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    Titan in the Playground
     
    Zaydos's Avatar

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    Aug 2009
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    Erutnevda

    Default Ruin Delver (Base Class) Now with Maid variant

    Ruin Delver

    "Why'd it have to be snake-men? I hate snakes." - Rashemen Jorl a Ruin Delver

    A Ruin Delver is a jack-of-all-trades adventurer. A specialist in working with expeditions into ancient ruins, either leading them or filling in the gaps within one. They mix arcane and divine skills with martial prowess beyond that of a bard although below that of a dedicated warrior and a versatile base of skills, and at to it their unique skills in teamwork and instruction.

    Adventures: Why would someone go on expeditions into the depths of ancient ruins and dungeons? Money. Treasure. Loot. Shiny things. Why else? A Ruin Delver is a dabbler, they are, unlike a wizard, not seeking some ancient magic secrets for the sake of pure knowledge, and unlike a paladin or cleric do not have a higher religious purpose. Certainly there are some Ruin Delvers who do have a greater purpose, seekers of knowledge, seekers of enlightenment, vengeance and more. That said sheer curiosity and adventure lust are powerful motivations for Ruin Delvers and enough for some, and others even pursue their craft to prevent evil forces from obtaining the same treasures they seek.

    Characteristics: A little bit of everything, but not a master of anything. Arcane spells, especially transmutations, are at their beck if not to the extent of a wizard or even a bard, divine magic, especially healing, can be called to their aid as required. They can fight alongside true warriors, if only for a short time each day, and must rely upon magical augmentation to keep up with a barbarian or even a fighter. Their greatest skills lie in their myriad capabilities, every Ruin Delver is a master of a few skills and eventually a dabbler in nearly everything. The one place they are outstanding is as an assistant, capable of bringing out the most from an assisting jab or some clever distracting positioning.

    Alignment: Ruin Delvers run the gamut from Lawful Good to Chaotic Evil and everything in between. They have a tendency towards Chaos over Law, as their lifestyle puts them on the edge of society with long stints outside of it, and with no reason other than desire for gold or that they find themselves most comfortable this way. Ruin Delvers show no tendency towards Good or Evil, their goals are rather neutral in those regards and while some let their greed for gold come at the cost of others there are ruin delvers who go out of their way to help those in need.

    Religion: Ruin Delvers are usually opportunistic in their piety, offering prayers to whichever god is most useful to them at the moment. They are usually very religious opportunists, well versed in the importance of a good working relation with the gods. The most pious form a special connection with a patron god, not on par with a cleric's but close, but even these are often heard to whisper prayers to other members of the pantheon. Patron deities for Ruin Delvers are often gods of wealth, adventure, or knowledge.

    Background: Most ruin delvers have a history of movement from one field to another. They dabbled in arcanistry, dabbled in faith, dabbled in swordplay, and mastered the mixing of fields. They often have a background of hoping from one master or teacher to another, or direct field experience picking up skills when tempered by the flames of battle, learning sorcery by do or die experimentation, and finding faith as minor miracles save their lives.

    Races: Humans are common ruin delvers, their natural adaptability conducive to learning the varied skills of a ruin delver. Elves with their tendency towards dabbling and picking up some skill in a variety of fields over their long lives are also common ruin delvers, although they are less inclined towards the actual exploration of ruins. Halflings, fueled by greed for wealth and excitement, often find themselves picking up the skills of a ruin delver. Gnomes and dwarves rarely become ruin delvers, both races valuing dedication to a single craft and reaching utmost mastery in it, although dwarves are notably less common than even gnomes.

    Other Classes: Fighters and wizards often disdain Ruin Delvers as mere dabblers and imitators with no real talent. Clerics react the most negatively due to ruin delvers use of divine magic and opportunistic piety. Less dedicated specialists tend to have better relations with ruin delvers. Rangers, dabblers themselves, tend to find themselves overjoyed to have an experienced ruin delver around to keep the rest of the group quiet and with their heads down. Rogues are more than happy to have skilled allies to flank, and ruin delvers are practically rogues themselves. Barbarians recognize the value of a companion, especially one which can heal them, regardless of whether they are mere dabblers in combat or not. In general classes which value dedicated and specialized training and mastery find ruin delvers as dabblers and posers, while those who value a greater diversity and real life experience are more likely to get along with a ruin delver.

    Role: A Ruin Delver is an excellent second stringer, taking on the role of assistant in all things but the primary in nothing. They serve as a secondary arcanist, capable of casting low level utility spells and transmutation based buffs, secondary healer, capable of adding a decent amount of healing each day, secondary melee combatant, using bonus feats and adrenaline surge to engage in melee, and even as primary skill monkey due to their high skill points, dabbler ability, and skill mastery. In addition, unlike with most stealth based characters, they are capable of assisting their allies in stealth or mobility skills making them valuable for maneuvering through a dungeon without expenditure of magical resources.

    Adaptation: A ruin delver in a world where adventuring for loot is less common and acceptable you might emphasize instead their role as jacks of all trades and potential urban roles; this may inolve expanding their social skill set. Another potential difficulty is their role as dabblers of the divine. As divine magic comes from specialized sources and some settings have more restricted options for such. This could mean tying ruin delvers to the gods directly, making them a holy order of some god of knowledge, exploration, or wealth (Fharlanghn, Boccob and Ollidammra being options from the Core pantheon). Alternatively their divine casting could be removed and replaced; either with the psionic or shadowcasting versions (see below) or by adding their divine spells per day as additional arcane spells per day, this would include changing their conjuration (healing) slots into Transmutation slots, and their Transmutation slots into Divination slots (Int focus would then allow for Illusions in Divination slots at Advanced Aspect and Divination in Transmutation and even more Divination slots at Pinnacle). In this case you'd wish to also remove the option of Wisdom as a Mental Specialization.

    Psionic Ruin Delver: Some Ruin Delvers delve into their minds' internal workings forsaking arcane or divine power. A psionic ruin delver replaces arcane spellcasting with psionic powers as shown on the table below or divine spellcasting with psionic powers as a ruin delver 1 level lower and shown on the table below. They may select their powers known from the Psion/Wilder list (but not discipline lists) and may select Metapsionic and Psionic feats as bonus feats; add Autohypnosis, Psicraft, and Use Psionic Device to a Psionic Ruin Delver's class skill list. If you replace Arcane Magic and choose an Int based focus then for Advanced Aspect you instead gain access to the Seer list and an additional 1st and 3rd level powers known which must be clairsentience powers, and at Lv 16 another additional clairsentience power (like advanced learning this is part of your manifesting directly and not purely tied to Ruin Delver level), when you gain your Mental Pinnacle you also gain additional power points equal to your Ruin Delver level which may only be used for Clairsentience powers. If you replace Divine Magic and choose a Wis based focus you gain a Psionic Mantle and a bonus power known from that mantle or another mantle you possess as a Ruin Delver when you gain Mental Aspect and at 9th and 15th level (this is a change to their manifesting directly and applies even if it is raised by PrCs), when you gain Advanced Aspect you gain a 2nd Mantle in addition to the ability to turn undead, and when you gain Mental Pinnacle you gain a 3rd Mantle and 2 additional powers known from the mantles you have access to. If you replace Arcane or Divine Magic and choose a Cha based focus you can share powers as well as spells with your familiar. A Psionic Ruin Delver may select a single 8th or lower level power as their Master Arcanum, if they do so they gain 15 power points. A Psionic Ruin Delver must choose each day whether to gain bonus power points or bonus spells for a high mental ability score.

