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    Ogre in the Playground
     
    OldWizardGuy

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    Apr 2017
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    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    The Guide

    I always know what to say.

    Every spellcaster knows that words have power, but some adventurers tap into that magic without ever casting a proper spell. A Guide searches for this power in the languages of other cultures, adapting to challenges with each new dialect that he learns.

    Adventures: A Guide is consumed with a passion for exploration and discovery, which he satiates by learning new languages, both mortal and supernatural.

    Characteristics: A Guide's special insights are powerful but generally limited to particular types of challenges. Apart from his mastery of languages he generally serves in social situations as a party "face" or in combat as a simple warrior.

    Alignment: Guides are free to pursue any alignment they choose, though due to their bohemian natures they tend towards neutrality on at least one alignment axis.

    Religion: Guides generally worship deities of Community, Knowledge, Runes, or Travel, in keeping with their favoured pursuits.

    Background: A Guide can come from any background - wanderlust strikes an urban dilettante as easily as it does an adventurous peasant.

    Races: Guides tend to originate from humans and the other "adaptable" races (halflings, half-elves, etc.). However, there are many elven academics and orcish tribal lore-keepers who choose to expand their knowledge as Guides.

    Other Classes: Guides aren't as deadly as other martial characters, nor as magically adept as true spellcasters, but they can provide useful support nonetheless.

    Role: A Guide is generally a supporting party member, though their special abilities can greatly aid a party travelling in unfamiliar locales.

    Adaptation: A Guide's abilities are narrowly defined but obviously supernatural; they should be limited to high-fantasy campaigns.

    The Guide

    Guides have the following game statistics.

    Abilities: A Guide generally relies on mundane methods in combat, and so benefits from high physical ability scores (Constitution, Dexterity, and Strength). Charisma powers his class features but he has little use for high Intelligence and Wisdom scores.

    Alignment: Any.

    Hit Die: d8

    Starting Age: As barbarian.

    Starting Gold: As monk.

    Class Skills
    The Guideís class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

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

    Table: The Guide
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +2
    Polyglot, Runes
    2nd
    +1
    +3
    +3
    +3
    Authority
    3rd
    +2
    +3
    +3
    +3
    Runes
    4th
    +3
    +4
    +4
    +4
    5th
    +3
    +4
    +4
    +4
    Runes
    6th
    +4
    +5
    +5
    +5
    Improved Runes
    7th
    +5
    +5
    +5
    +5
    Runes
    8th
    +6/+1
    +6
    +6
    +6
    9th
    +6/+1
    +6
    +6
    +6
    Guided Travel, Runes
    10th
    +7/+2
    +7
    +7
    +7
    11th
    +8/+3
    +7
    +7
    +7
    Runes
    12th
    +9/+4
    +8
    +8
    +8
    Greater Runes
    13th
    +9/+4
    +8
    +8
    +8
    Runes
    14th
    +10/+5
    +9
    +9
    +9
    15th
    +11/+6/+1
    +9
    +9
    +9
    Runes
    16th
    +12/+7/+2
    +10
    +10
    +10
    17th
    +12/+7/+2
    +10
    +10
    +10
    Runes
    18th
    +13/+8/+3
    +11
    +11
    +11
    19th
    +14/+9/+4
    +11
    +11
    +11
    Runes
    20th
    +15/+10/+5
    +12
    +12
    +12

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

    Weapon and Armor Proficiencies
    A Guide is proficient with all simple and martial weapons. He is proficient with all types of armour and with shields (except tower shields).

    Polyglot (Ex)
    A Guide gains Polyglot as a bonus feat at 1st level. He need not meet its prerequisites, and he regains any skill points he already invested in Speak Language when he gains this ability.

    Runes (Ex or Su)
    A Guide's mastery of language and culture allows him to unlock special powers known as Runes. Runes represent mystical knowledge of the inner workings of various cultures - both their strengths and weaknesses. At first level and every odd-numbered level thereafter the Guide chooses a language and gains the associated Rune powers.

    The Guide may suppress or reactivate any Rune effect as a free action. Caster level for all effects is equal to the Guide's class level. Save DC (if any) is equal to 10 + one-half the Guide's class level + his Charisma modifier.

