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    Pixie in the Playground
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    Default Knight of the Storm [Homebrew class] looking for reviews and pointers

    Hello guys. First time posting.
    A couple of weeks ago, i came up with a fun little concept that i have been developing. Now that its almost finished, i am looking for feedback. So please, give me your opinions and thoughts. All of them will be read and consider.

    Level Base attack Bonus Fort Save Ref Save Will Save Special Number of static abilities Known Spell 1st Spell 2nd Spell 3rd Spell 4th Spell 5th
    1st +1 +2 +0 +2 Static counter (5) +1 dmg, Armored Mage (light), arcane attunment 2 1 - - - -
    2nd +2 +3 +0 +3 Combat Casting 3 2 - - - -
    3rd +3 +3 +1 +3 Arcane Channeling 4 3 - - - -
    4th +4 +4 +1 +4 Armored Mage (medium), Change Static abilities (2) 4 4 - - - -
    5th +5 +4 +1 +4 Static Counter (10) +2 dmg 5 4 1 - - -
    6th +6/+1 +5 +2 +5 Bonus Feat(as fighter) 5 4 2 - - -
    7th +7/+2 +5 +2 +5 Armored Mage (heavy Shield) 6 5 2 - - -
    8th +8/+3 +6 +2 +6 6 5 3 - - -
    9th +9/+4 +6 +3 +6 Change Static abilities(2), Static counter(15) +3dmg 7 5 4 1 - -
    10th +10/+5 +7 +3 +7 Bonus Feat (as fighter) 7 5 4 2 - -
    11th +11/+6/+1 +7 +3 +7 8 6 4 2 - -
    12th +12/+7/+2 +8 +4 +8 Static Counter (20) +4dmg 8 6 5 2 - -
    13th +13/+8/+3 +8 +4 +8 Arcane Channeling (full atack) 9 6 5 2 1 -
    14th +14/+9/+4 +9 +4 +9 Change Static Abilities (3) 9 6 5 2 2 -
    15th +15/+10/+5 +9 +5 +9 10 6 6 2 2 -
    16th +16/+11/+6/+1 +10 +5 +10 Static Counter(25) +5dmg 10 6 6 3 2 -
    17th +17/+12/+7/+2 +10 +5 +10 11 6 6 4 3 1
    18th +18/+13/+8/+3 +11 +6 +11 Change Static Abilities(3) 12 7 6 5 4 2
    19th +19/+14/+9/+4 +11 +6 +11 13 7 6 5 4 3
    20th +20/+15/+10/+5 +12 +6 +12 Static Counter(30) +6dmg 14 8 7 6 5 4
    Class Skills (3 + Int modifier per lever, x4 at 1st level): Climb, Concentration, Craft,Decipher Script ,Diplimacy, Heal, Intimidate, Jump, Knowledge (all skills taken individually), Profession, Ride, Sense Motive, Spellcraft, Swim

    Weapon and Armor Proficiency: Knights of the Storm are proficient with all martial weapons, as well as all armors and shields (except tower shields).

    Spells: You cast arcane spells, which are drawn from the Knight of the Storm spell list on the end of this book. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Cha modifier unless strictly expressed otherwise.

    You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

    Spells Known: You begin play knowing all 1st-level spells, chosen from the Knight of the Storm spell list. Each time you gain a new class level, you learn all additional spell of any level you can cast, chosen from the Knight of the Storm spell list.
    You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

    Arcane Attunement (SP): You can use the following spells like spell-like abilities: Dancing Lights detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + cha modifier. These powers do not count against your total of spells known or spells per day.

    Armored Mage: Normally, armor of any type interferes with an arcane spell caster’s gestures, which can cause spells to fail if those spells have a somatic component. A Knight of the Storm limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spell casting class.

    At 4th level, you learn to use medium armor with no chance of arcane spell failure.

