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  1. - Top - End - #31
    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Re: An Offer: Custom Base Classes

    Some other ideas.
    Combine the Arcane Archer with Incarnum, maybe steal from the soulknife a bit.
    Malconvoker stretched out 20 levels.
    Swordsage/Sorcerer Mash up?
    Ruby Knight Vindicator gished with Abjurant Champion.
    Hell, Abjurant Champion with an Arcane Barbarian mash up.
    Alienist stretched out 20 levels.
    Fatespinner stretched out 20 levels.
    Planar Shepard (gasp!) and Paladin mish mash?
    Wild Soul and Shadowcraft Mage?
    Last edited by spikeof2010; 2015-10-04 at 05:31 AM.

  2. - Top - End - #32
    Dwarf in the Playground
     
    SwashbucklerGuy

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    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by Stratovarius View Post
    Soulknife/Truenamer, aka Bladespeaker. It has a fair number of new abilities, mostly around Truenaming.

    Spoiler: Bladespeaker
    Show
    Bladespeaker

    "I can do all things."
    - Excasard the Brilliant, Human Bladespeaker


    Text

    Making a Bladespeaker
    Text

    Abilities: Intelligence is the ability that the Bladespeaker uses to speak truenames. More at home in combat than using utterances, the Bladespeaker does well to have strong physical statistics.

    Races: Bladespeaker appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

    Alignment: Bladespeaker can be of any alignment, and there is no bias in any one direction.

    Table 1: The Bladespeaker
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                     
    -----------------------------------------------------------------------------
    1      +1    +2    +0    +2    Bladespeaker, Utterances
    2      +2    +3    +1    +3    Weapon Focus (mind blade), Throw mind blade   
    3      +3    +3    +1    +3    Psychic strike +1d8
    4      +4    +4    +2    +4    +1 mind blade, Enhancing Utterance                                 
    5      +5    +4    +2    +4    Free draw, shape mind blade, Bonus Recitation Feat                   
    6      +6    +5    +3    +5    Mind blade enhancement +1, Speed of Thought   
    7      +7    +5    +3    +5    Psychic strike +2d8, Hammer of Truth
    8      +8    +6    +2    +6    +2 mind blade, See the Named, Multiple throw                                                                 
    9      +9    +6    +3    +6    Bladewind, Greater Weapon Focus (mind blade)  
    10     +10   +7    +3    +7    Mind blade enhancement +2, Bonus Recitation Feat, Sending                     
    11     +11   +7    +3    +7    Psychic strike +3d8, Speak unto the Masses
    12     +12   +8    +4    +8    +3 mind blade, Say My Name and I Am There                                 
    13     +13   +8    +4    +8    Knife to the soul                             
    14     +14   +9    +4    +9    Mind blade enhancement +3, Pronouncement of Doom                     
    15     +15   +9    +5    +9    Psychic strike +4d8, Bonus Recitation Feat
    16     +16   +10   +5    +10   +4 mind blade, Truthstorm                                 
    17     +17   +10   +5    +10   Spoken Gift
    18     +18   +11   +6    +11   Mind blade enhancement +4, Sword of Words                     
    19     +19   +11   +6    +11   Psychic strike +5d8, Land of Thine Own Creation
    20     +20   +12   +6    +12   +5 mind blade, Bonus Recitation Feat, Blade of the True

    Game Rule Information
    Wilding Knives have the following game statistics.

    Alignment: Any
    Hit Die: d10
    Starting Gold: 5d4 x 10 (125 gp)
    Starting Age: Complex (as wizard)


    Class skills
    Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (all)* (Int), Listen (Wis), Perform (Cha), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Truespeak (Int), and Tumble (Dex)
    Skill Points at 1st level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features
    Text

    Weapon and Armor Proficiency
    Wilding Knives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

    Utterances
    A Wilding Knight gains and uses utterances from the Lexicons of the Evolving Mind, Crafted Tool, and Perfected Map exactly as if he was a Truenamer of an equal class level, except that the Law of Resistance and the Law of Sequence do not apply to the Bladespeaker.

    Mind Blade (Su)
    As a move action, a Bladespeaker can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Bladespeaker materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/Χ2). Wilding Knives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

    The blade can be broken (it has hardness 10 and 10 hit points); however, a Bladespeaker can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

    A Bladespeaker can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

    A Bladespeaker’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

    Even in places where psionic effects do not normally function (such as within a null psionics field), a Bladespeaker can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Bladespeaker maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Bladespeaker can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

    Weapon Focus (Mind Blade)
    A Bladespeaker gains Weapon Focus (mind blade) as a bonus feat.

    Throw Mind Blade (Ex)
    A Bladespeaker of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.

    Whether or not the attack hits, a thrown mind blade then dissipates. A Bladespeaker of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

    Psychic Strike (Su)
    As a move action, a Bladespeaker of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

    A mind blade deals this extra damage only once when this ability is called upon, but a Bladespeaker can imbue his mind blade with psychic energy again by taking another move action.

    Once a Bladespeaker has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Bladespeaker drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Bladespeaker next materializes it.

    At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Bladespeaker’s psychic strike increases as shown on the Table above.

    Enhancing Utterance (Su)
    By saying his own truename as a swift action in the same round as he expends his Psychic Strike, the Bladespeaker can make the damage from the Psychic Strike apply to all attacks he makes during the round, instead of the first.

    Free Draw (Su)
    At 5th level, a Bladespeaker becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.

    Shape Mind Blade (Su)
    At 5th level, a Bladespeaker gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Bladespeaker shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

    Alternatively, a Bladespeaker can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Bladespeaker would otherwise create with a single mind blade.

    Bonus Recitation Feat
    By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 5th level. Choose one recitation feat. You must still meet the prerequisites for the bonus feat to take it. At each indicated level, gain another bonus recitation feat.

    Mind Blade Enhancement (Su)
    At 6th level, a Bladespeaker gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

    At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Bladespeaker can add to his weapon improves to +2, +3, and +4, respectively. A Bladespeaker can choose any combination of weapon special abilities that does not exceed the total allowed by the Bladespeaker’s level.

    The weapon ability or abilities remain the same every time the Bladespeaker materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

    A Bladespeaker can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Bladespeaker.
    Code:
    Weapon Special Ability  Enhancement Bonus Value
    Defending               +1
    Keen                    +1
    Lucky1                  +1
    Mighty cleaving         +1
    Psychokinetic           +1
    Sundering               +1
    Vicious                 +1
    Collision               +2
    Mindcrusher             +2
    Psychokinetic burst     +2
    Suppression             +2
    Wounding                +2
    Bodyfeeder              +3
    Mindfeeder              +3
    Soulbreaker             +3
    Speed of Thought
    A Bladespeaker gains Speed of Thought as a bonus feat at 6th level.

    Hammer of Truth
    When the Bladespeaker takes a full attack action, he may speak one utterance as a free action. It must affect a target he struck using his mind blade. He recieves a +4 bonus on his Truespeak check.

    See the Named (Su)
    Beginning at 8th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal (see page 196 for information on making a Truespeak check to affect a creature). If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per point of intelligence modifier per day.

    Multiple Throw (Ex)
    At 8th level and higher, a Bladespeaker can throw a number of mind blades per round equal to the number of melee attacks he could make.

    Bladewind (Su)
    At 9th level, a Bladespeaker gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

    As a full attack, when wielding his mind blade, a Bladespeaker can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Bladespeaker’s regular mind blade.

    When using bladewind, a Bladespeaker forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

    The mind blade immediately reverts to its previous form after the bladewind attack.

    Greater Weapon Focus (Mind Blade)
    A Bladespeaker gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

    Sending (Su)
    Beginning at 10th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check (DC 15 + 2 Χ target's CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability at will.

    Speak unto the Masses (Su)
    At 11th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.

    Say My Name and I Am There (Su)
    At 12th level, you develop a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.

    Knife to the Soul (Su)
    Beginning at 13th level, when a Bladespeaker executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Bladespeaker can combine extra dice of damage and ability damage in any combination.

    The Bladespeaker decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

    Pronouncement of Doom
    If a Bladespeaker makes a successful psychic strike attack, he may pronounce doom on the struck creature. That creature must make a fortitude save or be destroyed (this affects undead and other unliving creatures). Treat this as a 6th level utterance from the Lexicon of the Evolving Mind.

    Truthstorm
    After the Bladespeaker has successfully spoken an utterance, he may choose to expend his psychic strike. If he does, all creatures affected by the utterance take the psychic strike damage.

    Spoken Gift
    By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can grant his mind blade a single +3 or lower weapon special ability. It lasts for a number of rounds equal to his charisma modifier.