    Unless otherwise specified, bonus feats and skill-related benefits of Runes are exceptional abilities. All other Rune benefits are supernatural abilities.

    Allies
    Many Runes grant benefits to the Guide's allies. For this purpose, his allies are considered to be party members and friendly NPCs within 300 feet of the Guide.

    Skills
    Each Rune has associated skill checks. The Guide may always perform such checks untrained, may always take 10 on these checks (even if rushed or threatened), and gains a competence bonus on these checks equal to one-half his class level. If a Guide receives a bonus on the same check from more than one Rune, the bonuses overlap (do not stack).

    The "Special" skill under each Rune refers to any Charisma- Intelligence-, or Wisdom-based skill check dealing with the associated entities, places, or things. For example, the Aquan Rune might grant a competence bonus on Diplomacy checks against merfolk, Knowledge checks about the Elemental Plane of Water, Use Magic Device checks made to activate a trident of fish command, and so forth.

    Improved Runes
    At 6th level the Guide unlocks the Improved ability for every Rune he knows.

    Greater Runes
    At 12th level the Guide unlocks the Greater ability for every Rune he knows.

    The Runes for each language are listed as follows:

    Spoiler: Abyssal
    Show
    The Guide gains a constant inherent protection from chaos effect. If he possess the Infernal Rune, he also gains a protection from evil effect.

    Skills: Intimidate, Sense Motive, Special (supernatural chaotic evil).

    Improved: The Guide radiates a magic circle against chaos. If he possess the Infernal Rune, he also gains a magic circle against evil.

    Greater: The deflection and resistance bonuses from the above abilities are doubled, and the radius of the magic circle effect(s) increases to 30 feet.


    Spoiler: Aquan
    Show
    The Guide gains a Swim speed equal to his base land speed, cold resistance 10, and the ability to breathe underwater. All his allies gain cold resistance 5, may breathe underwater, and gain the Guide's competence bonus on Swim checks.

    Skills: Escape Artist, Swim, Special (aquatic).

    Improved: The Guide's swim speed doubles and his cold resistance improves to cold resistance 20. The cold resistance of his allies improves to cold resistance 10.

    Greater: The Guide's swim speed triples and he gains immunity to cold. The cold resistance of his allies improves to cold resistance 20.


    Spoiler: Auran
    Show
    The Guide gains electricity and sonic resistance 10, and his allies gain electricity and sonic resistance 5. The Guide and all his allies gain constant inherent endure elements and featherfall effects.

    Skills: Balance, Escape Artist, Tumble, Special (aerial).

    Improved: The Guide gains a fly speed equal to his base land speed (average maneuverability), and his energy resistances improve to electricity and sonic resistance 20. The energy resistances of his allies improve to electricity and sonic resistance 10.

    Greater: The Guide's fly speed improves to twice his base land speed (perfect maneuverability) and he gains immunity to electricity and sonic. The energy resistances of his allies improve to electricity and sonic resistance 20.


    Spoiler: Celestial
    Show
    The Guide gains a constant inherent protection from good effect.

    Skills: Diplomacy, Heal, Sense Motive, Special (supernatural good).

    Improved: The Guide radiates a magic circle against good.

    Greater: The deflection and resistance bonuses from the above abilities are doubled, and the radius of the magic circle effect increases to 30 feet.


    Spoiler: Common
    Show
    The Guide may use charm person three times per day as a supernatural ability.

    Skills: Gather Information, Knowledge (local), Profession, Special (humans, halflings, half-elves, half-orcs).

    Improved: The Guide may use teleport three times per day as a supernatural ability.

    Greater: The Guide may use greater teleport three times per day as a supernatural ability.


    Spoiler: Draconic
    Show
    The Guide gains a +2 bonus to his Charisma, Constitution, and Strength scores.

    Skills: Appraise, Knowledge (arcana), Special (dragons, sorcerers, treasure).

    Improved: The Guide gains a constant inherent barkskin effect.

    Greater: The Guide gains immunity to paralysis and sleep effects.