    Spoiler: Powers Table
    Show
    Level Power Points Powers Known Maximum Power Level Known
    1 0 1 1st
    2 1 1 1st
    3 2 2 1st
    4 3 3 2nd
    5 4 3 2nd
    6 6 4 2nd
    7 8 5 2nd
    8 10 5 2nd
    9 12 6 3rd
    10 14 7 3rd
    11 18 7 3rd
    12 22 8 4th
    13 26 9 4th
    14 30 9 4th
    15 35 10 5th
    16 40 11 5th
    17 45 11 5th
    18 50 12 6th
    19 55 13 6th
    20 62 13 6th


    Shadow Ruin Delver: For a campaign where shadow magic is in use and found more suitable to ruin delvers than arcane or (more likely) divine magic one of their two forms of casting could be replaced with Shadowcasting. If replacing arcane magic they learn one fundamental at 1st level, gaining another at 5th and every 5th level thereafter and can use each fundamental 3 times per day as a supernatural ability, and they learn their first mystery at 2nd level, and gain an additional mystery at 4th, 6th, 7th, 9th, 10th, 12th, 13th, 15th, 16th, and 18th level; like a shadowcaster they must have 2 mysteries of a level one lower to select a mystery above 1st level, and must have the lower level mystery in the same path if applicable. Like a shadowcaster they gain a bonus feat (from the same list as for a shadowcaster) for every 2 paths they have mysteries from. They can use any given mystery 1/day as a spell until 12th level at which point they may use level 3 or lower mysteries as spell-like abilities and 2/day each. If they replace divine casting all abilities are gained one level later, except the additional fundamentals beyond the 1st. A Shadow Ruin Dever may select an 8th or lower level mystery as their Master Arcanum, doing so does not improve their daily uses of lower level mysteries. If you take this variant to replace Arcane casting and select Intelligence as your Mental Specialty you gain a single daily use of each of the Eyes of Shadow path mysteries as spell-like abilities when you gain your Advanced Aspect and an additional use of each of them and a single use of each Ebon Roads path mystery when you gain Mental Pinnacle; if instead you selected to replace Divine casting you simply gain two uses of each of the Eyes of Shadow path mysteries as spell-like abilities when you gain Mental Pinnacle. If you replaced Divine magic and select Wisdom as your Mental Specialty you gain 2 additional Fundamentals instead of a Domain when you gain your Mental Aspect, the use of each mystery in a single path of Apprentice mysteries as a spell-like ability 1/day as an Advanced Aspect, and the use of the 4th and 5th level mysteries from a single Initiate path as a spell-like ability 1/day as your Mental Pinnacle and ability to use each fundamental 6 times per day (instead of 3). If you select Charisma as your mental specialty you may share mysteries with your familiar even if they are used as spell-like abilities or supernatural abilities.

    GAME RULE INFORMATION
    Ruin Delvers have the following game statistics.
    Abilities: As jacks-of-all-trades Ruin Delvers can make use of a variety of abilities. Dexterity is important for stealth skills, ranged combat, and AC, Strength is important if they wish to join into melee combat, and Constitution has its traditional importance. Among mental ability scores Ruin Delvers have a distinct choice. As they can select which score to base their magical abilities off of they can focus either on Intelligence for additional skill points (and improved Divination), Wisdom for Will saves and perception (as well as domains and turning), or Charisma for social persuasiveness (and familiars with long distance spell sharing).
    Alignment: Any.
    Hit Die: d8
    Starting Age: As wizard; training in many diverse fields requires significant time on par with even that of a true mage.
    Starting Gold: 5d4 x 10 GP.

    Class Skills
    The Ruin Delver's 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), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Use Magic Device (Cha).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    RUIN DELVER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +2
    Spells, Archeologist, Bonus Feat, Mental Specialty, Trap Sense +1, Trapfinding
    2nd
    +1
    +0
    +3
    +3
    Skill Instructor, Teamwork Skill
    3rd
    +2
    +1
    +3
    +3
    Quick Search, Trap Sense +2, Mental Aspect
    4th
    +3
    +1
    +4
    +4
    Adrenaline Surge, Bonus Feat
    5th
    +3
    +1
    +4
    +4
    Automatic Search, Dabbler
    6th
    +4
    +2
    +5
    +5
    Trap Sense +3, Improved Skill Instruction
    7th
    +5
    +2
    +5
    +5
    Skill Mastery, Expert Aid
    8th
    +6/+1
    +2
    +6
    +6
    Bonus Feat, Automatic Search (+5-ft)
    9th
    +6/+1
    +3
    +6
    +6
    Improved Dabbler, Trap Sense +4
    10th
    +7/+2
    +3
    +7
    +7
    Skill Mastery, Adept Skill Instruction
    11th
    +8/+3
    +3
    +7
    +7
    Advanced Aspect
    12th
    +9/+4
    +4
    +8
    +8
    Bonus Feat, Trap Sense +5, Automatic Search (+5-ft)
    13th
    +9/+4
    +4
    +8
    +8
    Skill Mastery, Instant Search
    14th
    +10/+5
    +4
    +9
    +9
    Expert Dabbler
    15th
    +11/+6/+1
    +5
    +9
    +9
    Trap Sense +6
    16th
    +12/+7/+2
    +5
    +10
    +10
    Bonus Feat, Skill Mastery
    17th
    +12/+7/+2
    +5
    +10
    +10
    Mental Pinnacle, Automatic Search (+10-ft)
    18th
    +13/+8/+3
    +6
    +11
    +11
    Master Skill Instruction, Trap Sense +7
    19th
    +14/+9/+4
    +6
    +11
    +11
    Master Dabbler, Skill Mastery
    20th
    +15/+10/+5
    +6
    +12
    +12
    Bonus Feat, Master Arcanum

    Spells per Day:

    Spoiler: Spell Tables
    Show
    Arcane Spells
    Level 0 1st 2nd 3rd 4th 5th 6th
    1 -+1 - - - - - -
    2 1+1 -+1 - - - - -
    3 2+1 -+1 - - - - -
    4 2+1 0+1 - - - - -
    5 2+1 1+1 -+1 - - - -
    6 2+1 1+1 -+1 - - - -
    7 2+1 2+1 0+1 - - - -
    8 2+1 2+1 1+1 -+1 - - -
    9 3+1 2+1 1+1 -+1 - - -
    10 3+1 2+1 1+1 0+1 - - -
    11 3+1 2+1 1+1 1+1 -+1 - -
    12 3+1 2+1 2+1 1+1 -+1 - -
    13 3+1 2+1 2+1 1+1 0+1 - -
    14 3+1 2+1 2+1 1+1 1+1 -+1 -
    15 3+1 3+1 2+1 1+1 1+1 -+1 -
    16 3+1 3+1 2+1 2+1 1+1 0+1 -
    17 3+1 3+1 3+1 2+1 1+1 1+1 -+1
    18 3+1 3+1 3+1 2+1 1+1 1+1 -+1
    19 3+1 3+1 3+1 2+1 2+1 1+1 -+1
    20 3+1 3+1 3+1 2+1 2+1 2+1 -+1

    Divine Spells

    Level 0 1st 2nd 3rd 4th 5th 6th 7th
    1 -+1 - - - - - - -
    2 -+1 - - - - - - -
    3 -+1 -+1 - - - - - -
    4 1+1 -+1 -+1 - - - - -
    5 2+1 0+1 -+1 - - - - -
    6 2+1 1+1 -+1 -+1 - - - -
    7 2+1 2+1 -+1 -+1 - - - -
    8 2+1 2+1 0+1 -+1 - - - -
    9 2+1 2+1 1+1 -+1 -+1 - - -
    10 2+1 2+1 1+1 -+1 -+1 - - -
    11 3+1 2+1 1+1 0+1 -+1 - - -
    12 3+1 2+1 1+1 1+1 -+1 -+1 - -
    13 3+1 2+1 2+1 1+1 -+1 -+1 - -
    14 3+1 3+1 2+1 1+1 0+1 -+1 - -
    15 3+1 3+1 2+1 1+1 1+1 -+1 -+1 -
    16 3+1 3+1 2+1 1+1 1+1 -+1 -+1 -
    17 3+1 3+1 2+1 2+1 1+1 0+1 -+1 -
    18 3+1 3+1 2+1 2+1 1+1 1+1 -+1 -+1
    19 3+1 3+1 3+1 2+1 2+1 1+1 -+1 -+1
    20 3+1 3+1 3+1 2+1 2+1 2+1 -+1 -+1

    Class Features
    All of the following are class features of the Ruin Delver.

