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2017-04-08, 06:39 PM (ISO 8601)
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2017-04-08, 07:32 PM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Sounds like the battle chef.
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2017-04-11, 08:33 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Weapons of RWBY
The Weapons of RWBY
Crescent Rose:
Exotic Two-Handed Melee/Ranged
Damage: 2d6 (scythe) or 1d10 (rifle)
Critical: ×4 (scythe) or 19-20/×2 (rifle)
Range Increment: 120 feet
Type: Piercing or Slashing (scythe) or Piercing (rifle)
Hardness: 10
Crescent Rose has three modes that it can switch between as a swift action. In its storage mode, it is compact and easy to carry.
It its scythe mode, Crescent Rose can make melee attacks. It can also ranged attacks at a -4 penalty. In this mode, Crescent Rose counts as a scythe for all purposes and can be used to make trip attacks just like a scythe.
The weapon's third form is that of a rifle allowing it to make ranged attacks without penalty, but it cannot make melee attacks. Crescent Rose holds ten rounds. As long as it holds rounds, it can be reloaded as a free action. Loading a new clip of rounds is a full-round action that provokes attacks of opportunity. While in either scythe or rifle mode, Crescent Rose counts as a heavy repeating crossbow for all purposes.
Crescent Rose can be loaded with different types of ammunition to deal different types of damage with its ranged attack. It can alternatively deal cold, electricity, or fire damage. Using any alternate damage types costs one charge per attack. Crescent Rose has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes. This is a non-magical effect.
Crescent Rose is always a masterwork weapon.
Myrtenaster:
Exotic One-Handed Melee
Damage: 1d8
Critical: 18-20/×2
Range Increment: ---
Type: Piercing
Hardness: 10
Myrtenaster counts as a rapier for all purposes and can use Weapon Finesse even though it is not a light weapon. It also cannot be used two-handed, just like a rapier.
Myrtenaster contains a revolver chamber that holds various types of dust. This dust can be used to make ranged touch attacks with a range of 60 feet. Doing so is a standard action that does not provoke attacks of opportunity. Each ranged attack costs one charge. Myrtenaster has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes.
This attack can deal 2d10 cold, electricity, or fire damage. It can also generate an effect the same as a Gust of Wind spell with a caster level of 3 or an effect the same as a Shield spell with a caster level of 1. Myrtenaster's dust is a non-magical effect.
Myrtenaster is always a masterwork weapon.
Gambol Shroud:
Exotic One/Two-Handed Melee/Ranged
Damage: 1d10 (katana) or 1d8 (cleaver) or 1d6 (kusarigama) or 1d8 (pistol)
Critical: 19-20/×2 (katana) or ×3 (cleaver) or ×2 (kusarigama) or 19-20/×2 (pistol)
Range Increment: 80 feet
Type: Slashing (katana/cleaver) or Piercing (kusarigama/pistol)
Hardness: 10
The Gambol Shroud has two modes that it can switch between as a swift action.
In its katana mode, the blade can be wielded either one or two-handed. The sheath can also be used as a cleaver to dual wield with the katana. The sheath is a light weapon. While in this mode, Gambol Shroud counts as a bastard sword for all purposes, and the sheath counts as a battleaxe for all purposes.
The blade of Gambol Shroud can also be folded into the form of a kusarigama. While in this form, it must be wielded two handed and counts as a spiked chain for all purposes. It has reach, can be used to make disarm attempts at a +2, can be used to make trip attempts, and can use Weapon Finesse. While in this form, it can also be used to attack at range with the embedded pistol. The pistol holds 10 bullets. As long as it holds bullets, it can be reloaded as a free action. Loading a new clip of bullets is a full-round action that provokes attacks of opportunity. It counts as a light repeating crossbow for all purposes.
Gambol Shroud is always a masterwork weapon.
Ember Celica:
Exotic Two-Handed Melee/Ranged
Damage: * (gauntlet) or 1d12 (shotgun)
Critical: ×3
Range Increment: 80 feet
Type: Bludgeoning (gauntlet) or Piercing (shotgun)
Hardness: 10
Ember Celica has two modes that it can switch between as a swift action. In its storage mode, it is compact and easy to carry. Wearing Ember Celica does not fill your hands, and they are still considered free for all purposes.
In its gauntlet mode, Ember Celica improves unarmed strike damage by one die step and improves unarmed strike critical multiplier to ×3. It can be used to deal lethal damage with unarmed strikes. It is a special monk weapon.
Ember Celica can also attack at range with its dual shotguns while in gauntlet mode. Each one holds 12 shells. As long as they hold shells, they can be reloaded as a free action. Loading a new magazine is a full-round action that provokes attacks of opportunity. They count as light repeating crossbows for all purposes.
The shotguns can also utilize special ammunition to deal fire damage. Using this ammunition costs one charge per attack. Ember Celica has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes. This is a non-magical effect.
Ember Celica is always a masterwork weapon.
Crocea Mors:
Exotic One/Two-Handed Melee
Damage: 1d10 (longsword) or 2d8 (greatsword)
Critical: 19-20/×3
Range Increment: ---
Type: Slashing
Hardness: 12
Crocea Mors has two modes that it can switch between as a swift action.
As a longsword, Crocea Mors can be used one or two-handed, and the sheath can be expanded to serve as a heavy shield. In this mode, it counts as a longsword for all purposes.
The sword and shield can be combined to turn the weapon into a two-handed greatsword. While in this mode, it counts as a greatsword for all purposes.
Crocea Mors is always a masterwork weapon.
Magnhild:
Exotic Two-Handed Melee/Ranged
Damage: 2d8 (hammer) or 1d8 (grenade launcher)
Critical: ×3 (hammer)
Range Increment: 60 feet
Type: Bludgeoning (hammer) or untyped (grenade launcher)
Hardness: 10
Magnhild counts as a greatclub for all purposes. It can fire grenades as that deal damage in a 10 foot area radius from the point of impact. The grenades cannot critical hit. Magnhild holds six grenades. As long as it holds grenades, reloading is a free action. Loading grenades takes a one round action that provokes attacks of opportunity. As a standard action, Magnhild can fire all of its remaining grenades in a single attack. It deals 1d8 damage per grenade fired.
The Weapon can be loaded with special ammunition to deal electricity damage. The damage increases to 1d10 when doing so. Using this ammunition costs one charge per grenade fired. Magnhild has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes. This is a non-magical effect.
Magnhild is always a masterwork weapon.
Miló and Akoúo:
Exotic One/Two-Handed Melee/Ranged
Damage: 1d10 (javelin) or 1d8 (shortsword) or 1d10 (rifle)
Critical: ×3 (javelin) or 19-20/×2 (shortsword/rifle)
Range Increment: 40 feet (javelin) or 100 feet (rifle)
Type: Piercing (javelin/rifle) or Piercing or Slashing (shortsword)
Hardness: 10
Miló and Akoúo has three forms that it can switch between as a swift action.
As a javelin, Miló can be used one or two-handed and can be thrown. It counts as a javelin for all purposes. As a shortsword, it can be used one handed and is a light weapon. It counts as a shortsword for all purposes. In either mode, Akoúo can be used as a heavy shield. The final form is a single shot rifle that can be reloaded as a move action. It counts as a light crossbow for all purposes.
Miló and Akoúo is always a masterwork weapon.
StormFlower:
Exotic Light Melee/Ranged
Damage: 1d6 (kukri) or 1d4 (smg)
Critical: 17-20/×2 (kukri) or 19-20/×2 (smg)
Range Increment: 50 feet
Type: Slashing (kukri) or Piercing (smg)
Hardness: 10
StormFlower is a pair of smgs with attached blades. It can be dual wielded in melee or ranged. When used in ranged, each attack fires three bullets, each using its own attack roll. Precision damage can only be applied to one of them, but they can all critical hit. StormFlower holds 30 bullets in each smg. As long as it holds bullets, it can be reloaded as a free action. Loading a new clip of bullets is a full-round action that provokes attacks of opportunity. StormFlower counts as a kukri and a light repeating crossbow for all purposes.
StormFlower is always a masterwork weapon.Last edited by Celestia; 2017-04-11 at 04:10 PM.