    Sword of Words
    By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can animate his mind blade, as per the dancing enhancement. He immediately forms another mind blade. This lasts for a number of rounds equal to his charisma modifier.

    Land of Thine Own Creation
    If the Bladespeaker is fighting inside an area of effect generated by his utterances, he is immune to any effects of that utterance, and doubles his psychic strike damage on any creature who is inside the area of effect with him. He also recieves a +4 bonus to attack rolls.

    Blade of the True
    Whenever the Bladespeaker successfully strikes a creature with his mind blade, he may speak an utterance targeting the struck creature as a free action.
    I forgot to thank you for this. My apologies; an a well overdue thanks!
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez

  3. - Top - End - #33
    Orc in the Playground
     
    Stratovarius's Avatar

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    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by Xaotiq1 View Post
    I forgot to thank you for this. My apologies; an a well overdue thanks!
    Not a problem. I'm most interested in seeing how it actually plays, since the base material, is, well, utter rubbish. They're probably the two most "fixed" classes out there.

    Quote Originally Posted by jqavins View Post
    Forrest Mage:
    A sorcerer/druid/ranger blend. A spontaneous caster with a spell list that is half druid and half sor/wiz. Combat like a druid. Class abilities blending druid and ranger. A magical hunter and protector of the wild.
    Thicketmage - It's a mixture of Druid, Ranger, Spirit Shaman, and Sorcerer. Should slot in around Tier 2 like the sorcerer before it.

    Spoiler
    Show
    Thicketmage

    "Remember me well, when the war comes, for I will sing of the glory and the pain."
    - Thurgard Thunderblade, Human Thicketmage


    Text

    Making a Thicketmage
    Text

    Abilities: The Thicketmage does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Thicketmage uses to give him extra spells.

    Races: Thicketmages appear amongst all races, but are highly concentrated among those who live in and among nature.

    Alignment: Thicketmage can be of any alignment, and there is no bias in any one direction.

    Table 1: The Thicketmage
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    ----------------------------------------------------------------------------------------------------------------
    1      +1    +0    +2    +2    Combat Style, Track                           1   —   —   —   —   —   —   —   —
    2      +2    +1    +3    +3    Wild Empathy, Trackless Step                  2   —   —   —   —   —   —   —   —
    3      +3    +1    +3    +3    Endurance                                     2   1   —   —   —   —   —   —   —
    4      +4    +2    +4    +4    Animal Companion                              3   2   —   —   —   —   —   —   —
    5      +5    +2    +4    +4    Resist Nature's Lure                          3   2   1   —   —   —   —   —   —
    6      +6    +3    +5    +5    Improved Combat Style                         3   3   2   —   —   —   —   —   —
    7      +7    +3    +5    +5    Woodland Stride                               4   3   2   1   —   —   —   —   —
    8      +8    +2    +6    +6    Swift Tracker                                 4   3   3   2   —   —   —   —   —
    9      +9    +3    +6    +6    Evasion, Combat Style Mastery                 4   4   3   2   1   —   —   —   —
    10     +10   +3    +7    +7    Venom Immunity                                4   4   3   3   2   —   —   —   —
    11     +11   +3    +7    +7    Wild shape 1/day                              4   4   4   3   2   1   —   —   —
    12     +12   +4    +8    +8    Wild shape 2/day                              4   4   4   3   3   2   —   —   —
    13     +13   +4    +8    +8    Wild shape 3/day, Camouflage                  4   4   4   4   3   2   1   —   —
    14     +14   +4    +9    +9    Wild shape (Large)                            4   4   4   4   3   3   2   —   —
    15     +15   +5    +9    +9    Timeless Body                                 4   4   4   4   4   3   2   1   —
    16     +16   +5    +10   +10   Wild shape 4/day, Wild Shape (Tiny)           4   4   4   4   4   3   3   2   —
    17     +17   +5    +10   +10   Hide in Plain Sight                           4   4   4   4   4   4   3   2   1
    18     +18   +6    +11   +11   Wild shape (Huge)                             4   4   4   4   4   4   3   3   2
    19     +19   +6    +11   +11   Wild shape 5/day                              4   4   4   4   4   4   4   3   3
    20     +20   +6    +12   +12   Wild shape (Plant)                            4   4   4   4   4   4   4   4   4
    Table 2: Spells Retrieved
    Code:
    Level  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    ------------------------------------------
    1      1   —   —   —   —   —   —   —   —  
    2      2   —   —   —   —   —   —   —   —  
    3      2   1   —   —   —   —   —   —   —  
    4      3   1   —   —   —   —   —   —   —  
    5      3   1   1   —   —   —   —   —   —  
    6      3   2   1   —   —   —   —   —   —  
    7      3   2   1   1   —   —   —   —   —  
    8      3   2   2   1   —   —   —   —   —  
    9      3   3   2   1   1   —   —   —   —  
    10     3   3   2   2   1   —   —   —   — 
    11     3   3   3   2   1   1   —   —   — 
    12     3   3   3   2   2   1   —   —   — 
    13     3   3   3   3   2   1   1   —   — 
    14     3   3   3   3   2   2   1   —   — 
    15     3   3   3   3   3   2   1   1   — 
    16     3   3   3   3   3   2   2   1   — 
    17     3   3   3   3   3   3   2   1   1 
    18     3   3   3   3   3   3   2   2   1 
    19     3   3   3   3   3   3   3   2   2 
    20     3   3   3   3   3   3   3   3   2
    Game Rule Information
    Thicketmage have the following game statistics.

    Alignment: Any
    Hit Die: d6
    Starting Gold: 5d4 x 10 (125 gp)
    Starting Age: Complex (as wizard)


    Class skills
    are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at 1st level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Features
    Text
    • Weapon and Armour Proficiency: Thicketmage are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
    • Spells: Spells: A Thicketmage casts arcane spells from the druid, ranger, and sorcerer spell lists. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time. To retrieve or cast a spell, a Thicketmage must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a Thicketmage's spell is 10 + the spell level + the Thicketmage's Charisma modifier. Like other spellcasters, a Thicketmage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—5: The Thicketmage. In addition, she receives bonus spells per day if she has a high Wisdom score. Like a sorcerer, a Thicketmage knows only a small number of spells. However, each day a Thicketmage may change the spells she knows. When a Thicketmage meditates to regain her daily allotment of spells, she retrieves knowledge of the specific spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level Thicketmage can retrieve two 1st-level, and one 2nd-level spells. She can cast 1st-level spells four times, and her 2nd-level spell two times in the course of the day. If a Thicketmage knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a Thicketmage might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A Thicketmage could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A Thicketmage cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Thicketmages using metamagic feats do not have an increased casting time as sorcerers do. Each Thicketmage must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day. Thicketmages suffer arcane spell failure in any armour above light.
    • Combat Style (Ex): At 1st level, a Thicketmage must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Thicketmage selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Thicketmage’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
    • Track: A Thicketmage gains Track as a bonus feat.
    • Wild Empathy (Ex): A Thicketmage can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Thicketmage rolls 1d20 and adds his Thicketmage level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Thicketmage and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Thicketmage can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
    • Endurance: A Thicketmage gains Endurance as a bonus feat.
    • Trackless Step (Ex): A Thicketmage leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
    • Animal Companion (Ex):At 4th level, a Thicketmage gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Thicketmage’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Thicketmage on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Thicketmage's effective druid level equal to his class level.
    • Resist Nature's Lure (Ex): A Thicketmage gains a +4 bonus on saving throws against the spell-like abilities of fey.
    • Improved Combat Style (Ex): At 6th level, a Thicketmage’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 1st level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selected two-weapon combat at 1st level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thicketmage’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
    • Woodland Stride (Ex): Starting at 7th level, a Thicketmage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
    • Swift Tracker (Ex): Beginning at 8th level, a Thicketmage can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
    • Evasion (Ex): At 9th level, a Thicketmage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Thicketmage is wearing light armor or no armor. A helpless Thicketmage does not gain the benefit of evasion.
    • Combat Style Mastery (Ex): At 10th level, a Thicketmage’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 1st level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selected two-weapon combat at 1st level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thicketmage’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
    • Venom Immunity (Ex): A Thicketmage gains immunity to all poisons.
    • Wild Shape (Su): At 11th level, a Thicketmage gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Thicketmage level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Thicketmage melds into the new form and becomes nonfunctional. When the Thicketmage reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Thicketmage's feet. The form chosen must be that of an animal the Thicketmage is familiar with. A Thicketmage loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Thicketmage can use this ability more times per day at 12th, 13th, 16th, 19th, as noted on Table: The Thicketmage. In addition, she gains the ability to take the shape of a Large animal at 14th level, a Tiny animal at 16th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s Thicketmage level. At 20th level, a Thicketmage becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Thicketmage can’t use this ability to take the form of a plant that isn’t a creature.)
    • Camouflage (Ex): A Thicketmage of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
    • Timeless Body (Ex):After attaining 15th level, a Thicketmage no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Thicketmage still dies of old age when her time is up.
    • Hide in Plain Sight (Ex): While in any sort of natural terrain, a Thicketmage of 17th level or higher can use the Hide skill even while being observed.
    Last edited by Stratovarius; 2015-10-05 at 01:52 PM.

