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    Barbarian in the Playground
     
    Chimera

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    Mar 2019

    tongue Re: [3.5] Drow Against Midnight

    MinotaurWarblad's Guild Hero (inspiration drawn from the Fable universe)

    Spoiler: Class Data
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    HD: d4.
    BAB: Low.
    Fort.: Low.
    Ref.: Low.
    Will: Low.
    Skill points per level: 6 + Int mod.
    Class skills: Appraise, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Move Silently, Perform, Profession, Search, Sleight of Hand, Spot, Tumble.
    Armor proficiency: Guild Heroes are proficient with all armor, but not with shields.
    Weapon proficiency: Guild Heroes are proficient with all simple and martial weapons.


    Spoiler: Class Features
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    Blood of William Black (Ex.): Starting at 1st level, you begin to activate minor abilities inherited from your predecessors, beings who lived long before the current era. You regain 1 lost hit point per minute, up to half your hit point maximum.
    At levels 3, 7, 11, 15, and 19, you reduce the armor check penalty of armor you wear by 1.
    At level 7, you treat medium armor as if it were light armor when determining your speed.
    At level 11, you gain Endurance as a bonus feat and can sleep in heavy armor without being fatigued or exhausted.
    At level 15, you treat heavy armor as if it were medium armor when determining your speed.
    At level 19, you treat heavy armor as if it were light armor when determining your speed.

    Hero Disciplines: Starting at 2nd level, you become a hero, able to far exceed the boundaries of normal folk. Choose one boon from each of the three hero disciplines, described below (you gain three boons in total). You gain two additional boons from any of the three disciplines at every level after 2nd, an additional boon from the Strength or Skill disciplines at every odd-numbered level after 2nd, and an additional boon from the Will discipline at every even-numbered level after 2nd.

    Spoiler: Strength (Ex.)
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    Your boon is a Health ability, a Physique ability, or a Toughness ability. These three abilities can each be selected no more than eight times, and you can't make the eighth selection until you have at least 10 levels in this class.

    - If you choose Health I, you gain a +1 inherent bonus to your Constitution score and you regain 1 additional lost hit point per minute, up to half your hit point maximum. In addition, you gain a +1 competence bonus to Fortitude saving throws.
    > Each further selection (Health II through VII) increases the inherent bonus by 1, the hit point regain by 1, and the competence bonus to half the inherent bonus (if otherwise lower). When you select Health VIII, the inherent bonuses becomes +10, the hit point regain from this ability and your Blood of William Black feature is replaced with Fast Healing 1 that functions as long as you are below half your hit point maximum, and the competence bonus becomes +5.

    - If you choose Physique I, you gain a +1 inherent bonus to your Strength score, and you gain a +1 competence bonus to any roll that receives a bonus if a creature is large size or larger (such as grapple checks and trip attempts).
    > Each further selection (Physique II through VII) increases each bonus by 1. When you select Physique VIII, each bonus becomes +10 and the weapons you wield are considered to be one size category larger when determining the damage you deal.

    - If you choose Toughness I, you gain DR 1/Magic and a +1 natural armor bonus to AC. In addition, you gain resist 2 acid, cold, electricity, fire, and sonic.
    > Each further selection (Toughness II through VII) increases the DR by 1, the resistance by 2, and the natural armor bonus to half the DR (if otherwise lower). When you select Toughness VIII, the DR becomes 10/-, the natural armor bonus becomes +5, the resistance becomes 20, and you gain immunity to extra damage from critical hits and sneak attacks.



    Spoiler: Skill (Ex.)
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    Your boon is an Accuracy ability, a Guile ability, or a Speed ability. These three abilities can each be selected no more than eight times, and you can't make the eighth selection until you have at least 10 levels in this class.

    - If you choose Accuracy I, you gain a +2 competence bonus to attack rolls and damage rolls. In addition, you gain a +1 insight bonus to critical confirmation rolls, and when checking for concealment or other miss chances you treat the percentage chance as 5% lower (so total concealment provides an opponent only a 45% chance to ignore the effects of your attack).
    > Each further selection (Accuracy II through VII) increases the competence bonus by 1.5 (round down the total competence bonus), the insight bonus by 1, and the miss chance reduction by 5%. When you select Accuracy VIII, the competence bonus becomes +15, the insight bonus becomes +10, the miss chance reduction becomes 50%, and your critical threat range doubles; this effect stacks with either the improved critical feat or the keen weapon property, but you can't benefit from any other improvements to your critical threat range.