Princess Celestia's Homebrew Corner
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2017-05-03, 11:03 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Master of the Seven Swords
The Master of the Seven Swords
Prerequisites:
Base Attack Bonus: +10
Skills: Concentration 6 ranks, Knowledge (Arcana) 4 ranks
Feats: Weapon Focus (Any slashing weapon), Iron Will
------------------------------
Hit Die: d10
Class Skills (4 + Int)Level BAB Saves Special 1 +1 +2/+0/+2 Crushing Blow 2 +2 +3/+0/+3 Disrupting Slice 3 +3 +3/+1/+3 Piercing Strike 4 +4 +4/+1/+4 Shadow Slash 5 +5 +4/+1/+4 Spacial Rend 6 +6 +5/+2/+5 Planar Cleave 7 +7 +5/+2/+5 Soul Dissection
Climb, Concentration, Craft, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Swim, Use Rope
Weapon and Armor Proficiency: A Master of the Seven Swords does not gain any proficiency in weapons or armor.
Crushing Blow (Ex): The first hidden technique that a Master of the Seven Swords learns is the Crushing Blow. With this knowledge, he can identify and precisely strike at the weak points of objects and creatures. Whenever he makes an attack with a slashing weapon, he ignores hardness and damage reduction. He also gains the Improved Critical feat for any slashing weapon for which he has the feat Weapon Focus.
Disrupting Slice (Su): At level two, a Master of the Seven Swords learns to identify and disrupt magical energies. When encountering a creature with a magical miss chance or Invisibility, he can, as a swift action, make a Concentration check against the highest caster level of such an effect on that creature. If successful, he can ignore all said effects on that creature for the remainder of their respective durations. If unsuccessful, he can attempt the roll again by spending a standard action that provokes attacks of opportunity to study the target.
A Master of the Seven Swords may also attempt to disrupt all spells and effects on a target. As a standard action, he can make an attack with a slashing weapon to cut the bonds of magic on the target. In addition to dealing normal damage, this acts like a targeted Greater Dispel Magic spell with a caster level equal to ten plus his Master of the Seven Swords level.
Piercing Strike (Ex): At third level, a Master of the Seven Swords has become skilled enough at attacking weak points that he can slide his weapon through the armor of his enemies. All attacks made with slashing weapons are treated as touch attacks. In addition, he gains the Power Critical feat for any slashing weapon for which he has the feats Weapon Focus and Improved Critical.
Shadow Slash (Su): The fourth of the hidden techniques is the Shadow Slash. With it, a Master of the Seven Swords can cut through the fabric of the universe and open a hole in the planar walls. As a full-round action that provokes attacks of opportunity, he can make a Concentration check against a DC of 15. If successful, he tears open a portal that leads to either the Ethereal Plane or the Shadow Plane in an adjacent square. The portal remains open for 1d4+1 rounds until the natural forces of the universe seal it. If he is in either of those two planes, then he can use this ability to return to the Material Plane. Also, all attacks made with slashing weapons can hit incoporeal creatures even if they otherwise couldn't and ignore incoporeal miss chance.
Spacial Rend (Su): A fifth level Master of the Seven Swords knows the secret of Spacial Rend, allowing him to traverse great distances quickly. As a standard action, he can make a Concentration check against a DC of 20 to slash open a hole in reality. This portal leads to another location within the same plane, like the spell Greater Teleport. The portal remains open for 1d4+1 rounds until the natural forces of the universe seal it.
A Master of the Seven Swords can also use this to warp the space around his weapon. By spending a full-round action that provokes attacks of opportunity, he can cut the space of his own weapon, turning it into a spacial anomaly. For a number of rounds equal to one quarter the result of a Concentration check (round down), his weapon deals force damage rather than slashing damage.
Planar Cleave (Su): At level six, a Master of the Seven Swords improves upon his reality tearing and learns the hidden technique of Planar Cleave. As a full-round action, he can make a Concentration check against a DC of 25 to slice reality and open a hole to anywhere. The portal leads to another plane, like the spell Plane Shift. It remains open for 1d4+1 rounds until the natural forces of the universe seal it.
He can also use this ability to send creatures back to where they belong. All attacks with slashing weapons against extraplanar creatures trigger a Banishment effect, as the spell, with a caster level of 10 plus his Master of the Seven Swords level.
Soul Dissection (Su): The final hidden technique that a Master of the Seven Swords learns is the Soul Dissection. His mastery of cutting has reached such a height that he can cut a soul from its body. As a standard action, he can make an attack with a slashing weapon that attempts to kill the opponent by severing the body-soul connection. He must make a Concentration check against a DC of 30. If successful, the target must make a Fortitude save against a DC equal to the amount of damage dealt. A creature that fails this save instantly dies. Even if they succeed, they are still dazed for one round from the pain.
This ability does not work on elementals, outsiders, or any other beings who lack a dual nature. It also does not work on constructs, undead, or any entities that lack a soul. Native outsiders and living constructs are affected normally.Last edited by Celestia; 2017-05-03 at 11:19 AM.
Princess Celestia's Homebrew Corner
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2017-05-17, 05:04 PM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Mask of Khaaladesh
The Legend of Khaaladesh
There is a legend, an ancient tale passed down through the ages until it became but myth. Few know it and even fewer know it's true. In a time long since past, there was a goddess of trickery and deceit named Khaaladesh. She was much reviled by the other deities for her grand and ceaseless pranks. She would do such things as turn the sun purple for an entire year or swap the bodies of every mortal. Her pranks were bothersome but never destructive enough to warrant an extreme response, that is, until her greatest prank ever.
The exact nature of this perfect prank is shrouded in mystery, and there are as many versions of the story as there are people who tell it. Perhaps the gods intentionally removed all knowledge of it, or perhaps the truth was merely lost to history after so many retellings. Nevertheless, the one constant among them all was that the whole thing hinged on a specific object: the Mask of Khaaladesh. It was a divine artifact of incredible power created by the eponymous trickster, and the story always ends with the Mask causing massive chaos and destruction across the entire multiverse. Khaaladesh had finally gone too far.
As a result of this prank, the other gods slew Khaaladesh and banished her divinity to beyond the multiverse. But the infamous trickster had one final card up her sleeve. Legend says that she survived by binding her soul in her Mask, and to this day, she still schemes and plots her return. None know where this Mask is or what it even looks like, but surely chaos would reign should it ever be found.
The Mask of Khaaladesh
This object appears to be a plain and unremarkable wooden mask. It is roughly cut and unpolished, giving it an appearance like it was never finished. It does not radiate magic, but anyone who looks at it for too long feels compelled to put it on. Anyone who examines the Mask for at least 30 seconds must make a Will save against a DC of 5 plus twice their HD. If they fail, they immediately put on the Mask. This is a mind-affecting compulsion effect, but it ignores all mortal magics, psionics, and other abilities that normally protect against such things. Mindless and non-living creatures are still immune to it, however. The Mask cannot be damaged or destroyed by any means except by a god with a Divine Rank of 16 or higher.
When someone first puts on the Mask, they receive a rush of positive emotions and gain the following effects.
- +4 divine bonus to intelligence and charisma
- +2 divine bonus on fortitude and reflex saves
- +4 divine bonus to initiative
- +3 divine bonus on all skill checks
- Any bonus feat for which they qualify (can be reselcted each time the Mask is put on)
- Any one spell-like ability of a 3rd level or lower spell usable at will with a caster level of 20 (can be reselcted each time the Mask is put on)
Once the Mask has been put on, it can be removed without issue. However, looking at it for 30 seconds will trigger another Will save. When an individual has put on the Mask a number of times equal to twice their HD, the Mask's true nature activates. The Mask instantly fuses itself to the wearer's face, and no mortal power can possibly remove it. Even a god cannot remove the Mask unless they have a Divine Rank of 16 or higher. If the wearer is killed, the Mask simply falls off.
The Mask continues granting the same benefits it did before (the feat and spell-like ability can no longer be changed, however). In addition, though, it has more effects. The wearer becomes immune to all mind-affecting, divination, necromancy, and illusion effects except those used by a god with a Divine Rank of 16 or higher. The wearer also gains the following spell-like abilities usable at will with a caster level of 20: Charm, Dimension Door, Ethereal Jaunt, Greater Invisibility, and Permanent Image.