    At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

    Static Counter: Knights of the Storm suffer a great deal of pain in the “initiation”. It is known that every knight is able to control electricity at will but its secret rite it’s what gives them the ability to do so. When a knight joins the order, he must climb the highest tower in Primeth to show his own strength and determination. Once he is in the summit of the mountain, five knights of the storm will cause lightning to strike him again and again until his mana infuses with electricity. Many do not survive this process but those who do, rise as proper knights of the storm.
    Thanks to this rite, every attack made by a Knight of the storm carries a +1 point of electric damage (assuming the weapon is metallic) that increases with your Knight of the Storm level show in Table above. Also, every time you hit an opponent there is a chance to gain this bonus as a number of static points. Whenever you roll an even number on a successful attack roll, you gain 1(or more depending on your damage bonus) point, otherwise, you gain nothing. Static points are a passive accumulation of static energy that can be used to fuel different abilities that the Knight of the Storm will be able to use. These abilities are consider spell-like abilities for the sake of attacks of opportunity, anti-magic fields and spell resistance. You start the game only able to have a maximum of 5 static points at level 1. Check the table above to see the progression of the maximum cap.

    The Knight of the Storm learn new tricks every certain number of levels. Check the progression shown in the table 1-1. Keep in mind that you can only choose those under your static level description (show in table 1-2)

    Character Level Maximun Static ability level
    1st-4th 1st
    5th-8th 2nd
    9th-12th 3rd
    13th-16th 4th
    16th or more 5th

    The abilities you can choose can be found in the following list:

    Static Ability Description Cost Static Level
    Static Guide (S) As a swift action, spend up to 1 static point per level and gain +1 bonus per point spent (to a maximum of +10) on your next attack 1 1st
    Static shield, lesser (V) As a swift action, Only once per encounter, you may spend 5 points of static points and gain a 5 point static shield that needs to be depleted before you take health damage again. Only physical attacks may reduce the shield. Spells, supernatural abilities, spell like abilities still affect your health directly. 5 1st
    Static Speed (V) As a free action, you may spend 1 static point (to a maximum of 5) and gain 5ft. Of movement for each point spent this way until the end of your turn. 1 1st
    Static Magic, lesser (S)(V) As a movement action, you may spend 5 points of static and enchant your weapon with a +1 bonus for 1 minute. If the weapon is already +1 or higher, the effect do not stack 5 1st
    Static Dodge (V) As a movement action, you may spend 2 static points and to gain +1 AC to one creature for 1 minute. You may use this ability as many times as you can but never in the same creature again in that encounter. 2 1st
    Static Boost (V) As a Swift Action, you may spend 1 static point per level (maximum 10) and gain +1 bonus in one skill that you choose for 1 minute. 1 1st
    Static Recover (S)(V) As a free action, you may spend 5 static points to recover a 1rst level spell use. You can also pay more to regain spells of higher level (10 for a 2nd level spell, 15 for a 3rd level spell, and so on) 5 or more 2nd
    Static climb (V) As a swift action, you may spend 5 static points and gain the effect of the spell "spider climb" for 1 minute. 5 2nd
    Static Push (S) As a standard action that does not generates an attack of opportunity, you may spend 5 points of static points to push an enemy 10 ft. Away from you. He must do a reflex saving throw (5 + cha mod + static points spent) or fall prone 5 2nd
    Static Cast (S)(V) As a free action, you may spend 10 static points to gain the ability "sudden quicken spell" ignoring the “once per day” part of the feat, (Complete arcane, pg. 83) for a 1st level spell. You may spent 5 or more static points for spells of higher level.(15 - 2nd, 15 - 3rd, 20 - 4th. 20 - 5th, 25 - 5th) 10 or more 2nd
    Static Vision (S) As a swift action, you may spend 5 static points and gain the effect of "Dark Vision (30 ft.)" for 1 hour. 5 2nd
    Static Shield (V) As a swift action, Only once per encounter, you may spend 10 points of static points and gain a 15 point static shield that needs to be depleted before you take health damage again. Only physical attacks may reduce the shield. Spells, supernatural abilities, spell like abilities still affect your health directly. This ability does not stack with static shield lesser. 15 3rd
    Static Shock (S) As a swift action, you may spend 5 static points to add 1d6 points of electric damage to your next attack. 5 or more 3rd
    Static Magnetism (V) As a swift action, you may spend 10 static points to be able to fly. This ability functions like fly (see page 232 of the Player's Handbook), except as only for 1 round 10 3rd
    Static Phase (S) You become invisible for 1 round, This spell functions like invisibility (see page 245 of the Player's Handbook) 15 3rd
    Static Magic (S)(V) As a movement action, you may spend 10 static points and enchant your weapon with "shocking"(+1d6 electric damage) bonus for 1 minute. If the weapon is already enchanted with this effect, the effect do not stack 10 3rd
    Static Vision, Greater (S) As a swift action, you may spend 10 static points and gain the effect of "Dark Vision (60 ft.)" for 4 hour. 10 3rd
    Static Charge (S)(V) As a swift action, you may spend 10 static points to gain 1d6 points of extra electricity damage in the next charge you make. You may pay 10 static points more to gain additional damage. 10 or more 4rd
    Static Haste (V) As a free action, you may spend 20 static points to gain the benefit of the spell “haste” for 4 rounds. 20 4rd
    Static Leach (S)(V) As a standard action that does not generate an attack of opportunity, you may spent 25 static points to deal 4d6 points of electric damage and gain them as temporary hit points for 1 minute. (You must succeed in a touch attack to do this ability). 20 4rd
    Static Sun (S) As a standard action, you may pay 20 static points to create a little "sun" (5ft. diameter) that generates sunlight in a 60 ft. Radius. You may choose where to create this "sun" between a range of 10ft. from you. If any creature touches the "sun", they will receive 3d6 points of electricity damage. (If a creature enters, falls, moves to or by, intends to grab, intents to attack with natural or metallic weapons, it will count as touching for the effect of this ability). 20 4rd
    Static Magic, Greater (S)(V) As a movement action, you may spend 20 points of static and enchant your weapon with "shocking burst"(+1d10 electric damage when you critical strike. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.) Bonus for 1 minute. If the weapon is already enchanted with this effect, the effect do not stack 20 4rth
    Static Magic, Greater (S)(V) As a movement action, you may spend 20 points of static and enchant your weapon with "shocking burst"(+1d10 electric damage when you critical strike. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.) Bonus for 1 minute. If the weapon is already enchanted with this effect, the effect do not stack 20 4rth
    Static Magnetism, Greater (V) As a swift action, you may spend 20 static points to be able to fly. This ability functions like fly (see page 232 of the Player's Handbook), except only for 1 minute 20 5th
    Static shield, Greater (V) As a swift action, Only once per encounter, you may spend 30 points of static points and gain a 50 point static shield that needs to be depleted before you take health damage again. Supernatural abilities still affect your health directly. This ability does not stack with static shield lesser or Static Shield. 30 5th
    Static Globe (S)(V) As a standard action, you may pay 30 static points to gain the effect of "Glove of Invulnerability, Lesser" for 1 round for level. 30 5th
    Static Retribution (S) As an immediate action and when you are damaged, you may pay 30 static points to deal 10d6 points of electricity damage back to the enemy. (The creature is entitled to a Reflex save to receive half the damage). 30 5th

