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  1. - Top - End - #61
    Ogre in the Playground
     
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    A lot of Psionic damage powers have you pick the damage type. Add in a restriction to Electricity only use of those powers and have the rest of the
    So I can only make homebrew if it's more or less the same as what already exists? Doesn't that defeat the purpose?

    This class has almost nothing to do with any existing form of Psionics. The closest you get is the vampireism stuff Psychic Warrior gets. Nothing else about harnessing existing energy through Psionics exists in
    Control Flames alters prexisting energy. Yes, it's just one power, but that's still a precedent.

    Controlling weather is quite decidedly a Druid thing, and has little to do with control over electricity. Manipulating existing elemental energies is a Druid thing, and there is nothing I know of in Psionics that does that. No Psionic version of Control Elements, or Weather Control, or Elemental making or anything involving manipulation of existing elemental energy.
    The classes that can learn Control Weather:
    Cleric, Druid, Sorcerer, Shugenja, Wizard, Wu Jen, and probably some other more obscure ones, too. That looks like just about every spellcaster who reaches seventh level spells. It's clearly not just a Druid thing. Granted, there is no direct psionic equivalent to Control Weather that I could find, but there are Control Winds and Tornado Blast which are weather-based. So again, that's precedent.

    You are arguing that RAW's insanity justifies ignoring ... IRL physics ...
    Yes.

    ... in-setting rules ...
    When did I ever say or imply that? I'm not going around trying to force people to play this class. I made this for myself. If someone else wants to use it, that's great, but I'm not going to claim that people have to use it. That would be absurd.

    Your ultimate justification for it being Psionic is because you feel like it being Psionic, rather than because Psionics is important. There is exactly one mechanical reason for going Psionic, and that's for the Psionic feats which don't do anything important for this class.
    Yes. I made it psionic because I liked the fluff behind making it psionic. It works, and that's enough. Why does magic have to be the default for everything? I can make things magic without question, but the second I make it psionic, I have to have an ironclad reason for it? That's, frankly, ridiculous. If there was some sort of mechanical reason why it wouldn't work as psionic, then you'd have a leg to stand on. But when you try claiming that I can't use psionics because it doesn't fit your, apparently, very narrow interpretation of what psionics should be, then we're going to have problems.
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  2. - Top - End - #62
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    Default Knight Fix

    The Knight

    Alignment: Any Lawful
    Hit Die: d12

    Level BAB Saves Special
    1 +1 +2/+0/+2 Knight's Code, Knight's Challenge, Fighting Challenge +1
    2 +2 +3/+0/+3 Bulwark of Defense, Mettle, Shield Block +1
    3 +3 +3/+1/+3 Uncanny Dodge, Armor Mastery (Medium), Mounted Combat
    4 +4 +4/+1/+4 Knight's Mount, Test of Mettle
    5 +5 +4/+1/+4 Vigilant Defender, Armor Mastery (Heavy), Bonus Feat
    6 +6 +5/+2/+5 Shield Ally, Bond of Loyalty, Fighting Challenge +2
    7 +7 +5/+2/+5 Daunting Challenge
    8 +8 +6/+2/+6 Shield Block +2
    9 +9 +6/+3/+6 Improved Uncanny Dodge
    10 +10 +7/+3/+7 Improved Shield Ally, Bonus Feat
    11 +11 +7/+3/+7 Fighting Challenge +3
    12 +12 +8/+4/+8 Call to Battle
    13 +13 +8/+4/+8 Improved Knight's Mount
    14 +14 +9/+4/+9 Shield Block +3
    15 +15 +9/+5/+9 Impetuous Endurance, Bonus Feat
    16 +16 +10/+5/+10 Fighting Challenge +4
    17 +17 +10/+5/+10 Unassailable Defense
    18 +18 +11/+6/+11 Superior Knight's Mount
    19 +19 +11/+6/+11 Loyal Beyond Death
    20 +20 +12/+6/+12 Shield Block +4, Bonus Feat
    Class Skills (2 + Int)
    Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Nobility and Royalty), Ride, Sense Motive, Swim

    Weapon and Armor Proficiency: All simple and martial weapons and and all armor and shields (including tower shields).

    Knight's Challenge: Usable a number of times per encounter equal to 1/2 level plus Charisma modifier.
    Test of Mettle (Ex): Opponents must attack you even if it would cause attacks of opportunity or if attacked by someone else.
    Call to Battle (Ex): One use affects all allies within 100 feet. Affects all mind-affecting effects. Usable only once per effect per person.

    Bulwark of Defense (Ex): Threatened area is difficult terrain for all enemies.

    Armor Mastery (Ex): Also reduces armor check penalties by one per four Knight levels.

    Bonus Feat: Animal Affinity, Great Fortitude, Iron Will, or any Fighter Bonus Feat

    Shield Ally (Ex): As an immediate action, you can take any attack aimed at an adjacent ally. The enemy has a 50% chance of targeting you, instead. If successful, the attack is rolled against your AC, and you take any damage or other effects of the attack.

    Improved Shield Ally (Ex): Like Shield Ally, except you have a 100% chance of taking the attack.

    Unassailable Defense (Ex): You gain DR 10/- as long as you are wearing armor. You lose this DR whenever you are denied your Dex bonus to AC.

    ------------------------------

    Knight's Mount: A Knight's Mount can be any Animal with a CR less than or equal to the Knight's level minus two. It is usually a heavy warhorse (for medium Knights) or a warpony (for small Knights), but it can be any animal large enough for the Knight to ride. The mount is stronger than others of its kind and gains additional hit dice and abilities based on difference between the Knight's level and the mount's CR based on the table below. At every level, a Knight can change his mount. If the mount is ever killed, he can train a new one by spending 100 gp and one week of time.

    Improved Knight's Mount: The mount can now also be any Magical Beast with a CR less than or equal to the Knight's level minus four. Intelligent mounts must have an alignment within one step of the Knight.

    Superior Knight's Mount: The mount can now also be any Dragon with a CR less than or equal to the Knight's level minus six.

    CR Difference Additional Hit Dice Strength Bonus Constitution Bonus Natural Armor Bonus Special
    2 to 4 0 +2 +0 +2 Improved Speed, Share Saving Throws
    5 to 7 2 +4 +2 +3 Devotion
    8 to 10 4 +6 +4 +4 Improved Evasion
    11 to 13 6 +8 +6 +5 Mettle
    14 to 16 8 +10 +8 +6 Uncanny Dodge, Improved Uncanny Dodge
    17 to 19 10 +12 +10 +7 Spell Resistance 10+HD
    20+ 12 +14 +12 +8 Damage Reduction 10/-
    Last edited by Celestia; 2017-03-07 at 12:13 PM.
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  3. - Top - End - #63
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    Default Ring Bearer

    The Ring Bearer

    Alignment: Any Good
    Hit Die: d8

    Level BAB Saves Special
    1 +0 +0/+0/+2 Green Ring of Will, Ring Blast 1d6, Flight
    2 +1 +0/+0/+3 Weapon Construct (Simple), Shield +1, Iron Will
    3 +2 +1/+1/+3 Ring Blast 2d6, Line Blast, Wall Construct (Stone)
    4 +3 +1/+1/+4 Weapon Construct +1, Shield +2
    5 +3 +1/+1/+4 Ring Blast 3d6, Golem Construct
    6 +4 +2/+2/+5 Weapon Construct (Martial), Shield +3
    7 +5 +2/+2/+5 Ring Blast 4d6, Cone Blast
    8 +6 +2/+2/+6 Weapon Construct +2, Wall Construct (Iron), Shield +4
    9 +6 +3/+3/+6 Ring Blast 5d6, Improved Flight
    10 +7 +3/+3/+7 Weapon Construct (Exotic), Shield +5
    11 +8 +3/+3/+7 Ring Blast 6d6, Ring Analysis
    12 +9 +4/+4/+8 Weapon Construct +3, Shield +6
    13 +9 +4/+4/+8 Ring Blast 7d6, Wall Construct (Force)
    14 +10 +4/+4/+9 Shield +7
    15 +11 +5/+5/+9 Ring Blast 8d6, Burst Blast
    16 +12 +5/+5/+10 Weapon Construct +4, Shield +8
    17 +12 +5/+5/+10 Ring Blast 9d6
    18 +13 +6/+6/+11 Shield +9
    19 +14 +6/+6/+11 Ring Blast 10d6, Superior Flight
    20 +15 +6/+6/+12 Ring Master, Weapon Construct +5, Shield +10
    Class Skills (4 + Int)
    Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Knowledge (All), Profession, Search, Sense Motive, Spellcraft, Use Magic Device

    Weapon and Armor Proficiency: All simple weapons and light armor as well as any weapon created with Weapon Construct.

    Green Ring of Will (Su): A Ring Bearer has been gifted with a magic ring of untold power. All of his abilities are drived from the ring, and he cannot use any of his supernatural or spell-like class features without it. If he is ever separated from his ring, he can call it to himself as an immediate action. The ring appears on his finger regardless of its previous location.

    The ring is powered by the Ring Bearer's willpower, and if he ever becomes subject to a fear effect, he loses access to his supernatural and spell-like class features until the effect ends. Ring Bearers have a bonus on Will saves vs. Fear equal to half their level.

    While the ring is magical in nature, the force of the Bearer's will can overcome most impediments. The ring is not subject to any dispelling effect and is immune to Mage's Disjunction. It can work normally in an anti-magic field with a successful Will save. The Ring Bearer must save upon entering the field and upon using any of his spell-like class features. If unsuccessful, the ring becomes suppressed for 1d4+1 rounds.