Lastly, the wearer of the Mask is utterly erased from history. Their identity, their past, everything about them is simply gone from the minds of all creatures, as if they never existed. No one, not even the gods, can remember the wearer ever living except for the wearer, themself. No power in existence can reverse this, and nothing the wearer does will ever remind someone else of their identity. If the wearer tries to tell someone who they are, it comes out as jumbled nonsense that the other person is pretty sure they just misheard. This curse is permenent. Even if the Mask is removed by an adequately powerful god or the wearer is killed, their identity remains forevermore unknown.
This is, however, not the end. Every year that passes with the Mask worn, the wearer's wisdom score is permanently reduced by one point. No mortal magic can prevent or reverse this. Gods can restore lost points, but they cannot prevent further loss or break the curse. When the wearer's wisdom reaches one and would drop the zero, they must, instead, make a Will save versus a DC equal to 10 plus the number of years the Mask has been worn. If they succeed, they stave off the Mask's influence until the next year. If they fail, Khaaladesh attempts to possess the wearer. They must make three consecutive fortitude saves versus a DC of 40. If any of them fail, the wearer explodes into mist and their soul is disintegrated. They can only be brought back by a Wish or equivalent followed by a True Resurrection. If they succeed, they survive the soul swap, and their soul is banished into the Mask. They lose all agency and can only watch as Khaaladesh pilots their body.
Once Khaaladesh has successfully escaped the Mask, she possesses all of the same powers and abilities as the person she possessed. She also possesses all the benefits of the Mask even when she does not wear it. She has the power to remove the Mask, and doing so restores the identity of the wearer. All the world remembers them and sees Khaaladesh as that person. Only a god with a Divine Rank of 16 or higher can see Khaaladesh for who she is. If she puts the Mask back on, the identity is lost once more, allowing her to selectively hide from the multiverse when necessary.
After returning to life, Khaaladesh will quickly seek to restore her lost divinity using all the tools and resources at her disposal. She will attempt to do so as subtly and quietly as possible, however, lest the gods begin to suspect something. This will likely require a ritual of some kind involving powerful magic.Princess Celestia's Homebrew Corner
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2017-07-25, 05:35 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Re: Fighter Fix
Princess Celestia's Homebrew Corner
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Thanks to AsteriskAmp for the avatar!
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2017-07-25, 05:48 PM (ISO 8601)
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- Apr 2010
Re: Princess Celestia's Homebrew Corner
.
One problem with Combat Speed: Fighters usually have very little use for swift/immediate actions... unless you happen to find feats that consume swift actions. You should give them innate class abilities that consume swift actions. Counting on players to make the right choices (all of which from game supplementals) just to barely function is not a good design.
Furthermore, a decent Fighter fix needs the option of gaining the Knight's Armor Mastery. Your Fighter gets Tumble after all, and fighters suffer poor mobility compared to most classes even w/ Armor Mastery.
The above are far more important than an armor/weapon stat-augmentation here and there.
What you did with skills, feats, BAB and saves is definitely nice.Last edited by nonsi; 2017-07-25 at 05:53 PM.
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2017-07-25, 06:50 PM (ISO 8601)
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- Oct 2006
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Re: Fighter Fix
- I've never been a huge fan of throwing open-ended bonus feats on the Fighter. It's not a bad idea, though, and it can open up some solid utility options through things like Shape Soulmeld, so <shrug>. With twenty feats to pick, I might worry about option paralysis during the build-- it's doubling down on the "you must have this much system mastery to play" issue of the Fighter.
- While reducing ACP is nice, granting the Weapon Focus (and your new Armor Focus) tree for free is kind of just number inflation for the sake of number inflation.
- Athleticism could stand to be stronger. The biggest "balance" concern there is combat maneuver checks, which you proceed to boost even more, so why not allow his skills to get better too?
- Combat Specialist misses two of the bigger problem with maneuvers-- at low levels it's provoking AoOs, and at high levels it's that you can't Bull Rush, Grapple, or Trip things that are more than a size category larger than you. Grappling a giant dragon may be hard to swallow, but trips and bull rushes perhaps less so. At the very least, two size categories instead of one helps a lot.
- Secondary Strike and Combat Mastery are neat, and feel very Fighter-y
- Combat Speed is excellent.
- Adrenaline Surge is awesome.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-07-25, 07:52 PM (ISO 8601)
- Join Date
- Apr 2007
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- Boston, MA
Re: Mask of Khaaladesh
The Mask of Khaaladesh I like a lot. It might be fun to other related things; maybe a vestige?
My homebrew:
Spoiler
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
Worthwhile links:
Age of Warriors
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2017-07-26, 07:12 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Re: Mask of Khaaladesh
They can still use the move and standard actions, though.
Furthermore, a decent Fighter fix needs the option of gaining the Knight's Armor Mastery. Your Fighter gets Tumble after all, and fighters suffer poor mobility compared to most classes even w/ Armor Mastery.
The above are far more important than an armor/weapon stat-augmentation here and there.
What you did with skills, feats, BAB and saves is definitely nice.
Well, the one defining trait the core Fighter has is feats, so if I want a Fighter who's more Fightery, adding more feats is the way to go. Otherwise, it's just a purely homebrew combat class that is the Fighter in name only. At least, that's how I view it.
It's not a bad idea, though, and it can open up some solid utility options through things like Shape Soulmeld, so <shrug>. With twenty feats to pick, I might worry about option paralysis during the build-- it's doubling down on the "you must have this much system mastery to play" issue of the Fighter.
- While reducing ACP is nice, granting the Weapon Focus (and your new Armor Focus) tree for free is kind of just number inflation for the sake of number inflation.
- Athleticism could stand to be stronger. The biggest "balance" concern there is combat maneuver checks, which you proceed to boost even more, so why not allow his skills to get better too?
- Combat Specialist misses two of the bigger problem with maneuvers-- at low levels it's provoking AoOs, and at high levels it's that you can't Bull Rush, Grapple, or Trip things that are more than a size category larger than you. Grappling a giant dragon may be hard to swallow, but trips and bull rushes perhaps less so. At the very least, two size categories instead of one helps a lot.
And yeah, I always forget about that size category limit. I completely agree that this is a problem that needs to be fixed.
- Secondary Strike and Combat Mastery are neat, and feel very Fighter-y
- Combat Speed is excellent.
- Adrenaline Surge is awesome.
Thanks.Princess Celestia's Homebrew Corner
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2017-07-26, 07:34 AM (ISO 8601)
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- Dec 2016
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Re: Fighter Fix
Princess Celestia's Homebrew Corner
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Thanks to AsteriskAmp for the avatar!
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2017-07-26, 07:42 AM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mask of Khaaladesh
True enough... I wouldn't mind a shortlist for the non-Fighter-feats, though, I think. Not only would it simplify building, you could limit it to less combat-related stuff to force some utility.
Yep, I know. However, quite a few monsters are solely just bags of big numbers, so if the Fighter wants to actually compete, he needs big numbers, too. It's not the primary focus of the class, though, just an unfortunate necessity.
I didn't want to make it too much, but I guess I went too far in the other direction. I'll see about bumping it up a little.
The AoOs can be avoided by taking the feats for them, though, right? I would give those for free, but the Fighter is already getting 30 free feats.Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-07-26, 08:19 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Re: Mask of Khaaladesh
Ideally, that would be nice. I'm not going to spend the hours to make it, though.
I think the ten-twenty bonus feats, on top of Secondary Strike and Combat Speed, will be more than enough to keep your numbers where they need to be, is the thing. I'd keep the ACP reducers, though-- they're more about boosting versatility (by letting you wear armor and still use skills) than power.
Combine it with Combat Specialist, perhaps? Give a flat +1/2 level, or 2+1/2 level or something to all Str and Dex (and Con?) checks? A little stronger, a little neater.
I twas thinking of just granting the "do not provoke" part, rather than the whole feat. If you want to keep the feats as highly important, you could add in a line like Improved Trip, where if you have the feat and successfully perform the maneuver you get a free attack.Princess Celestia's Homebrew Corner
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2017-07-26, 03:07 PM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Mask of Khaaladesh
Hmm... going though my list of good feats, plus a little googling...
