New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 12 of 13 FirstFirst ... 2345678910111213 LastLast
Results 331 to 360 of 361
  1. - Top - End - #331
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Goaty14 View Post
    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.
    Six levels is kinder to BAB and save bonuses, and results in the fire resistance ending at a standard 30 rather than an awkward 25. Also, I feel like giving the first level three class features is a bit too front loaded.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  2. - Top - End - #332
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Princess Celestia's Homebrew Corner

    .
    Regarding the Everyman's Protean Learning: on top of spellcasting, you should also exclude psionics, meldshaping, truenaming, invocation and similar features that grant multiple powers with level progression.

  3. - Top - End - #333
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by nonsi View Post
    .
    Regarding the Everyman's Protean Learning: on top of spellcasting, you should also exclude psionics, meldshaping, truenaming, invocation and similar features that grant multiple powers with level progression.
    Good point. I forgot about those.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  4. - Top - End - #334
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jun 2017
    Location
    ᕕ( ᐛ )ᕗ
    Gender
    Male

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    Good point. I forgot about those.
    Also binding and shadowcraft, though I wouldn't worry too much about somebody picking up truenaming
    Spoiler: List of Things You Don't Need To Know
    Show

    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  5. - Top - End - #335
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Eldritch Soul

    The Eldritch Soul

    Prerequisites:
    Alignment: Non-Good
    Skills: Diplomacy 6, Knowledge (Arcana) 6
    Special: 2d6 Eldritch Blast damage, Soul Binding class feature

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

    Hit Die: d6

    Level BAB Saves Special Invocations/Binding
    1 +0 +2/+0/+2 Invocations, Soul Binding +1 level of existing invoking class,
    +1 level of existing binding class
    2 +1 +3/+0/+3 Eldritch Vestige +1 level of existing invoking class,
    +1 level of existing binding class
    3 +2 +3/+1/+3 Infernal Influence +1 level of existing invoking class,
    +1 level of existing binding class
    4 +3 +4/+1/+4 +1 level of existing invoking class,
    +1 level of existing binding class
    5 +3 +4/+1/+4 Soul Power +1 level of existing invoking class,
    +1 level of existing binding class
    6 +4 +5/+2/+5 +1 level of existing invoking class,
    +1 level of existing binding class
    7 +5 +5/+2/+5 Expel Vestige +1 level of existing invoking class,
    +1 level of existing binding class
    8 +6 +6/+2/+6 +1 level of existing invoking class,
    +1 level of existing binding class
    9 +6 +6/+3/+6 +1 level of existing invoking class,
    +1 level of existing binding class
    10 +7 +7/+3/+7 Vestigial Knowledge +1 level of existing invoking class,
    +1 level of existing binding class
    Class Skills (2 + Int)
    Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Profession, Sense Motive, Spellcraft, Use Magic Device

    Weapon and Armor Proficiency: An eldritch soul gains no proficiency in weapons and armor.

    Invocations: At every level, an eldritch soul gains an increase in caster level, invocations known, maximum invocation level, and eldritch blast damage as if she had gained a level in her previous invoking class. She does not, however, gain any other class features.

    Soul Binding: At every level, an eldritch soul gains an increase in binder level, number of vestiges she can bind, and maximum level of vestige she can bind as if she had gained a level in her previous binding class. She does not, however, gain any other class features.

    Eldritch Vestige (Su): At level two, an eldritch soul gains the ability to augment her vestige granted powers with eldritch energy. Whenever she uses a vestige ability that deals damage (except natural weapons), she can add the effects of one of her known eldritch essences. This ability can be used a number of times per day equal to her charisma modifier.

    Infernal Influence (Ex): After dealing with fiendish forces or so long, an eldritch soul can channel their inherent charm into her dealings with other strange entities. At level three, she gains a +4 competence bonus on binding checks to bind a vestige.

    Soul Power (Su): A fifth level eldritch soul can exert enough influence over her bound vestiges to gain extra aid in battle. She gains a +2 bonus on attack rolls with eldritch blast for each bound vestige she possesses. In addition, she gains other effects based on the number of vestiges she has bound. If she has two or more bound vestiges, she also gains all previous abilities, as well.
    • One vestige: +1 damage per eldritch blast die.
    • Two vestiges: Reroll all ones when rolling eldritch blast damage (once per blast).
    • Three vestiges: Apply a second eldritch essence (number of times per day equal to charisma modifier).
    • Four vestiges: Use eldritch blast as a swift action (number of times per day equal to charisma modifier).