    The ring radiates strong transmutation and conjuration. It has hit points equal to half the Ring Bearer's hit point total and has a hardness of 15 + Ring Bearer level + Ring Bearer Will save bonus. It has spell resistance equal to its hardness. The ring is a magic item and occupies a ring slot. It can be enchanted like any item at +50% cost. These extra enchantments function normally and can be dispelled, disjoined, or suppressed as normal.

    Ring Blast (Sp): A Ring Bearer's basic ability is to blast enemies with the ring. This could take virtually any form imaginable from a simple energy beam to some sort of constructed object like a ballista or hurled boulder. Regardless of its appearance, this ability functions as a ranged touch attack that deals 1d6/2 levels untyped damage with a range of 60 feet plus 10 feet per level. This ability is subject to spell resistance, and the Ring Bearer has a caster level equal to his class level.

    The Ring Bearer eventually learns to shape his attacks to hit multiple opponents. These shapes deal automatic damage with a Reflex save for half (DC10 + Ring Bearer Will save bonus). Line Blast: 100 feet plus 20 feet per level. Cone Blast: 20 feet plus 5 feet per level. Burst Blast: 10 feet plus 5 feet per three levels radius with a range of 40 feet plus 10 feet per level.

    Flight (Su): A Ring Bearer can use the power of his ring to propel himself through the air. He can fly with a speed of 60 feet with good maneuverability. At level nine, this improves to 120 ft (perfect), and at level ninteen, it becomes 240 ft (perfect).

    Weapon Construct (Su): At level two, a Ring Bearer can form his energy into a semi-permanent weapon for him to wield. As a move-equivalent action, he can create any simple weapon that functions just like a normal weapon of its kind. It lasts for as long as he holds it and dissipates as soon as he lets go. It has hit points equal to his caster level and a hardness equal to his Will save bonus. If the Weapon Construct is ever destroyed, he can simply form a new one. He can form more than one weapon and follows all the rules for two-weapon fighting. At level six, he can form martial weapons, and at level nine, he can form exotic weapons. The weapon is magical and gains a +1 enhancement bonus at level four that increases every four levels after. Weapon Constructs cannot be enchanted.

    Shield (Su): At second level, a Ring Bearer can form a shell of energy around himself that protects him from physical and magical attack. It grants a deflection bonus to AC equal to one plus his Will save bonus and increases by one every two levels. This ability is constant but can be suppressed or resumed as a free action. It only functions while the Ring Bearer is conscious.

    Iron Will: At level two, a Ring Bearer gains Iron Will as a bonus feat.

    Wall Construct (Sp): Upon reaching level three, a Ring Bearer can create solid objects out of energy. This can be any object he can imagine, but it cannot contain moving parts. He can create a number of objects equal to his Will save bonus anywhere within 100 feet plus 10 feet per level of himself. Any construct forced beyond this range dissipates.

    The objects are immobile unless concentrated upon and remain in their location, even if in the air. He can only move one construct at a time by concentrating on it as a standard action that provokes attacks of opportunity. The object moves at a speed of 30 feet in any direction. When not being moved by the Ring Bearer, the constructs have a bonus to resist being forcibly moved equal to the Ring Bearer's Will save bonus. A Ring Bearer can use a construct to attempt to bull rush, trip, or grapple an opponent with a modifier on the roll equal to his level plus his Will save bonus. The construct is also treated as having the feats Improved Bull Rush, Improved Trip, and Improved Grapple. If the attempt is unsuccessful, the target cannot attempt to bull rush, trip, or grapple the Ring Bearer.

    Wall Constructs have hit points and hardness as if they were made of stone. At level eight, they improve to iron, and at level thirteen, they improve to force.

    Golem Construct (Sp): By level five, a Ring Bearer can craft an autonomous golem construct. This ability functions the same as the Astral Construct power with the level of the construct made being equal to the Ring Bearer's caster level. The Ring Bearer can only have one golem construct and must spend a swift action each turn to maintain it.

    Ring Analysis (Sp): At eleventh level, a Ring Bearer can use his ring as an encyclopedia. This ability functions identically to the Bardic Lore class feature. It can also be used to Identify magic items, as the spell, which takes 2d8 rounds. He cannot use any of his other supernatural or spell-like class features while identifying an item.

    Ring Master (Ex): By level twenty, a Ring Bearer gains total mastery over his ring. It becomes completely indestructible and always works in an anti-magic field. He also becomes immune to fear and gains the Mettle ability. Iron Will now offers double the bonus on Will saves.

    Ring Bearer Oath: A Ring Bearer has sworn an oath to uphold the values of Good. If he violates his alignment, he cannot use his ring and loses the use of all his supernatural and spell-like class features until he returns to Good and receives an Atonement spell. If he willingly uses any fear effect, he permanently loses his class features. The ring leaves his finger and flies off to find a new champion. If his ring is ever broken, he loses the use of his class features until he can repair it. This process takes one week and costs 100 XP per level.
    Last edited by Celestia; 2016-12-28 at 12:39 PM.
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  4. - Top - End - #64
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    d6 Fear Monger

    The Fear Monger

    Prerequisites:
    Alignment: Any non-Good
    Feats: Forge Ring
    Special: Must forge a Fear Monger ring which takes two weeks and costs 6000 gp

    ------------------------------

    Hit Die: d10

    Level BAB Saves Special
    1 +0 +2/+0/+0 Yellow Ring of Fear, Fear Blast 1d6, Flight
    2 +1 +3/+0/+0 Aura of Fear, Shield +1
    3 +2 +3/+1/+0 Fear Blast 2d6, Weapon Construct +1
    4 +3 +4/+1/+0 Ring Analysis, Shield +2
    5 +3 +4/+1/+0 Fear Blast 3d6, Chain Blast
    6 +4 +5/+2/+0 Shield +3
    7 +5 +5/+2/+0 Fear Blast 4d6, Burst Blast
    8 +6 +6/+2/+0 Weapon Construct +2, Shield +4
    9 +6 +6/+3/+0 Fear Blast 5d6, Improved Flight
    10 +7 +7/+3/+0 Fear Master, Shield +5
    Class Skills (2 + Int)
    Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (All), Profession, Search, Sense Motive, Spellcraft, Use Magic Device

    Weapon and Armor Proficiency: A Fear Monger gains no proficiency in weapons and armor.

    Yellow Ring of Fear (Su): A Fear Monger crafts a magic ring of untold power. All of his abilities are derived from the ring, and he cannot use any of his supernatural or spell-like class features without it. If he is ever separated from his ring, he can call it to himself as an immediate action. The ring appears on his finger regardless of its previous location.

    The ring is powered by the Fear Monger's fear, and he is able to control it. A Fear Monger never suffers the effects of fear. Instead, it increases his power. A Fear Monger has a Fear Score equal to his level plus his Charisma modifier plus any bonus from being subject to a fear effect. Shaken offers a plus one bonus. Frightened offers a plus two bonus. And panicked offers a plus three bonus.

    While the ring is magical in nature, the force of the Monger's power can overcome most impediments. The ring is not subject to any dispelling effect and is immune to Mage's Disjunction. It can work normally in an anti-magic field with a successful Will save. The Fear Monger must save upon entering the field and upon using any of his spell-like class features. If unsuccessful, the ring becomes suppressed for 1d4+1 rounds.

    The ring radiates strong transmutation and conjuration. It has hit points equal to half the Fear Monger's hit point total and has a hardness of 15 + Fear Monger level + Fear Score. It has spell resistance equal to its hardness. The ring is a magic item and occupies a ring slot. It can be enchanted like any item at +50% cost. These extra enchantments function normally and can be dispelled, disjoined, or suppressed as normal.

    Fear Blast (Sp): A Fear Monger's basic ability is to blast enemies with the ring. This ability functions the same as the Ring Blast with two differences. The DC for the saves on his Blast shapes is 10 + his Fear Score, and his blasts have a secondary effect of causing fear. Any creature that takes damage from his Fear Blast must make a Will save vs. fear (DC10 + Fear Score) or become shaken for one round per Fear Monger level. If the creature is already shaken, it becomes frightened, and if it's already frightened, it becomes panicked.

    Chain Blast: Hits a number of enemies equal to one half the Fear Monger's level, all of which must be within 30 feet plus 5 feet per two levels of each other and within 60 feet plus 10 feet per level of the Fear Monger.

    A Fear Monger can, as a move-equivalent action, attempt to induce fear within himself. He makes a Will save against his own Fear Blast DC. If successful, he becomes shaken/frightened/panicked for one minute per Fear Monger level. In unsuccessful, he suffers the normal effects of fear for one round.

    Flight (Su): A Fear Monger can use the power of his ring to propel himself through the air. He can fly with a speed of 60 feet with good maneuverability. At level nine, this improves to 120 ft (perfect).

    Aura of Fear (Su): A Fear Monger constantly radiates a 10 foot aura of fear. Any creature within that aura must make a Will save vs. fear (DC10 + Fear Score) or become panicked until it leaves the aura and for 1d4 rounds after. This ability is constant but can be suppressed or resumed as a free action. It only functions while the Fear Monger is conscious.

    Shield (Su): As the Ring Bearer class feature substituting Fear Score for Will save bonus.

    Weapon Construct (Su): As the Ring Bearer class feature substituting Fear Score for Will save bonus. Simple weapons only.

    Ring Analysis (Sp): As the Ring Bearer class feature.

    Fear Master (Ex): At level ten, a Fear Monger gains total mastery over his ring. It becomes completely indestructible and always works in an anti-magic field. He can now induce fear in creatures that are normally immune to fear or mind-affecting effects. He now automatically fails all Will saves vs. fear and can induce fear in himself as a swift action.