    - If you choose Guile I, you gain a +1 competence bonus to skill checks with class skills you are trained in. In addition, you gain a +1 competence bonus to Will saving throws.
    > Each further selection (Guile II through VII) increases the skill bonus by 1 and the saving throw bonus to half the skill bonus (if otherwise lower). When you select Guile VIII, the skill bonus becomes +10, the saving throw bonus becomes +5, and you can buy items for 90% of the standard cost and sell items for 60% of their standard cost (instead of 100% and 50%).

    - If you choose Speed I, you gain a +1 inherent bonus to your Dexterity score and a +1 competence bonus to AC and Reflex saving throws; these bonuses are doubled when you take the total defense action.
    > Each further selection (Speed II through Speed VII) increases the inherent bonus by 1 and the competence bonus to half the inherent bonus (if otherwise lower). When you select Speed VIII, the inherent bonus becomes +10, the competence bonus becomes +5, and your speed increases by 10 ft.; this speed increase is considered a competence bonus.



    Spoiler: Will (Su.)
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    You gain a mana pool that can contain a maximum number of mana points equal to 8 + twice your Wis mod, and you regain 1 missing mana point per minute. Your boon is an Attack ability, a Physical ability, or a Surround ability (each of which grants you a Will power), or the Mana ability. At higher levels, selecting additional boons from the first three categories allows you to gain a new Will power or upgrade one, and does not upgrade the categories (since the powers themselves are the boons). Each Will power can each be selected no more than four times, and you can't make the fourth selection until you have at least 10 levels in this class. The Mana ability can be selected no more than eight times, and you can't make the eight selection until you have at least 10 levels in this class.
    Special: Will powers are supernatural abilities. The effects of multiple instances of the same Will power do not stack with each other; the oldest instance remains and cancels out the effects of all newer instances.

    - If you choose Attack, you gain the Lightning I power. This allows you to spend 1 mana point as a move action to deal 1d8 electricity damage to a creature or an object within 60 feet, or half damage if it succeeds on a Fortitude saving throw (DC 10 + your Wis mod + half your class level). This requires line of effect and line of sight.
    > Each further selection (Lightning II and III) affects a new secondary target and increases the mana cost by 1; a secondary target must be within 10 feet of the previous target, but it doesn't have to be within 60 feet of you. When you select Lightning IV, the mana cost becomes 4, you can affect a total of one primary target and three secondary targets, and the damage improves to 4d8.

    - If you choose Physical, you gain the Assassin Rush I power. This allows you to spend 1 mana point as a swift action or move action to move up to 10 feet without provoking attacks of opportunity (if used as a swift action, this movement doesn't count as you having moved and you can still take a 5-foot step); if you end this movement adjacent to one or more creatures, one of those creatures of your choice is considered flanked by you for the next melee attack you make against it with a light or one-handed weapon before the end of this turn (unless it has Improved Uncanny Dodge). In addition, you gain a 5% miss chance until the start of your next turn; this effect is not due to concealment, and is not penetrated by True Seeing or other abilities that ignore concealment.
    > Each further selection (Assassin Rush II and III) increases the mana cost by 1, the distance by 10 feet, and the miss chance by 5%. When you select Assassin Rush IV, the mana cost becomes 4, the distance becomes 60 feet, the miss chance becomes 20%, and you deal +1d6 extra damage if the flanking attack hits.

    - If you choose Surround, you gain the Force Push I power. This allows you to spend 1 mana point as a move action to deal 1d4 damage to each creature and object within 5 feet of you that fails a Fortitude saving throw (DC 10 + your Wis mod + half your class level). A creature of medium size or smaller that fails its saving throw is also pushed 5 feet away from you and knocked prone. This requires line of effect.
    > Each further selection (Force Push II and III) increases the mana cost by 1, the damage by 1d4, the radius of the effect by 5 feet, and the distance a medium or smaller creature is pushed by 5 feet. When you select Force Push IV, the mana cost becomes 4, the damage becomes 4d4, the radius of the effect becomes 30 feet, the push becomes 30 feet, and the push affects large or smaller creatures.