- Skill Focus
- Any of the +2/+2 feats
- Leadership
- Open Minded
- Able Learner
- City Slicker
- Sociable Personality
- Ancestral Knowledge
- Water Heritage
- Up the Walls
- Master Manipulator
- Wanderer's Diplomacy
- Nymph's Kiss
- Wild Cohort
- Imperious Command (sort of)
- Mask of Gentility
- Darkstalker
- Dreadful Wrath (sort of)
- Education
- Mercantile Background
- Cosmopolitan
- Silver Tongue
- Research
- Investigate
- Ecclesiarch
- Favored
- Primary Contact
- Apprentice/Mentor
Plus some more magical things, maybe, including
- Shape Soulmeld
- Open Crakra
- Expanded Capacity
- Bonus Essentia
- Hidden Talent
- Bind Vestige/Improved Bind Vestige
- Ancestral Relic
- Draconic Aura
- Blessing of the Godless
- Fell Conspiracy
- Mindsight (if you can get telepathy)
- Any of the Dragonmark feats
Right now, it's 1/4 level, and strength and dexterity bonuses are doubled.Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-07-26, 04:08 PM (ISO 8601)
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Re: Mask of Khaaladesh
Wow, like half of those I don't even recognize.
Hmm, interesting. It probably makes you stronger at the things you were already good at, while decreasing the benefit to cross-ability skills. (Speaking of, it's now skill checks only-- did you mean to drop ability checks, too?)Last edited by Celestia; 2017-07-26 at 04:08 PM.
Princess Celestia's Homebrew Corner
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2017-07-26, 07:30 PM (ISO 8601)
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Re: Mask of Khaaladesh
I was bored. I think most of the more obscure ones are about adding new uses for social skills.
It was never ability checks, only skill checks.
A bonus to Dex checks means extra initiative, which is Fightery; a bonus to Str check means both combat maneuvers and exploration stuff like breaking and shoving.Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-07-27, 04:32 PM (ISO 8601)
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- Dec 2016
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End Him Rightly
New Feat
End Him Rightly [General/Fighter Bonus Feat]:
Prerequisites: +1 Base Attack Bonus
Effect: While wielding a sword, you may, as a standard action that provokes attacks of opportunity, unscrew your pommel and throw it. You make a ranged touch attack with a range increment of 10 feet. If successful, the opponent takes 1 bludgeoning damage and becomes dazed for 1 round.Last edited by Celestia; 2017-07-31 at 11:32 PM.
Princess Celestia's Homebrew Corner
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2017-07-31, 11:32 PM (ISO 8601)
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Fireball Savant
The Fireball Savant
Prerequisites:
Feats: Spell Focus (Evocation)
Spellcasting: Must be able to cast the spell Fireball
------------------------------
Hit Die: d4
Class Skills (2 + Int)Level BAB Saves Special Spellcasting 1 +0 +0/+0/+2 Fireball Expertise, Fire Resistance 2 +1 +0/+0/+3 Fireball Trick +1 to existing spellcasting class 3 +1 +1/+1/+3 Fireball Trick +1 to existing spellcasting class 4 +2 +1/+1/+4 Fireball Trick +1 to existing spellcasting class 5 +2 +1/+1/+4 Fireball Trick +1 to existing spellcasting class 6 +3 +2/+2/+5 Fireball Trick +1 to existing spellcasting class
Concentration, Craft, Decipher Script, Knowledge (All), Profession, Spellcraft
Weapon and Armor Proficiency: A Fireball Savant does not gain any proficiency in weapons or armor.
Fireball Expertise: A Fireball Savant is so familiar with her Spell of choice that casting it has become easier. She can now cast it as a second level spell rather than a third level spell. In addition, the spell no longer has a maximum damage cap. Prepared casters can cast Fireball spontaneously, and spontaneous casters can apply metamagic to Fireball without an increase in casting time.
Fire Resistance (Su): A Fireball Savant possesses such a strong connection to the element of fire that she can resist its burn. She gains Fire Resistance equal to five times her Fireball Savant level. She is also immune to damage from her own Fireballs.
Fireball Trick: At second level and every level thereafter, a Fireball Savant learns a new trick that she may apply whenever she casts Fireball. She chooses one ability off of the following list to learn. Each trick can only be chosen once.
Bouncing Ball: After being cast, the Fireball slowly bounces towards its intended target. Each round, in moves either 10, 20, or 30 feet (chosen at the time of casting) closer towards its destination in a straight line. After each segment of movement, the ball bounces off the ground/water/other surface and explodes, dealing half its damage within its normal area. When it reaches the final target, it explodes and deals full damage. The Fireball Savant can dismiss the Fireball at any time before it reaches its goal. (Cannot be combined with Lingering Ball.)
Easy Metamagic: All metamagic applied to Fireball costs one fewer level (minimum 0). This ability does not apply to Heighten Spell.
Engulfing Blast: The save DC for Fireball is increased by 4.
Fireball Barrage: When casting Fireball, the Fireball Savant can launch a number of Fireballs equal to her Fireball Savant level. Each one can go to any location in range and deals full damage.
Guided Ball: When using either Bouncing Ball or Lingering Ball, the Fireball Savant gains more control over her Fireballs. Bouncing Ball can now move in any direction, though each segment of movement must be in a straight line. The Fireball continues bouncing until it travels its maximum range. Lingering Ball can be moved up to 20 feet in any direction before each explosion. Unlike Bouncing Ball, it need not move in a straight line. Directing a Fireball's movement takes a swift action.
If the Fireball Savant has multiple Bouncing or Lingering Balls, either from Fireball Barrage or from casting multiple spells, she may only direct one ball at a time with that swift action. She can, instead, direct all the Fireballs with a standard action.
Hellfire Burn: Fireball deals typeless damage.
Lingering Ball: After being cast, the Fireball remains at its target location for a number of rounds equal to the Fireball Savant's caster level, though it can be dismissed at any time before then. At the end of each of her turns, the Fireball explodes once again, dealing full damage. (Cannot be combined with Bouncing Ball.)
Penetrating Blast: Fireball is no longer subject to Spell Resistance.
Scorched Earth: When Fireball is cast, every square that the ball passes through becomes engulfed in flames. These flames last for a number of rounds equal to the Fireball Savant's caster level and deal damage to any creature starting their turn in or entering one of the engulfed squares. The flames deal 2d6 fire damage, and creatures that take damage catch on fire.Princess Celestia's Homebrew Corner
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Re: Princess Celestia's Homebrew Corner
The Lycanthrope
Lycanthrope is an inherited or acquired template that can be added to any humanoid, monstrous humanoid, or giant (hereafter referred to as the base creature). The lycanthrope takes on some of the characteristics and features of a creature of the animal type (hereafter referred to as the base animal). The base animal can be any carnivore or omnivore within one size category of the base creature.
Size and Type: The lycanthrope's type does not change, but it gains the shapechanger subtype. It's size depends on its form. In either humanoid or hybrid form, it's size is that of the base creature. In animal form, it is the size of the base animal.
Hit Dice and Hit Points: While in animal form, the lycanthrope gains bonus hit dice equal to that of the base animal's hit dice total (minimum 1). These grant commensurate temporary hit points (applying the lycanthrope's constitution modifier, if any, to those hit dice). The lycanthrope also gains a competence bonus on attack rolls equal to the base attack bonus of the base animal as well as competence bonuses to each saving throw equal to the respective base save bonuses of the base animal. A lycanthrope's normal hit point total is determined by using its constitution score while in animal form.
Speed: In humanoid or hybrid form, the lycanthrope possesses the movement modes and speeds of the base creature, while in animal form, it has the movement modes and speeds of the base animal.
Armor Class: In humanoid form, the lycanthrope gains a natural armor bonus of +2, unless it already has a higher bonus. In hybrid or animal form, the lycanthrope has a natural armor bonus equal to that if the base animal (if any) +2.
Attacks: The lycanthrope retains any attacks of the base creature while in humanoid form. In either hybrid or animal form, it gains the natural attacks of the base animal. A hybrid lycanthrope may also use weapons.
Damage: Same as either the base creature or base animal depending on form. If the lycanthrope's hybrid form is a different size from its animal form, it's natural weapons are either increased or decreased by a die step if larger or smaller, respectively.