    Weapon and Armor Proficiencies: A Ruin Delver is proficient in all simple weapons and one martial weapon of their choice as well as light and medium armor and shields (except Tower Shields).

    Spells: A Ruin Delver gains the ability to cast limited amounts of spells. They are capable of learning, preparing, and casting spells as a generalist wizard from the wizard spell list (including rules for spell books and adding new spells to their spell book), gaining access to transmutation spells more quickly than other schools. They gain arcane spell slots as listed on the table above; spell slots marked +1 can only be used for transmutation spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school. A Ruin Delver begins with 16 cantrips in their spellbook and no other spells, whenever they gain a level they may add 2 spells of any level which they have access to transmutation spells to their spellbook (these spells do not have to be transmutation). They are also capable of preparing and casting spells as a cleric from the cleric spell list, gaining greater access to conjuration (healing) spells. They gain divine spell slots as listed on the table above; spell slots marked +1 can only be used for conjuration (healing) spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school or subschool. They are not considered to have non-Transmutation wizard spells and non-Conjuration (Healing) cleric spells above 5th level on their spell list, and are not considered to have transmutation wizard spells above 6th level or Conjuration (Healing) cleric spells above 7th level on their spell list.

    Bonus spells, saving throw DCs, and maximum spell level a Ruin Delver can cast are determined by whatever ability score is associated with their Mental Specialty (see below) for both Arcane and Divine spells. A ruin delver does not gain bonus spells per day for their arcane and divine spell separately, but instead must choose when they prepare spells whether to prepare a bonus spell slot as Arcane or Divine (and they must have at least 0 spells per day of that level of Arcane or Divine spells to choose it).

    A Ruin Delver learns to cast arcane spells in light armor and suffers no arcane spell failure to do so when casting an arcane spell as a Ruin Delver and, beginning at 6th level, suffer no arcane spell failure when in medium armor. A Ruin Delver may also take Spell Mastery as if they were a wizard.

    A Ruin Delver cannot use arcane spell slots to prepare divine spells or divine spell slots to prepare arcane spells, and the two are treated as separate lists and prepared separately similar to a multiclass wizard/cleric or a mystic theurge.

    Spoiler: Example
    Show
    A 13th level Ruin Delver with 20 in the mental ability score chosen for their casting would be able to cast 4 arcane cantrips, 5 1st, 4 2nd, 3 3rd, and 2 4th level arcane spells, one spell of each level would have to be from the Transmutation school and they could learn and select these spells from the wizard spell list just as a wizard could, but for the purposes of spell completion/spell trigger items and other things which check your spell list there are no 7th level or higher spells on their spell list and only transmutation school spells of 6th level (this also means that in Epic Levels if they take feats to cast higher level slots they do not gain actual spells of those levels and must use meta-magic to fill them). They would also be able to cast 4 divine orisons, 5 1st, 4 2nd, 3 3rd, 1 4th, and 1 5th level divine spell from the cleric list and prepared in the same manner as a cleric would, but 1 spell of each level would have to be from the Conjuration (Healing) subschool and for the purposes of spell completion/spell trigger items and similar their divine spell list would not include 6th or higher spells except for Conjuration (Healing) subschool Cleric spells and even then none above 7th level.

    If the same Ruin Delver increased to 14th level they would gain a single 5th level spell slot which would have to be Transmutation and despite their +5 modifier would not gain a bonus spell of that level. They would however gain a bonus 4th level Divine spell because they now have 0 normal slots of that level.


    Archeologist (Ex): A Ruin Delver adds their class level as a bonus on all Appraise and Decipher Script checks and may make such checks untrained.

    Bonus Feat: At 1st, 4th, 8th, 12th, 16th, and 20th level a Ruin Delver gains a bonus feat they meet the prerequisites for. This may be any Fighter bonus feat, metamagic feat, or feat from the list below: Acrobatic, Agile, Alertness, Athletic, Combat Casting, Deceitful, Deft Hands, Diligent, Endurance, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Tower Shield Proficiency, Skill Focus, Scribe Scroll, Spell Mastery, Stealthy, or Track from the Player's Handbook; Appraise Magical Value, Brachiation, Expert Tactician, Extraordinary Concentration, Hear the Unseen, Improved Swimming, Quick Reconnoiter, and Tactile Trapsmith from Complete Adventurer; Combat Acrobat, Fade into Violence, Keen-Eared Scout, Master Manipulator, Vatic Gaze, and Wanderer's Diplomacy from Player's Handbook II; and Agile Athlete from Races of the Wild.

    Mental Specialty: At 1st level a Ruin Delver chooses a specialty of Intelligence, Wisdom, or Charisma. Their arcane and divine Ruin Delver spells are based off of this ability score and at 3rd, 11th, and 17th level they gain an ability related to this choice.

    Spoiler: Example
    Show
    A 1st level Ruin Delver has 14 Int and selects Int as their specialty. Their max spell level used is 4 (10 + level must be equal or lower than Int), they gain a bonus 1st and 2nd level spell of each Arcane and Divine spells once they have access to the proper spell levels, and the DC for their spells is 12 + Spell Level.


    Trap Sense (Ex): At 1st level a Ruin Delver gains trap sense (as the rogue ability of the same name). The bonus from this ability begins at +1 and increases by +1 at Lv 3 and every 3rd level thereafter.

    Trapfinding (Ex): A Ruin Delver can find traps as a rogue.

    Skill Instructor (Ex): Beginning at 2nd level a Ruin Delver may instruct allies in the proper method of performing activities. To do so is a full round action and requires those allies to be able to hear the Ruin Delver, although continuing the instructions is a free action (talking). For as long as the Ruin Delver continues this instruction the affected allies can use the Ruin Delver's skill ranks in a single skill (the same skill for all affected creatures) if they are higher than the allies. A Ruin Delver may affect up to 1/2 their class level in allies with this ability at a single time, and all creatures affected must be within 15-ft. Beginning at 6th level a Ruin Delver may affect creatures up to 30-ft away, instruct in 2 different skills simultaneously, and the benefits last for 1 round/class level after the Ruin Delver stops instructing up to a duration of as long as the Ruin Delver was instructing (so if they were instructing for 2 rounds the creatures benefit for only 2 rounds afterwards regardless of Ruin Delver level); no single creature may benefit from two instances of the same Ruin Delver's Skill Instructor at a time. Beginning at 10th level a Ruin Delver may affect creatures up to 60-ft away, instruct in 3 different skills simultaneously, and the benefits last for 2 rounds/class level after the Ruin Delver stops instructing up to twice as long as they were instructing for. Beginning at 18th level they may instruct in 4 different skills simultaneously, and the benefits last for 1 minute/class level after they stop up to 10 times as long as they were instructing.