    -------------------------------

    Ex-Ring Bearers:

    An Ex-Ring Bearer who becomes a Fear Monger gains additional abilities based on his Ring Bearer level. His Ring Bearer level also stacks with his Fear Monger level for determining level-dependant features.

    1 to 2: Fear Blast +1d6, Shield +1

    3 to 4: Fear Blast +2d6, Shield +2, Line Blast

    5 to 6: Fear Blast +3d6, Shield +3, Weapon Construct (Simple) +1, Line Blast

    7 to 8: Fear Blast +4d6, Shield +4, Weapon Construct (Martial) +1, Line Blast, Cone Blast

    9 to 10: Fear Blast +5d6, Shield +5, Weapon Construct (Martial) +2, Line Blast, Cone Blast, Improved Flight (gains Superior Flight at level nine)

    11+: All benefits of 9 to 10 and all Ring Bearer levels above ten are automatically converted into Fear Monger levels.

    Lastly, an Ex-Ring Bearer who becomes a Fear Monger can leech power from a green ring. If he steals one, he can leech power for one minute per Fear Monger level. This allows him to use Wall Construct (Stone) for one hour per minute spent leeching.
    Last edited by Celestia; 2017-01-21 at 11:14 AM.
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  5. - Top - End - #65
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    Default Re: Princess Celestia's Homebrew Corner

    So, a Knight replacement and two Lantern Ring classes... I do have a minor objection to getting a Dragon as a mount, because the only way to make that happen is to be able to beat the crap out of the Dragon. Or work out an extremely confusing deal regarding many adventuring things.

  6. - Top - End - #66
    Ogre in the Playground
     
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    So, a Knight replacement and two Lantern Ring classes... I do have a minor objection to getting a Dragon as a mount, because the only way to make that happen is to be able to beat the crap out of the Dragon. Or work out an extremely confusing deal regarding many adventuring things.
    It's already possible to get a dragon mount. Dragon Steed is a feat that you can quite easily meet the prerequisites for at level five, and Dragon Cohort has the only requirement of being level nine. By comparison, my Knight doesn't get it until level eighteen.

    Hell, even regular Leadership could technically get you a dragon cohort.
    Last edited by Celestia; 2016-12-28 at 04:34 PM.
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  7. - Top - End - #67
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    It's already possible to get a dragon mount. Dragon Steed is a feat that you can quite easily meet the prerequisites for at level five, and Dragon Cohort has the only requirement of being level nine. By comparison, my Knight doesn't get it until level eighteen.

    Hell, even regular Leadership could technically get you a dragon cohort.
    That's why it's minor.

    Also, the Knight has several abilities that are undefined. Knight's Code, Fighting Challenge, Shield Block, Mounted Combat, Vigilant Defender, Bond of Loyalty, Daunting Challenge, Impetuous Endurance and Loyal Beyond Death are all undefined.

  8. - Top - End - #68
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    Default Chicken Bombardier

    The Chicken Bombardier

    Prerequisites:
    Feats: Quick Draw
    Flaws: Chicken Infested

    ------------------------------

    Hit Die: d6

    Level BAB Saves Special
    1 +0 +2/+2/+0 Chicken Fried Weaponry, Barbecue Bomb
    2 +1 +3/+3/+0 Uncanny Dodge, Evasion
    3 +2 +3/+3/+1 Poultry Trooper
    4 +3 +4/+4/+1 Colonel Commando
    Class Skills (6 + Int)
    Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Local), Knowledge (Nature), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Tumble

    Weapon and Armor Proficiency: A Chicken Bombardier gains no proficiency in weapons or armor.

    Chicken Fried Weaponry (Su): A Chicken Bombardier can fight with his chickens. He can wield them as light weapons that do 1d6 bludgeoning and piercing damage. He can also ignite them with flames that do an extra 1d6 fire damage per Chicken Bombardier level. He is proficient with his chickens and can always successfully draw one when desired.

    Barbecue Bomb (Su): A Chicken Bombardier can also throw his chickens which explode on contact. They are treated as light thrown weapons with a range increment of 30 feet. They do 1d6 bludgeoning and piercing damage as well as an extra 1d6 fire damage per Chicken Bombardier level on a successful attack roll against a target. Then, regardless of whether or not they hit, they explode dealing 1d10 untyped damage per Chicken Bombardier level and 1d6 fire damage per Chicken Bombardier level to every creature within a ten foot radius. If the Chicken Bombardier misses his target, it bounces 1d4 squares away in a random direction before exploding.

    Poultry Trooper (Su): Upon reaching level three, a Chicken Bombardier can command his chickens in battle. He can release his chickens to attack his enemies on their own. The chickens follow basic commands (attack, defend, stop, etc.) but cannot perform complex tasks. A Chicken Bombardier can command a number of chickens equal to four times his HD and can pull out one per round as a swift action. The chickens exist until killed or dismissed from service.

    Colonel Commando (Su): By level four, a Chicken Bombardier has spent long, grueling hours in both the kitchen and the battlefield. He becomes immune to fire and gains a bonus on attack and damage rolls with thrown weapons equal to his Chicken Bombardier level.

    ------------------------------

    Poultry Trooper:
    Size/Type: Tiny Magical Beast
    Hit Dice: 1d10 (6 HP)
    Initiative: +7
    Speed: 20 ft, Fly 10 ft (clumsy)
    Armor Class: 15 (+3 Dex, +2 size), Flat-footed 12, Touch 15
    Base Attack/Grapple: +1/-11
    Attack: Claws +4 melee (1d4-4, +1d6 fire)
    Full Attack: Claws +4 melee (1d4-4, +1d6 fire)
    Space/Reach: 2-1/2 ft/0 ft
    Special Attacks: Explosion, Flaming Aura
    Special Qualities: Fire Immunity, Magical Beast Traits
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 2, Dex 16, Con 12, Int 2, Wis 13, Cha 7
    Skills: Listen +2, Spot +4
    Feats: Improved Initiative, Weapon Finesse
    Alignment: Always Neutral

    Explosion (Su): Upon death, a Poultry Trooper explodes, dealing 2d10 untyped damage and 1d6 fire damage to all creatures within ten feet. Creatures within the area are allowed a Reflex save for half damage (DC11). The DC is Constitution-based.

    Flaming Aura (Su): A Poultry Trooper is constantly ablaze. Any creature within five feet of it takes 1d6 fire damage per round, and any creature that attacks it in melee takes an additional 1d6 fire damage. In addition, the Poultry Trooper's Claws attack deals 1d6 fire damage on a successful hit.
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  9. - Top - End - #69
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    That's why it's minor.

    Also, the Knight has several abilities that are undefined. Knight's Code, Fighting Challenge, Shield Block, Mounted Combat, Vigilant Defender, Bond of Loyalty, Daunting Challenge, Impetuous Endurance and Loyal Beyond Death are all undefined.
    Anything unexplained is unchanged from the original class.
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    Default Pony Races

    Pony Races

    Earth Pony:
    +4 Str, +2 Con, -2 Dex
    Magical Beast
    Small size
    Speed 50 ft
    Low-light Vision
    Natural Weapons: Hoof ×2 (1d8), Bite (1d6)
    Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
    Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
    Earthen Connection (Sp): Once per day, an earth pony can use Plant Growth as a spell-like ability with a caster level equal to her HD.
    +2 Racial bonus on Fortitude saves
    Automatic Languages: Equine, Common
    Bonus Languages: Any, except secret languages
    Favored Class: Ranger
    Level Adjustment: +1

    ------------------------------

    Pegasus Pony:
    +4 Dex, -2 Con
    Magical Beast
    Small size
    Speed 40 ft, Fly 80 ft (Good)
    Low-light Vision
    Natural Weapons: Hoof ×2 (1d6), Bite (1d4)
    Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
    Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
    Cloud Walking (Su): A pegasus pony can walk upon the clouds as if they were solid ground. She can also grab and move the clouds around in the sky or kick them to make them dissipate.
    +2 Racial bonus on Reflex saves
    Automatic Languages: Equine, Common
    Bonus Languages: Any, except secret languages
    Favored Class: Fighter
    Level Adjustment: +1

    ------------------------------

    Unicorn Pony:
    +2 Int, +2 Cha, -2 Con
    Magical Beast
    Small size
    Speed 40 ft
    Low-light Vision
    Natural Weapons: Hoof ×2 (1d4), Bite (1d3), Horn (1d6)
    Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
    Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
    Unicorn Horn (Su): Unicorn ponies can use their horns to enhance their magic. They gain a +1 racial bonus on the DCs of all arcane spells. They can also ignore the verbal and somatic components and non-costly material components of arcane spells. Lastly, they can use Telekinesis at will with a caster level equal to their HD.
    +2 Racial bonus on Will saves
    Automatic Languages: Equine, Common
    Bonus Languages: Any, except secret languages
    Favored Class: Wizard
    Level Adjustment: +1

    ------------------------------

    Alicorn Pony:
    +2 Str, +2 Dex, +2 Int
    Magical Beast
    Medium size
    Speed 50 ft, Fly 80 ft (Good)
    Low-light Vision
    Natural Weapons: Hoof ×2 (1d8), Bite (1d6), Horn (1d10)
    Fine Manipulation (Ex): A pony can use her front hooves and mouth to manipulate objects with the same level of manual dexterity as hands. She can wield weapons and fulfill the somatic components of spells.
    Cutie Mark Magic (Su): Each pony has a special talent, something they are especially good at. This gives her a bonus feat at level one for which she meets the prerequisites as well as a +4 racial bonus on a skill of choice. The chosen skill must be a class skill of her first level class.
    Earthen Connection (Sp): Once per day, an alicorn pony can use Plant Growth as a spell-like ability with a caster level equal to her HD.
    Cloud Walking (Su): An Alicorn pony can walk upon the clouds as if they were solid ground. She can also grab and move the clouds around in the sky or kick them to make them dissipate.
    Unicorn Horn (Su): Alicorn ponies can use their horns to enhance their magic. They gain a +2 racial bonus on the DCs of all arcane spells. They can also ignore the verbal and somatic components and non-costly material components of arcane spells. Lastly, they can use Telekinesis at will with a caster level equal to their HD.
    +2 Racial bonus on all saves
    Automatic Languages: Equine, Common
    Bonus Languages: Any, except secret languages
    Favored Class: Any
    Level Adjustment: +2
    Princess Celestia's Homebrew Corner
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  11. - Top - End - #71
    Ogre in the Playground
     