  4. - Top - End - #34
    Barbarian in the Playground
     
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    Default Re: An Offer: Custom Base Classes

    Request! Request!

    Shadowcaster/Warlock fusion for infinite shadow spells. If possible, add more spells that deal piercing/slashing damage so it can be played to the tune of Selim Bradley.

    Bonus points if you can figure out a way to effectively weaken his powers in the dark without making guaranteed death.
    Last edited by LordotTrinkets; 2015-10-05 at 09:55 AM.
    P.S. If you did not receive this post, let me know and I'll re-send it.

    Quote Originally Posted by BilltheCynic View Post
    *And now I have an image of an animated suit of adamantine armor, complete with armor spikes and a wicked scythe, wearing a top hat. And it is awesome.
    *"Nowhere that I am, everywhere that I am not."

  5. - Top - End - #35
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    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by LordotTrinkets View Post
    Request! Request!

    Shadowcaster/Warlock fusion for infinite shadow spells. If possible, add more spells that deal piercing/slashing damage so it can be played to the tune of Selim Bradley.

    Bonus points if you can figure out a way to effectively weaken his powers in the dark without making guaranteed death.
    You get this one quickly because I liked the concept - Shadowcasters are one of the classes that have always appealed to me. Although upon reviewing them for this, I realized they have no class abilities whatsoever. WotC never really took the whole "no empty levels" thing to heart, did they?

    Obsidian Adept - It's mostly a Warlock, but instead of invocations, it uses Mysteries. Also tweaked a few of the abilities to make them fit the shadow theme more appropriately.
    Spoiler
    Show
    Obsidian Adept

    "Remember me well, when the war comes, for I will sing of the glory and the pain."
    - Thurgard Thunderblade, Human Obsidian Adept


    Text

    Making an Obsidian Adept
    Text

    Abilities: See below

    Races: Obsidian Adepts appear amongst all races.

    Alignment: Obsidian Adept can be of any alignment, and there is no bias in any one direction.

    Table 1: The Obsidian Adept
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                                                                     Mysteries Known
    ----------------------------------------------------------------------------------------------------------------------------------------------
    1st    +0    +0    +0    +2    Darkblast 1d6, Mystery (least)                                                                1  
    2nd    +1    +0    +0    +3    Mystic Reflections                                                                            2  
    3rd    +2    +1    +1    +3    Damage reduction 1/piercing and magic, Darkblast 2d6                                          3  
    4th    +3    +1    +1    +4    Deceive item                                                                                  4  
    5th    +3    +1    +1    +4    Darkblast 3d6                                                                                 5  
    6th    +4    +2    +2    +5    New Mystery (least or lesser)                                                                 6  
    7th    +5    +2    +2    +5    Damage reduction 2/piercing and magic, Darkblast 4d6                                          7  
    8th    +6    +2    +2    +6    Shadow Resilience 1                                                                           8  
    9th    +6    +3    +3    +6    Darkblast 5d6                                                                                 9  
    10th   +7    +3    +3    +7    Cold Resistance 10                                                                            10  
    11th   +8    +3    +3    +7    Damage reduction 3/piercing and magic, Darkblast 6d6, new Mystery (least, lesser or greater)  11  
    12th   +9    +4    +4    +8    Imbue item                                                                                    12  
    13th   +9    +4    +4    +8    Shadow Resilience 2                                                                           13  
    14th   +10   +4    +4    +9    Darkblast 7d6                                                                                 14  
    15th   +11   +5    +5    +9    Damage reduction 4/piercing and magic                                                         15  
    16th   +12   +5    +5    +10   New Mystery (least, lesser, greater, or dark)                                                 16  
    17th   +12   +5    +5    +10   Darkblast 8d6                                                                                 17  
    18th   +13   +6    +6    +11   Shadow Resilience 5                                                                           18  
    19th   +14   +6    +6    +11   Damage reduction 5/piercing and magic                                                         19  
    20th   +15   +6    +6    +12   Darkblast 9d6, Cold Resistance 20                                                             20
    Game Rule Information
    Obsidian Adept have the following game statistics.

    Alignment: Any
    Hit Die: d6
    Starting Gold: 5d4 x 10 (125 gp)
    Starting Age: Complex (as wizard)

    Class skills
    Concentration, Craft, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Move Silently, Profession, Spellcraft, Spot and Use Magic Device
    Skill Points at 1st level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Class Features
    Text
    • Weapon and Armour Proficiency: Obsidian Adepts are proficient with all simple weapons. They are proficient with light armor but not with shields. Because the somatic components required for Obsidian Adept Mysteries are relatively simple, an Obsidian Adept can use any of his Mysteries while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, an Obsidian Adept wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all Mysteries, including Darkblast, have a somatic component). A multiclass Obsidian Adept still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
    • Shadow Mysteries: An Obsidian Adept does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of abilities known as Mysteries that require him to focus the umbral energy that suffuses his soul. An Obsidian Adept can use any Mystery he knows at will, with the following qualifications: An Obsidian Adept's Mysteries are spell-like abilities; using a Mystery is therefore a standard action that provokes attacks of opportunity. A Mystery can be disrupted, just as a spell can be ruined during casting. An Obsidian Adept is entitled to a Concentration check to successfully use a Mystery if he is hit by an attack while using a mytery, just as a spellcaster would be. An Obsidian Adept can choose to use a Mystery defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Obsidian Adept's Mysteries are subject to spell resistance unless a Mystery's description specifically states otherwise. An Obsidian Adept's caster level with his Mysteries is equal to his Obsidian Adept level. The save DC for a Mystery (if it allows a save) is 10 + mystery level + the Obsidian Adept's Charisma modifier. The four grades of Mysteries (Tome of Magic p140), in order of their relative power, are least (1st level), lesser (2nd and 3rd), greater (4th and 5th), and dark (6th and 7th). An Obsidian Adept begins with knowledge of one Mystery, which must be of the lowest grade (least). As an Obsidian Adept gains levels, he learns new Mysteries, as summarized on the advancement table and described below. At any level when an Obsidian Adept learns a new Mystery, he can also replace a Mystery he already knows with another Mystery of the same or a lower grade. At 6th level, an Obsidian Adept can replace a least Mystery he knows with a different least Mystery (in addition to learning a new Mystery, which could be either least or lesser). At 11th level, an Obsidian Adept can replace a least or lesser Mystery he knows with another Mystery of the same or a lower grade (in addition to learning a new Mystery, which could be least, lesser, or greater). At 16th level, an Obsidian Adept can replace a least, lesser, or greater Mystery he knows with another Mystery of the same or a lower grade (in addition to learning a new Mystery, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, Mysteries are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Obsidian Adepts can qualify for some prestige classes usually intended for spellcasters; treat them as a Warlock.
    • Darkblast (Sp): The first ability an Obsidian Adept learns is Darkblast. An Obsidian Adept attacks his foes with umbral power, using baleful shadow energy to deal damage and sometimes impart other debilitating effects. A Darkblast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An Darkblast deals 1d6 points of damage at 1st level and increases in power as the Obsidian Adept rises in level. A Darkblast is the equivalent of a 1st-level spell and is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to Darkblast. A Darkblast deals half damage to objects. As a free action, an Obsidian Adept can choose to apply a single mystery that requires a non-harmless saving throw he knows as a rider effect on his Darkblast. If he does so, the spell level of the Darkblast changes to that of the mystery. If the Darkblast successfully hits, the mystery affects the target, no save allowed. The Obsidian Adept may attach a mystery as a rider to his darkblast every 1d4 rounds.
    • Mystic Reflections (Sp): Beginning at 2nd level, an Obsidian Adept can use mystic reflections as a fundemental mystery at will. His caster level equals his class level.
    • Damage Reduction (Su): Fortified by the supernatural power flowing in his body, an Obsidian Adept becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/piercing and magic. At 7th level and every four levels thereafter, an Obsidian Adept's damage reduction improves as shown on the advancement table below.
    • Deceive Item (Ex): At 4th level and higher, an Obsidian Adept has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, an Obsidian Adept can take 10 even if distracted or threatened.
    • Shadow Resilience (Su): Beginning at 8th level, an Obsidian Adept knows the trick of Shadow Resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the Obsidian Adept gains fast healing 1. At 13th level, an Obsidian Adept's Shadow Resilience improves. When in his Shadow Resilience state, he gains fast healing 2 instead. At 18th level, an Obsidian Adept's Shadow Resilience improves to fast healing 5.
    • Cold Resistance (Su): At 10th level and higher, an Obsidian Adept has resistance 10 against cold. At 20th level, an Obsidian Adept gains resistance 20.
    • Imbue Item (Su): An Obsidian Adept of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the Obsidian Adept can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

  6. - Top - End - #36
    Bugbear in the Playground
     
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    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by Stratovarius View Post
    Thicketmage - It's a mixture of Druid, Ranger, Spirit Shaman, and Sorcerer. Should slot in around Tier 2 like the sorcerer before it.
    Looks good, thanks.
    -- Joe
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    You are completely welcome to use anything I post here, or I wouldn't post it.