Special Attacks: A lycanthrope possesses either the special attacks of the base creature, if in humanoid or hybrid form, or the special attacks of the base animal I'd in hybrid form. A lycanthrope in animal form cannot cast spells. While in hybrid form, the lycanthrope can cast spells but cannot perform any somatic components. In any form, a lycanthrope can manifest powers.
Curse of Lycanthropy (Su): Any humanoid, monstrous humanoid, or giant hit with one of the lycanthrope's natural weapons while in either hybrid or animal form must make a Fortitude save or contract lycanthropy. The save DC is 10 + 1/2 HD and includes the bonus hit dice from the lycanthrope's animal form. The target cannot contract lycanthropy if it is not within one size category of the lycanthrope's animal form.
Special Qualities: The lycanthrope retains all special qualities of the base creature in all forms. In hybrid and animal form, it gains the special qualities of the base animal. A lycanthrope who embraces the curse gains all of the base animal's special senses while in humanoid form. These include (if applicable) scent, low-light vision, darkvision, tremorsense, blindsense, blindsight, and any racial bonuses to spot and/or listen checks.
Alternate Form (Su): A Lycanthrope can assume the form of a specific animal. It does not gain the physical ability scores of the base animal but, instead, applies the animals ability score modifiers to its own. The lycanthrope may also adopt a bipedal hybrid form with animalistic features. In this form, the lycanthrope also gains the ability score modifiers of the base animal.
Changing between forms is a standard action.
A slain lycanthrope returns to its humanoid form, but any separated body parts retain their transformed appearance.
A lycanthrope who has embraced the curse can change between any of the three forms at will. However, those who are either ignorant of the curse or reject it cannot freely transform. Every night, there is a chance that the lycanthrope may adopt its animal form. This chance is dependant upon the fullness of the moon. A new moon has a 0% chance. A crescent moon carries a 25% chance. A quarter moon comes with a 50% chance. A gibbous moon possesses a 75% chance. Finally, on nights of a full moon, there is a 100% chance of transformation.
When a lycanthrope unwillingly transforms, it loses all control of itself and becomes naught but a wild animal until dawn when it returns to its humanoid form. A lycanthrope who is aware of the curse can attempt to resist these transformations with the control shape skill.
Damage Reduction (Ex): A Lycanthrope in hybrid form has damage reduction of 5/silver. This increases to 10/silver while in animal form.
Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.” A lycanthrope in humanoid form can only use this ability if it has embraced the curse.
Beastial Pride (Ex): A lycanthrope who has embraced the curse gains a +2 bonus on Will saves in all forms.
Abilities: When in hybrid or animal form, a lycanthrope’s physical ability scores improve according to its kind. These adjustments are equal to the animal’s normal ability scores -10 (if even) or -11 (if odd).
Skills: A lycanthrope who is aware of the curse gains control shape as a class skill for all classes. A lycanthrope who has embraced the curse gains all skills listed in the base animal's description as class skills for all classes. If the base animal has any racial modifiers to skills, the lycanthrope gains these while in hybrid or animal form.
Alignment: A lycanthrope's alignment is that of the base creature. If the lycanthrope embraces the curse, its alignment shifts to chaotic as it unburdens itself from civilization and gives in to primal instinct.
Level Adjustment: +0 (If unaware of or rejecting the curse), +1 (If the base animal has 5 or less HD), +2 (If the base animal has between 6 and 15 HD), or +3 (If the base animal has 16 or more HD)Princess Celestia's Homebrew Corner
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2017-08-12, 09:42 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
.
How does one embrace or reject the curse?
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2017-08-12, 09:46 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Princess Celestia's Homebrew Corner
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2017-08-12, 10:00 AM (ISO 8601)
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- Apr 2010
Re: Princess Celestia's Homebrew Corner
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2017-08-12, 12:04 PM (ISO 8601)
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- Aug 2014
- Location
- 'Murica
- Gender
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2017-08-12, 02:02 PM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Princess Celestia's Homebrew Corner
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2017-10-10, 08:31 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Skill System Fix
Skills, Condensed
Acrobatics (Dex):
Includes Balance, Escape Artist, and Tumble.
Athletics (Str):
Includes Climb, Jump, Ride, and Swim.
Autohypnosis (Wis):
Same as before.
Bluff (Cha):
Includes Bluff and Disguise.
Diplomacy (Cha):
Includes Diplomacy and Handle Animal.
Intimidate (Str):
Same as before.
Knowledge (Int):
Same as before.
Linguistics (Int):
Includes Decipher Script and Speak Language. Skill ranks bought like normal, but every four ranks gives an additional language.
Perception (Wis):
Includes Listen, Search, and Spot.
Psicraft (Int/Wis/Cha):
Uses the ability score bonus of your manifesting stat.
Profession (Int/Wis/Cha):
Includes Appraise, Craft, Perform, and Profession. Uses whichever mental ability score bonus is highest.
Spellcraft (Int/Wis/Cha):
Uses the ability score bonus of your casting stat.
Stealth (Dex):
Includes Hide and Move Silently.
Streetwise (Wis):
Includes Gather Information and Sense Motive.
Survival (Wis):
Includes Heal, Survival, and Use Rope.
Thievery (Dex):
Includes Disable Device, Forgery, Open Lock, and Sleight of Hand.
Use Magic Device (Int/Wis/Cha):
Uses whichever mental ability score bonus is highest.
Use Psionic Device (Int/Wis/Cha):
Uses whichever mental ability score bonus is highest.
Removed Skills:
Concentration: Now a caster level check.
Control Shape: Now a character level check.
Skill Synergy
Every five ranks bought in a skill yields a cumulative +2 synergy bonus to the respective synergistic skill.
Five ranks in ... gives a +2 bonus on ... Acrobatics Athletics checks Athletics Acrobatics checks Autohypnosis Knowledge (Psionics) checks
Checks to control shapeBluff Diplomacy check
Intimidate checks
Thievery checks
Use Magic Device checks to emulate a race, alignment, or class feature
Use Psionic Device checks to emulate a race, alignment, or class featureDiplomacy Bluff checks
Streetwise checks
Wild Empathy checksIntimidate Bluff checks
Streetwise checksKnowledge (Arcana) Spellcraft checks involving arcane magic Knowledge (Architecture and Engineering) Perception checks involving secret doors and similar compartments Knowledge (Dungeoneering) Survival checks when underground Knowledge (Geography) Survival checks to keep from getting lost or avoiding hazards Knowledge (History) Bardic Knowledge checks Knowledge (Local) Streetwise checks Knowledge (Nature) Diplomacy checks against animals, vermin, and magical beasts
Survival checks in above-ground natural environmentsKnowledge (Nobility and Royalty) Diplomacy checks against humanoids, monstrous humanoids, and giants Knowledge (Psionics) Psicraft checks Knowledge (Religion) Spellcraft checks involving divine magic
Checks to turn or rebuke undeadKnowledge (The Planes) Survival checks when on other planes Linguistics Bluff checks
Diplomacy checks
Use Magic Device checks
Use Psionic Device checksPerception Survival checks when following tracks Psicraft Knowledge (Psionics) checks
Use Psionic Device checks involving power stonesSpellcraft Knowledge (Arcana) checks
Knowledge (Religion) checks
Use Magic Device checks involving scrollsStealth Thievery checks involving picking pockets Survival Knowledge (Nature) checks Use Magic Device Spellcraft checks to decipher scrolls Use Psionic Device Psicraft checks to address power stones Princess Celestia's Homebrew Corner
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2017-12-17, 06:54 PM (ISO 8601)
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Barbarian Paragon
The Barbarian Paragon
Alignment: Any non-lawful
Hit Die: d12
Class Skills (4 + Int)Level BAB Saves Special 1 +1 +2/+2/+0 Rage, Damage Reduction, Fast Movement, Illiteracy 2 +2 +3/+3/+0 Destructive Blow, Uncanny Dodge 3 +3 +3/+3/+1 Scent, Trap Sense +1 4 +4 +4/+4/+1 Fast Healing, Intimidating Presence 5 +5 +4/+4/+1 Improved Uncanny Dodge, Fighter Bonus Feat 6 +6 +5/+5/+2 Show No Fear, Trap Sense +2 7 +7 +5/+5/+2 Freedom of Movement 8 +8 +6/+6/+2 Greater Rage 9 +9 +6/+6/+3 Inspiring Presence, Trap Sense +3 10 +10 +7/+7/+3 Durable Body, Fighter Bonus Feat 11 +11 +7/+7/+3 Indomitable Will 12 +12 +8/+8/+4 Tireless Rage, Trap Sense +4 13 +13 +8/+8/+4 Unstoppable Force 14 +14 +9/+9/+4 Raging Growth 15 +15 +9/+9/+5 Trap Sense +5, Fighter Bonus Feat 16 +16 +10/+10/+5 Improved Inspiring Presence 17 +17 +10/+10/+5 Mighty Rage 18 +18 +11/+11/+6 Deathless Resolve, Trap Sense +6 19 +19 +11/+11/+6 Superior Whacking 20 +20 +12/+12/+6 Regeneration, Fighter Bonus Feat
Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nature), Listen, Ride, Sense Motive, Spot, Survival, Swim, Use Rope
Rage (Ex): A barbarian can fly into a rage at will. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution grants the barbarian temporary hit points equal to 2 points per level that last as long as he rages. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 12th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Damage Reduction (Ex): A barbarian is tougher than a normal person and can shrug off blows that would tell a lesser individual. He has DR/- equal to his class level plus his Constitution modifier.