    Expel Vestige: An eldritch soul is accustomed to the fickle nature of fiends and uses that in her dealings with vestiges. At level seven, she gains Expel Vestige as a bonus feat. In addition, she only suffers a -5 penalty on binding checks for using the feat, and she can use it a number of times per day equal to her charisma modifier. If she already has Expel Vestige, then she gains any other bonus feat for which she meets the prerequisites.

    Vestigial Knowledge (Ex): At tenth level, an eldritch soul has mastered her ability to cheat extra power out of her bound vestiges. She gains the use of an additional invocation for each vestige she has bound. These invocations must be at least one level lower than her maximum invocation level. Also, she may only use these vestige granted invocations once every five rounds. Though, any effects that increase the frequency of use for vestige abilities also applies to these invocations.
    Last edited by Celestia; 2018-08-14 at 05:33 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  6. - Top - End - #336
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Elementalist

    The Elementalist

    Prerequisites:
    Skills: Spellcraft +8
    Feats: Energy Substitution
    Spellcasting: Must be able to cast third level spells
    Special: Must be able to cast at least one spell with each of the following descriptors: [Acid], [Cold], [Electricity], and [Fire]

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

    Hit Die: d4

    Level BAB Saves Special Spellcasting
    1 +0 +0/+0/+2 Spontaneous Substitution, Energy Admixture
    2 +1 +0/+0/+3 Admixture Specialization -2 +1 to existing spellcasting class
    3 +1 +1/+1/+3 Energy Substitution, Energy Admixture +1 to existing spellcasting class
    4 +2 +1/+1/+4 Admixture Specialization -3 +1 to existing spellcasting class
    5 +2 +1/+1/+4 Sonic Substitution +1 to existing spellcasting class
    6 +3 +2/+2/+5 Energy Substitution, Energy Admixture +1 to existing spellcasting class
    7 +3 +2/+2/+5 Admixture Specialization -4 +1 to existing spellcasting class
    8 +4 +2/+2/+6 Spontaneous Admixture +1 to existing spellcasting class
    9 +4 +3/+3/+6 Energy Substitution, Energy Admixture +1 to existing spellcasting class
    10 +5 +3/+3/+7 Omniblast
    Class Skills (2 + Int)
    Concentration, Craft, Decipher Script, Knowledge (All), Profession, Spellcraft

    Weapon and Armor Proficiency: An Elementalist does not gain any proficiency in weapons or armor.

    Spontaneous Substitution (Ex): An Elementalist is so attuned with the fundamental energies of magic that she can channel and manipulate them with ease. If she is a prepared spellcaster, she may apply the Energy Substitution metamagic feat spontaneously whenever she casts a spell that can utilize it. If she is a spontaneous caster, then she can, instead, apply the Energy Substitution metamagic feat without any increase in casting time.

    Bonus Feats: At first level, an Elementalist gains Energy Admixture as a bonus feat. Then, at every third level, she gains both Energy Substitution and Energy Admixture as bonus feats. If she already has both feats as many times as she can take them, she, instead, gains any bonus metamagic feat for which she qualifies. If she can take one but not the other, she only gets that one and does not gain another bonus metamagic feat.

    Admixture Specialization (Ex): At second level, an Elementalist becomes capable of combining energies to a more efficient degree. The increased level cost of using the Energy Admixture metamagic feat decreases by two, so all spells that use Energy Admixture, instead, count as two levels higher. This cost decreases further by one point at level four and then again level seven.

    Sonic Substitution (Ex): At fifth level, an Elementalist learns how to tap into a type of energy that most other casters rarely use. She can now substitute sonic damage as if with the Energy Substitution metamagic feat. She may also mix with sonic energy as with the Energy Admixture metamagic feat.

    Spontaneous Admixture (Ex): At ninth level, an Elementalist has become talented enough at combining energies that she can now do so with much greater skill. If she is a prepared spellcaster, she may apply the Energy Admixture metamagic feat spontaneously whenever she casts a spell that can utilize it. If she is a spontaneous caster, then she can, instead, apply the Energy Admixture metamagic feat without any increase in casting time.