    Spoiler: Example
    Show
    A lv 6 Ruin Delver and their allies must climb a cliff. To assist this the Ruin Delver begins instructing their allies in climbing and, because they can, Perform (Dance), 3 allies of the Ruin Delver's choice within 30-ft can use the Ruin Delver's ranks in Climb (or Perform Dance) in place of their own. If the Ruin Delver has 9 ranks in Climb this would mean that their allies would have a +9 + Str - Armor Check Penalty + Other misc modifiers to Climb on their climb check unless they were higher level and had higher ranks in Climb. The ruin delver instructs them in climbing and dancing for 8 rounds. Because the Ruin Delver is 6th level their allies continue to receive these benefits for another 6 rounds thereafter in addition to during the time the Ruin Delver was instructing them, so when they reach the top of the cliff (1st round after the end of instruction) an alien with a large hammer challenges them to a Dance off they may still use the Ruin Delver's ranks in Perform Dance (2 granted via Dabbler see below) instead of their own. As the party bard has 9 ranks in Perform (Dance) he will choose to use his own ranks because they are greater.


    Teamwork Skill (Ex): Beginning at 2nd level the bonus granted and received by a Ruin Delver through flanking or the Aid Another action is increased by 2 (normally to +4).

    Spoiler: Example
    Show
    A Ruin Delver uses Aid Another to assist an ally they gain a +4 to that skill, if the Ruin Delver or ally have another ability that would increase this to +4 it becomes +6 instead.


    Quick Search (Ex): Beginning at 3rd level a Ruin Delver may make a Search check as a move action instead of a full-round action.

    Mental Aspect: At 3rd level a Ruin Delver develops a special aspect based upon which mental ability score they selected for their Mental Specialty.

    Intelligence: Lore (Ex): They gain the Lore ability as a Loremaster or Cloistered Cleric of their Ruin Delver level.

    Wisdom: Domain: Select a patron deity or ideal (as a cleric) and gain a single cleric domain associated with it. You may prepare spells from that domain as if they were on the cleric spell list and gain the granted power of that domain replacing any instance of cleric level or skill list with Ruin Delver.

    Charisma: Familiar: You gain the ability to call a familiar as a wizard of your Ruin Delver level.

    Spoiler: Example
    Show
    If at Lv 1 a Ruin Delver selected Intelligence as their Mental Specialty they gain Lore, if they selected Wisdom they could gain a single domain (for example War) and prepare spells from it with their Divine spell slots (although their Conjuration (Healing) slots could not be used for this unless they were Conjuration Healing spells) and would gain their patron deity's favored weapon proficiency and Weapon Focus in it. If they selected Charisma they'd get a familiar. Yay Familiar!


    Adrenaline Surge (Ex): Beginning at 4th level a Ruin Delver may call upon buried reserves of resolve. As a free action they may increase their Base Attack Bonus by 1 plus 1 for every 4 Ruin Delver levels beyond the first for 1 round; this bonus may never increase their BAB to above their effective character level. They may use this ability 3 + constitution modifier times per day.

    Spoiler: Example
    Show
    An 11th level Ruin Delver with 15 Constitution could use their Adrenaline Surge for 5 rounds each day, which do not need to be consecutive. Their BAB would normally be +8 but when they use Adrenaline Surge it would increase to +11 giving them 3 attacks each round (+11/+6/+1). A 4th level Ruin Delver 1st level Warmage would have a BAB of +3 and using Adrenaline Surge would have a BAB of +4. A gestalt Ruin Delver|Warblade with 11 levels in each and 15 Constitution could use their adrenaline surge for 5 rounds each day, but since their BAB is +11 and they are an 11th level character it would have no effect. Alternatively a Ruin Delver 11|Warblade 8/Wizard 3 would have a +10 BAB and this would increase to +11 when Adrenaline Surge was used.


    Automatic Search (Ex): A Ruin Delver's senses are keen enough to pick up the smallest disturbances. Beginning at 5th level whenever a Ruin Delver passes within 10-ft of an area to search they are entitled a free search check similar to a dwarf's Stonecunning or elf's Secret Doors. Beginning at 8th level this applies out to 15-ft, increasing to 20-ft at 12th, and 30-ft at 17th.

    Spoiler: Example
    Show
    A 5th level Ruin Delver walks within 10-ft of a trap/secret door/other hidden clue. The DM secretly rolls Search for them and, if they found something, tells them so. The DM might want to pre-roll 10 or so rolls and mark them in order, similar to how is sometimes suggested for Spot/Listen or other secret rolls just so the players do not learn "rolling dice behind screen" = "ok I'm going to search for a trap now".


    Dabbler (Ex): Beginning at 5th level Ruin Delver gains 2 virtual skill ranks in every skill. These skill ranks add to any ranks they may have but cannot increase their effective ranks above 1/2 their max ranks for class skills (this means it can increase cross-class skills to their absolute max assuming they are cross-class for all classes the Ruin Delver possesses) and do not count for qualifying for prerequisites. These virtual ranks do allow them to perform skill checks with the skill as if trained. At 9th level this increases to 4 ranks in every skill, becoming 6 at 14th level, and 9 at 19th level.

    Spoiler: Example
    Show
    A 5th level Ruin Delver has 8 ranks in Climb, 4 ranks in Disguise (a cross-class skill), 3 ranks in Hide, 2 ranks in Move Silently, and 2 ranks in Perform (Dance) (another cross-class skill). Their Dabbler ability gives them an additional +2 ranks in all skills with limits. For purposes other than prerequisites they would have 8 ranks in Climb (Dabbler cannot raise ranks to above half max ranks), 4 ranks in Disguise (see Climb), 4 ranks in Hide (max ranks is 8, half is 4, 3 + 2 is > 4 so it is capped at 4), 4 ranks in Move Silently (2 + 2 = 4, 4 is max Dabbler can increase to), and 4 ranks in Perform (Dance) (as Dabbler cares about half their max for class skills and not the reduced cap for cross-class skills). Any skill they had 1 rank in would be increased to 3 and any skill they had 0 ranks in would be treated as 2. In effect this gives them a +2 on all skills they have 2 or less ranks in, +1 on all skills they have 3 ranks in, and the ability to make all skill checks untrained. At 7th level this would become +2 on all skills they have 3 or less ranks in and a +1 on skills they have 4 ranks in. At 9th level they'd gain the improved form of Dabbler which would grant +4 to skills they have 2 or less ranks in, +3 for 3 rank skills, +2 for 4 ranks skills, and +1 for those skills that for some reason had 5 ranks (probably Synergy bonuses).

    When using Skill Instruction the ranks from Dabbler would count so if they were instructing allies in Perform (Dance) the allies would be considered to have 4 ranks in Perform (Dance) if they did not already have better when it comes time to fight the coordinated dance battle.


    Skill Mastery (Ex): At 7th level and every 3rd level thereafter (10th, 13th, 16th, and 19th) a Ruin Delver may select one Ruin Delver class skill which they have at least 10 ranks in and may take 10 on when not threatened or rushed. They may take 10 on that skill even in a situation in which they would normally be unable to do so.

    Spoiler: Example
    Show
    This works like the Rogue Skill Mastery ability except is specific on whether it works on skills like Use Magic Device and... Use Magic Device is the only one I'm certain of off the top of my head. A 7th level Ruin Delver selects one of their class skills such as Knowledge (Arcana) and can take 10 on checks of that skill even while threatened (a dragon is attacking the party, the ruin delver could take 10 on their Knowledge (Arcana) check to identify it as it eats their spleen).