Destructive Blow (Ex): Barbarians excel at breaking things, often getting mad and smashing what they don't understand. At second level, when in a rage, a barbarian gains double his strength modifier on attack and damage rolls against objects and strength checks to break objects.
Scent (Ex): At third level, a barbarian has tapped into his animalistic side and heightened his senses. He gains the Scent ability.
Fast Healing (Ex): After many battles and many injuries, a barbarian's body has adapted to better repair itself. At fourth level, a barbarian gains fast healing equal to one fourth his class level.
Intimidating Presence (Ex): A tall, muscular, and blood-soaked barbarian is a rather scary sight. At fourth level, a barbarian learns how the right stance and glare can make all the difference. The barbarian adds his class level as a bonus on all Intimidation checks. In addition, any creature (except the barbarian's allies) of the barbarian's size or smaller within 60 feet that witnesses the barbarian enter a rage must make a will save versus fear or become shaken. The save DC is equal to 10 + 1/2 barbarian level + strength modifier, and targets suffer a -2 penalty on the roll for every size category they are smaller than the barbarian. A creature that fails the save by 10 or more instead becomes frightened, and a creature that fails by 20 or more becomes panicked. A creature that passes the save becomes immune to the barbarian's Intimidating Presence for 24 hours.
Fighter Bonus Feat At fifth level and every five levels after, a barbarian gains a fighter bonus feat. He must meet all prerequisites to take a feat.
Show No Fear (Ex): To be successful in combat, a warrior must never show any fear. At sixth level, a barbarian becomes immune to fear while raging and gains a +4 bonus on saves versus fear at all other times.
Freedom of Movement (Ex): At seventh level, a barbarian always acts as if under the effects of Freedom of Movement.
Inspiring Presence (Ex): While a powerful barbarian is terrifying to the enemy, he serves as a beacon of confidence to his friends. At ninth level, whenever the barbarian rages, all allies within 30 feet gain a +4 morale bonus on attack and damage rolls and AC, and a +2 morale bonus on saves versus fear. At level sixteen, these bonuses double.
Durable Body (Ex): By tenth level, a barbarian can shrug off even the strongest of blows. He becomes immune to dazing and stunning.
Indomitable Will (Ex): At level eleven, a barbarian can lose himself so completely in his rage that his mind becomes virtually empty. While raging, he is immune to all mind-affecting effects.
Unstoppable Force (Ex): Physical barriers are little more than speed bumps to the mighty barbarian. At level thirteen, a barbarian can Overrun while charging (with a bonus equal to half his barbarian level) and Tramples any creature smaller than him. The Trample deals 3d6 + 1 1/2 Strength damage and has a DC equal to the Overrun strength check.
In addition, while raging, the barbarian can smash right through objects. He can align his charge through any number of objects or other barriers and makes a single strength check (including Destructive Blow) with a bonus equal to twice his Barbarian level break through. He can even attempt to break through force effects (such as Wall of Force) with this ability. The DC for such is 70. If he fails to pass the break DC of one or more items, he charges up until the first one in his path and then runs head first into it. He stops moving, takes 2d6 damage (ignoring damage reduction), and must make a DC10 balance check or fall prone. If his charge is interrupted in this manner, he cannot make an attack at the end of his charge like normal.
Raging Growth (Su): A fourteenth level barbarian can pump his body with so much adrenaline that he actually grows larger. When he rages, he increases in size by one category. All of his equipment increases in size, as well.
Deathless Resolve (Ex): The toughest of barbarians are so stubbornly hard to kill that not even magic works. At level eighteen, a barbarian becomes immune to death effects.
Superior Whacking (Ex): At level nineteen, a barbarian has learned the intricacies of hitting things harder and can now hit things the hardest. He gains triple his strength modifier on weapon damage rolls when wielding a two-handed weapon, double when wielding a one-handed weapon, and half-again when wielding a light weapon. In addition, he may choose to deal bludgeoning damage with any weapon instead of its normal damage type.
Regeneration (Ex): At level twenty, a barbarian's fast healing is replaced by an equal amount of regeneration. He takes normal damage from acid.Last edited by Celestia; 2017-12-17 at 07:11 PM.
Princess Celestia's Homebrew Corner
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2017-12-18, 02:43 PM (ISO 8601)
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Rogue Paragon
The Rogue Paragon
Alignment: Any
Hit Die: d6
Class Skills (8 + Int)Level BAB Saves Special 1 +0 +0/+2/+0 Sneak Attack +1d6, Trapfinding, Weapon Finesse 2 +1 +0/+3/+0 Evasion, Weapon Insight, Low-Light Vision 3 +2 +1/+3/+1 Sneak Attack +2d6, Enhanced Stealth (Scent), Trap Sense +1 4 +3 +1/+4/+1 Uncanny Dodge, Freedom of Movement, Enhanced Stealth (Darkvision) 5 +3 +1/+4/+1 Sneak Attack +3d6, Climbing Mastery, Special Ability 6 +4 +2/+5/+2 Enhanced Stealth (Tremorsense), Trap Sense +2, Skill Mastery 2 7 +5 +2/+5/+2 Sneak Attack +4d6, Improved Uncanny Dodge, Darkvision 8 +6 +2/+6/+6 Enhanced Stealth (Blindsense), Special Ability, Skill Mastery 4 9 +6 +3/+6/+3 Sneak Attack +5d6, Hide in Plain Sight, Trap Sense +3 10 +7 +3/+7/+3 Enhanced Stealth (Everything), Skill Mastery 6 11 +8 +3/+7/+3 Sneak Attack +6d6, Special Ability 12 +9 +4/+8/+4 Uncanny Pockets, Trap Sense +4, Skill Mastery 8 13 +9 +4/+8/+4 Sneak Attack +7d6, Talented Defense 14 +10 +4/+9/+4 Special Ability, Skill Mastery 10 15 +11 +5/+9/+5 Sneak Attack +8d6, Trap Sense +5 16 +12 +5/+10/+5 Cosmic Concealment, Skill Mastery 12 17 +12 +5/+10/+5 Sneak Attack +9d6, Special Ability 18 +13 +6/+11/+6 Trap Sense +6, Skill Mastery 14 19 +14 +6/+11/+6 Sneak Attack +10d6, Legendary Infiltrator 20 +15 +6/+12/+6 Greater Skill Mastery, Special Ability, Skill Mastery 16
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Infornation, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Peform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope
Weapon Finesse: A rogue gains Weapon Finesse as a bonus feat at level one.
Weapon Insight (Ex): A second level rogue can substitute her Intelligence modifier on attack rolls with finessable weapons.
Low-Light Vision (Ex): Living in the shadows makes a rogue adept at seeing through them. At second level, a rogue gains Low-Light Vision. If she already has Low-Light Vision because of her race, she, instead, gains Improved Low-Light Vision.
Enhanced Stealth (Ex): A trained rogue knows how to hide from even the most extraordinary senses. A rogue of the appropriate level that is Hiding and/or Moving Silently can no longer be automatically detected by various senses. Other creatures with these senses must still make Listen and Spot checks to find the sneaking rogue.