    Omniblast (Su): Upon reaching tenth level, an Elementalist has mastered the use of elemental energy and can use all five damage types at the same time. Whenever she casts a spell that can be admixed, she can choose to, instead, cast it as an omniblast spell. The spell deals its damage five times, once for each of the five damage types, and the spell's descriptor changes to include all five energy types. She can use this ability a number of times per day equal to the modifier of her casting stat (minimum 1).
    Last edited by Celestia; 2018-12-01 at 05:59 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  7. - Top - End - #337
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Fireball Savant

    Quote Originally Posted by Celestia View Post
    The Elementalist

    Prerequisites:
    Skills: Spellcraft +8
    Feats: Energy Substitution
    Spellcasting: Must be able to cast third level spells
    Special: Must be able to cast at least one spell with each of the following descriptors: [Acid], [Cold], [Electricity], and [Fire]

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

    Hit Die: d4

    Level BAB Saves Special Spellcasting
    1 +0 +0/+0/+2 Spontaneous Substitution, Energy Admixture
    2 +1 +0/+0/+3 Admixture Specialization -2 +1 to existing spellcasting class
    3 +1 +1/+1/+3 Energy Substitution, Energy Admixture +1 to existing spellcasting class
    4 +2 +1/+1/+4 Admixture Specialization -3 +1 to existing spellcasting class
    5 +2 +1/+1/+4 Sonic Substitution +1 to existing spellcasting class
    6 +3 +2/+2/+5 Energy Substitution, Energy Admixture +1 to existing spellcasting class
    7 +3 +2/+2/+5 Admixture Specialization -4 +1 to existing spellcasting class
    8 +4 +2/+2/+6 Spontaneous Admixture +1 to existing spellcasting class
    9 +4 +3/+3/+6 Energy Substitution, Energy Admixture +1 to existing spellcasting class
    10 +5 +3/+3/+7 Omniblast
    Class Skills (2 + Int)
    Concentration, Craft, Decipher Script, Knowledge (All), Profession, Spellcraft

    Weapon and Armor Proficiency: An Elementalist does not gain any proficiency in weapons or armor.

    Spontaneous Substitution (Ex): An Elementalist is so attuned with the fundamental energies of magic that she can channel and manipulate them with ease. If she is a prepared spellcaster, she may apply the Energy Substitution metamagic feat spontaneously whenever she casts a spell that can utilize it. If she is a spontaneous caster, then she can, instead, apply the Energy Substitution metamagic feat without any increase in casting time.

    Bonus Feats: At first level, an Elementalist gains Energy Admixture as a bonus feat. Then, at every third level, she gains both Energy Substitution and Energy Admixture as bonus feats. If she already has both feats as many times as she can take them, she, instead, gains any bonus metamagic feat for which she qualifies. If she can take one but not the other, she only gets that one and does not gain another bonus metamagic feat.

    Admixture Specialization (Ex): At second level, an Elementalist becomes capable of combining energies to a more efficient degree. The increased level cost of using the Energy Admixture metamagic feat decreases by two, so all spells that use Energy Admixture, instead, count as two levels higher. This cost decreases further by one point at level four and then again level seven.

    Sonic Substitution (Ex): At fifth level, an Elementalist learns how to tap into a type of energy that most other casters rarely use. She can now substitute sonic damage as if with the Energy Substitution metamagic feat. She may also mix with sonic energy as with the Energy Admixture metamagic feat.

    Spontaneous Admixture (Ex): At ninth level, an Elementalist has become talented enough at combining energies that she can now do so with much greater skill. If she is a prepared spellcaster, she may apply the Energy Admixture metamagic feat spontaneously whenever she casts a spell that can utilize it. If she is a spontaneous caster, then she can, instead, apply the Energy Admixture metamagic feat without any increase in casting time.

    Omniblast (Su): Upon reaching tenth level, an Elementalist has mastered the use of elemental energy and can use all five damage types at the same time. Whenever she casts a spell that can be admixed, she can choose to, instead, cast it as an omniblast spell. The spell deals its damage five times, once for each of the five damage types, and the spell's descriptor changes to include all five energy types. She can use this ability a number of times per day equal to the modifier of her casting stat (minimum 1).
    Admixture Specialization should start at -1 and never exceed -2. Even that is borderline insane. Anything beyond that is straight forward ridiculous (50d6 Fireball . . . 125d6 Polar Ray).
    Last edited by nonsi; 2018-09-20 at 10:36 AM.