    Spoiler: Druidic
    Show
    The Guide gains the Nature Sense and Wild Empathy abilities as a druid of his class level.

    Skills: Handle Animal, Knowledge (nature), Survival, Special (druids).

    Improved: The Guide gains the Animal Companion, Trackless Step, and Woodland Stride abilities as a druid of his class level.

    Greater: The Guide gains the Wild Shape ability as a druid of his class level.

    At the DM's option, a Guide may only learn this Rune by persuading (or torturing) a druid into revealing the Druidic language, or might simply be unable to learn the Rune at all.


    Spoiler: Dwarven
    Show
    The Guide gains Great Fortitude as a bonus feat and spell resistance equal to his class level +5. This spell resistance (including the spell resistances described below) never interferes with helpful spells.

    Additionally, the Guide may use his class level as his caster level for meeting the prerequisites of item creation feats and when crafting magic items. He ignores spell prerequisites when crafting magic items (e.g. he need not be able to cast bear's endurance to craft an amulet of health +2).

    Skills: Appraise, Craft, Knowledge (architecture and engineering), Search, Special (dwarves).

    Improved: The Guide's spell resistance improves to his class level +10. All of his allies gain spell resistance equal to his class level +5.

    Greater: The Guide's spell resistance improves to his class level +15. The spell resistance of his allies increases to the Guide's class level +10.


    Spoiler: Elven
    Show
    The Guide gains a +2 bonus to his Dexterity score and gains the Combat Style ability, as a ranger.

    Skills: Balance, Listen, Spot, Tumble, Special (elves).

    Improved: The Guide gains additional +2 bonus to his Dexterity score and the appropriate Improved Combat Style.

    Greater: The Guide gains an additional +2 bonus to his Dexterity score and the appropriate Combat Style Mastery.


    Spoiler: Giant
    Show
    The Guide gains the Powerful Build special quality (he is treated as his own size or one size category larger, whichever is more advantageous at the time) and a +2 bonus to his Strength score.

    Skills: Intimidate, Special (giants).

    Improved: The Guide's Powerful Build improves such that he is considered two size categories larger. He gains an additional +2 bonus to his Strength score.

    Greater: The Guide's Powerful Build improves such that he is considered three size categories larger. He gains an additional +2 bonus to his Strength score.


    Spoiler: Gnome
    Show
    The Guide gains the Bardic Knowledge and Bardic Music (countersong, fascinate, and inspire courage only) abilities as a bard of his class level.

    Additionally, he may use the Ranged Legerdemain ability once per day, as an arcane trickster.

    Skills: Perform, Sleight of Hand, Special (bards, gnomes).

    Improved: The Guide may use good hope and major image each three times per day as a supernatural ability.

    Greater: The Guide may use greater heroism and heroes' feast each three times per day as a supernatural ability.


    Spoiler: Goblin
    Show
    The Guide gains Sneak Attack +1d6 only as a rogue, and Dodge as a bonus feat.

    Skills: Hide, Move Silently, Special (goblinoids).

    Improved: The Guide gains a fighter bonus feat, his Sneak Attack improves to +2d6, and he gains the Poison Use ability, as an assassin.

    Greater: The Guide gains an additional bonus fighter feat, his Sneak Attack improves to +3d6, and he gains the Hide In Plain Sight ability, as an assassin.


    Gnolls... favoured class = ranger...

    Spoiler: Halflings
    Show
    The Guide gains a +1 luck bonus on attack rolls, skills checks, and his Armour Class. Additionally, he gains the Trapfinding ability, as a rogue.

    Skills: Disable Device, Hide, Move Silently, Open Lock, Search, Sleight of Hand, Special (halflings, rogues).

    Improved: The luck bonus described above increases to +2.

    Greater: The luck bonus described above increases to +3.


    Spoiler: Ignan
    Show
    The Guide gains fire resistance 10 and any weapon he wields (including natural weapons and unarmed strikes) gains the flaming special property. His allies gain fire resistance 5.

    Skills: Climb, Tumble, Special (fire).

    Improved: The Guide gains fire resistance 20 and the flaming property described above improves to the fiery burst property. The fire resistance of his allies improves to fire resistance 10.