    - If you choose Mana I, your maximum mana increases by 2d4 + twice your Wis mod, and you regain 1 additional lost mana point per minute.
    > Each further selection (Mana II through VII) increases your maximum mana by 2d4 + twice your Wis mod and the number of mana points you regain by 1 per minute. When you select Mana VIII, your maximum mana increases by 4d4 + four times your Wis mod (instead of 2d4 + twice your Wis mod) and you regain 1 lost mana point per round (instead of regaining mana every minute normally).

    Spoiler: Higher level Attack powers
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    Starting at 5th level, when you choose the Attack ability you also have the Battle Charge and Fireball powers as options to make your selections from.

    - If you choose Battle Charge I, you can spend 1 mana as a standard action to move up to 30 ft. in a straight line (as far as you can unless stopped by an obstacle) without provoking attacks of opportunity and ignoring difficult terrain, dealing 1d4 fire and slashing damage to each creature you move adjacent to and knocking Medium or smaller targets prone. A successful Reflex saving throw (DC 10 + your Wis mod + half your class level) from a target negates this effect for that target.
    > Each further selection (Battle Charge II and III) increases the mana cost by 1, the distance you move in a line by 10 ft., and the damage by one die, and changes the damage to the next larger die size. When you select Battle Charge IV, the mana cost becomes 4, the distance you move in a line becomes 60 ft., and the damage becomes 4d10.

    - If you choose Fireball I, you can spend 1 mana as a swift action to hurl a ball of explosive molten rock, attacking as if throwing a splash weapon that deals 1d4 fire and piercing damage on a direct hit (with splash damage being the minimum direct hit damage). If the target of a direct hit is Tiny or smaller and fails a Fortitude saving throw (DC 10 + your Wis mod + half your class level), it is also knocked prone. This requires line of effect and line of sight.
    > Each further selection (Fireball II and III) increases the mana cost by 1, the damage by one die on a direct hit, and allows you to channel the power for a longer period of time and higher mana cost to improve the effect. With Fireball II, you can use a move action instead of a swift action and spend 1 additional mana to change the base damage to 1d6, deal 1d6 additional damage on a direct hit, improve the splash radius to 10 ft., and affect Small targets with the knockdown effect. With Fireball III, you can use a standard action instead of a swift action and spend 2 additional mana to change the base damage to 1d8, deal 2d8 additional damage on a direct hit, improve the splash radius to 15 ft., and affect Medium targets with the knockdown effect. When you select Fireball IV, the mana cost becomes 4, the damage on a direct hit increases by one die, and you can use a full-round action instead of a swift action and spend 3 additional mana to change the base damage die to 1d10, deal 3d10 additional damage on a direct hit, improve the splash radius to 20 ft., and affect Large targets with the knockdown effect.

    Starting at 10th level, when you choose the Attack ability you also have the Enflame and Multi-Strike powers as options to make your selections from.

    - If you choose Enflame I, you can spend 1 mana as a move action to make the ground around you erupt, dealing 2d8 bludgeoning and fire damage to each enemy and each object within 15 ft. of you, knocking Large and smaller targets prone. A successful Fortitude saving throw (DC 10 + your Wis mod + half your class level) halves the damage. This requires line of effect but not line of sight.
    > Each further selection (Enflame II and III) increases the mana cost by 1, the damage by 2d8, and the radius by 15 ft. When you select Enflame IV, the mana cost becomes 4, the damage becomes 8d8, and the radius becomes 60 ft.

    - If you choose Multi-Strike I, you can spend 2 mana as a free action to cause your next successful swing to split into two. This effect has an unlimited duration until discharged. The next time you attack with a melee weapon, make the attack roll twice against the same target with the same modifiers; for each hit, this attack deals damage equal to what the attack would normally deal (so two hits normally dealing 12 and 15 damage would deal a combined total of 27 damage before damage reduction), though additional effects (such as poison) only apply once if any of the attack rolls score a hit.
    > Each further selection (Multi-Strike II and III) increases the mana cost by 2, and grants an additional attack roll (with the same target and modifiers). When you select Multi-Strike IV, the mana cost becomes 8 and the effect provides a total of five attack rolls (with the same target and modifiers).