  8. - Top - End - #338
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Post Elder Scrolls Races

    Elder Scrolls Races

    Altmer
    +2 Intelligence, -2 Strength, -2 Constitution
    Humanoid (Elf)
    Medium size
    Speed 30 feet
    High Elf Magicka (Ex): Altmer can cast one extra spell per day of each spell level available to them. In addition, Altmer cast all spells except Divination at +1 caster level.
    High Elf Blood (Ex): Altmer are susceptible to magical attacks and take +25% more damage from spells that deal hit point damage.
    Bonus Feat: Altmer gain one item creation feat as a bonus feat.
    +2 racial bonus on saves vs. disease
    +2 racial bonus on Craft (Alchemy) checks
    Automatic Languages: Common, Elven
    Bonus Languages: Any, except secret languages
    Favored Class: Wizard
    Level Adjustment: +0

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

    Argonian
    +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Wisdom, -2 Charisma
    Humanoid (Reptilian)
    Medium size
    Speed 40 feet, Swim 40 feet
    Water Breathing (Ex): Argonians can breathe underwater.
    Weapon Proficiency: Argonians receive the Martial Weapon Proficiency feats for the guisarme, halberd, ranseur, and trident as bonus feats.
    Immunity to poison
    +1 Natural Armor
    +2 racial bonus on saves vs. disease
    +4 racial bonus on Climb checks
    +8 racial bonus on Swim checks
    Automatic Languages: Common, Jel
    Bonus Languages: Any, except secret languages
    Favored Class: Swashbuckler (male), Beguiler (female)
    Level Adjustment: +0

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

    Bosmer
    +2 Dexterity, -2 Strength, -2 Constitution
    Humanoid (Elf)
    Small size
    Speed 30 feet
    Beast Tongue (Sp): Bosmer can use Dominate Animal as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Weapon Proficiency: Bosmer receive the Martial Weapon Proficiency feats for the longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    +1 racial bonus on attack rolls with ranged weapons
    +2 racial bonus on saves vs. disease
    +2 racial bonus on Hide, Move Silently, and Tumble checks
    Automatic Languages: Common, Elven
    Bonus Languages: Any, except secret languages
    Favored Class: Scout
    Level Adjustment: +0

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

    Breton
    +2 Intelligence, +2 Wisdom, -2 Strength, -2 Dexterity, -2 Constitution
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Elf Blood: Bretons count as elves for all purposes.
    Dragon Skin (Sp): Bretons can use Mage Armor as a spell-like ability once per day with a caster level equal to their HD.
    Spell Resistance (Ex): 10+HD
    +1 caster level with Abjuration, Conjuration, and Transmutation spells
    +2 racial bonus on Craft (Alchemy) checks
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Wizard
    Level Adjustment: +0

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

    Dunmer
    +2 Dexterity, -2 Constitution, -2 Wisdom
    Humanoid (Elf)
    Medium size
    Speed 40 feet
    Ancestor Guardian (Sp): Dunmer can use sanctuary as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Weapon Proficiency: Dunmer receive the Martial Weapon Proficiency feats for the longsword, rapier, short sword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    Fire Resistance 20
    +1 caster level with Evocation spells
    +2 racial bonus on Climb and Swim checks
    Automatic Languages: Common, Elven
    Bonus Languages: Any, except secret languages
    Favored Class: Hexblaxe
    Level Adjustment: +0

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

    Imperial
    +2 Charisma, -2 Dexterity, -2 Wisdom
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Star of the West (Sp): Imperials can use Ray of Exhaustion as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based. If this ability successfully affects a target, the Imperial is cured of fatigue or exhaustion and gains temporary hit points equal to their caster level which last for one hour.
    Voice of the Emperor (Sp): Imperials can use Charm Person as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Weapon Proficiency: Imperials receive the Martial Weapon Proficiency feats for the greatsword and longsword as bonus feats.
    +2 racial bonus on Appraise, Bluff, Diplomacy, and Gather Information checks
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Bard
    Level Adjustment: +0