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    Default Okami Amaterasu

    The Okami Amaterasu

    Alignment: Neutral Good
    Race: Divine Wolf
    Hit Die: d10

    Level BAB Saves Special Inkpots
    1 +1 +2/+2/+2 Celestial Brush, Godhood, Divine Instrument (Reflector), Sunrise 3
    2 +2 +3/+3/+3 Uncanny Dodge, Rejuvenation 3
    3 +3 +3/+3/+3 Divine Instrument +1, Power Slash 3
    4 +4 +4/+4/+4 Divine Instrument (Rosary), Greensprout 4
    5 +5 +4/+4/+4 Cherry Bomb 4
    6 +6 +5/+5/+5 Divine Instrument (Glaive), Waterspout 5
    7 +7 +5/+5/+5 Divine Instrument +2, Crescent 5
    8 +8 +6/+6/+6 Improved Uncanny Dodge, Galestorm 5
    9 +9 +6/+6/+6 Inferno 6
    10 +10 +7/+7/+7 Divine Instrument (Thunder Edge), Veil of Mist 6
    11 +11 +7/+7/+7 Divine Instrument +3, Catwalk 7
    12 +12 +8/+8/+8 Thunderstorm 7
    13 +13 +8/+8/+8 Divine Instrument (Solar Flare), Blizzard 7
    14 +14 +9/+9/+9 Mist Warp 8
    15 +15 +9/+9/+9 Divine Instrument +4, Fireburst 8
    16 +16 +10/+10/+10 Whirlwind 9
    17 +17 +10/+10/+10 Divine Instrument (Tundra Beads), Deluge 9
    18 +18 +11/+11/+11 Thunderbolt 9
    19 +19 +11/+11/+11 Divine Instrument +5, Icestorm 10
    20 +20 +12/+12/+12 Heaven's Illumination 10
    Class Skills (4 + Int)
    Balance, Climb, Concentration, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (History), Knowledge (Nature), Knowledge (Religion), Listen, Move Silently, Profession (Painter), Search, Sense Motive, Spot, Survival, Tumble

    Weapon and Armor Proficiency: Amaterasu is proficient only with her Divine Instruments.

    Celestial Brush (Su): Amaterasu uses her tail as a brush to draw certain patterns on the canvas of the world. These Brush Techniques have a variety of different effects which she learns from the various Brush Gods as she levels. Using a Brush Technique is an immediate action that does not provoke attacks of opportunity. Techniques costs inkpots to draw. Most cost just one, though her more powerful techniques cost more. She begins with three inkpots and gains more as she levels as per the table. Her inkpots refill at a rate of one every three rounds. Amaterasu can never be harmed by her own Brush Techniques.

    Godhood (Su): Okami Amaterasu is the weakened God of the Sun. She may not have her full strength, but she still possesses some of her divine power. She can ignore the first hit scored against her each encounter. Amaterasu's Godhood is represented by the sharp red markings covering her otherwise pure white coat. Being of divinity, few can see these markings. Only animals, outsiders, and those of strong faith can see Amaterasu as Okami. She is also deeply connected to nature. Her every step causes flowers to grow and bloom around her feet, and she can speak to animals of any sort. If Amaterasu ever runs out of inkpots, she loses her Godhood until she refills a pot.

    Divine Instrument (Su): Amaterasu charges into battle armed with a sacred Divine Instrument that hovers over her back and is controlled mentally. The Divine Instrument functions in all ways as a normal equipped two-handed weapon. It is impervious to damage and cannot be destroyed by any other than gods of a higher Divine Rank than she. She also can never be disarmed of her Divine Instrument. Her Instrument is a magical weapon. At level three, it gains a +1 enhancement bonus which increases by one every four levels after. Her instrument is powered by her Godhood. It cannot be seen by those who cannot recognize her divinity, and it vanishes when she runs out of inkpots. She begins at level one with only the Reflector. At level four, she gains the Rosary, and at level six, she gains the Glaive. She can switch weapons as a swift action.

    Reflector: The Reflector is a round mirror that shines like the sun. It gives off light like a torch that can only be seen by those who recognize her Godhood. It deals 1d10 bludgeoning damage and gains one and a half bonus from Strength. It criticals only on a natural 20. It also gives her a bonus to AC equal to her Wisdom modifier.
    At level thirteen, Amaterasu gains the Solar Flare. It is in all ways a normal Reflector except that it deals 2d10 bludgeoning damage plus 2d6 fire damage. It does ×3 damage on a critical.

    Rosary: The Rosary is a string of prayer beads that flings at opponents like a whip. It is a reach weapon that still threatens adjacent squares, and it applies a +2 bonus on trip attempts. It deals 1d6 slashing damage with a bonus of one half her Strength. It criticals on a 19-20. The Rosary is a fast weapon and possesses the Speed enchantment.
    At level seventeen, Amaterasu gains the Tundra Beads. It is in all ways as a normal Rosary except that it deals 1d12 slashing damage plus 2d6 cold damage. Creatures struck by it must also make a Fortitude save (DC10 + 1/2 level + Wisdom modifier) or be frozen in a block of ice and become immobilized for one round. It criticals on an 18-20.

    Glaive: The Glaive is a large, double-edged blade. It is heavy and slow but supremely powerful. It deals 2d8 bludgeoning and slashing damage plus double Strength. It criticals only on a natural 20 but does ×3 damage on a critical. However, it cannot be used to full attack. Creatures struck by the Glaive must make a Fortitude save (DC10 + 1/2 level + Strength modifier) or become dazed for one round. It also possesses the Mighty Cleaving enchantment. The Glaive can be charged, and if a full-round action it used to attack, it deals an extra 50% damage.
    At level ten, Amaterasu gains the Thunder Edge. It is in all ways a normal Glaive except that it deals 2d12 bludgeoning and slashing damage plus 2d6 electricity damage. It criticals on a 19-20.

    Heaven's Illumination (Su): By level twenty, Okami Amaterasu has finally earned enough praise to restore her to true divinity. She gains a Divine Rank of 0. She becomes an Outsider with the Good subtype. She receives maximum hit points for all her hit dice. Her speed increases to 100 ft She adds her Charisma modifier as a deflection bonus to AC. She gains DR10/epic, and her natural weapons and Divine Instruments count as both epic and good for bypassing damage reduction. She gains immunity to transmutaion, energy drain, ability drain, ability damage, and mind-affecting effects. She gains Fire Resistance 5 and Spell Resistance 32. Finally, she becomes immortal. She does not eat, sleep, or breathe and cannot die of natural causes. To represent her ascension, her red markings become more pronounced, and she gains a long, flowing mane of white fur. Her Godhood has become so overwhelming that none can now deny her as Okami. She can now also ignore the first three hits each encounter, and her inkpots refill at a rate of one per round.

    ------------------------------

    Celestial Brush Techniques (Sp): Amaterasu has an effective caster level equal to her class level, and all techniques that offer a saving throw have a DC of 10 + 1/2 level + Wisdom modifier. All harmful techniques are ineffective against good aligned creatures.

    Sunrise (1 inkpot): Amaterasu's innate ability as the God of the Sun is to call forth the light of day. This technique is a circle drawn upon the sky. When used, the sun shines brightly, and time jumps to dawn.

    Rejuvenation (1 inkpot): The first Brush Technique Amaterasu learns is granted by Yomigami, Dragon God of Restoration. It is used by filling in the broke and/or missing areas of an object. It functions like the spell mending except that there is no damage to large to fix. However, it cannot restore magic items or repair constructs. It can be used at a range of 60 feet.

    Power Slash (1 inkpot): The second technique Amaterasu learns is from Tachigami, Rat God of Rending. Power Slash is drawn as a horizontal line covering three adjacent squares. Any creatures or objects within those squares takes 1d4/2 levels Force damage. This attack is too fast to dodge and deals automatic damage.

    Greensprout (1 inkpot): Greensprout is actually a collection of three techniques each learned by one of the Hanagami, the Monkey Gods of Flowers. The first one is Bloom which restores life to withered plants, inspires confidence in good aligned creatures (as the spell Heroism), and removes curses (as the spell Remove Curse). It can also sprout trees from the ground which immediately shoot upwards to their full height but quickly fade into nothingness after 1d4+1 rounds. The second technique is Water Lily which creates a five foot wide lily on the surface of water or any other similar substance that is strong enough to support Amaterasu. The lilies fade into nothingness after 2d4 rounds. Both of these techniques are accomplished by drawing a circle over the intended target(s) and have a range of 60 feet. The third and final technique of Greensprout is Vine. This is performed by drawing a line from either Amaterasu or an object to a sturdy plant. The target then gets pulled by the vine until it is adjacent to the plant. This technique has a range of 60 feet.