  7. - Top - End - #37
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    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by Mousedigits View Post
    Hmm, how about a Duskblade/Paladin Combo, who focuses on being a perfect mixture of Martial Prowess, Arcane Knowledge, and Divine Devotion. One thing that I do not want is LG alignment only, but possibly Good only or must match god's alignment.
    Probably not quite what you were looking for (ended up hewing fairly closely to being a super-duskblade), but Occult Blade.
    Spoiler
    Show
    Occult Blade[/FONT]

    "Remember me well, when the war comes, for I will sing of the glory and the pain."
    - Thurgard Thunderblade, Human Occult Blade


    Text

    Making a Occult Blade
    Text

    Abilities: Text

    Races: Text

    Alignment: Text

    Table 1: The Occult Blade
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th 
    ---------------------------------------------------------------------------------------------------
    1      +1    +0    +2    +2    Armoured Mage, Smite                          2   —   —   —   —   
    2      +2    +1    +3    +3    Combat Casting                                3   —   —   —   —   
    3      +3    +1    +3    +3    Arcane Channelling                            4   —   —   —   —   
    4      +4    +2    +4    +4    Armored Mage                                  5   —   —   —   —   
    5      +5    +2    +4    +4    Smite, Quick Cast                             5   2   —   —   —   
    6      +6    +3    +5    +5    Spell Power, Mount                            6   3   —   —   —   
    7      +7    +3    +5    +5    Armored Mage                                  6   5   —   —   —   
    8      +8    +2    +6    +6    Arcane Rejuvenation                           7   6   —   —   —   
    9      +9    +3    +6    +6    Extended Spellstrength                        7   6   2   —   —   
    10     +10   +3    +7    +7    Armored Mage, Smite                           8   7   3   —   —   
    11     +11   +3    +7    +7    Spell Power                                   8   7   5   —   —   
    12     +12   +4    +8    +8    Arcane Boost (Attack)                         8   8   6   —   —   
    13     +13   +4    +8    +8    Arcane Channelling                            9   8   6   2   —   
    14     +14   +4    +9    +9    Arcane Boost (AC)                             9   8   7   3   —   
    15     +15   +5    +9    +9    Smite                                         9   9   7   5   —   
    16     +16   +5    +10   +10   Spell Power, Arcane Boost (Saves)             10  9   8   6   —   
    17     +17   +5    +10   +10                                                 10  9   8   6   2   
    18     +18   +6    +11   +11   Spell Power, Arcane Boost (Resistance)        10  10  9   7   3   
    19     +19   +6    +11   +11   Arcane Boost (Damage)                         10  10  9   7   5   
    20     +20   +6    +12   +12   Smite, Warrior of the Arcane                  10  10  10  8   6
    Game Rule Information
    Occult Blade have the following game statistics.

    Alignment: Any
    Hit Die: d10
    Starting Gold: 5d4 x 10 (125 gp)
    Starting Age: Complex (as wizard)


    Class skills
    Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)
    Skill Points at 1st level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Class Features
    Text
    • Weapon and Armor Proficiency: Occult Blades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
    • Spells: A Occult Blade casts arcane spells, which are drawn from the duskblade & paladin spell lists. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). A Occult Blade's caster level is equivalent to his class level.
    • Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Occult Blade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Occult Blade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
    • Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Occult Blade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. At 10th level, you learn to use heavy armor with no chance of arcane spell failure.
    • Smite (Su): Once per encounter you may smite an enemy creature. You gain a bonus on attack rolls equal to your intelligence modifier, and deal 1 extra point of damage per class level. At 5th, 10th, 15th, and 20th level, you gain an extra use per encounter.
    • Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
    • Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
    • Quick Cast (Ex): Whenever you successfully smite an enemy, you can cast a single spell as a swift action that does not generate an attack of opportunity, so long as the casting time of the spell is 1 standard action or less.
    • Mount (Sp): Upon reaching 6th level, a Occult Blade gains the service of a loyal steed to serve her. This mount is usually a heavy warhorse (for a Medium Occult Blade) or a warpony (for a Small Occult Blade). Once per day, as a full-round action, a Occult Blade may magically call her mount. This ability is the equivalent of a spell of a level equal to one-third the Occult Blade’s level. The mount immediately appears adjacent to the Occult Blade and remains for 2 hours per Occult Blade level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Occult Blade may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
    • Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
    • Arcane Rejuvenation (Su): An Occult Blade can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her unused spell slots; doing this heals a number of hit points of damage equal to 1d8+1 times the spell's level.
    • Extended Spellstrength (Ex): Beginning at 9th level, a Occult Blade knows how to extend the duration of spells that he casts on himself. The duration of any of his spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time). Spells that target multiple targets are affected by this power, but only the Occult Blade gains the extended duration.
    • Arcane Boost (Su): You gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round per spell level.
      • Bonus on attack rolls equal to 1d4 * spell's level.
      • Bonus to AC equal to 1d4 * spell's level.
      • Bonus on saving throws equal to the spell's level.
      • Resistance to acid, cold, electricity, fire, and sonic equal to 5 Χ the spell's level.
      • Bonus on weapon damage rolls equal to 1d8+1 * spell's level.
    • Warrior of the Arcane (Su): Whenever you use Arcane Channelling, treat all attacks made therein as Smite attacks.

  8. - Top - End - #38
    Bugbear in the Playground
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    Default Re: An Offer: Custom Base Classes

    So, it's not perfectly in line with what you are asking for in this thread, but I noticed in the list of previous classes the Candle Caster class, which stretched a Prc into a base class - is it possible you could do the same with the Beast Heart Adept Prc? Possibly with a refluffed version of the Archivist's Dark Knowledge ability to fill in the levels?

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    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by Stratovarius View Post
    Probably not quite what you were looking for (ended up hewing fairly closely to being a super-duskblade), but Occult Blade.
    Spoiler
    Show
    Occult Blade[/FONT]

    "Remember me well, when the war comes, for I will sing of the glory and the pain."
    - Thurgard Thunderblade, Human Occult Blade


    Text

    Making a Occult Blade
    Text

    Abilities: Text

    Races: Text

    Alignment: Text

    Table 1: The Occult Blade
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th 
    ---------------------------------------------------------------------------------------------------
    1      +1    +0    +2    +2    Armoured Mage, Smite                          2   —   —   —   —   
    2      +2    +1    +3    +3    Combat Casting                                3   —   —   —   —   
    3      +3    +1    +3    +3    Arcane Channelling                            4   —   —   —   —   
    4      +4    +2    +4    +4    Armored Mage                                  5   —   —   —   —   
    5      +5    +2    +4    +4    Smite, Quick Cast                             5   2   —   —   —   
    6      +6    +3    +5    +5    Spell Power, Mount                            6   3   —   —   —   
    7      +7    +3    +5    +5    Armored Mage                                  6   5   —   —   —   
    8      +8    +2    +6    +6    Arcane Rejuvenation                           7   6   —   —   —   
    9      +9    +3    +6    +6    Extended Spellstrength                        7   6   2   —   —   
    10     +10   +3    +7    +7    Armored Mage, Smite                           8   7   3   —   —   
    11     +11   +3    +7    +7    Spell Power                                   8   7   5   —   —   
    12     +12   +4    +8    +8    Arcane Boost (Attack)                         8   8   6   —   —   
    13     +13   +4    +8    +8    Arcane Channelling                            9   8   6   2   —   
    14     +14   +4    +9    +9    Arcane Boost (AC)                             9   8   7   3   —   
    15     +15   +5    +9    +9    Smite                                         9   9   7   5   —   
    16     +16   +5    +10   +10   Spell Power, Arcane Boost (Saves)             10  9   8   6   —   
    17     +17   +5    +10   +10                                                 10  9   8   6   2   
    18     +18   +6    +11   +11   Spell Power, Arcane Boost (Resistance)        10  10  9   7   3   
    19     +19   +6    +11   +11   Arcane Boost (Damage)                         10  10  9   7   5   
    20     +20   +6    +12   +12   Smite, Warrior of the Arcane                  10  10  10  8   6
    Game Rule Information
    Occult Blade have the following game statistics.