At level three, a rogue can hide from Scent. At level four, she can hide from Darkvision. At level six, she can hide from Tremorsense. At level eight, she can hide from Blindsense. At level ten, she can hide from all forms of alternate senses.
Freedom of Movement (Ex): At fourth level, a rogue always acts as if under the effects of Freedom of Movement.
Climbing Mastery (Ex): Rogues are skilled at getting to places they aren't supposed to be. At fifth level, a Rogue gains a climb speed equal to one half her land speed (round up to the nearest 5 ft). If she already has a climb speed because of her race, it improves by 10 ft.
Special Ability: At level five and every three levels after, a rogue gains one of the following abilities. Each ability can only be chosen once except for Improved Sneak Attack. A rogue may also gain a bonus feat, meeting all prerequisites, instead of selecting a Special Ability.
Arcane Tinkering (Su): You can make a melee touch attack followed by a Disable Device check opposed by the target's Caster Level check to dispel the highest level active spell effect on a target.
Defensive Roll (Ex): <Unchanged>
Dexterous Strike (Ex): You can substitute your Dexterity modifier on damage rolls with finessable weapons.
Improved Evasion (Ex): <Unchanged>
Improved Sneak Attack: Increase your sneak attack damage by +1d6.
Insightful Strike (Ex): You can substitute your Intelligence Modifier on damage rolls with finessable weapons.
Opportunist (Ex): <Unchanged>
Rogue Step (Su): Once per 1d4 rounds, you can, as part of your movement, teleport up to 5 ft/2 levels.
Slippery Mind (Ex): <Unchanged>
Skill Mastery (Ex): At level six, a Rogue chooses two skills in which she has at least one rank. She can take 10 on those skills even when threatened. Every two levels thereafter, she chooses two more skills.
Darkvision (Ex): At level seven, a rogue's perception improves further, and she gains Darkvision out to 60 ft. If she already has Darkvision because of her race, it improves by 30 ft.
Hide in Plain Sight (Su): A rogue of ninth level can use the Hide skill even while being observed. If she is standing in less than bright illumination, she can hide herself from view without anything to actually hide behind.
Uncanny Pockets (Su): Rogues always seem to have deeper pockets than most and can hide things in the most unlikely of places. At level twelve, she gains a personal pocket dimension in which to store her equipment. This extradimensional space can be accessed through the folds of her clothing, though it is tied to her and not what she wears. Only the rogue can access her own pocket dimension, and other beings cannot even identify that she has it.
Placing or removing an object into or from her pocket dimension is a move action, and she always grabs whatever item she wants. If she attempts to draw a weapon from her pocket dimension, she can do so as a free action if she has the Quick Draw feat.
The pocket dimension can hold any volume of items up to a total weight in pounds equal to her rogue level times her Intelligence modifier (minimum 1). Items within the pocket dimension do not count towards encumbrance.
If a rogue enters an anti-magic field, she cannot access her pocket dimension, but any items in there remain and still do not add to encumbrance.
Talented Defense (Ex): Rogues are experts in the greatest of all defensive strategies: don't get hit. At level thirteen, she gains a miss chance equal to her rogue level plus her dexterity modifier. Whenever she is denied her dexterity bonus to armor class, she loses this miss chance.
Cosmic Concealment (Ex): Rogues live in ambiguity and mystery. The best way to avoid your enemies is to make sure they don't know who you are or that you even exist. At level sixteen, a rogue has become so good at hiding, that she can shroud herself from the very universe. She becomes immune to all spells and other magical effects attempting to acquire information about her, such as divinations.
Legendary Infiltrator (Su): There is no place that is secure from the greatest of thieves. At level nineteen, a rogue becomes incoporeal while moving, gaining a fly speed equal to her land speed with perfect maneuverability. She can pass through any physical object while in this state, even force effects such as a Wall of Force.
Greater Skill Mastery (Ex): At level twenty, a Rogue can now take 15 on all skills that she has mastered.Last edited by Celestia; 2017-12-18 at 02:43 PM.
Princess Celestia's Homebrew Corner
Old classes, new classes, and more!
Thanks to AsteriskAmp for the avatar!
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2017-12-20, 05:48 AM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Canterlot, Equestria
- Gender
Monk Paragon
The Monk Paragon
Alignment: Any non-chaotic
Hit Die: d8
Class Skills (4 + Int)Level BAB Flurry of Blows Saves Special Unarmed Damage AC Bonus Speed Bonus 1 +1 -1/-1 +2/+2/+2 Unarmed Strike, Flurry of Blows, Bonus Feat 1d8 +2 +10 2 +2 +0/+0 +3/+3/+3 Lotus Strike, Ki Strike (Magic) +1, Evasion, Bonus Feat 1d8 +3 +10 3 +3 +1/+1 +3/+3/+3 Still Mind, Purity of Body, Freedom of Movement 1d8 +3 +20 4 +4 +2/+2 +4/+4/+4 Uncanny Dodge, Feather Body, Spring Attack 1d10 +4 +20 5 +5 +4/+4 +4/+4/+4 Diamond Body, Mantis Jump +10 1d10 +4 +20 6 +6 +5/+5/+0 +5/+5/+5 Cat Stride, Enlightened Body (Food), Bonus Feat 1d10 +5 +30 7 +7 +6/+6/+1 +5/+5/+5 Ki Strike (Magic) +2, Ki Strike (Aligned), Wholeness of Body 1d10 +5 +30 8 +8 +7/+7/+7/+2 +6/+6/+6 Improved Evasion, Improved Uncanny Dodge 2d6 +6 +30 9 +9 +8/+8/+8/+3 +6/+6/+6 Greater Flurry, Tiger Pounce, Enlightened Senses 2d6 +6 +40 10 +10 +10/+10/+10/+5 +7/+7/+7 Abundant Step, Mantis Jump +20 2d6 +7 +40 11 +11 +11/+11/+11/+6/+1 +7/+7/+7 Ki Strike (Keen), Enlightened Body (Sleep) 2d6 +7 +40 12 +12 +12/+12/+12/+7/+2 +8/+8/+8 Ki Strike (Magic) +3, Diamond Soul 2d8 +8 +50 13 +13 +13/+13/+13/+8/+3 +8/+8/+8 Timeless Body, Air Step 2d8 +8 +50 14 +14 +14/+14/+14/+9/+4 +9/+9/+9 Quivering Palm, Diamond Heart 2d8 +9 +50 15 +15 +15/+15/+15/+10/+5 +9/+9/+9 Ki Strike (Adamantine), Mantis Jump +30 2d8 +9 +60 16 +16 +16/+16/+16/+11/+6/+1 +10/+10/+10 Talented Defense, Enlightened Body (Breath) 2d10 +10 +60 17 +17 +17/+17/+17/+12/+7/+2 +10/+10/+10 Ki Strike (Magic) +4, Eyes of the Divine 2d10 +10 +60 18 +18 +18/+18/+18/+13/+8/+3 +11/+11/+11 Empty Body, Diamond Mind 2d10 +11 +70 19 +19 +19/+19/+19/+14/+9/+4 +11/+11/+11 Ki Strike (Vorpal), Greater Enlightened Senses 2d10 +11 +70 20 +20 +20/+20/+20/+15/+10/+5 +12/+12/+12 Perfect Self, Mantis Jump +40 2d12 +12 +70
Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble
Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 10th level it disappears. A monk may use flurry of blows any time she attacks on her turn.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry
When a monk reaches 8th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Lotus Strike (Ex): At second level, a monk can substitute Wisdom modifier on attack and damage rolls with Unarmed Strikes and special monk weapons.
Ki Strike (Magic) (Su): At 2nd level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. She also gains a +1 enhancement bonus on her unarmed strikes that improves by an additional +1 every five levels after.
Still Mind (Ex): Through meditation and training, a monk can more easily resist the foul magics that attempt to pervert her mind. At level three, she gains a +2 enlightened bonus on saves versus mind-affecting effects.
Purity of Body (Ex): A third level monk is immune to all diseases.
Freedom of Movement (Ex): At third level, a monk always acts as if under the effects of Freedom of Movement.