    Cherry Bomb (1 inkpot): The Cherry Bomb is learned from Bakugami, Boar God of Explosive Force. It is used by drawing a circle with an intersecting line, much like a Q shape. This creates a four foot diameter bomb at a designated location within 60 feet that explodes one round after appearing. It can be doused with water before that time. If it takes any damage, it blows up immediately. When the bomb explodes, it deals 4d6 force damage within a 20 foot radius burst, Reflex half. At level ten, she can create up to two bombs which deal 6d6 damage each, and at level fifteen, she can create up to three bombs which deal 8d6 damage each. Drawing additional bombs costs one additional inkpot each. At level twenty, the bombs each deal 10d6 damage.

    Waterspout (1 inkpot): This technique is learned from Nuregami, Serpent God of Water. It is performed by drawing a line from an existing water source through any number of squares within a 30 foot radius. A stream of water follows that line and flows for two rounds dealing 1d6/3 levels damage, Reflex half, to creatures with the Fire subtype immediately and on each turn they remain in the area of effect.

    Crescent (1 inkpot): The opposite of Sunrise, Crescent is learned from Yumigami, Rabbit God of the Moon. It is drawn upon the sky as a curving line, like a backwards C. When used, the moon shines brightly in the sky, and time jumps to dusk.

    Galestorm (1 inkpot): This technique is learned from Kazegami, Horse God of Wind. It is drawn as either a loop or spiral. It functions like the spell Gust of Wind except that it can originate from any square within 60 feet and then blow in any direction up to 60 feet.

    Inferno (1 inkpot): Inferno is learned from Moegami, Phoenix God of Flames. It functions like Waterspout except it starts at a source of fire and deals fire damage to creatures and flammable objects in its area.

    Veil of Mist (1 inkpot): This powerful technique is learned from Kasugami, Sheep God of Mist. It is performed by drawing two horizinal lines, like an = sign, over Amaterasu. When used, it functions like the spell Time Stop except that it lasts for only one round.

    Catwalk (1 inkpot): The Catwalk is learned from Kabegami, Cat God of Walls. It is used by drawing a vertical line on a wall. It functions like the spell Spider Climb.

    Thunderstorm (1 inkpot): Amaterasu learns this technique from Gekigami, Tiger God of Thunder. It functions like Waterspout except it starts at a source of electricity and deals electricity damage to creatures in its area.

    Blizzard (1 inkpot): The final Brush Technique is Blizzard which is learned from Itegami, Ox God of Ice. It functions like Waterspout except it starts from a source of ice and deals no damage. Instead, creatures within the area become frozen in blocks of ice and are immobilized for 1d4+1 rounds, Fortitude negates. While immobilized, creatures can attempt a DC25 Strength check or Escape Artist check each turn to free themselves.

    Mist Warp (1 inkpot): The first if the Secret Brush Techniques is an upgrade to Veil of Mist. It is performed by drawing an X over Amaterasu and her allies. It functions like the spell Greater Teleport.

    Fireblast (3, 6, or 9 inkpots): This technique is an upgrade to Inferno and is drawn as an infinity symbol over a designated area within 60 feet. It creates a large ball of fire that deals either 6d6, 12d6, or 18d6 fire damage in a 10 foot, 15 foot, or 20 foot emanation that lasts for 1d4, 2d4, or 3d4 rounds.

    Whirlwind (3 inkpots): Whirlwind is an upgrade to Galestorm and is drawn as three horizontal lines over a designated location within 60 feet. It functions like the spell Whirlwind.

    Deluge (3, 6, or 9 inkpots): This technique is an upgrade to Waterspout that is used by drawing two vertical lines at designated location within 60 feet. It causes a downpour of cleansing rain in a 20 foot, 30 foot or 40 foot radius that deals 1d6 damage to evil outsiders, 2d6 damage to creatures with the Fire subtype, or 3d6 damage to evil Outsiders with the Fire subtype and lasts for 2d4, 4d4, or 6d4 rounds.

    Thunderbolt (3, 6, or 9 inkpots): The mighty Thunderbolt is an upgrade to Thunderstorm and is performed by drawing a jagged vertical line at a designated location within 60 feet. It calls down a massive bolt of lighting that deals 10d10, 15d10, or 2d10 electricity damage within a 10 foot, 20 foot, or 30 foot radius burst.

    Icestorm (3, 6, or 9 inkpots): The final Secret Brush Technique is an upgrade to Blizzard and is drawn as an X with a horizontal or vertical line through the center over a designated area within 60 feet. It conjures a massive snowflake in the air that rains down icicles that deal 4d6, 8d6, or 12d6 cold damage in a 20 foot, 30 foot, or 40 foot radius and lasts for 1d4, 2d4, or 3d4 rounds. Creatures that take damage by Icestorm also become frozen and immobilized for 1d4 rounds, Fortitude negates. While immobilized, creatures can attempt DC25 Strength check or Escape Artist check each turn to free themselves.

    ------------------------------

    Divine Wolf:
    +2 Str, +2 Dex, +2 Con, +2 Wis
    Magical Beast
    Medium size
    Speed: 40 ft
    Low-light Vision
    Scent
    Natural Weapons: Bite (1d8), Claw ×2 (1d6)
    Trip (Ex): A divine wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the divine wolf
    Tongues (Su): Can understand but not speak every language.
    Ageless (Su): Does not age and cannot be magically aged. Does not acquire either bonuses or penalties for aging and cannot die of old age.
    Damage Reduction (Su): Equal to Wisdom modifier and bypassed by magic or evil.
    Track as a bonus feat.
    +2 Racial bonus on Knowledge (History) and Knowledge (Religion) checks
    Favored Class: Okami Amaterasu
    Last edited by Celestia; 2016-12-31 at 09:44 PM.
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  12. - Top - End - #72
    Orc in the Playground
     
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    Default Re: Princess Celestia's Homebrew Corner

    Can the divine wolf talk at all, based off of languages per int mod, or can they only understand every language?
    Edit: also the divine wolf looks like it it should have LA +1 given its +2 to 4 stat boosts, and natural weapons and the scaling DR based off the primary stat for the class they are ment to be used with.
    For the brush techniques like fireblast where it says it does 6d6, 12d6 or 18d6 for 1d4 2d4 or 3d4 rounds, is that the total damage over that or is is a perfect round damage? Because using the 9 inpots on it looks like it gives a damage range of 54d6 to 216d6. For the capacity to drop 54 or 1296 damage onto something you've got trapped in that spot.
    Edit2: and is there a cast range for the ones like fireblast or are they Emirati onset from the caster?
    Last edited by nikkoli; 2016-12-31 at 04:16 PM.

  13. - Top - End - #73
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by nikkoli View Post
    Can the divine wolf talk at all, based off of languages per int mod, or can they only understand every language?
    I intentionally left it vague. Amaterasu doesn't speak in the games, but I understand that a non-verbal character could be irritating.

    Edit: also the divine wolf looks like it it should have LA +1 given its +2 to 4 stat boosts, and natural weapons and the scaling DR based off the primary stat for the class they are ment to be used with.
    The big balancing factor, though, is the lack of hands. That kills off the vast majority of potential classes. Yeah, it's not a big deal for the Amaterasu class, but this is pretty clearly designed to be on the powerful side.

    For the brush techniques like fireblast where it says it does 6d6, 12d6 or 18d6 for 1d4 2d4 or 3d4 rounds, is that the total damage over that or is is a perfect round damage? Because using the 9 inpots on it looks like it gives a damage range of 54d6 to 216d6. For the capacity to drop 54 or 1296 damage onto something you've got trapped in that spot.
    The second one. These are basically this class's nova because you're not going to be doing much after them with how much ink they cost.

    Edit2: and is there a cast range for the ones like fireblast or are they Emirati onset from the caster?
    I actually simply forgot to write that in. It should be 60 foot range.
    Last edited by Celestia; 2016-12-31 at 04:36 PM.
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  14. - Top - End - #74
    Orc in the Playground
     
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    I intentionally left it vague. Amaterasu doesn't speak in the games, but I understand that a non-verbal character could be irritating.
    I feel like that's a minor things, but you should clarify it just so it's not going to be something that's confused about when it comes up in play.

    The big balancing factor, though, is the lack of hands. That kills off the vast majority of potential classes. Yeah, it's not a big deal for the Amaterasu class, but this is pretty clearly designed to be on the powerful side.
    I agree that fine manipulation does kill off a lot of classes, but I kinda took that into consideration, because if this was a humanoid race it would be worth LA +2 I think given its stat set up and how it's stats play into its other racials. The race would make a good cleric or druid or even a pretty good monk just from the stats alone. I know the race is meant to match the class, and I'm not trying to be rude, I like the race and the class, it just feels weird that the race is kinda shoe horned.

    The second one. These are basically this class's nova because you're not going to be doing much after them with how much ink they cost.
    Thanks for the clarification, it is a lot of damage, but its pretty easy to get out of the area so it shouldn't be too obnoxious unless you are fighting a 500 HD tree, then that tree is screwed hard.

    I actually simply forgot to write that in. It should be 60 foot range.
    Coolio, thanks for that clarification too.