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

    Khajiit
    +2 Dexterity, -2 Constitution, -2 Wisdom
    Humanoid (Elf)
    Medium size
    Speed 30 feet
    Low-Light Vision
    Eye of Fear (Sp): Khajiit can use Fear as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Natural Weapons: Khajiit have two claw attacks that deal 1d6 damage.
    Weapon Proficiency: Khajiit receive the Martial Weapon Proficiency feats for the shortsword and kukri as bonus feats.
    Bonus Feat: Khajiit receive Improved Unarmed Strike as a bonus feat.
    +2 racial bonus on Balance, Climb, Hide, Move Silently, and Open Lock checks
    +4 racial bonus on Jump and Tumble checks
    Automatic Languages: Common, Ta'agra
    Bonus Languages: Any, except secret languages
    Favored Class: Rogue
    Level Adjustment: +0

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

    Nord
    +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Thunder Fist (Sp): Nords can use Shocking Grasp as a spell-like ability once per day with a caster level equal to their HD. This does cold damage rather than electric damage.
    Woad (Sp): Nords can use Shield as a spell-like ability once per day with a caster level equal to their HD.
    Weapon Proficiency: Nords receive the Martial Weapon Proficiency feats for the greataxe, battleaxe, greatclub, and warhammer as bonus feats.
    Cold Resistance 30
    Electric Resistance 10
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Barbarian
    Level Adjustment: +0

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

    Orsimer
    +2 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma
    Humanoid (Orc)
    Medium size
    Speed 20 feet
    Elf Blood: Orsimer count as elves for all purposes.
    Berserk (Ex): Orsimer can fly into a rage as a barbarian once per day. This ability is affected by all class features, feats, and abilities that affect a barbarian's rage.
    Spell Resistance (Ex): 5+HD
    Weapon Proficiency: Orsimer receive the Martial Weapon Proficiency feats for the greataxe, battleaxe, and handaxe as bonus feats.
    Weapon Familiarity: Orsimer treat the orc double axe as a martial weapon.
    +4 racial bonus on Craft checks related to weapons and armor
    Automatic Languages: Common, Orc
    Bonus Languages: Any, except secret languages
    Favored Class: Barbarian
    Level Adjustment: +0

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

    Redguard
    +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Adrenaline Rush (Sp): Redguards can use Divine Power as a spell-like ability once per day with a caster level equal to their HD. When using this ability, they also gain a +6 enhancement bonus to Dexterity and Constitution and a +20 enhancement bonus to Speed.
    Weapon Proficiency: Redguards receive the Martial Weapon Proficiency and Weapon Focus feats for the greatsword, falchion, longsword, scimitar, and short sword as bonus feats.
    +2 racial bonus on saves vs. disease and poison
    +2 racial bonus on Climb, Ride, and Swim checks
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Fighter
    Level Adjustment: +0
    Last edited by Celestia; 2018-12-01 at 05:59 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  9. - Top - End - #339
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Fireball Savant

    Quote Originally Posted by nonsi View Post
    Admixture Specialization should start at -1 and never exceed -2. Even that is borderline insane. Anything beyond that is straight forward ridiculous (50d6 Fireball . . . 125d6 Polar Ray).
    I'm pretty sure metamagic feats can only be applied once and can't be stacked like that.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  10. - Top - End - #340
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Fireball Savant

    Quote Originally Posted by Celestia View Post
    I'm pretty sure metamagic feats can only be applied once and can't be stacked like that.

    I'm just following the feat's description:

    "Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice."

    If you have different intentions, you should state them.


    [EDIT]
    Notice that the above observation renders your proposed capstone moot.
    Last edited by nonsi; 2018-09-23 at 02:27 AM.

  11. - Top - End - #341
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Fireball Savant

    Quote Originally Posted by nonsi View Post
    I'm just following the feat's description:

    "Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice."

    If you have different intentions, you should state them.