    Starting at 17th level, when you choose the Attack ability you also have the Divine Fury and Infernal Wrath powers as options to make your selections from.



    Spoiler: Higher level Physical powers
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    Starting at 6th level, when you choose the Physical ability you also have the Berserk and Heal Life powers as options to make your selections from.

    - If you choose Berserk I, you can spend 1 mana as a move action to become bigger, stronger, and faster for 1 minute, giving up your intelligence and social graces as you enter a ferocious battle trance. You gain a +2 morale bonus to Strength and Dexterity, and you take a -2 penalty to Intelligence and Charisma. In addition, any Large or smaller creature you hit with a melee attack while this effect lasts must succeed on a Fortitude saving throw (DC 10 + your Str mod + half your class level) or be knocked prone.
    > Each further selection (Berserk II and III) increases the mana cost by 1 and the ability score bonuses and penalties by 2. When you select Berserk IV, the mana cost becomes 4, the ability score bonuses become +8, the ability score penalties become -8, and your speed increases by +10 ft.; this speed increase is considered a morale bonus.

    - If you choose Heal Life I, you can spend 2 mana as a swift action to restore 2d4 lost hit points to you and each ally within 10 ft. of you. This does not require line of effect or line of sight.
    > Each further selection (Heal Life II and III) increases the mana cost by 2, increases the hit points restored by two dice, and improves the hit points restored by one die size. When you select Heal Life IV, the mana cost becomes 8 and the number of hit points restored becomes 8d10.

    Starting at 13th level, when you choose the Physical ability you also have the Ghost Sword and Multi-Arrow powers as options to make your selections from.

    - If you choose Ghost Sword I, you can spend 1 mana as a move action to bring a floating, incorporeal +2 ghost touch longsword (sized for a Medium creature) into existence for 1 minute. It follows you, remaining in a space adjacent to you, until an enemy enters a space adjacent to it, at which point it stays adjacent to that enemy and makes one normal attack (against AC, not on touch) against it at the start of your turn each round. It attacks as if wielded one-handed by a Medium creature with a Strength score of 20 and a base attack bonus of +14. The longsword is immune to damage from area effects, but can be destroyed just like a construct by any single-target effect (including a spell that affect constructs) that deals at least 25 damage to it; it uses your AC and saving throws for this purpose. Damage dealt by the longsword ignores all damage reduction.
    > Each further selection (Ghost Sword II and III) increases the mana cost by 1, the enhancement bonus of the longsword by 1, the effective Strength of its attack by 3, and the effective base attack bonus of its attack by 2, and creates an additional longsword with the same statistics as the first. When you select Ghost Sword IV, the mana cost becomes 4, the enhancement bonus becomes +5, the effective Strength score of its attack becomes 30, the effective base attack bonus of its attack becomes +20, and you create a total of four longswords (that all share those same statistics).

    - If you choose Multi-Arrow I, you can spend 2 mana as a free action to cause your next successful shot to split into three. This effect has an unlimited duration until discharged. The next time you take the attack action (not a full attack) with a ranged weapon, make the attack roll three times; for each hit, the attack deals damage equal to what the attack would normally deal (so three hits normally dealing 12, 15, and 17 damage would deal a combined total of 44 damage before damage reduction), though additional effects (such as poison) only apply once if any of the attack rolls score a hit.
    > Each further selection (Multi-Arrow II and III) increases the mana cost by 2 and applies the effect described above to another attack action you make. When you select Multi-Arrow IV, the mana cost becomes 16 and the number of attack actions that receive the above effect becomes 4.

    Starting at 18th level, when you choose the Physical ability you also have the Physical Shield power as another option to make your selections from.



    Spoiler: Higher level Surround powers
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    Starting at 9th level, when you choose the Surround ability you also have the Drain Life and Summon powers as options to make your selections from.

    - If you choose Drain Life I, you can spend 1 mana as a swift action to force a creature within 60 ft. of you to make a Will saving throw (DC 10 + your Wis mod + half your class level). If the target fails its saving throw, it takes 1d4 damage, and you regain an equal number of lost hit points. This doesn't require line of effect, but it does require line of sight.
    > Each further selection (Drain Life II and III) increases the mana cost by 1 and the damage by one die and one die size. When you select Drain Life IV, the mana cost becomes 4 and the damage becomes 4d10.