    Expert Aid (Ex): Beginning at 7th level whenever a Ruin Delver uses Aid Another to help a creature with a skill check which they have Skill Mastery in that creature receives an additional +2 to that check, in addition any creature that is benefiting from a Ruin Delver's Skill Instruction in such a skill and rolls an unmodified 4 or less on such a skill treats it as a 5 before modifiers.

    Spoiler: Example
    Show
    A Ruin Delver has Skill Mastery for Climb. They use Aid Another to help an ally climb. Normally this would grant the ally +2 to their check, but because of Teamwork Skill this is increased to +4 and Expert Aid increases it to +6 for Climb because the Ruin Delver has Skill Mastery (Climb). They are also using Skill Instruction to instruct an ally (the bard) in Climb and Perform (Dance) (the latter is useless for the bard). Since they have Skill Mastery (Climb) not only does the Bard get to use the Ruin Delver's ranks for Climb instead of their own if they roll a 1-4 on the d20 it is considered a 5. If the Ruin Delver had Skill Mastery (Perform Dance) (which they cannot as it is not a Ruin Delver class skill unless they have a feat or racial ability which adds it to their Ruin Delver class skill list) the bard would not gain the benefit of the minimum roll unless they were using the Ruin Delver's (substantially less) Perform (Dance) ranks; as the Bard has 10 ranks to the Ruin Delver's 5 this would always be disadvantageous even on a natural 1.


    Advanced Aspect: Beginning at 11th level a Ruin Delver's mental skills based upon their selected ability score improve.

    Intelligence: 6th level wizard Divination spells are added to their arcane spell list and they may prepare and cast divination spells with their transmutation only slots.

    Wisdom: They may prepare domain spells with their Conjuration (Healing) only divine spell slot and gain Turn or Rebuke Undead (based on their alignment) as a cleric of their level except that they use Wisdom instead of Charisma for turning checks, turning damage, and turning attempts per day. They may now select Divine Feats as Ruin Delver bonus feats.

    Charisma: They may share spells with their familiar out to 100-ft, and if they choose to cast a spell on their familiar may cast it on their familiar without line of sight or line of effect out to medium range treating it as having a range of medium for the purposes of affecting their familiar if it would normally have less.

    Spoiler: Example
    Show
    A 9th level Ruin Delver who selected Int would have 4/3/2/1 arcane spells (plus bonus spells for 1st and 2nd level) and while 3/2/1 of these spells could be any wizard spell (in their spellbook) the other 1 spell of each level would have to be Divination or Transmutation, if they did not select Intelligence it would have to be Transmutation, and 6th level wizard Divination spells would be added to their spell list. One who selected Wisdom would be able to turn undead as a 9th level cleric (if good, rebuke if evil) with a turning check of 1d20+Wisdom modifier and a turning damage of 2d6+9+Wisdom modifier, they would also be able to use their Conjuration (Healing) slots which they have one of each level 4 or lower to prepare domain spells from the domain they selected previously (if we're still using War as the example they'd be able to prepare Divine Power in their 4th level Conjuration (Healing) slot despite it being an Evocation). If they selected Charisma whenever they cast a personal range spell (such as Alter Self) on themselves and their familiar is within 100-ft they can have it gain the benefit for as long as it is within 100-ft, if they choose to instead cast a spell only on their familiar (for example Alter Self) instead of having the ability to cast it as a touch spell instead of its normal range they can cast it with Medium Range (190-ft at 9th level) even if they cannot see their familiar or there is a wall between them.


    Instant Search (Ex): Beginning at 13th level a Ruin Delver may make a Search check as a Swift action (and/or a Move action).

    Mental Pinnacle: At 17th level a Ruin Delver gains a final benefit based upon their choice of mental specialty.

    Intelligence: You may prepare clerical divination spells in your Conjuration (Healing) only divine spell slots. In addition for every level in which you have at least 0 non-transmutation only arcane spell slots you gain an additional spell slot which may only be used to prepare Divination spells.

    Wisdom: Select a 2nd domain associated with your god/ideal. You can cast spells from it as you can from your 1st domain and gain its domain power. In addition for every level except your highest in which you have at least 0 non-Conjuration (Healing) only divine spell slots you gain an additional spell slot which may only be used to prepare spells from one of your two domains.

    Charisma: You gain Improved Familiar as a bonus feat if you do not already have it. You may share spells with your familiar from up to 1 mile and may also cast spells targeting your familiar without line of effect or line of sight up to 1 mile even if their range would normally be less. Finally your empathic link with your familiar improves to a full telepathic link allowing total mental communication between the two of you.

    Spoiler: Example
    Show
    At 17th level a Ruin Delver who selected Intelligence could prepare clerical Divination spells in their Conjuration (Healing) slots and would have 6th and 7th level clerical Divination spells added to their spell list, in addition they'd gain a bonus arcane spell of each level 0 to 5 which could only be used for Divination. If they picked Wisdom they'd gain a 2nd Domain (Strength) and a bonus spell from level 0 to 3 which could only be used to prepare spells from one of their two domains (there are no 0 level domain spells so the slot would normally remain empty), and at level 18 they'd gain a 4th level slot usable in the same way (they do not gain a 4th immediately because they have 0+1 5th level spells). If they selected Charisma they'd gain Improved Familiar and be able to share spells with their familiar out to 1 mile and cast spells on it out to 1 mile so they could cast Heal on their familiar from 1 mile away, and with full telepathic communication could accurately communicate with it instead of relying on loose empathy.


    Master Arcanum: At 20th level a Ruin Delver learns a single powerful work of magic. They may select one 8th or lower level Wizard or Cleric spell. They gain a single 8th level spell slot which may only be used to prepare it or metamagic enhanced spells from the same list. They are not considered to have any other 8th level spells on their spell list, although they are considered to have the selected spell on their spell list and if it is a Wizard spell it is added to their spellbook as if by level up. If the spell is on both the wizard and cleric list they select one to cast it as. You are not considered to have spells of this level for the purpose of feats and abilities that add to your spell list or spell slots.

    Spoiler: Example
    Show
    A 20th level Ruin Delver gains this ability and selects Mind Blank as their spell. They add Mind Blank to their spell list and gain a single 8th level Arcane spell slot. Regardless of their casting ability score they do not gain bonus spell slots of this level. This slot could be used to prepare one of their 6th level transmutation spells, 5th level or lower arcane spells in general, Mind Blank, or a metamagic version of any of the aforementioned with a final level of 8 or lower. If they chose Limited Wish they'd still gain an 8th level spell slot even though it is only 7th level. If they took Arcane Disciple for a domain they would not gain the ability to learn the 7th or 8th level spell from that domain due to this ability and they'd be unable to prepare an 8th level sanctified spell in this slot in either case. If they choose a Divine spell it works the same way except that they can fill the slot with only divine spells.
    Last edited by Zaydos; 2016-10-02 at 01:28 AM.
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    Default Re: Ruin Delver (Base Class)

    Made a variant of this class that I think is more interesting and possibly better designed (or at least more cohesive in concept) a while ago and never posted it in this thread so here it is...

    Maid

    "Okairinasai Ojousama." - A Maid

    The Maid, or Valet if male, is a perfect servant, a supporter for their master, a dabbler in all skills known to man able to perform, if not excel, in all things and to even excel in a variety of fields based upon their deepest focus. They dabble in sorcery, piety, and warfare to better protect and serve their master, working not only to fulfill their needs but even to predict them and ensure the task is all but done by the time their employer becomes aware of it.