    Alignment: Any
    Hit Die: d10
    Starting Gold: 5d4 x 10 (125 gp)
    Starting Age: Complex (as wizard)


    Class skills
    Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)
    Skill Points at 1st level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Class Features
    Text
    • Weapon and Armor Proficiency: Occult Blades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
    • Spells: A Occult Blade casts arcane spells, which are drawn from the duskblade & paladin spell lists. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). A Occult Blade's caster level is equivalent to his class level.
    • Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Occult Blade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Occult Blade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
    • Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Occult Blade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. At 10th level, you learn to use heavy armor with no chance of arcane spell failure.
    • Smite (Su): Once per encounter you may smite an enemy creature. You gain a bonus on attack rolls equal to your intelligence modifier, and deal 1 extra point of damage per class level. At 5th, 10th, 15th, and 20th level, you gain an extra use per encounter.
    • Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
    • Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
    • Quick Cast (Ex): Whenever you successfully smite an enemy, you can cast a single spell as a swift action that does not generate an attack of opportunity, so long as the casting time of the spell is 1 standard action or less.
    • Mount (Sp): Upon reaching 6th level, a Occult Blade gains the service of a loyal steed to serve her. This mount is usually a heavy warhorse (for a Medium Occult Blade) or a warpony (for a Small Occult Blade). Once per day, as a full-round action, a Occult Blade may magically call her mount. This ability is the equivalent of a spell of a level equal to one-third the Occult Blade’s level. The mount immediately appears adjacent to the Occult Blade and remains for 2 hours per Occult Blade level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Occult Blade may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
    • Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
    • Arcane Rejuvenation (Su): An Occult Blade can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her unused spell slots; doing this heals a number of hit points of damage equal to 1d8+1 times the spell's level.
    • Extended Spellstrength (Ex): Beginning at 9th level, a Occult Blade knows how to extend the duration of spells that he casts on himself. The duration of any of his spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time). Spells that target multiple targets are affected by this power, but only the Occult Blade gains the extended duration.
    • Arcane Boost (Su): You gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round per spell level.
      • Bonus on attack rolls equal to 1d4 * spell's level.
      • Bonus to AC equal to 1d4 * spell's level.
      • Bonus on saving throws equal to the spell's level.
      • Resistance to acid, cold, electricity, fire, and sonic equal to 5 Χ the spell's level.
      • Bonus on weapon damage rolls equal to 1d8+1 * spell's level.
    • Warrior of the Arcane (Su): Whenever you use Arcane Channelling, treat all attacks made therein as Smite attacks.
    You're right, that's not quite what I was looking for. However, I'm still very satisfied. It looks like a very fun class to play.

    Needless to say, thank you!
    Extended Signature
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    Trasil, Magus 15//Fighter 12/Ab. Champ 3//Spellsword 10/Factotum 4/LA (Kreshen) 1, Game: Aegis Tristalt
    Potentia Abilities: Sword (Sahael), Clock (Renia)
    Current Buffs Spreadsheet
    Other Abilities: Manifest Body, Teleport abilities

    Soulsteel, Aegis 10//Soulknife 10//Mythic (Mutant) 10//Vigilante (Exposed Vigilante) 10, Game: London Extranatural Guild

    Tara, Spellthief 2, a noncaster in disguise! Game: Academy Living

  10. - Top - End - #40
    Orc in the Playground
     
    Stratovarius's Avatar

    Join Date
    Sep 2014

    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by ImperatorV View Post
    So, it's not perfectly in line with what you are asking for in this thread, but I noticed in the list of previous classes the Candle Caster class, which stretched a Prc into a base class - is it possible you could do the same with the Beast Heart Adept Prc? Possibly with a refluffed version of the Archivist's Dark Knowledge ability to fill in the levels?
    You mean like this?
    Spoiler: Beast Heart Adept
    Show
    Beast Heart Adept

    "Remember me well, when the war comes, for I will sing of the glory and the pain."
    - Thurgard Thunderblade, Human Beast Heart Adept


    Text

    Making a Beast Heart Adept
    Text

    Abilities: Text

    Races: Text

    Alignment: Text

    Table 1: The Beast Heart Adept
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th 
    ---------------------------------------------------------------------------------------------------
    1      +0    +0    +2    +2    Monster Empathy, Monster Handler              1   —   —   —   —   
    2      +1    +1    +3    +3    Monster Lore                                  1   —   —   —   —   
    3      +2    +1    +3    +3    Monstrous Companion                           2   —   —   —   —   
    4      +3    +2    +4    +4    Monstrous Flank, Resist Monsters              2   —   —   —   —   
    5      +3    +2    +4    +4    Speak with Monsters                           3   1   —   —   —   
    6      +4    +3    +5    +5    Monstrous Tactics                             3   1   —   —   —   
    7      +5    +3    +5    +5    Monstrous Wild Shape                          4   2   —   —   —   
    8      +6    +2    +6    +6    Extra Companion                               4   2   —   —   —   
    9      +6    +3    +6    +6    Monstrous Wild Shape                          5   3   1   —   —   
    10     +7    +3    +7    +7    Monstrous Team-Up                             5   3   1   —   —   
    11     +8    +3    +7    +7    Monstrous Wild Shape                          5   4   2   —   —   
    12     +9    +4    +8    +8    Empathic Link, Monstrous Stagger              5   4   2   —   —   
    13     +9    +4    +8    +8    Extra Companion                               5   5   3   1   —   
    14     +10   +4    +9    +9    Monstrous Link                                5   5   3   1   —   
    15     +11   +5    +9    +9    Monstrous Wild Shape                          5   5   4   2   —   
    16     +12   +5    +10   +10   Monstrous Wild Shape                          5   5   4   2   —   
    17     +12   +5    +10   +10   Shared Skills                                 5   5   5   3   1   
    18     +13   +6    +11   +11   Extra Companion                               5   5   5   3   2   
    19     +14   +6    +11   +11   Monstrous Death Blow                          5   5   5   4   3   
    20     +15   +6    +12   +12   Monstrous Wild Shape                          5   5   5   5   4
    Game Rule Information
    Beast Heart Adept have the following game statistics.

    Alignment: Any
    Hit Die: d8
    Starting Gold: As druid
    Starting Age: Complex (as druid)


    Class skills
    Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, dungeoneering, nature, the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)
    Skill Points at 1st level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features
    Text
    • Weapon and Armor Proficiency: Beast Heart Adepts are proficient with all simple weapons, as well as light and medium armors and all shields (except tower shields).
    • Spells: A Beast Heart Adept casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You cast these spells exactly as a druid does, except you may not spontanenously cast summon nature's ally.
    • Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid’s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a –4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
    • Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.
    • Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
    • Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid’s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 6th level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid’s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
    • Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
    • Resist Monsters (Ex): Starting at 4th level, a beast heart adept gains a +4 bonus on saving throws against the abilities of aberrations and magical beasts.
    • Speak with Monsters (Sp): Starting at 5th level, a Beast Heart Adept can use speak with monsters at will. Treat this as speak with animals, except that its effects apply to magical beasts and aberrations. Caster level is class level.
    • Monstrous Tactics (Ex): Starting at 6th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your
      monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
    • Monstrous Wild Shape (Su): At 7th level, the Beast Heart Adept gains a version of the wild shape ability. Monstrous wild shape functions like the druid’s wild shape ability, except that the Beast Heart Adept instead chooses magical beasts instead of animal. At 9th level, the Beast Heart Adept gains the ability to change into a large magical beast. At 11th, a tiny magical beast. At 15th, huge magical beasts. At 16th, small, medium, and large aberrations. At 20th, huge aberrations. At 7th, 11th, 15th, and 19th levels he gains two uses of his Monstrous Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
    • Extra Monstrous Companion (Ex): At 8th level, you gain a second monstrous companion, chosen from the list of companions available to a level beast heart adept. At 13th level, you gain a third monstrous companion, chosen from the list of companions available to a beast heart adept. At 18th level, you gain a fourth monstrous companion, chosen from the list of companions available to a beast heart adept.
    • Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to “you” in those abilities now include your allies and monstrous companions. When you gain subsequent abilities, like Monstrous Stagger, your allies also gain the benefits of those abilities.
    • Empathic Link (Su): At 12th level, the Beast Heart Adept gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Beast Heart Adept and the companion can understand one another as if a speak with monsters effect were in force.
    • Monstrous Stagger (Ex): At 12th level, your coordinated attacks cause extra harm. If both you and one or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the second ally to strike or be staggered for one round.
    • Monstrous Link (Ex): You and your monstrous companions have grown so close that you consider them a part of you. You and your companions add your hit points together into a single pool. Until that pool runs out, neither you nor your monstrous companions can be made disabled or dying via hit point loss. Spells and other abilities that can kill one or more creatures still function normally. Your allies (via Monstrous Team-Up) do not get the benefits of this ability.
    • Shared Skills (Ex): At 18th level, you are now of one soul, as well as one body. You and all your companions gain the special attacks and special qualities of all your other companions.
    • Monstrous Death Blow (Ex): At 19th level, your coordinated attacks cause massive harm. If both you and two or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third ally to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.