    - If you choose Summon I, you can spend 1 mana as a move action to bring a soul from the nether world into existence for 2 rounds; its statistics and appearance are exactly the same as a Half-Celestial Giant Wasp, though its maximum hit points and damage are only 20% of its normal values and it has the extraplanar subtype. The creature appears in a space adjacent to you and is flat-footed until it acts, and takes its first action on the same initiative as you on following rounds. The creature attempts to remain in a space adjacent to you when possible, until an enemy enters a space adjacent to it, at which point it attacks the enemy to the best of its ability, or you can use your swift action to direct it to use one of its special abilities with its own actions. When the creature reduces an enemy to 0 hit points or fewer with an attack, and that enemy has at least 1 more hit die than the creature but no more hit dice than you, the creature becomes a copy of that enemy and that enemy is destroyed. As a copy of that enemy, it shares all of its abilities and statistics (except it retains the Half-Celestial template, its mental ability scores, the Mindless special quality, its current hit points, and its maximum hit points and damage are still only 20% of what is normal for that enemy). When reduced to 0 hit points, the creature disappears until you use this power again, which brings it forth at its maximum hit points as a copy of the most recent enemy it has destroyed. You can also use this power again before the creature disappears to reset the duration, reset its hit points to maximum, and restore all expended uses of its special abilities.
    > Each further selection (Summon II and III) increases the mana cost by 1, the duration by 2 rounds, and the maximum hit points and damage increase by 20% of normal. When you select Summon IV, the mana cost becomes 4, the duration becomes 1 minute, and the maximum hit points and damage become 100% of normal.

    Starting at 14th level, when you choose the Surround ability you also have the Slow Time and Turncoat powers as options to make your selections from.

    - If you choose Slow Time I, you can spend 3 mana as a move action to gain a +2 bonus to attack rolls, ability checks, initiative checks, and skill checks, and a +2 dodge bonus to AC and saving throws, for 1 minute. Once before the effect ends, you can receive an extra move action on your turn.
    > Each further selection (Slow Time II and III) increases the mana cost by 3, each bonus by 2, and the number of extra move actions you can take by one (but no more than one extra move action per turn). When you select Slow Time IV, the mana cost becomes 12, each bonus becomes +8, and the number of times you can take an extra move action becomes four (but no more than once per turn).

    - If you choose Turncoat I, you can spend 2 mana as a standard action to force a creature within 30 ft. to make a Will saving throw (DC 10 + your Wis mod + half your class level). On a failed saving throw, you subvert the mind of the target for 1 minute, forcing it to consider you as an ally; while this effect lasts, the target follows you and protects you to the best of its ability, attacking other creatures that threaten you or that you attack. After half the duration has expired, the target makes a new saving throw to end the effect. If you are trying to be stealthy or appear to belong in a situation, the target will attempt to maintain stealth or appearance to the best of its ability until the effect ends. This requires line of effect, but doesn't require line of sight.
    > Each further selection (Turncoat II and III) increases the mana cost by 2 and the duration of the effect by one step (1 minute to 10 minutes, 10 minutes to 1 hour). When you select Turncoat IV, the mana cost becomes 8 and the duration becomes 24 hours.





    Spoiler: Guild Hero feats
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    Health Elixir
    Prerequisite: Hero Disciplines class feature
    Benefit: Your maximum hit points increase by 1 for every boon you have selected (or that you later select) from the Strength or Skill disciplines.

    Will Elixir
    Prerequisite: Hero Disciplines class feature
    Benefit: Your maximum mana points increase by 1 for every boon you have selected (or that you later select) from the Will discipline.

    Will of Ages
    Prerequisite: Hero Disciplines class feature
    Benefit: You gain two boon selections from any one category in the Will discipline. You must still have at least 10 Guild Hero class levels to make the last selection of any Will power or the last selection of the Mana ability.
    Special: You can select this feat multiple times.

    Last edited by MinotaurWarblad; 2020-01-19 at 12:40 AM.