Feather Body (Sp): Through enlightenment, anything is possible, even lightening. At fourth level, a monk can use Feather Fall, as the spell, at will as a free action.
Diamond Body (Ex): A fifth level mink is immune to all poisons.
Mantis Jump (Ex): At level five, a monk learns the Mantis Technique. She gains a +10 enlightened bonus on all Jump checks. This bonus improves by ten every five levels.
Cat Stride (Ex): By level six, a monk has learned the Cat Technique and can step softly and carefully. She gains a +20 enlightened bonus to all Balance and Move Silently checks.
Enlightened Body (Ex): A sixth level monk has reached a stage of enlightenment where she realizes that food is an unnecessary burden on the soul. She no longer needs to eat to survive. At level eleven, she realizes that sleep is also just an illusion which she can transcend. By level sixteen, she has all but left the trapping of mortal needs behind and no longer even breathes.
Ki Strike (Aligned) (Su): A monk of seventh level who possesses a Lawful, Good, or Evil alignment can treat her Unarmed Strikes as weapons of that type for overcoming damage reduction.
Wholeness of Body (Su): At seventh level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to her current monk level times her Wisdom modifier each day, and she can spread this healing out among several uses. Using this ability is a swift action.
Tiger Pounce (Ex): By level nine, a monk has learned the Tiger Technique and can Pounce on a charge.
Enlightened Senses (Ex): At ninth level, a monk can perceive things that are beyond her normal senses. She gains Blindsense out to a distance of 5 feet times her Wisdom modifier. At level nineteen, this ability improves and becomes Blindsight.
Abundant Step (Sp): At tenth level, a monk has learned how to magically slip between spaces. She can use Dimension Door, as the spell, once every 1d4 rounds, only affecting herself. This is a move action, and her caster level is equal to one half her monk level. She can use Tiger Pounce after this ability as a teleporting charge attack.
Ki Strike (Keen) (Ex): At level eleven, a monk gains Improved Critical (Unarmed Strike) as a bonus feat. She can also have her Unarmed Strikes deal slashing or piercing damage if desired and can switch between bludgeoning, slashing, and piercing with each attack.
Diamond Soul (Su): Upon reaching twelfth level, a monk has learned how to deflect or resist many forms of magic. She gains Spell Resistance equal to 10 + her monk level + her Wisdom modifier.
Air Step (Su): By level thirteen, a monk has become so enlightened that she can walk on the air, itself. She gains a fly speed equal to her land speed (including her Speed Bonus) with perfect maneuverability.
Quivering Palm (Su): Starting at fourteenth level, a monk can set up vibrations within the body of another creature that can be fatal. She can use this quivering palm attack a number of times per week equal to her Wisdom modifier, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, then the target must make a Fortitude save or instantly die. The DC for the save is 10 + 1/2 monk level + Wisdom modifier.
Diamond Heart (Su): A fourteenth level monk is immune to all death, energy drain, and negative energy effects.
Talented Defense (Ex): At level sixteen, a monk gains a miss chance equal to her monk level plus her dexterity modifier. Whenever she is denied her dexterity bonus to armor class, she loses this miss chance.
Eyes of the Divine (Su): A seventeenth level monk has spent so much time meditating on the truths of the universe that she can now detect falsehoods on sight alone. She gains permanently active True Seeing.
Empty Body (Sp): At level eighteen, a Monk has become so enlightened that she can temporarily leave the physical world entirely. She can use Ethereal Jaunt a number of times per day equal to her Wisdom modifier as a swift action.
Diamond Mind (Ex): An eighteenth level monk is immune to all mind-affecting effects.
Ki Strike (Vorpal) (Su): At ninteenth level, a monk's Unarmed Strikes possess the Vorpal weapon enchantment, but only when dealing slashing or piercing damage.
Perfect Self: By level twenty, a monk has finally reached perfect enlightenment. Her type changes to Outsider. She keep all subtypes and gain the Native subtype. She gain DR10/chaotic, and her ability scores increase, giving her +4 Wisdom, +2 Dexterity, and +2 Constitution.Princess Celestia's Homebrew Corner
Old classes, new classes, and more!
Thanks to AsteriskAmp for the avatar!
-
2018-04-12, 05:52 PM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Canterlot, Equestria
- Gender
Everyman
The Everyman
Alignment: Any
Hit Die: d8
Class Skills (4 + Int)Level BAB Saves Special 1 +0 +0/+0/+0 Variable Talents, Protean Learning 2 +1 +0/+0/+0 3 +2 +1/+0/+0 4 +3 +1/+1/+1 5 +3 +1/+1/+1 6 +4 +2/+2/+2 Advanced Protean Learning 7 +5 +2/+2/+2 8 +6 +2/+2/+2 9 +6 +3/+3/+3 10 +7 +3/+3/+3 11 +8 +3/+3/+3 12 +9 +4/+4/+4 13 +9 +4/+4/+4 14 +10 +4/+4/+4 15 +11 +5/+5/+5 16 +12 +5/+5/+5 17 +12 +5/+5/+5 18 +13 +6/+6/+6 19 +14 +6/+6/+6 20 +15 +6/+6/+6
All skills
Weapon and Armor Proficiency: An everyman is proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields). An everyman that acquires high BAB from his variable talents feature is also proficient in heavy armor.
Variable Talents: An everyman can fit into any role. At level one, he gains four class points that can be used to purchase any of the following chassis upgrades:
- High base attack bonus progression (1 point)
- High fortitude save progression (1 point)
- High reflex save progression (1 point)
- High will save progression (1 point)
- d10 hit dice each level (1 point)
- d12 hit dice each level (2 points)
- 6+Int skill points per level (1 point)
- 8+Int skill points per level (2 points)
Protean Learning: The everyman is the ultimate jack of all trades and dabbles into just about everything. At every level, he may acquire a class feature from any other base class of equal or lower level. For example, at level one, he could acquire a barbarian's rage, and at level two he could acquire either a rogue's evasion or sneak attack. An everyman cannot acquire spellcasting, manifesting, invocating, meldshaping, shadowcrafting, truenaming, binding, or any other similar ability in this manner.
All class features that scale based on the original class's level scale based on the everyman's level. However, the everyman does not gain new features. For example, rage gains additional uses with level, and favored enemy increases its bonus with level. But the everyman does not gain any of the barbarian's other rage features, like tireless rage or mighty rage, nor does he gain additional favored enemies. He can, however, gain those features with additional Protean Learning slots at the appropriate levels.
An everyman who multiclasses into classes with features he already has stacks levels for the purpose of those features. For instance, a fourth level everyman with a monk's unarmed strike who takes a level in monk would count as a fifth level monk for the purpose of unarmed strike damage but not for any other monk features, such as the AC bonus or speed bonus.
An everyman need not meet any alignment or other restrictions to use his acquired class features. An everyman can pick up a paladin's smite evil ability without being lawful good or following the paladin's code.
Once per day, an everyman can spend an hour studying, training, meditating, or otherwise practicing to change his selected class features. He may change any number of features up to a maximum equal to his intelligence modifier. These features must still meet the level requirements, so a second level everyman cannot change his features to acquire both a ranger's combat style and a paladin's divine grace.
Advanced Protean Learning: Starting at level six, an everyman can use his protean learning ability to pick up the class features of prestige classes. He need not meet the prerequisites of the prestige class to acquire the feature, though some features may not work properly without specific feats or abilities.
For the purpose of features that scale by level, an everyman is considered to be five levels lower. For example, a sixth level everyman who acquires the arcane trickster's ranged legerdemain feature would only count as a first level arcane trickster and, thus, only be able to use it once per day. In addition, the everyman's level scaling ends at whatever level that prestige class does, so a 17th level everyman with ranged legerdemain would only count as level 10 for that ability.Last edited by Celestia; 2018-04-16 at 12:59 PM.
Princess Celestia's Homebrew Corner
Old classes, new classes, and more!
Thanks to AsteriskAmp for the avatar!
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2018-04-12, 08:35 PM (ISO 8601)
- Join Date
- Jun 2017
- Location
- ᕕ( ᐛ )ᕗ
- Gender
Re: Princess Celestia's Homebrew Corner
I love the fireball savant, but have you considered making it a 5-level PrC and giving a trick every level? 6 is a bit off.