    Adventures: A maid is a servant, a valet a gentleman’s gentleman, and the most common reason for them to adventure is because their employer wished it. Whether they adventure alongside their (foolish) employer to keep them alive, or adventure for the pay their employer provides while remaining safely at home, it is in the service of another that a maid adventures. In rarer cases a maid will take to adventuring when between proper employment, using this as a chance to develop and hone the wide variety of skills required for perfect service.

    Characteristics: A little bit of everything, but not a master of anything. Arcane spells, especially transmutations, are at their beck if not to the extent of a wizard or even a bard, divine magic, especially healing, can be called to their aid as required. They can fight alongside true warriors, if only for a short time each day, and must rely upon magical augmentation to keep up with a barbarian or even a fighter. Their greatest skills lie in their myriad capabilities, every Maid is a master of a few skills and eventually a dabbler in nearly everything. The one place they are outstanding is as an assistant, capable of bringing out the most from an assisting jab or some clever distracting positioning.

    Alignment: A maid is usually a willing servant, someone who is mentally prepared to follow their lord or lady not because their lord is more capable than them in any given circumstance but because they are a follower not a leader. As such maids cannot be Chaotic with the overwhelming majority being Lawful. Neutral maids are a rarity but they do exist, caring for a personal loyalty, possibly one between family lines for generations, or following someone they believe is a true leader. For a Neutral maid loyalty is the most important aspect of service. A Lawful maid is more likely to be aware of their social status, of how social status can transcend competence and wealth, and how duty is paramount. Loyalty does remain a prime concern for a Lawful maid, but it is an aspect of duty and not the only one which is important.

    Maids come in both Good and Evil, with a tendency towards Neutrality. They are defined more by an orientation towards Loyalty and Duty to their employer, or the house that employs them. As such they typically lack the personal greed and selfishness of evil, but also the strong guiding morals that place all creatures as important. Good maids must either luckily find a Good lord or lady or must face a decision between Loyalty and Good which often ends with Loyalty winning. Evil maids have more freedom but by their nature have already in ways chosen against Evil.

    Religion: Maids usually follow a religion based upon their race and culture. If they deviate from the cultural norm they tend towards those gods who praise service, loyalty, and honor as the highest virtues, or else worship the same deities as their lord or lady; this latter is especially true in those maids whose family has worked for their lord or lady’s family for generations.

    Background: Most maids are raised into the profession, many come from long lines of servants their life dedicated to training to support a master from youth. The rare maid who wasn’t born into the work is often adopted by their future master’s family, raised to be a protector of their master from youth, or failing that in some way owes their original master for their life, not just in escaping death, but in escaping a life of miserable poverty and having the opportunity to learn their skills. Gratitude is a common source of duty.

    Races: A true maid is a rarity among human cultures, they exist but for every hundred servants a single true maid is uncommon. They exist, however. Maids are more common among dwarves and halflings. Dwarves have a tradition of loyalty and duty, of branch families which exist to serve the head family of their clans, as such dwarves may be the most likely race to produce a maid. Halfling maids while rarer than dwarves are common among halfling servants, a strong tradition of loyalty existing. Gnomish maids are all but unheard of, few gnomes work as servants and fewer still serve as such throughout their entire lives, and even those who do rarely see themselves as servants first and foremost. Elven maids are another extreme rarity as, like with gnomes, there are few lifelong servants, however those that do exist are almost certain to be maids, combining elven pride in one’s work with elven dabbling to create a perfect maid. Half-elves and half-orcs are unlikely to have been born into a tradition of service, but they are likely to be born into a state of ostracism and low social standing from which a life of service as a gentleman’s gentleman is one possible escape, and a method with which to raise the standing of your own child so that they do not have to continue the tradition.

    Among the less accepted humanoids maids are most common among goblins and hobgoblins. The former are, by Maglubiyet’s doctrine the inferior of the two races and to be kept as servants and slaves by their superiors, many preferring to be the loyal, and well rewarded, servant to being the disloyal and punished slave. Hobgoblin maids are common as well, usually serving those who hold positions of civil authority.

    Other Classes: A Maid is a supporter and servant, a friend to all, or at least most. To a wizard they are a bodyguard and an assistant, to a cleric they keep the church running smoothly. Few classes dislike their own servant. When not a servant to an individual still a wizard can respect their discipline and their humility keeps their dabbling in the arcane from grating. A cleric may be slightly annoyed by their divine powers born not from loyalty to a god, but loyalty itself, but at least they can see resonance there, it is loyalty after all. A rogue can admire their myriad skills, a fighter their help in combat, a paladin their devotion, and a monk their discipline.
    On the negative side we have barbarians, bards, and druids. While bards love their own maid, and love the concept of having a personal maid, the idea of being one is often alien to such free spirits. To barbarians it is usually similar to the idea of being a willing thrall, a position without any honor to speak of, a maid is a product of civilization after all. Finally druids sometimes see the idea of such a servant as an unnatural thing created by the perversion of civilization; while there are always larger threats to nature, and a maid is nothing to risk life or limb to kill they can be a portrait of the perversion that civilization can create.

    Role: A Maid is an excellent second stringer, taking on the role of assistant in all things but the primary in nothing. They serve as a secondary arcanist, capable of casting low level utility spells and transmutation based buffs, secondary healer, capable of adding a decent amount of healing each day, secondary melee combatant, using bonus feats and adrenaline surge to engage in melee, and even as primary skill monkey due to their high skill points, dabbler ability, and skill mastery. In addition, unlike with most stealth based characters, they are capable of assisting their allies in stealth or mobility skills making them valuable for maneuvering through a dungeon without expenditure of magical resources.

    GAME RULE INFORMATION
    Maids have the following game statistics.
    Abilities: As jacks-of-all-trades Maids can make use of a variety of abilities. Dexterity is important for stealth skills, ranged combat, and AC, Strength is important if they wish to join into melee combat, and Constitution has its traditional importance. Among mental ability scores Maids have a distinct choice. As they can select which score to base their magical abilities off of they can focus either on Intelligence for additional skill points, Wisdom for Will saves and perception, or Charisma for social persuasiveness.
    Alignment: Any non-Chaotic.
    Hit Die: d8
    Starting Age: As wizard; training in many diverse fields requires significant time on par with even that of a true mage.
    Starting Gold: 5d4 x 10 GP.

    Class Skills
    The Maid's 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), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Use Magic Device (Cha).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    RUIN DELVER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +2
    Spells, Dedicated Servant, Bonus Feat, Mental Specialty, Loyal Servant +1, Trapfinding
    2nd
    +1
    +0
    +3
    +3
    Skill Instructor, Teamwork Skill
    3rd
    +2
    +1
    +3
    +3
    Quick Search, Loyal Servant +2, Professional Aspect
    4th
    +3
    +1
    +4
    +4
    Adrenaline Surge, Bonus Feat
    5th
    +3
    +1
    +4
    +4
    Automatic Search, Dabbler
    6th
    +4
    +2
    +5
    +5
    Loyal Servant +3, Improved Skill Instruction
    7th
    +5
    +2
    +5
    +5
    Skill Mastery, Expert Aid
    8th
    +6/+1
    +2
    +6
    +6
    Bonus Feat, Automatic Search (+5-ft)
    9th
    +6/+1
    +3
    +6
    +6
    Improved Dabbler, Loyal Servant +4
    10th
    +7/+2
    +3
    +7
    +7
    Skill Mastery, Adept Skill Instruction
    11th
    +8/+3
    +3
    +7
    +7
    Advanced Aspect
    12th
    +9/+4
    +4
    +8
    +8
    Bonus Feat, Loyal Servant +5, Automatic Search (+5-ft)
    13th
    +9/+4
    +4
    +8
    +8
    Skill Mastery, Instant Search
    14th
    +10/+5
    +4
    +9
    +9
    Expert Dabbler
    15th
    +11/+6/+1
    +5
    +9
    +9
    Loyal Servant +6
    16th
    +12/+7/+2
    +5
    +10
    +10
    Bonus Feat, Skill Mastery
    17th
    +12/+7/+2
    +5
    +10
    +10
    Professional Pinnacle, Automatic Search (+10-ft)
    18th
    +13/+8/+3
    +6
    +11
    +11
    Master Skill Instruction, Loyal Servant +7
    19th
    +14/+9/+4
    +6
    +11
    +11
    Master Dabbler, Skill Mastery
    20th
    +15/+10/+5
    +6
    +12
    +12
    Bonus Feat, Maid’s Instruction, Pattern of Excellence