    Greater: The Guide gains immunity to fire and is surrounded by a constant inherent fire shield (warm flames only). The fire resistance of his allies improves to fire resistance 20.


    Spoiler: Infernal
    Show
    The Guide gains a constant inherent protection from law effect. If he possess the Abyssal Rune, he also gains a protection from evil effect.

    Skills: Bluff, Sense Motive, Special (supernatural lawful evil).

    Improved: The Guide radiates a magic circle against law. If he possess the Abyssal Rune, he also gains a magic circle against chaos.

    Greater: The deflection and resistance bonuses from the above abilities are doubled, and the radius of the magic circle effect(s) increases to 30 feet.


    Spoiler: Orc
    Show
    The Guide gains Diehard, Endurance, Power Attack, and Toughness as bonus feats. He need not meet their prerequisites.

    Skills: Intimidate, Special (barbarians, orcs).

    Improved: The Guide gains the ability to Rage as a barbarian of his class level.

    Greater: The Guide gains the Greater Rage barbarian ability.


    Spoiler: Sylvan
    Show
    The Guide gains damage reduction 1/cold iron and a +2 bonus to his Charisma score.

    Skills: Bluff, Knowledge (nature), Sense Motive, Special (fey, nature).

    Improved: The Guide's damage reduction improves to 3/cold iron and he gains the Resist Nature's Lure ability, as a druid. He may use glitterdust and invisibility each three times per day as a supernatural ability.

    Greater: The Guide's damage reduction improves to 5/cold iron and he gains immunity to charm, confusion, dazzling, enthralling, and fascination effects.


    Spoiler: Terran
    Show
    The Guide gains damage reduction 2/adamantine and tremorsense out to 30 feet.

    Skills: Climb, Knowledge (geography), Special (terrestrial).

    Improved: The Guide's damage reduction improves to 5/adamantine and he gains a burrow speed equal to his base land speed. At his option may burrow at half speed to shore up the tunnel (allowing other creatures to follow him if they cannot burrow themselves).

    Greater: The Guide's damage reduction improves to 10/adamantine and his burrow speed improves to twice his base land speed. The range of his tremorsense improves to 60 feet.


    Spoiler: Undercommon
    Show
    The Guide gains a Climb speed equal to his base land speed, resistance to acid 10, and Blind-Fight as a bonus feat. His allies gain acid resistance 5.

    Skills: Climb, Knowledge (dungeoneering), Special (underground).

    Improved: The Guide gains blindsense out to 30 feet and acid resistance 20. The acid resistance of his allies improves to acid resistance 10.

    Greater: The Guide gains blindsight out to 30 feet and immunity to acid. The acid resistance of his allies improves to acid resistance 20.


    Authority (Su)
    At 2nd level a Guide's mastery of languages grants him power over certain natural or supernatural creatures. He may rebuke and command creatures of a particular type just as an evil cleric rebukes undead, provided that he possess the appropriate rune (see below). At the DM's option, this ability may affect other creatures e.g. the Sylvan Rune might allow a Guide to command a unicorn, or the Abyssal Rune might allow him to rebuke a chaotic evil cleric.

    Table: Authority Runes
    Rune Creatures
    Abyssal Chaotic evil elementals, fey, and outsiders
    Aquan [Aquatic] and [Water] creatures
    Auran [Air] creatures
    Celestial Good-aligned elementals, fey, and outsiders
    Druidic or Sylvan Animals, fey, plants, and vermin
    Ignan [Fire] creatures
    Infernal Lawful evil elementals, fey, and outsiders
    Terran [Earth] creatures

    Guided Travel (Su)
    At 9th level a Guide learns the ways between both words and worlds. He may use plane shift three times per day as a supernatural ability (caster level = class level, save DC 10 + one-half his class level + his Charisma modifier), but only for travel to a plane associated with one of his Runes (or back to the Material Plane). For example, if he possessed the Ignan Rune he could travel to the Elemental Plane of Fire or to an Outer Plane with the fire-dominant trait.
    Last edited by rferries; 2018-07-23 at 06:23 AM.