    It is worth noticing that in these abilities there is a “(S)” or “(V)”. This means Somatic and Verbal, respectively. This notes which of these need some form of movement to active or some incantation or sometimes both.

    Arcane Channeling: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

    At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.


    Spell List

    Knight of the Storm Spells
    1st-Level Knight of the Storm Spells
    Blade of Sparks: Weapon deals +1d6 of electric damage or +1d6 and possibly stun per 5 points of damage.
    Discharge: Burst of 5ft. around caster dealing 1d6 of electric damage per caster level (max 5d6)
    Knight of the Storm’s electric arrow: Create an arrow that you throw to an enemy dealing 1d6 points of electric damage.
    Electric Cloak: Create a cloak that gives you +1 AC per 2 levels and also deals back damage.
    Shocking Grasp: Touch attack to deal 1d6 of electric damage per caster level.

    2nd-Level Knight of the Storm Spells
    Overcharge: You gain +2 Strength and Dexterity bonuses.
    Static bolt: Range touch attack to deal 2d8 points of electric damage.
    Seeking Ray: Ray attack that deals 4d6 points of electric damage and gives bonuses to other rays.
    Lightning Sparks: One or more rays that deal 4d6 points of electric damage.
    Teaser Touch: A paralyzing touch attack.
    Thundering Stomp: Stomp the ground and deal damage to enemies.

    3rd-Level Knight of the Storm Spells
    Lightning Bolt: A line of electricity that deals 1d6 points of electricity damage (max 10d6).
    Halt: Stop an enemy as he moves.
    Energy Vulnerability: Make enemies receive more damage from electricity.

    4th-Level Knight of the Storm Spells
    Warp: Teleport in form of a lightning ray to a location dealing electric damage to enemies.
    Ally Switch: Switch places between two creatures, dealing electric damage to one enemy.
    Shout: Deal damage and deaf enemies.

