Improvisers generally get along with members of any class, although the strict moral codes of monks and paladins can get on their nerves. Improvisers find that they have the most in common with bards, rogues, and sorcerors.
Hit Die: d6.
Starting Gold: as bard.
Class Features
Class Skills: Balance(Dex), Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Disguise(Cha), Gather Information(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Move Sliently(Dex), Perform(Cha), Profession(Wis), Sense Motive(Wis), Use Magic Device(Cha)
Skill Points at first level: (6+Int Modifier) x4
Skill Points after first level: 6+Int Modifier
Weapon and Armor Proficiency
Improvisers are proficient with all simple weapons, as well as the longsword, shortsword, sap, shortbow, rapier, and whip. Improvisers are also proficient with improvised weapons and can use them without the -4 penalty. They are proficient with light armors but no shields. They can wear light armor without incurring spell failure.
Spells
Improvisers cast arcane spells, drawn from the sorceror/wizard spell list. To learn or cast a spell, the improviser must have a charisma score equal to 10+the spell level. The Difficulty Class for a saving throw against a improviser's spell is 10 + the spell level + the improviser's Charisma modifier.
They can cast any spell from the list without prepaing it beforehand, but with a catch. As users of their imagination, they have trouble using spells in traditional ways, like normal spellcasters do. They must improvise their own ways to cast their spells (Such as creating a rocket launcher to fire magic missles, creating a bunch of balloons over their head to simulate feather fall, or yelling hadoken as they cast a blue colored fireball) and they must make a concentration check equal to 15+ the spell level to cast the spell, otherwise the spell fizzles and the slot is used up. The improviser can attempt to cast a spell normally, but spells cast as such are difficult for the improviser and are treated as being cast by a spellcaster of one level lower as well as increasing the concentration DC by 5. (To clarify, if my 8th level improviser wants to cast scorching ray than he makes a DC 17 concentration check. If he fails the check, he wastes the spell. If he wants to cast scorching ray without creating some new way to do it, he attempts a DC 22 concentration check, but he only gets one 4d6 ray (as he would at 7th level), as opposed to 2 4d6 rays).
Wing It
This represents the improvisers abilities and restrictions on casting spells on the fly as he makes them up. (See the details under Spells to further understand Wing It)
Dodge Expert
Sometimes the improviser's plans and spells go wrong. The train their bodies to be able to react to any situation and to be able to perform any acrobatics their latest idea requires. This ability gives the improviser a +2 on balance and jump checks and reflex saves.
Lucky Shot
As are most creative people, improvisers are very lucky. One time per day, an improviser can declare a melee or ranged attack a lucky shot. This declaration must be made before the attack. The improviser adds his charisma to his attack roll.
Persausive
The improviser's use of his imagination allow him to concoct far-fetched stories but somehow make them believable. He gains the persausive feat.
Dodge Master
The training of the improviser has allowed him to be able to recognize danger as it comes. He gains the improved initiative feat and the bonus on his balence and jump checks (but not reflex saves) increases to +4.
Improved Wing It
The improviser has grown accustomed to discovering new ways to cast spells and as such he adds 5 to his concentration checks for casting spells.
Jack of All Trades
The improviser has picked up on bits of knowledge throughout his travels, and his mental abilities are to the point where he can attempt things that he probably should not know. He gains the Jack of All Trades feat.
Dodge Savant
The improviser has trained himself to the peak of his abilities, increasing his bonus on jump and balance checks (but not reflex saves) to +6 and giving him the evasion special ability.
Slippery Mind
As the rogue special ability. Improvisers hate restrictions on their imaginations and as such will stop at nothing to break free of mind restricting abilities.
Master Improviser (Su)
As a swift action, an Improviser may improvise a spell, of 3rd level or less, as part of any other action. This ability causes the spell to be freely Stilled or Silenced as necessary to limit the necessary casting actions to whatever activity the Improviser is engaging in.
This is my first attempt at homebrew, and I'm not sure how well I did balance-wise. I'd like to give the class some more abilities at higher levels without making it seem like they were tacked on (any ideas are welcome :smallbiggrin: ). The only 'dead levels' I included were those were the improviser gains a new spell level, and I feel that the very limited use of their spells and that they get new spells so late balances the fact that they have the best of the sorceror and wizard. I also think that their training in martial abilities (like the bard) helps balance that they only get spells up to 5th level.