  15. - Top - End - #75
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by nikkoli View Post
    I agree that fine manipulation does kill off a lot of classes, but I kinda took that into consideration, because if this was a humanoid race it would be worth LA +2 I think given its stat set up and how it's stats play into its other racials. The race would make a good cleric or druid or even a pretty good monk just from the stats alone. I know the race is meant to match the class, and I'm not trying to be rude, I like the race and the class, it just feels weird that the race is kinda shoe horned.
    Oh, it's not even close to being an LA +2 race. Yeah, it has unbalanced ability modifiers, but that's basically it. The DR is bypassed by magic, making it worthless against the vast majority of enemies, and nothing else is is even worth mentioning. If it were a Humanoid, I'd say it's +1. But as is? It's fine. It could make a good Monk, which is the worst class, anyways, so no worries. Can't go Cleric or Druid, though. No hands and no speech means no spellcasting.
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    Default Police Cop

    The Police Cop

    Alignment: Any non-evil
    Hit Die: d12

    Level BAB Flurry of Blows Saves Special Unarmed Damage AC Bonus
    1 +1 -1/-1 +2/+2/+2 Unarmed Strike, Flurry of Blows, Improvised Expertise 1d8 +2
    2 +2 +0/+0 +3/+3/+3 Ki Strike (Magic) +1, Evasion, Uncanny Dodge, Endurance 1d8 +3
    3 +3 +1/+1 +3/+3/+3 Purity of Body, Improved Grapple, Improved Trip 1d8 +3
    4 +4 +2/+2 +4/+4/+4 Mettle, Damage Reduction 2/-, Diehard 1d8 +4
    5 +5 +3/+3 +4/+4/+4 Improvised Mastery, Improved Disarm 1d10 +4
    6 +6 +4/+4/-1 +5/+5/+5 Improved Evasion, Stuntman 1d10 +5
    7 +7 +6/+6/+1 +5/+5/+5 Ki Strike (Magic) +2, Tiger Pounce, Diamond Body 1d10 +5
    8 +8 +7/+7/+2 +6/+6/+6 Improved Uncanny Dodge, Damage Reduction 4/- 1d10 +6
    9 +9 +8/+8/+8/+3 +6/+6/+6 Greater Flurry, Action Star 2d6 +6
    10 +10 +9/+9/+9/+4 +7/+7/+7 Simple and Martial Weapon Proficiency, Superior Disarm 2d6 +7
    11 +11 +10/+10/+10/+5/+0 +7/+7/+7 Diamond Soul 2d6 +7
    12 +12 +11/+11/+11/+6/+1 +8/+8/+8 Ki Strike (Magic) +3, Improved Mettle, Damage Reduction 6/- 2d6 +8
    13 +13 +12/+12/+12/+7/+2 +8/+8/+8 Timeless Body 2d8 +8
    14 +14 +14/+14/+14/+9/+4 +9/+9/+9 Knock-out Punch 2d8 +9
    15 +15 +15/+15/+15/+10/+5 +9/+9/+9 Ki Strike (Adamantine) 2d8 +9
    16 +16 +16/+16/+16/+11/+6/+1 +10/+10/+10 Superior Trip, Damage Reduction 8/- 2d8 +10
    17 +17 +17/+17/+17/+12/+7/+2 +10/+10/+10 Ki Strike (Magic) +4, Evening the Odds 2d10 +10
    18 +18 +18/+18/+18/+13/+8/+3 +11/+11/+11 Superior Grapple 2d10 +11
    19 +19 +19/+19/+19/+14/+9/+4 +11/+11/+11 Ki Strike (Vorpal) 2d10 +11
    20 +20 +20/+20/+20/+15/+10/+5 +12/+12/+12 Luck of the Gods 2d10 +12
    Class Skills (6 + Int)
    Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble

    Weapon and Armor Proficiency: A Police Cop is proficient only with special monk weapons and with light shields.

    Unarmed Strike: As the Monk ability.

    Flurry of Blows: As the Monk ability.

    Improvised Expertise (Ex): A Police Cop is trained to fight with whatever miscellaneous objects are available and has developed an eclectic familiarity. His penalty for using weapons in which he is not proficient is reduced to -2.

    Ki Strike (Magic) (Su): As the Monk ability.

    Bonus Feats: A Police Cop gets several bonus feats. He gains Endurance at level two, Improved Grapple and Improved Trip at level three, Diehard at level four, and Improved Disarm at level five.

    Purity of Body (Ex): As the Monk ability.

    Improvised Mastery (Ex): By level five, a Police Cop has enough experience fighting with random objects that it has become second nature to him. He treats all Improvised weapons as special monk weapons, and the damage dealt by them is equal to his unarmed strike damage.

    Stuntman (Ex): A Police Cop always does all his own stunts, and he has learned how roll with the punches and perform incredible feats of athleticism. At level six, he gains a Dodge bonus to AC equal to one half his Police Cop level in addition to the normal AC bonus. In addition, he gains a +10 bonus on all Balance, Climb, Jump, and Tumble checks. This bonus increases to +20 at level twelve and to +30 at level eighteen.

    Tiger Pounce (Ex): As the Monk ability.

    Diamond Body (Su): As the Monk ability.

    Action Star (Ex): A Police Cop is renowned far and wide for his skill and ability. At level nine, he can add his Charisma modifier to attack and damage rolls and AC. In addition, he gains a +10 bonus on Bluff, Diplomacy, Disguise, and Perform checks.

    Simple and Martial Weapon Proficiency: At tenth level, a Police Cop becomes proficient in all simple and martial weapons.

    Superior Disarm (Ex): A Police Cop I'd adept at stealing the weapons of his opponents. At level ten, whenever he successfully disarms an opponent, instead of knocking it to the ground, he can grab and immediately equip it, provided he has the hand(s) free to do so. He also gains a bonus on disarm rolls equal to one half his Police Cop level.

    Diamond Soul (Ex): As the Monk ability.

    Timeless Body (Ex): As the Monk ability.

    Knock-out Punch (Ex): By level fourteen, a Police Cop is adept at taking on waves of lesser baddies by knocking them out with one punch each. Whenever he successfully attacks an opponent with a weapon or unarmed strike that does bludgeoning damage, the foe must make a Fortitude save (DC10 + 1/2 level + Wisdom modifier) or fall unconscious for 2d8 + Wis minutes. This ability can only be used on creatures with fewer hit dice than the Police Cop.

    Ki Strike (Adamantine) (Su): As the Monk ability.

    Superior Trip (Ex): By level sixteen, a Police COP has begun to learn how to use his opponents as weapons against his other opponents. Whenever he successfully trips an opponent, he can, as a free action, throw that opponent up to five feet per point of Strength modifier. If the opponent hits a wall or other obstacle, it takes 1d6 damage and falls prone. If the opponent is thrown at another opponent, treat the thrown opponent as a thrown weapon with a ten foot range increment, and the Police Cop makes a ranged touch attack against the target opponent. If successful, both opponents take 1d6 and fall prone. Otherwise, the thrown opponent lands in an adjacent square and falls prone. He also gains a bonus on trip rolls equal to half his Police Cop level.

    Evening the Odds (Ex): A Police Cop is usually outnumbered in battle, but he has learned to use it to his advantage. At level seventeen, when the Police Cop is threatened by two or more opponents at the same time, he gains a miss chance equal to ten times his Dexterity modifier. If an opponent attacks him and misses while another opponent is within range of the first, there is a 50% chance that the missed attack will, instead, hit that second opponent.

    Superior Grapple (Ex): Upon reaching level eighteen, a Police Cop has learned how to control his opponents, literally. Whenever he successfully grapples an opponent, instead of pinning, he can hold the foe from behind and make that foe fight. He can force his target to move (at half speed) or attack other opponents with a successful Grapple check. While holding an opponent in this fashion, the Police Cop is not denied his Dexterity bonus to AC, and 80% of attacks aimed at him are redirected to the held opponent. He also gains a bonus on grapple rolls equal to half his Police Cop level.

    Ki Strike (Vorpal) (Su): As the Monk ability.

    Luck of the Gods (Su): There are plenty of people with skill and talent, but it takes something more to survive the sorts of things a Police Cop goes through on a regular basis. It takes an absurd amount of sheer luck. At level twenty, when a Police Cop attempts a d20 roll, he can roll twice and take the better of the two results. He can use this ability a number of times per day equal to his Wisdom modifier.
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    Default Re: Princess Celestia's Homebrew Corner

    The only thing I see that could get out of hand with the Police Cop is that by level 20 they have 32 AC before anything outside of class, and the bonuses appear to be a Monk type bonus and a dodge bonus, both of which stack with most everything.
    Also it doesn't specify in the monk, but do they still get WIS to AC on top of the level bonus?
    Last edited by nikkoli; 2017-01-03 at 12:43 PM.

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    Quote Originally Posted by nikkoli View Post
    The only thing I see that could get out of hand with the Police Cop is that by level 20 they have 32 AC before anything outside of class, and the bonuses appear to be a Monk type bonus and a dodge bonus, both of which stack with most everything.
    Also it doesn't specify in the monk, but do they still get WIS to AC on top of the level bonus?
    Yes. By level 20, he'll have +32, +Wis, and +Cha to AC. That is a lot, but AC isn't all that useful, especially at level 20. Besides, it's not difficult to get that high or higher with other classes.
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    Default Dragon Knight

    The Dragon Knight

    "Between me and Silverscale, we shall vanquish all of Tiamat's Vile spawn from the land!" ~Dame Lythalla Moonchild, Elven Dragon Knight

    The image of a knight in shining armor riding out to slay the evil dragon is a popular one in fantasy, but what if the knight was riding on another dragon? In a world with the diametrically opposed forces between the good metallic dragons and the evil chromatic dragons, it would certainly be likely that some of those dragons would pair up with humanoid riders.

    Adventures: A knight adventures for many reasons, and a Dragon Knight is no different. Whether it be to serve a lord, to help the people, to slay other dragons, or just for personal wealth and power, a Dragon Knight had no shortage of opportunities for adventure.

    Characteristics: Behind her dragon compsnion, a Dragon Knight is a martial character and is capable of doing just about anything that other martial characters can do.

    Alignment: Dragon Knights are always on the extreme ends of the morality pool, whether that's Good or Evil. They are champions of their alignment in much the way a paladin is. Her position on the ethical axis depends upon the alignment of her dragon companion.

    Religion: Almost all Dragon Knights at least pay homage to, if not serve, either Bahamut or Tiamat. They often pay respect to like-aligned gods, but few worship those other deities.