    5th-Level Knight of the Storm Spells
    Chain Lightning: Attack one creature with an electric ray that arc to more enemies.
    Gael’s ray: Deal massive electric damage to one enemy.
    Griebalt’s Chain: Create a chain that helps an ally.


    New Spells
    1st level:

    Blade of Sparks
    Evocation
    Level: Knight of the Storm 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Touch
    Target: Weapon Touched
    Duration: 1 round/level or until discharged
    Saving Throw: See below
    Spell Resistance: See below

    “We all still remember that night. It was so dark, so long. The night where we first heard the blades cry.”
    The next time you strike an opponent with the weapon infused with the spell, you will deal an extra 1d6 points of electricity damage.
    You can voluntarily take 5 points of damage to empower the weapon even more. By doing this, you will deal 1d6 points of electricity damage and, also, have a chance to stun the enemy for one round. The opponent its entitled to a Fortitude Saving Throw equal to 5 + your charisma modifier + 2xNumber of times the spell was empower.
    You can empower the weapon to a maximum of 5 times (losing 25 points of health, dealing in total 6d6 points of electricity damage and the saving throw would be 5 +cha mod + 10)


    Discharge
    Evocation
    Level: Knight of the Storm 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 5 ft.
    Area: Spread around the caster
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes

    “Do you see it? The marks on the ground aren’t normal. It’s not a blade or an arrow marking the ground. It’s the remains of our enemies, now just ash and pain.”
    Every creature in a 5 ft. radius takes 1d6 points of electric damage per caster level (Max 5d6).

    This spell gives the Knight of the Storm 1 static point.


    Knight of the Storm’s electric arrow
    Conjuration
    Level: Knight of the Storm 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10ft. / level)
    Area: One creature
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: Yes

    “You invoke out of thin air the ancient form of attack of your proud order, the signature move that every knight knows.”
    This spell convokes an electric arrow that you throw to the adversary. To hit an opponent, you need to do a range touch attack. If you hit, the creature rolls a reflex saving throw. If the he fails the save, he will receive 1d6 points of electric damage per caster level (maximum 3d6). Otherwise, he receives 1d6 points of electric damage.

    This spell gives the Knight of the Storm 1 static point if the creature does not pass the saving throw.


    Electric Cloak
    Abjuration
    Level: Knight of the Storm 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Area: Creature touched
    Duration: 10 min. / level
    Saving Throw: See text
    Spell Resistance: None

    “Protect yourself boy! There is no Knight Commander to defend you now. It’s only you and your blade against the dead.”
    This spell grants the creature protection from attacks. You get +1 AC per 2 caster levels (To a maximum of 5).
    Any creature that tries to attack the caster (or ally, whoever has the spell active), needs to pass a reflex saving throw or receive 1d6 points of electric damage.

    If you cast this spell on yourself, you gain 1 static point.


    2nd Level:

    Overcharge
    Transmutation
    Level: Knight of the Storm 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Area: Creature touched
    Duration: 1 min. / level
    Saving Throw: Will negates (harmless)
    Spell Resistance: yes (harmless)

    “You concentrate your mana in your body and electrify it to overcharge your muscles.”
    The creature touched gains +2 en Strength and Dexterity for 1 minute per caster level. You may pay 10 points of health and add +1 to the bonus strength and dexterity. You may enhance this ability to a maximum of +6.

    The Knight of the Storm gains 1 static point for each time you enhance this spell.

    Static bolt
    Evocation
    Level: Knight of the Storm 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft. /level)
    Effect: 1 ray
    Duration: 1 round + 1 round per 3 levels
    saving Throw: none
    Spell Resistance: None

    “you charge you mana and combined it with your static charge and shoot a ray of pure static electricity”.
    You must succeed on a range touch attack to hit your target.
    The ray deals 2d8 points of damage.
    For every 3 caster levels (to a maximum of 18th), unless the creature takes a full round action to discharge itself (dealing an additional 1d6 points of electric damage in the process), the creature must pass a reflex saving throw the following rounds or be stunned for 1 round. The save for the save is equal to 5 + your charisma modifier + 2xStatic points used.
    For every static point used in this spell, the creature will receive an additional point of electric damage only when the ray hits the target (to a maximum of +5, investing 5 points).