    Spells per Day:
    Spoiler: Spell Tables
    Show
    Arcane Spells
    Level 0 1st 2nd 3rd 4th 5th 6th
    1 -+1 - - - - - -
    2 1+1 -+1 - - - - -
    3 2+1 -+1 - - - - -
    4 2+1 0+1 - - - - -
    5 2+1 1+1 -+1 - - - -
    6 2+1 1+1 -+1 - - - -
    7 2+1 2+1 0+1 - - - -
    8 2+1 2+1 1+1 -+1 - - -
    9 3+1 2+1 1+1 -+1 - - -
    10 3+1 2+1 1+1 0+1 - - -
    11 3+1 2+1 1+1 1+1 -+1 - -
    12 3+1 2+1 2+1 1+1 -+1 - -
    13 3+1 2+1 2+1 1+1 0+1 - -
    14 3+1 2+1 2+1 1+1 1+1 -+1 -
    15 3+1 3+1 2+1 1+1 1+1 -+1 -
    16 3+1 3+1 2+1 2+1 1+1 0+1 -
    17 3+1 3+1 3+1 2+1 1+1 1+1 -+1
    18 3+1 3+1 3+1 2+1 1+1 1+1 -+1
    19 3+1 3+1 3+1 2+1 2+1 1+1 -+1
    20 3+1 3+1 3+1 2+1 2+1 2+1 -+1

    Divine Spells

    Level 0 1st 2nd 3rd 4th 5th 6th 7th
    1 -+1 - - - - - - -
    2 -+1 - - - - - - -
    3 -+1 -+1 - - - - - -
    4 1+1 -+1 -+1 - - - - -
    5 2+1 0+1 -+1 - - - - -
    6 2+1 1+1 -+1 -+1 - - - -
    7 2+1 2+1 -+1 -+1 - - - -
    8 2+1 2+1 0+1 -+1 - - - -
    9 2+1 2+1 1+1 -+1 -+1 - - -
    10 2+1 2+1 1+1 -+1 -+1 - - -
    11 3+1 2+1 1+1 0+1 -+1 - - -
    12 3+1 2+1 1+1 1+1 -+1 -+1 - -
    13 3+1 2+1 2+1 1+1 -+1 -+1 - -
    14 3+1 3+1 2+1 1+1 0+1 -+1 - -
    15 3+1 3+1 2+1 1+1 1+1 -+1 -+1 -
    16 3+1 3+1 2+1 1+1 1+1 -+1 -+1 -
    17 3+1 3+1 2+1 2+1 1+1 0+1 -+1 -
    18 3+1 3+1 2+1 2+1 1+1 1+1 -+1 -+1
    19 3+1 3+1 3+1 2+1 2+1 1+1 -+1 -+1
    20 3+1 3+1 3+1 2+1 2+1 2+1 -+1 -+1

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

    Weapon and Armor Proficiencies: A Maid is proficient in all simple weapons and one martial weapon of their choice as well as light and medium armor and shields (except Tower Shields).

    Spells: A Maid gains the ability to cast limited amounts of spells. They are capable of learning, preparing, and casting spells as a generalist wizard from the wizard spell list (including rules for spell books and adding new spells to their spell book), gaining access to divination and abjuration spells more quickly than other schools. They gain arcane spell slots as listed on the table above; spell slots marked +1 can only be used for abjuration and divination spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school. A Maid begins with 16 cantrips in their spellbook and no other spells, whenever they gain a level they may add 2 spells of any level which they have access to transmutation spells to their spellbook (these spells do not have to be transmutation). They are also capable of preparing and casting spells as a cleric from the cleric spell list, gaining greater access to conjuration (healing) spells. They gain divine spell slots as listed on the table above; spell slots marked +1 can only be used for conjuration (healing) spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school or subschool. They are not considered to have non-Divination or Abjuration wizard spells and non-Conjuration (Healing) cleric spells above 5th level on their spell list, and are not considered to have Abjuration or Divination wizard spells above 6th level or Conjuration (Healing) cleric spells above 7th level on their spell list.

    Bonus spells, saving throw DCs, and maximum spell level a Maid can cast are determined by whatever ability score is associated with their Mental Specialty (see below) for both Arcane and Divine spells. A maid does not gain bonus spells per day for their arcane and divine spell separately, but instead must choose when they prepare spells whether to prepare a bonus spell slot as Arcane or Divine (and they must have at least 0 spells per day of that level of Arcane or Divine spells to choose it).

    A Maid learns to cast arcane spells in light armor and suffers no arcane spell failure to do so when casting an arcane spell as a Maid and, beginning at 6th level, suffer no arcane spell failure when in medium armor. A Maid may also take Spell Mastery as if they were a wizard.

    A Maid cannot use arcane spell slots to prepare divine spells or divine spell slots to prepare arcane spells, and the two are treated as separate lists and prepared separately similar to a multiclass wizard/cleric or a mystic theurge.

    Dedicated Servant (Ex): A Maid is a servant, they have trained long and hard to be such and knows how to serve others with a natural ease. As such a maid adds their class level as a bonus on all Profession (butler), (maid), (servant), (valet), or similar profession checks as well as any check to clean or repair an object and may make such checks untrained.

    Bonus Feat: At 1st, 4th, 8th, 12th, 16th, and 20th level a Maid gains a bonus feat they meet the prerequisites for. This may be any Fighter bonus feat, metamagic feat, or feat from the list below: Acrobatic, Agile, Alertness, Athletic, Combat Casting, Deceitful, Deft Hands, Diligent, Endurance, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Tower Shield Proficiency, Skill Focus, Scribe Scroll, Spell Mastery, Stealthy, or Track from the Player's Handbook; Appraise Magical Value, Brachiation, Expert Tactician, Extraordinary Concentration, Hear the Unseen, Improved Swimming, Quick Reconnoiter, and Tactile Trapsmith from Complete Adventurer; Combat Acrobat, Fade into Violence, Keen-Eared Scout, Master Manipulator, Vatic Gaze, and Wanderer's Diplomacy from Player's Handbook II; and Agile Athlete from Races of the Wild.

    Mental Specialty: At 1st level a Maid chooses a specialty of Intelligence, Wisdom, or Charisma. Their arcane and divine Maid spells are based off of this ability score and at 3rd, 11th, and 17th level they gain an ability related to this choice.

    Loyal Servant (Ex): A Maid is a loyal servant to their master, not easily swayed from their duty. Beginning at 1st level a Maid gains a +1 morale bonus to Will saves against Compulsion effects which would make them act against their employer’s interests. This bonus increases by +1 at 3rd level and every 3rd level thereafter.

    Trapfinding (Ex): A Maid can find traps as a rogue.