    Monstrous Companion
    The beast heart adept’s monstrous companion is superior to a normal animal of its kind and has special powers. A beast heart adept's companion advances exactly as a druid's animal companion, described here.

    Alternate Monstrous Companion
    A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept’s level (in parentheses) when determining the monster’s characteristics and special abilities.
    • 6th Level or Higher (Level –2) - Digester, Girallon, Manticore, Winter wolf
    • 8th Level or Higher (Level –4) - Chimera, Wyvern
    • 10th Level or Higher (Level –6) - Chuul, Destrachan, Dragonne
    • 12th Level or Higher (Level –8) - Behir, Gray render, Yrthak


    Quote Originally Posted by Mousedigits View Post
    You're right, that's not quite what I was looking for. However, I'm still very satisfied. It looks like a very fun class to play.

    Needless to say, thank you!
    Part of the issue was that the Duskblade and the Paladin both have very boring, heavily front loaded chassis. So I had to go raid some prestige classes (Enlightened Fist, Suel Archanamach, Abjurant Champion), and ended up settling on a theme of burning spells for attacks, via Arcane channelling and all the other abilities. At this point, I'm sure a good minmaxer could really nova the crap out of the Occult Blade, but at least it's not 13 or 5 levels long, like the Duskblade and Pally.

  11. - Top - End - #41
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: An Offer: Custom Base Classes

    Quote Originally Posted by Stratovarius View Post
    You mean like this?
    Spoiler: Beast Heart Adept
    Show
    Beast Heart Adept

    "Remember me well, when the war comes, for I will sing of the glory and the pain."
    - Thurgard Thunderblade, Human Beast Heart Adept


    Text

    Making a Beast Heart Adept
    Text

    Abilities: Text

    Races: Text

    Alignment: Text

    Table 1: The Beast Heart Adept
    Code:
    Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th 
    ---------------------------------------------------------------------------------------------------
    1      +0    +0    +2    +2    Monster Empathy, Monster Handler              1   —   —   —   —   
    2      +1    +1    +3    +3    Monster Lore                                  1   —   —   —   —   
    3      +2    +1    +3    +3    Monstrous Companion                           2   —   —   —   —   
    4      +3    +2    +4    +4    Monstrous Flank, Resist Monsters              2   —   —   —   —   
    5      +3    +2    +4    +4    Speak with Monsters                           3   1   —   —   —   
    6      +4    +3    +5    +5    Monstrous Tactics                             3   1   —   —   —   
    7      +5    +3    +5    +5    Monstrous Wild Shape                          4   2   —   —   —   
    8      +6    +2    +6    +6    Extra Companion                               4   2   —   —   —   
    9      +6    +3    +6    +6    Monstrous Wild Shape                          5   3   1   —   —   
    10     +7    +3    +7    +7    Monstrous Team-Up                             5   3   1   —   —   
    11     +8    +3    +7    +7    Monstrous Wild Shape                          5   4   2   —   —   
    12     +9    +4    +8    +8    Empathic Link, Monstrous Stagger              5   4   2   —   —   
    13     +9    +4    +8    +8    Extra Companion                               5   5   3   1   —   
    14     +10   +4    +9    +9    Monstrous Link                                5   5   3   1   —   
    15     +11   +5    +9    +9    Monstrous Wild Shape                          5   5   4   2   —   
    16     +12   +5    +10   +10   Monstrous Wild Shape                          5   5   4   2   —   
    17     +12   +5    +10   +10   Shared Skills                                 5   5   5   3   1   
    18     +13   +6    +11   +11   Extra Companion                               5   5   5   3   2   
    19     +14   +6    +11   +11   Monstrous Death Blow                          5   5   5   4   3   
    20     +15   +6    +12   +12   Monstrous Wild Shape                          5   5   5   5   4
    Game Rule Information
    Beast Heart Adept have the following game statistics.

    Alignment: Any
    Hit Die: d8
    Starting Gold: As druid
    Starting Age: Complex (as druid)


    Class skills
    Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, dungeoneering, nature, the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)
    Skill Points at 1st level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features
    Text
    • Weapon and Armor Proficiency: Beast Heart Adepts are proficient with all simple weapons, as well as light and medium armors and all shields (except tower shields).
    • Spells: A Beast Heart Adept casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You cast these spells exactly as a druid does, except you may not spontanenously cast summon nature's ally.
    • Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid’s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a –4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
    • Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.
    • Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
    • Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid’s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 6th level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid’s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
    • Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
    • Resist Monsters (Ex): Starting at 4th level, a beast heart adept gains a +4 bonus on saving throws against the abilities of aberrations and magical beasts.
    • Speak with Monsters (Sp): Starting at 5th level, a Beast Heart Adept can use speak with monsters at will. Treat this as speak with animals, except that its effects apply to magical beasts and aberrations. Caster level is class level.
    • Monstrous Tactics (Ex): Starting at 6th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your
      monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
    • Monstrous Wild Shape (Su): At 7th level, the Beast Heart Adept gains a version of the wild shape ability. Monstrous wild shape functions like the druid’s wild shape ability, except that the Beast Heart Adept instead chooses magical beasts instead of animal. At 9th level, the Beast Heart Adept gains the ability to change into a large magical beast. At 11th, a tiny magical beast. At 15th, huge magical beasts. At 16th, small, medium, and large aberrations. At 20th, huge aberrations. At 7th, 11th, 15th, and 19th levels he gains two uses of his Monstrous Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
    • Extra Monstrous Companion (Ex): At 8th level, you gain a second monstrous companion, chosen from the list of companions available to a level beast heart adept. At 13th level, you gain a third monstrous companion, chosen from the list of companions available to a beast heart adept. At 18th level, you gain a fourth monstrous companion, chosen from the list of companions available to a beast heart adept.
    • Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to “you” in those abilities now include your allies and monstrous companions. When you gain subsequent abilities, like Monstrous Stagger, your allies also gain the benefits of those abilities.
    • Empathic Link (Su): At 12th level, the Beast Heart Adept gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Beast Heart Adept and the companion can understand one another as if a speak with monsters effect were in force.
    • Monstrous Stagger (Ex): At 12th level, your coordinated attacks cause extra harm. If both you and one or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the second ally to strike or be staggered for one round.
    • Monstrous Link (Ex): You and your monstrous companions have grown so close that you consider them a part of you. You and your companions add your hit points together into a single pool. Until that pool runs out, neither you nor your monstrous companions can be made disabled or dying via hit point loss. Spells and other abilities that can kill one or more creatures still function normally. Your allies (via Monstrous Team-Up) do not get the benefits of this ability.
    • Shared Skills (Ex): At 18th level, you are now of one soul, as well as one body. You and all your companions gain the special attacks and special qualities of all your other companions.
    • Monstrous Death Blow (Ex): At 19th level, your coordinated attacks cause massive harm. If both you and two or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third ally to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.


    Monstrous Companion
    The beast heart adept’s monstrous companion is superior to a normal animal of its kind and has special powers. A beast heart adept's companion advances exactly as a druid's animal companion, described here.

    Alternate Monstrous Companion
    A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept’s level (in parentheses) when determining the monster’s characteristics and special abilities.
    • 6th Level or Higher (Level –2) - Digester, Girallon, Manticore, Winter wolf
    • 8th Level or Higher (Level –4) - Chimera, Wyvern
    • 10th Level or Higher (Level –6) - Chuul, Destrachan, Dragonne
    • 12th Level or Higher (Level –8) - Behir, Gray render, Yrthak
    This is beautiful and I love it. A lot. This is going in my bookmarks bar. You are an inspiration to both homebrewers and mankind as a whole.

    Quick question, do the second, third, and fourth companions have full benefits, rather then the level-X secondary companions usually get? It seems like it from the text, but I wanted to be sure.