    The Knight of the storm gains 1 static point for every time the creature is stunned by the effect of this spell.


    Thundering Stomp
    Evocation
    Level: Knight of the Storm 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 15 ft.
    Area: Spread around the caster
    Duration: Instantaneous
    Saving Throw: See Text
    Spell Resistance: None

    “You stomp the ground with force and power, sending a wave of energy through it”.
    This spell affect enemies depending on how close are they to you.

    5ft. away, enemies make a reflex save equal to 5 + cha mod + 2xStatic points invested. If they fail, they receive 3d6 + static points invested as electric damage and fall prone on the ground. If they pass, they only receive half damage.

    10ft. away, Enemies make a reflex save equal to 5 + cha mod + 2xStatic points invested. If they fail, they receive 1d6 + static points invested as electric damage. If they pass, they only receive half damage.

    15ft. away, Enemies make a reflex save equal to 5 + cha mod + 2xStatic points invested. If they fail, they receive the static points invested as electric damage. If they pass, they receive no damage.
    The Knight of the Storm gains 1 static point for each enemy that falls prone for the effect of this spell.


    Teaser Touch
    Evocation
    Level: Knight of the Storm 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Area: Living Creature touched
    Duration: 1d6+2 rounds
    Saving Throw: Fortitude negates
    Spell Resistance: yes

    “You touch your enemy shocking his nervous system leaving him unable to move as electricity provoke spasms”.
    You must succeed a touch attack.
    The creature must do a Fortitude saving throw (normal save 10 + cha mod + Spell level). If the creature fails the save he is paralyzed for 1d6+2 rounds. Otherwise, the creature is unaffected.
    The Knight of the storm gains 1 static point if the creature is paralyzed by the effect of this spell.


    4rd Level


    Warp
    Conjuration
    Level: Knight of the Storm 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft. /level)
    Area: 5 ft. radius around the point where the caster appears
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: None

    “You channel your mana and become lightning bolt as you teleport to the place where you want to go”.
    You select the square that you want to appear on and you become an electric ray that travels through the air until you arrive to your desired place. You appear in a flashy manner, enemies adjacent to you, need to make a reflex saving throw of receive 3d6 points of electric damage.
    The square needs to be free and in sight reach.
    For every enemy that fails the save, the Knight of the Storm gains 1 static point.


    Ally Switch
    Conjuration
    Level: Knight of the Storm 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (30 ft. + 5 ft. /2level)
    Area: The caster and 1 willing creature
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: None

    “You and an ally become energy and change places”.
    You select one creature (who is entitled to a will saving throw or negate de effect) and both swap places.
    When the caster appears, select one creature (if any). That creature must roll a reflex saving throw for half damage or receive 6d6 points of electric damage.
    The Knight of the Storm receives 1 static point if the creature receives full damage.


    5th Level


    Gael’s Ray
    Evocation
    Level: Knight of the Storm 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft. /2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    A blue-white ray of pure electric energy springs from your hand.
    You must succeed on a range touch attack with the ray to deal damage to a target.
    The ray deals 1d6 points of electric damage per caster level (maximum 25d6).
    You may spend 10 static points to divide the ray in 2 attacks (rolling attack and damage separately) but also dividing the number of d6s within the two rays (If a single ray would do 10d6, 2 rays of 5d6 each). You may pay 10 more to add another ray but also dividing furthermore the d6s.
    The knight of the storm gains 1 static point for every enemy hit by this spell. If the creature is killed by the effect of one of these rays, you instead gain 2 static points.


    Griebalt’s Chain
    Evocation
    Level: Knight of the Storm 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft. /2 levels)
    Effect: 1 willing creature
    Duration: 1 + caster’s charisma modifier
    Saving Throw: will negates (harmless)
    Spell Resistance: Yes

    “Griebalt, here I lay, a soul who did not deserve to be saved. Praying your sacrifice wasn’t in vain. May your lightning never fades”.
    You create a pure green energy chain that connects to a creature’s soul. Both are connected until one of them outreaches the range of the spell.
    When the caster uses a static ability, it also affects the creature connected.
    You may sacrifice any number of health points and give them to the linked creature. The ability to give hit points it’s an immediate action. (Keep in mind that you need to do this ability before knowing how much damage some ability, spell or attack would do).




    Thank you for reading :)
    Last edited by TwistedLogic; 2018-06-06 at 12:17 PM.