    Skill Instructor (Ex): Beginning at 2nd level a Maid may instruct allies in the proper method of performing activities. To do so is a full round action and requires those allies to be able to hear the Maid, although continuing the instructions is a free action (talking). For as long as the Maid continues this instruction the affected allies can use the Maid's skill ranks in a single skill (the same skill for all affected creatures) if they are higher than the allies. A Maid may affect up to 1/2 their class level in allies with this ability at a single time, and all creatures affected must be within 15-ft. Beginning at 6th level a Maid may affect creatures up to 30-ft away, instruct in 2 different skills simultaneously, and the benefits last for 1 round/class level after the Maid stops instructing up to a duration of as long as the Maid was instructing (so if they were instructing for 2 rounds the creatures benefit for only 2 rounds afterwards regardless of Maid level); no single creature may benefit from two instances of the same Maid's Skill Instructor at a time. Beginning at 10th level a Maid may affect creatures up to 60-ft away, instruct in 3 different skills simultaneously, and the benefits last for 2 rounds/class level after the Maid stops instructing up to twice as long as they were instructing for. Beginning at 18th level they may instruct in 4 different skills simultaneously, and the benefits last for 1 minute/class level after they stop up to 10 times as long as they were instructing.

    Teamwork Skill (Ex): Beginning at 2nd level the bonus granted and received by a Maid through flanking or the Aid Another action is increased by 2 (normally to +4).

    Quick Search (Ex): Beginning at 3rd level a Maid may make a Search check as a move action instead of a full-round action.

    Professional Aspect (Ex): At 3rd level a Maid develops a special aspect based upon which aspect of service they choose to focus upon. They may select Ninja Maid, Skillful Maid, or Yojimbo.

    Ninja Maid: You gain Sudden Strike +1d6 (as the ninja ability), and you may cast Invisibility and Improved Invisibility with your Abjuration/Divination slots and you may prepare them without having them in your spellbook or without using your spellbook.

    Skillful Maid: 1/day per class level plus an additional number of times per day equal to the ability modifier for the score chosen as your Mental Specialty you may use Aid Another as a swift action. If you use this to use Aid Another on the same creature twice in a single round you must either choose to aid different types of rolls (or AC), or you may choose to have it add to the 2nd such roll (or AC against 2nd attack) of that type or, in the case of attack or AC, a second target. The benefits of your Aid Another does not stack with your Aid Another.

    Yojimbo: You gain +1 hp per Maid level and you gain the ability to select a Charge. You may only select a creature as your ‘Charge’ once per day as a standard action. You gain a +1 morale bonus to attack and gain +1d6 to weapon damage against any creature that you have seen attempt to harm your charge (anything that would break Invisibility) within a number of rounds equal to the bonus of the ability score chosen as your mental specialty (minimum 1 round).

    Adrenaline Surge (Ex): Beginning at 4th level a Maid may call upon buried reserves of resolve. As a free action they may increase their Base Attack Bonus by 1 plus 1 for every 4 Maid levels beyond the first for 1 round; this bonus may never increase their BAB to above their effective character level. They may use this ability 3 + constitution modifier times per day.

    Automatic Search (Ex): A Maid's senses are keen enough to pick up the smallest disturbances. Beginning at 5th level whenever a Maid passes within 10-ft of an area to search they are entitled a free search check similar to a dwarf's Stonecunning or elf's Secret Doors. Beginning at 8th level this applies out to 15-ft, increasing to 20-ft at 12th, and 30-ft at 17th.

    Dabbler (Ex): Beginning at 5th level Maid gains 2 virtual skill ranks in every skill. These skill ranks add to any ranks they may have but cannot increase their effective ranks above 1/2 their max ranks for class skills (this means it can increase cross-class skills to their absolute max assuming they are cross-class for all classes the Maid possesses) and do not count for qualifying for prerequisites. These virtual ranks do allow them to perform skill checks with the skill as if trained. At 9th level this increases to 4 ranks in every skill, becoming 6 at 14th level, and 9 at 19th level.

    Skill Mastery (Ex): At 7th level and every 3rd level thereafter (10th, 13th, 16th, and 19th) a Maid may select one Maid class skill which they have at least 10 ranks in and may take 10 on when not threatened or rushed. They may take 10 on that skill even in a situation in which they would normally be unable to do so.

    Expert Aid (Ex): Beginning at 7th level whenever a Maid uses Aid Another to help a creature with a skill check which they have Skill Mastery in that creature receives an additional +2 to that check, in addition any creature that is benefiting from a Maid's Skill Instruction in such a skill and rolls an unmodified 4 or less on such a skill treats it as a 5 before modifiers.

    Advanced Aspect (Ex): Beginning at 11th level a Maid's skills improve based upon the Professional Aspect they chose at 3rd level.

    Ninja Maid: Your +1d6 Sudden Strike becomes +1d6 Sneak Attack (it now applies when Flanking) and improves to +2d6 sneak attack.

    Skillful Maid: Your Dabbler ability improves. From now on it can increase skill ranks to ½ your maximum ranks + 4 and grants 2 more virtual ranks to each skill. This means at 11th level it adds 6 ranks to skills and may increase them to 11 ranks instead of 4 and 7, and at 20th it adds 11 ranks and can increase them to 15 (and a half).

    Yojimbo: Your Charge gains a +2 untyped bonus to AC when within your melee reach against any attack you would not be denied your Dexterity bonus against if you were the one being attacked, in addition the bonus to attack and damage against creatures which attack your Charge increase to +2 and +2d6 respectively. Finally you gain a +2 bonus to Concentration checks and all Wisdom based skill checks and ability checks; a bodyguard must have a level head and excellent situational awareness in all things.

    Instant Search (Ex): Beginning at 13th level a Maid may make a Search check as a Swift action (and/or a Move action).

    Profession Pinnacle (Ex): At 17th level a Maid gains a final benefit based upon their choice of professional aspect.

    Ninja Maid: You gain +1d6 Sneak Attack for a total of +3d6 Sneak Attack, in addition if you study your victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you and recognize you as an enemy. If the you of such an attack fails a Fortitude save (DC 10 + ½ your maid level + your Mental Specialty ability modifier) against the kill effect, they dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 maid levels you possess. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.
    If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.

    Skillful Maid: When you use the Aid Another action the creature you aid adds your Mental Specialty ability modifier to their roll as well as the normal bonus from your Aid Another. In addition select one ability score other than your Mental Specialty when making skill or ability checks based upon that ability add your Mental Specialty ability modifier if positive to it as well.

    Yojimbo: You gain Combat Reflexes as a bonus feat and may make an attack of opportunity against any creature that attacks your charge (assuming they are, in fact, in your melee reach). Finally you gain DR 3/- against any attack you are not flat-footed against

    Pattern of Excellence (Ex): A gentleman’s gentleman, or a true lady’s maid, must excel at all things, with a head that never bends under pressure. Beginning at 20th level you may take 10 on any skill or ability check even if threatened or rushed. In addition once per round you may take 10 on an attack roll.

    Maid’s Instruction (Ex): You may instruct Base Attack Bonus and Caster Level as if they were skills. When you do so allies replace their BAB or CL with yours if yours is better. This functions like Instruct Skills and counts against the number of skills you may instruct at a time, but the instruction only lasts as long as you continue and 1 round thereafter per 2 rounds you instructed to a maximum of 1 minute. If your Base Attack Bonus or Caster Level changes so too does this bonus if you are still actively instructing, so it is best to stop with a buffed BAB or CL.
    Last edited by Zaydos; 2016-10-02 at 01:29 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Old: My homebrew (updated 9/9)

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