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    Quote Originally Posted by ImperatorV View Post
    This is beautiful and I love it. A lot. This is going in my bookmarks bar. You are an inspiration to both homebrewers and mankind as a whole.

    Quick question, do the second, third, and fourth companions have full benefits, rather then the level-X secondary companions usually get? It seems like it from the text, but I wanted to be sure.
    They do. I hate that stupid "lets make extra companions useless" crap that the basic BHA and the Beastmaster, etc. all pull off. If a class is going to give multiple companions, make them all useful. What the hell am I supposed to do with a flying goat that's 8 levels behind?

    And at some point I'll probably get around to porting all my material to GitP, but until then, best place to find my homebrew is the signature thread.

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    Quote Originally Posted by Stratovarius View Post
    They do. I hate that stupid "lets make extra companions useless" crap that the basic BHA and the Beastmaster, etc. all pull off. If a class is going to give multiple companions, make them all useful. What the hell am I supposed to do with a flying goat that's 8 levels behind?

    And at some point I'll probably get around to porting all my material to GitP, but until then, best place to find my homebrew is the signature thread.
    Oh, I get that. I wasn't criticizing you, just sniffing for a little clarification. I have actually looked at your extended signature, lots of good stuff in there. My personal favorites are the Overlord and all the Past, Present and Future stuff.

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    Quote Originally Posted by ImperatorV View Post
    Oh, I get that. I wasn't criticizing you, just sniffing for a little clarification. I have actually looked at your extended signature, lots of good stuff in there. My personal favorites are the Overlord and all the Past, Present and Future stuff.
    PPF has always garnered a really good reaction - it's almost certainly the best bit of homebrew I've done. Although the prestige classes for the system are a little weak (there's also not enough of them).

    I'm surprised by the Overlord, though - I've seen a reasonable amount of "too unwieldy/too powerful" commentary around that one. With some justification, since once you throw the Overlord, Companions, Horde, and the Skeleton Warriors/Mages from Vein of Bone together, it's possible to have 20+ characters on the field of battle easily.

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    Quote Originally Posted by Stratovarius View Post
    PPF has always garnered a really good reaction - it's almost certainly the best bit of homebrew I've done. Although the prestige classes for the system are a little weak (there's also not enough of them).

    I'm surprised by the Overlord, though - I've seen a reasonable amount of "too unwieldy/too powerful" commentary around that one. With some justification, since once you throw the Overlord, Companions, Horde, and the Skeleton Warriors/Mages from Vein of Bone together, it's possible to have 20+ characters on the field of battle easily.
    Hrm... I guess it's because I don't get to play very much, so I tend to look at things from a theoretical rather then practical standpoint. Having 20+ characters could slow the game down considerably. As for overpowered, the full spellcasting progression necromantic companions could be that, but I figured people wouldn't go overboard with those as a matter of courtesy.

    That said, I like the Overlord because it really captures what I feel is the traditional necromancer - hordes of weak skeletons, a few huge super-minions and the squishy guy who commands them all but doesn't have much else besides his army. Plus I like having a horde from level one, and the weekly spellcasting mechanic allows for spells of a massive scope without them being overpowered. Also, you can break into the 1000s with your minion count, which is awesome.

    Plus, the class is literally perfect for BBEGs, and can fill out the holes in a smaller party without feeling like you have to pander to what the group needs.

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    Quote Originally Posted by ImperatorV View Post
    Hrm... I guess it's because I don't get to play very much, so I tend to look at things from a theoretical rather then practical standpoint. Having 20+ characters could slow the game down considerably. As for overpowered, the full spellcasting progression necromantic companions could be that, but I figured people wouldn't go overboard with those as a matter of courtesy.

    That said, I like the Overlord because it really captures what I feel is the traditional necromancer - hordes of weak skeletons, a few huge super-minions and the squishy guy who commands them all but doesn't have much else besides his army. Plus I like having a horde from level one, and the weekly spellcasting mechanic allows for spells of a massive scope without them being overpowered. Also, you can break into the 1000s with your minion count, which is awesome.

    Plus, the class is literally perfect for BBEGs, and can fill out the holes in a smaller party without feeling like you have to pander to what the group needs.
    The class is somewhat obviously based off of the patch 1.09 Diablo 2 Overlord Necromancer, which was a build that could have up to 120+ minions. And was my favourite character in any RPG, and still is. But it's a type of build that's much easier with a computer. The big offenders in terms of lots of minions are actually the two Necros, Warriors Without and Wizards Within, which probably need to be smacked with a nerf bat. But I haven't begun system balancing, so that's not too surprising.

    As an example, I built a Hegni Overlord 5 a while ago. If he grabbed abilities other than the Warrior/Wizards pair, or I nerfed those, he'd be 1 Overlord, 1 Companion, 4 Horde undead, which is much more reasonable. Basically, the Overlord is the Necromancer class I've always wanted to play and never quite could in D&D.

    The weekly spellcasting mechanic I haven't really seen in action yet, but I suspect it will prove very slanted depending on base class chosen. I can't really see Overlords grabbing anything other than the week long buffs, aside from maybe a critical "save myself" necros, while the Necromancer class is much more aggressive with active casting. Especially the ACF that gives up Dark Ritual, etc., and goes all in one being an offensive caster.

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    Quote Originally Posted by Stratovarius View Post
    The class is somewhat obviously based off of the patch 1.09 Diablo 2 Overlord Necromancer, which was a build that could have up to 120+ minions. And was my favourite character in any RPG, and still is. But it's a type of build that's much easier with a computer. The big offenders in terms of lots of minions are actually the two Necros, Warriors Without and Wizards Within, which probably need to be smacked with a nerf bat. But I haven't begun system balancing, so that's not too surprising.

    As an example, I built a Hegni Overlord 5 a while ago. If he grabbed abilities other than the Warrior/Wizards pair, or I nerfed those, he'd be 1 Overlord, 1 Companion, 4 Horde undead, which is much more reasonable. Basically, the Overlord is the Necromancer class I've always wanted to play and never quite could in D&D.

    The weekly spellcasting mechanic I haven't really seen in action yet, but I suspect it will prove very slanted depending on base class chosen. I can't really see Overlords grabbing anything other than the week long buffs, aside from maybe a critical "save myself" necros, while the Necromancer class is much more aggressive with active casting. Especially the ACF that gives up Dark Ritual, etc., and goes all in one being an offensive caster.
    The 2xWW combo is hardly the only problematic necros; Vermin Arisen is worse then Warriors Without, and at a lower level to boot (that may be because it's not supposed to exist though; it's not listed in the main vein of poison necro list). Some of the weeklong buffs can get pretty nuts too (permanent multi-target greater invisibility anyone?). I tend to regard the Necromantic System as a whole as, like full casters, something that is meant to be carefully utilized by experienced and mature players. It's still an amazing system and one of my favorite bits of homebrew, and not worse then a tier two caster with intelligent spell selection.

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    Quote Originally Posted by ImperatorV View Post
    The 2xWW combo is hardly the only problematic necros; Vermin Arisen is worse then Warriors Without, and at a lower level to boot (that may be because it's not supposed to exist though; it's not listed in the main vein of poison necro list). Some of the weeklong buffs can get pretty nuts too (permanent multi-target greater invisibility anyone?). I tend to regard the Necromantic System as a whole as, like full casters, something that is meant to be carefully utilized by experienced and mature players. It's still an amazing system and one of my favorite bits of homebrew, and not worse then a tier two caster with intelligent spell selection.
    Vermin Arisen is actually a replacement for Poisoned Weapon, which just granted undead poison on their natural attacks. Vein of Poison got stuck in the Acid/Disease/Poison rut for a while mechanically, so when I came back to it, adding in vermin was a way of fleshing out the options available. It's the only "base" part of the system that's not finished (granted, Feats need a lot more options as well), mostly because inspirationally it's a bit dull compared to the wider scopes of the other areas. Plus, since it was approached last, the Vein of Flesh in particular had a few abilities that could have fit into either Vein.

    The Necromantic system, because I've not actually finished it, hasn't been balanced yet. Granted, given the way it's designed I think it'd be pretty hard to make a class fall under Tier 3, but there's certain aspects, like a few wildly overpowered companions (hello, Wheep!), that are definitely in need of a power beatdown. I'll also probably have to either weaken the power for the week-long buffs or turn up the cost, so they can't be stacked quite so high on the undead. I'd love to see it completed, but the amount of effort to get it there is a real bear. Not sure I ever will...