    Background: Many Dragon Knights are trained by some sort of dragonic or dragon-serving order, but others are simply lucky enough to stumble upon an abandoned dragon egg. Whatever the case, all Dragon Knight's spend years training with and becoming friends with their dragon companions.

    Races: Long-lived races, such as elves, are often chosen to be Dragon Knights to maximize the time shared between Knight and Dragon.

    Other Classes: Dragon Knights have much respect for martial classes, especially the paladin, though they tend to look down on the barbarian's brutish ways. They are definitely not a fan of stealth based classes or any classes that seek to trick or exploit others as even the evil Dragon Knights prefer an honest battle. They value the tactical powers of spellcasters, but the two don't have much in common.

    Role: The Dragon Knight is entirely a martial character. At higher levels, the dragons start acquiring spell-like abilities, but none of them are particularly relevant.

    Adaptation: Any setting that has dragons can have dragon knights, though it could be possible to change the dragon into a different, but similar, creature.

    GAME RULE INFORMATION
    Dragon Knights have the following game statistics.
    Abilities: Strength is important for dealing damage, and constitution helps survive damage. Dexterity is also useful for ranged attacks.
    Alignment: Any Good or Evil
    Hit Die: d8
    Starting Age: As Bard
    Starting Gold: As Fighter

    Class Skills
    The Dragon Knight's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex), and Swim (Str)

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

    Level BAB Saves Special Dragon Age Category
    1 +1 +2/+0/+2 Dragon Companion, Mounted Combat Wyrmling
    2 +2 +3/+0/+3 Mounted Archery Very Young
    3 +3 +3/+1/+3 Energy Resistance 10 Young
    4 +4 +4/+1/+4 Mettle, Steadfast Courage
    5 +5 +4/+1/+4 Flyby Attack Juvenile
    6 +6 +5/+2/+5 Mounted Full Attack
    7 +7 +5/+2/+5 Energy Resistance 20 Young Adult
    8 +8 +6/+2/+6 Spirited Charge
    9 +9 +6/+3/+6 Mounted Defense
    10 +10 +7/+3/+7 Energy Resistance 30 Adult
    11 +11 +7/+3/+7 Trample
    12 +12 +8/+4/+8 Improved Mettle
    13 +13 +8/+4/+8 Deadly Charge
    14 +14 +9/+4/+9 Fighter Bonus Feat Mature Adult
    15 +15 +9/+5/+9 Energy Immunity
    16 +16 +10/+5/+10 Fear Immunity
    17 +17 +10/+5/+10 Fighter Bonus Feat
    18 +18 +11/+6/+11 Ageless Body Old
    19 +19 +11/+6/+11 Unstoppable Charge
    20 +20 +12/+6/+12 Fighter Bonus Feat

    Class Features
    The following are class features of the Dragon Knight.

    Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (except tower shields).

    Dragon Companion: At the beginning of her training, a Dragon Knight received an egg that hatched under her care. Raised and trained together, the Knight and dragon are now inseparable friends and allies. The dragon can be any metallic or chromatic dragon, and the Dragon Knight must match the alignment of her dragon. The dragon begins as a Wyrmling at level one and advances in age categories as per the table. Upon becoming an adult, the dragon advances one age category every four levels.

    The dragon does not gain normal XP and only advances in Hit Dice based on the level of the Dragon Knight. The dragon gains feats and skill points as normal for its hit dice at each age category which the player can choose and assign. In addition to all traits and abilities the dragon normally acquires at each age category, it also begins with Improved Evasion and an Empathic Link as a Wizard's Familiar.

    The color of the dragon chosen grants the Dragon Knight an additional class skill. Black: Hide, Blue: Listen, Brass: Gather Information, Bronze: Survival, Copper: Hide, Gold: Heal, Green: Move Sielntly, Red: Intimidate, Silver: Disguise, or White: Balance. The Dragon Knight also gains a competence bonus on Ride checks when riding her dragon equal to one half her level, and she can always take 10 on Ride checks, even when threatened.

    While the Dragon Knight is mounted on her dragon, treat them as having the same initiative and acting on the same turn. They both roll initiative and use whichever result is higher.

    Bonus Feats: The Dragon Knight acquires a variety of bonus feats as she levels. She gains Mounted Combat at level one, Mounted Archery at level two, Spirited Charge at level eight, and Trample at level eleven. At level fourteen and every three levels after, she gains a Fighter Bonus Feat for which she qualifies.

    Energy Resistance (Su): A Dragon Knight becomes naturally resilient to her dragon's energy as they spend more time together. At level three, she gains 10 points of resistance against the energy type of the dragon's breath weapons. This improves to 20 at level seven and 30 at level ten. At level fifteen, she becomes immune to that energy type.

    Steadfast Courage (Ex): Fighting side-by-side with a dragon can be a very inspiring experience. A fourth level Dragon Knight is always immune to the Frightful Presence of her own dragon as well as that of any dragon smaller in size than her own. In addition, both she and her dragon receive a +4 morale bonus on Will saves vs. Fear as long as they are within 30 feet of each other.

    Flyby Attack: Upon reaching level five, the Dragon Knight's dragon receives Flyby Attack as a bonus feat. The Knight can make attacks during the dragon's Flyby Attack.

    Mounted Full Attack (Ex): A sixth level Dragon Knight can make full attacks while mounted and use the dragon's move actions to move. She can also full attack on a mounted charge.

    Mounted Defense (Ex): By level nine, rider and mount have become as one. Whenever the Dragon Knight is attacked while mounted, she can redirect that attack to the dragon. In addition, when she is mounted and both she and the dragon are affected by an effect that allows a Reflex save, she can use the dragon's save result if it is higher. Lastly, while mounted on her dragon, she is treated as having Improved Evasion as long as the dragon does.

    Deadly Charge (Ex): Upon reaching level thirteen, a Dragon Knight learns to use the force of her dragon's change to better effect. When using Spirited Charge, she deals ×3 damage or ×4 damage with a lance.

    Fear Immunity (Ex): By level fifteen, a Dragon Knight has become so confident in herself that she becomes immune to all fear effects.

    Ageless Body (Ex): Upon reaching level eighteen, a Dragon Knight has been with her dragon long enough that she becomes resilient to the passage of time just like dragons do. She no longer suffers aging penalties (though she retains any that she already gained), and her maximum life span increases to that of whatever species her dragon is.

    Unstoppable Charge (Ex): At level ninteen, a Dragon Knight can charge even more effectively than before. When using Spirited Charge, she deals ×4 damage or ×5 damage with a lance.
    Last edited by Celestia; 2017-03-07 at 12:16 PM.
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  20. - Top - End - #80
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    Real Man

    Power Lifting (Ex): At second level, a Real Man has done enough weight lifting to become an expert at it. His carrying capacity is doubled. He may also mock others for having a lower carrying capacity than him.
    What effect does mocking have? He gets other taunting abilities later so this strikes me as unnecessary.

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    Default Re: Real Man

    Quote Originally Posted by Debihuman View Post
    Real Man

    What effect does mocking have? He gets other taunting abilities later so this strikes me as unnecessary.

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    It's just a joke about "Do you even lift, Bro?"
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    Default Shadowknife

    The Shadowknife

    Prerequisites:
    Skills: Hide 6 ranks, Move Silently 6 ranks, Spellcraft 4 ranks
    Feats: Silent Spell, Spell Focus (Illusion)
    Spellcasting: 3rd level spells, including one illusion spell
    Special: 1d6 Sneak Attack

    ------------------------------

    Hit Die: d4

    Level BAB Saves Special Spellcasting
    1 +0 +0/+2/+2 Illusion Talent +1 to existing spellcasting class
    2 +1 +0/+3/+3 +1d6 Sneak Attack +1 to existing spellcasting class
    3 +2 +1/+3/+3 Silent Casting +1 to existing spellcasting class
    4 +3 +1/+4/+4 +2d6 Sneak Attack +1 to existing spellcasting class
    5 +3 +1/+4/+4 Tenacious Illusions +1 to existing spellcasting class
    6 +4 +2/+5/+5 +3d6 Sneak Attack +1 to existing spellcasting class
    7 +5 +2/+5/+5 Spell Channelling +1 to existing spellcasting class
    8 +6 +2/+6/+6 +4d6 Sneak Attack +1 to existing spellcasting class
    9 +6 +3/+6/+6 Hide in Plain Sight +1 to existing spellcasting class
    10 +7 +3/+7/+7 Illusion Mastery
    Class Skills (6 + Int)
    Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Rope

    Weapon and Armor Proficiency: A Shadowknife does not gain any proficiency in weapons or armor.

    Illusion Talent (Su): A Shadowknife is especially skilled at crafting convincing illusions and seeing through the illusions of others. When casting spells of the Illusion school, she is considered to be one caster level higher. In addition, her Illusion spells receive a +2 bonus on their save DCs. Lastly, she gains a +2 bonus on Will saves vs. Illusions.

    Silent Casting (Su): By level three, a Shadowknife has mastered the art of casting spells without making noise. All spells she casts are automatically silenced as if using the feat, except there is no increase in spell level or casting time.

    Tenacious Illusions (Su): The illusions of a Shadowknife are more difficult to defeat. At fifth level, any creature attempting to disbelieve one of the Shadowknife's illusion spells must make two Will saves at the same bonus. If either of them fail, the creature does not disbelieve. Also, her illusions are considered to be two caster levels higher when subject to a dispell effect.

    Spell Channelling (Su): As a swift action, a seventh level Shadowknife can channel any touch spell she knows into her weapon. The spell then discharges on the next successful hit with that weapon, affecting the creature as if it had been cast. If the channeled spell is not used within a number of rounds equal to the Shadowknife's Intelligence or Charisma modifier (whichever is higher), it dissipates and is wasted. If the spell is successfully discharged upon a creature that is denied its Dexterity bonus to AC, then it bypasses any spell resistance the creature may have, and the creature suffers a -2 penalty on the spell's save, if any. A Shadowknife can only have one channeled spell at a time. This ability can be used a number of times per day equal to half her Shadowknife level.

    Hide in Plain Sight (Su): As the Shadowdancer ability.

    Illusion Mastery (Su): A tenth level Shadowknife has mastered the crafting of illusions and knows what is and isn't real. She can make her spells irresistible and can easily identify the illusions of others. Any spell she casts from the Illusion school functions normally against mindless creatures and creatures otherwise immune to mind-affecting effects. Whenever she comes within 10 feet of an illusion, she can automatically save to disbelieve, rolling twice and taking the better result.
    Last edited by Celestia; 2017-02-04 at 10:47 AM.
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    Default Re: Shadowknife

    I really like the Shadowknife. Two thoughts: First, I think it may make more sense for the spellcasting to advance every level but first (rather than every level but 10th), to avoid strong dips. Otherwise, a level 1 dip is very tempting.

    Second, I would suggest that their familiarity with illusions should also give them some bonuses to themselves saving against illusions, possibly at 2nd level, and then possibly getting the equivalent of Mettle latter (maybe 5th level?) but only against illusion effects. Overall, this is a well done PrC that I like a lot.
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    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
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    Default Re: Princess Celestia's Homebrew Corner

    Well made PRC, good at what it sets out to do. Namely make the Illusion using Rogue/Wizard work well. Dip into Arcane Archer and you are a magic assassin!

    However, I think that it needs 2 non-casting progression levels: 3rd and 7th. 3rd to make dips for free metamagic to cost something significant and 7th to nerf the better version of Duskblade (for assassin things, at least). Seriously, it's a ranged version that lets you prep your casting modifier in Touch spells to go off on one attack. SR bypass, Attack roll bonuses(well, AC penalties, but the math is identical) and a save decrease?

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    Well made PRC, good at what it sets out to do. Namely make the Illusion using Rogue/Wizard work well. Dip into Arcane Archer and you are a magic assassin!

    However, I think that it needs 2 non-casting progression levels: 3rd and 7th. 3rd to make dips for free metamagic to cost something significant and 7th to nerf the better version of Duskblade (for assassin things, at least). Seriously, it's a ranged version that lets you prep your casting modifier in Touch spells to go off on one attack. SR bypass, Attack roll bonuses(well, AC penalties, but the math is identical) and a save decrease?
    Can you expand why you think losing 2 rather than 1 caster level is necessary? They are already losing one caster level before they enter to pick up sneak attack.
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Quote Originally Posted by JoshuaZ View Post
    I really like the Shadowknife. Two thoughts: First, I think it may make more sense for the spellcasting to advance every level but first (rather than every level but 10th), to avoid strong dips. Otherwise, a level 1 dip is very tempting.
    Well, you already need to sacrifice at least one caster level to get into the class as it requires sneak attack first. That should dissuade one level dips.

    Second, I would suggest that their familiarity with illusions should also give them some bonuses to themselves saving against illusions, possibly at 2nd level, and then possibly getting the equivalent of Mettle latter (maybe 5th level?) but only against illusion effects. Overall, this is a well done PrC that I like a lot.
    You know, I didn't even consider that. It would make a lot of sense, though.

    Quote Originally Posted by Morphic tide View Post
    Well made PRC, good at what it sets out to do. Namely make the Illusion using Rogue/Wizard work well. Dip into Arcane Archer and you are a magic assassin!
    Thanks.

    However, I think that it needs 2 non-casting progression levels: 3rd and 7th. 3rd to make dips for free metamagic to cost something significant and 7th to nerf the better version of Duskblade (for assassin things, at least). Seriously, it's a ranged version that lets you prep your casting modifier in Touch spells to go off on one attack. SR bypass, Attack roll bonuses(well, AC penalties, but the math is identical) and a save decrease?
    You think? I though one would be enough with the implied dropped level before entering.
    You can only channel one at a time. I guess I forgot to specify that. And it doesn't apply AC penalties. The SR bypass and save penalty are conditional on the ability being used against a creature denied its Dex bonus to AC.
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    Quote Originally Posted by JoshuaZ View Post
    Can you expand why you think losing 2 rather than 1 caster level is necessary? They are already losing one caster level before they enter to pick up sneak attack.
    Because 3 lost CL loses 9ths. I put a lot of priority on having the stuff that makes casters significantly better be placed such that they lose 9ths unless they go into early spell access stuff, which is mostly Sorcerer (They can get 9ths at level 16!). And Kobolds need more play, so I'm fine with early access spell stuff allowing 9ths.

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    Quote Originally Posted by Morphic tide View Post
    Because 3 lost CL loses 9ths. I put a lot of priority on having the stuff that makes casters significantly better be placed such that they lose 9ths unless they go into early spell access stuff, which is mostly Sorcerer (They can get 9ths at level 16!). And Kobolds need more play, so I'm fine with early access spell stuff allowing 9ths.
    I don't really think anything this class gives is worth giving up 9ths.

    Edit: I clarified that Spell Channeling can only store one spell, and I added defensive capabilities to Illusion Talent and Illusion Mastery.
    Last edited by Celestia; 2017-01-04 at 10:52 PM.
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    Quote Originally Posted by Celestia View Post
    I don't really think anything this class gives is worth giving up 9ths.
    9ths are rarely needed to solve a problem, and Gish builds should not reach the peak of spells available. This class lets a character be most of a Rogue and practically all of a Wizard for no big penalty(Oh, my Wizard gets 9ths at level 19 if they go all in on this, so what? I'll just grab 7 levels for that Touch spell range increaser and SR bypass for one lost CL), on top of what it already gives as advantages. Generally, I see every gish PRC as something that needs to remove 9ths because they shatter the game. There are tricks for Sorcerers to get 9ths at level 15, so it's mostly keeping Wizards away from another strong PRC if they want to keep their 9ths. Especially because said PRC buffs one of the strongest spell chains in the game, Shadow Illusion.

    Seriously, it's a gish PRC, it should not let Wizards get to have 9ths unless they pull some high cheese with spell progression acceleration. Heck, my suggestion of 2 non CL levels still lets Wizards have their 9ths at level 20. Sorcerers need a bit of cheese to manage, but they have more direct cheese available to them than Wizards, who need to hunt PRCs or splatbooks. Sorcerers need one splat and a minor RAW mistake from the devs.

    Among other things, it makes some Wiz/Sorc spells scale much better than intended by giving Sneak Attack access. Yes, it's hardly the best damage boost, but I think that 5d6 Sneak Attack damage hitting on 1st level spells already doing nearly as much damage is a bit strong. Especially because this is mainly about sneaking, not sniping. Which it still does scarily well thanks to True Strike, which negates BAB issues almost entirely.

    Although a funny thing to do is to stick a high level heal spell on the Touch spell thing and shoot someone about to die from a mugging from several blocks away. Maybe blow another use of the ability to give them a buff so they can kick their mugger's asses. By shooting them...

    Edit: You know a 9th level touch spell that makes this a horrific monster? Imprisonment. That feature lets you pop Imprisonment from hundreds of feat away(possibly half a mile with True Strike), with SR bypass. And a -2 to the poor sods Will save. A permanent save or lose that Wish can't remove.
    Last edited by Morphic tide; 2017-01-04 at 11:09 PM.

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    9ths are rarely needed to solve a problem, and Gish builds should not reach the peak of spells available. This class lets a character be most of a Rogue and practically all of a Wizard for no big penalty(Oh, my Wizard gets 9ths at level 19 if they go all in on this, so what? I'll just grab 7 levels for that Touch spell range increaser and SR bypass for one lost CL), on top of what it already gives as advantages. Generally, I see every gish PRC as something that needs to remove 9ths because they shatter the game. There are tricks for Sorcerers to get 9ths at level 15, so it's mostly keeping Wizards away from another strong PRC if they want to keep their 9ths. Especially because said PRC buffs one of the strongest spell chains in the game, Shadow Illusion.

    Seriously, it's a gish PRC, it should not let Wizards get to have 9ths unless they pull some high cheese with spell progression acceleration. Heck, my suggestion of 2 non CL levels still lets Wizards have their 9ths at level 20. Sorcerers need a bit of cheese to manage, but they have more direct cheese available to them than Wizards, who need to hunt PRCs or splatbooks. Sorcerers need one splat and a minor RAW mistake from the devs.

    Among other things, it makes some Wiz/Sorc spells scale much better than intended by giving Sneak Attack access. Yes, it's hardly the best damage boost, but I think that 5d6 Sneak Attack damage hitting on 1st level spells already doing nearly as much damage is a bit strong. Especially because this is mainly about sneaking, not sniping. Which it still does scarily well thanks to True Strike, which negates BAB issues almost entirely.

    Although a funny thing to do is to stick a high level heal spell on the Touch spell thing and shoot someone about to die from a mugging from several blocks away. Maybe blow another use of the ability to give them a buff so they can kick their mugger's asses. By shooting them...

    Edit: You know a 9th level touch spell that makes this a horrific monster? Imprisonment. That feature lets you pop Imprisonment from hundreds of feat away(possibly half a mile with True Strike), with SR bypass. And a -2 to the poor sods Will save. A permanent save or lose that Wish can't remove.
    I don't accept the argument that things should be under balanced because cheese exists. I'm not going to build a caster PrC on the basis of Loredrake Kobolds. Balance the floor, not the ceiling.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

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