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    Quote Originally Posted by Stratovarius View Post
    Vermin Arisen is actually a replacement for Poisoned Weapon, which just granted undead poison on their natural attacks. Vein of Poison got stuck in the Acid/Disease/Poison rut for a while mechanically, so when I came back to it, adding in vermin was a way of fleshing out the options available. It's the only "base" part of the system that's not finished (granted, Feats need a lot more options as well), mostly because inspirationally it's a bit dull compared to the wider scopes of the other areas. Plus, since it was approached last, the Vein of Flesh in particular had a few abilities that could have fit into either Vein.
    Vermin actually work pretty well for that purpose, both because they are poisonous and because they associate pretty well with necromancy - vampires in particular associate with vermin. Actually, connecting the vein of posion with vampires could add some new options - and vampirism is sometimes depicted as a disease. So is lycanthropy - there's a lot of potential things that could be done with the vein. Although those two might fit better with the vein of curses, which has a lot of stuff already.

    Quote Originally Posted by Stratovarius View Post
    The Necromantic system, because I've not actually finished it, hasn't been balanced yet. Granted, given the way it's designed I think it'd be pretty hard to make a class fall under Tier 3, but there's certain aspects, like a few wildly overpowered companions (hello, Wheep!), that are definitely in need of a power beatdown. I'll also probably have to either weaken the power for the week-long buffs or turn up the cost, so they can't be stacked quite so high on the undead. I'd love to see it completed, but the amount of effort to get it there is a real bear. Not sure I ever will...
    You have a lot of complex subsystems. I'd be more surprised if they were all finished. I'd offer to help finish it but I have no experience writing homebrew or playing it, and letting a noob mess with a well-built system seems like an excellent way to ruin it.
    Last edited by ImperatorV; 2015-10-18 at 01:12 PM.

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    Quote Originally Posted by ImperatorV View Post
    Vermin actually work pretty well for that purpose, both because they are poisonous and because they associate pretty well with necromancy - vampires in particular associate with vermin. Actually, connecting the vein of posion with vampires could add some new options - and vampirism is sometimes depicted as a disease. So is lycanthropy - there's a lot of potential things that could be done with the vein. Although those two might fit better with the vein of curses, which has a lot of stuff already.
    I'm a very odd fan of necromancy - I like the undead but definitely don't like the poncy twits that vampires are. I'll have to see what of their mechanics didn't end up in Flesh and Spirit though. As for Vermin, I'm trying to find more of them in sourcebooks, but they mostly seem to have some variant of poison as a special attack and that's about it. Anything more and they're not vermin any more. And Curses was damn fun to make, especially the goofy ones like "You have a personal rain cloud. It sucks." My personal reaction is that the Curses tree is the best designed/most playable at the moment, although some of the week long curses are brutal. On the other hand, they're hard as hell for a normal adventuring party to use, except defensively.

    You have a lot of complex subsystems. I'd be more surprised if they were all finished. I'd offer to help finish it but I have no experience writing homebrew or playing it, and letting a noob mess with a well-built system seems like an excellent way to ruin it.
    If you want a chance to play it, I'm actually starting up a level 3 PbP, and there's still a spot or two open. And you don't have to worry about getting the mechanics exactly right, because I'll help :D

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    Quote Originally Posted by Stratovarius View Post
    I'm a very odd fan of necromancy - I like the undead but definitely don't like the poncy twits that vampires are. I'll have to see what of their mechanics didn't end up in Flesh and Spirit though. As for Vermin, I'm trying to find more of them in sourcebooks, but they mostly seem to have some variant of poison as a special attack and that's about it. Anything more and they're not vermin any more. And Curses was damn fun to make, especially the goofy ones like "You have a personal rain cloud. It sucks." My personal reaction is that the Curses tree is the best designed/most playable at the moment, although some of the week long curses are brutal. On the other hand, they're hard as hell for a normal adventuring party to use, except defensively.
    Vampires are a mixed bag. I can see people being turned off of them, especially compared to all the other cooler undead out there (personally, I am a utterly massive fan of the Boneyard, Death Knight, and Dread Wraith/Greater Shadow).

    Quote Originally Posted by Stratovarius View Post
    If you want a chance to play it, I'm actually starting up a level 3 PbP, and there's still a spot or two open. And you don't have to worry about getting the mechanics exactly right, because I'll help :D
    Hrm... I'm actually not in any PbPs or forum games at the moment since I dropped out of the EMPIRE! running... Care to give me the link?

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    Quote Originally Posted by ImperatorV View Post
    Vampires are a mixed bag. I can see people being turned off of them, especially compared to all the other cooler undead out there (personally, I am a utterly massive fan of the Boneyard, Death Knight, and Dread Wraith/Greater Shadow).
    Boneyard is actually a necromantic companion, although like all of the other melee beat-sticks, he's not a balanced one yet. All the necromantic companions come from Libris Mortis to date, so I haven't yet looked at even the SRD ones. I think if I did, I'd end up with too many (it's already close). At some point I really do need to get them cleaned up, but currently chugging away on Ritual and Rune as primary WIPs. Along with bits and pieces of Spellsong as I get to them.

    Hrm... I'm actually not in any PbPs or forum games at the moment since I dropped out of the EMPIRE! running... Care to give me the link?
    Whispers of War. As a warning, it's in Arhosa, so the houserules are extensive.

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    ... On the note of stretching a PrC to a base class level, what about Soul Eater? Possibly made able to interact with actual souls/spirits (Like, y'know, ghosts), and without the restrictions?

    And man, reading over your classes, they are done mechanically quite well. It's quite cool to see some of the stuff you've made.

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    Quote Originally Posted by TraceChaos View Post
    ... On the note of stretching a PrC to a base class level, what about Soul Eater? Possibly made able to interact with actual souls/spirits (Like, y'know, ghosts), and without the restrictions?
    The problem I have with the Soul Eater mechanically is that it's all but impossible to balance the level drain punches. If monsters are not immune to level drain, a properly built Soul Eater stacks up TWF/Flurry/Pounce and annihilates everything in a single round. If they are immune to level drain, like an Undead-heavy campaign, it can struggle. Until an ally gates in a decent monster and the Soul Eater just shapechanges into it via level drain punches. Given that it's a class that has permanent access to (effectively) two very strong 9th level spells, buffs, and other material, it's simply impossible to use a Soul Eater to make a sane class or character.

    The closest material I have at the moment is the Siphoner, which is actually built around draining melee touch attacks. It's one of my oldest base classes though, so I'm not going to make any promises regarding it.

    And man, reading over your classes, they are done mechanically quite well. It's quite cool to see some of the stuff you've made.
    Thanks, nice of you to say that. Most of my content is the various magic systems I've built, but I guess I'm up to 30+ base classes designed for normal play, by now.

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    Few more coming your way

    How does a fighter with the ability to grow armor from his bones sound (MILO)?
    A Barbarian who beats people so hard they rise up as zombies.
    A class which causes drain and buffs according to that drain.
    An "Inverse" Barbarian.
    A Water Based Necromancer
    A Water Based anything that won't make me cry in terms of nonaquatic campaigns.
    Exalted Monk/Warlock Hybrid.
    Incarnum Ranger?
    Incarnum Warlock!
    Incarnum Soulknife (That's actually good!)
    Monk/Soulknife with emphasis on "No Armor"
    Wildshape Bard?
    A Necromantic Paladin.

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    How about a spellcaster who gains his power through trapping a magical being inside himself? (I got this idea from Kamen Rider Wizard, not from Naruto).
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    Hrm. Since Soul Eater as-is is too hard to do, how about a base class that is... Hexblade + Barbarian + the Spirit Eater concept from NWN2: Mask of the Betrayer. ( my try at a class, ten levels split into two fives, for being a spirit eater for those who want to stay good and those who give in to it http://www.minmaxboards.com/index.php?topic=15323.0 ) Rage super mode, an attempt at 'eating souls' without being broken, and cursing enemies.

    Your Siphoner would maybe work, because touch damage stuff which is pretty cool though... but I'm just on a sudden hexblade bent.

    Alternatively, Hexblade + Barbarian + Warlock. Curses, unlimited 'casting', and full BaB and a rage super mode.

    Sorry for long pause and ridiculous requests.

    Also, based on the above request ; I support the idea of someone who traps an outsider inside of themselves for power! Though not necessarilly a wizard because spellcasters get all the love.

    Edit: Spelling.
    Last edited by TraceChaos; 2015-12-15 at 03:23 AM.

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    Sorry for double-post, but I tihnk I've suddenly had a much better/more reasonable request.

    Warlock + Psion, or possibly Warlock+Soulknife.

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    Allow me to support warlock + soulknife. Very interested to see an energy-wielding warlock that's not a glaivelock.
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    Hlw about a psionic dragon fire adapt / drgon shaman/diamond dragon (i know its not a base class but still..) that form a draconic shaped mantle around you out of psionic force and in the end transform you into a real dragon?

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