    [EDIT]
    Notice that the above observation renders your proposed capstone moot.
    You forgot to underline the operative phrase: with Energy Substitution. That sentence is saying that Energy Admixture can be added to a spell alongside Energy Substitution. The description says nothing about allowing it to stack with itself.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  12. - Top - End - #342
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Fireball Savant

    Quote Originally Posted by Celestia View Post
    You forgot to underline the operative phrase: with Energy Substitution. That sentence is saying that Energy Admixture can be added to a spell alongside Energy Substitution. The description says nothing about allowing it to stack with itself.
    1. Still seems open to interpretation to me.
    2. Even if we take your interpretation, the culmination of the quote I've presented ("...that already uses the same type, in effect doubling its normal damage dice") still allows x4 damage multiplication of the original spell.
    I'm not arguing about what should be. I'm just saying that you should tie loose ends, to prevent abuse of RaI via RaW-manipulation.

  13. - Top - End - #343
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Fireball Savant

    Quote Originally Posted by nonsi View Post
    1. Still seems open to interpretation to me.
    Only if you ignore what it actually says.

    2. Even if we take your interpretation, the culmination of the quote I've presented ("...that already uses the same type, in effect doubling its normal damage dice") still allows x4 damage multiplication of the original spell.
    The description also does not say that, either. It says that Energy Admixture of type X can be added to a spell that does X damage and then functions normally. In other words, it does Yd6 of X damage plus Yd6 of X damage, hence the use of the phrase double damage.

    I'm not arguing about what should be. I'm just saying that you should tie loose ends, to prevent abuse of RaI via RaW-manipulation.
    There is only a problem with the RAW if you pretend there is.
    Last edited by Celestia; 2018-09-23 at 04:22 AM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  14. - Top - End - #344
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Fireball Savant

    Quote Originally Posted by Celestia View Post
    The description also does not say that, either. It says that Energy Admixture of type X can be added to a spell that does X damage and then functions normally. In other words, it does Yd6 of X damage plus Yd6 of X damage, hence the use of the phrase double damage.
    There's nothing even remotely abusive with how I showed that things can be interpreted. It's not even playing dumb.
    A fire damage spell that's modified by Energy Admixture to also deal cold damage is (after the application of the feat) a spell that deals fire damage and is also a spell that deals cold damage.
    There's no inherent 3.5e rule that says that multiple metemegic feats cannot be applied to the same spell - including the same feat.
    Therefore, even with your more restrictive interpretation, someone cane re-apply Energy Admixture to each of them (even if we'd agree that it can't be done ad-infinitum).
    Now, suppose that Admixture Specialization was limited to -2; that would lead to a total SL modification of +6. That restricts such application to 3rd level spells at best. With Admixture Specialization going all the way to -4, there's no SL modification for x4 damage - of even 9th level spells.

    If this thread is meant for self use only, then you're the boss and you're the one calling the shots, but if it's meant for the general public then you shouldn't leave such opening for abuse.
    Last edited by nonsi; 2018-09-23 at 12:10 PM.

  15. - Top - End - #345
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Post Master Fist

    The Master Fist

    Prerequisites:
    Base Attack Bonus: +5
    Skills: Concentration 8 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 4 ranks
    Feats: Improved Unarmed Strike, Stunning Fist, Blind-Fight
    Special: Must spend a year meditating in solitude and isolation atop a mountain

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

    Hit Die: d8

    Level BAB Saves Special
    1 +1 +2/+2/+2 Monk Abilities, Energy Fist (Fire, Cold) +1d6
    2 +2 +3/+3/+3 Penetrating Fist
    3 +3 +3/+3/+3 Nauseating Fist
    4 +4 +4/+4/+4 Energy Fist (Acid, Electricity) +2d6
    5 +5 +4/+4/+4 Ethereal Fist
    6 +6 +5/+5/+5 Psychic Fist
    7 +7 +5/+5/+5 Energy Fist (Sonic) +3d6
    8 +8 +6/+6/+6 Banishing Fist
    9 +9 +6/+6/+6 Paralyzing Fist
    10 +10 +7/+7/+7 Dispelling Fist, Energy Fist (Force) +4d6
    Class Skills (4 + Int)
    Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Psionics), Knowledge (Religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble

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

    Monk Abilities: A Master Fist gains the unarmed strike damage, flurry of blows, AC bonus, and uses of stunning fist as a Monk of equal level. Levels in Master Fist stack with Monk levels for determining these abilities but not any other Monk class features.

    Energy Fist (Su): A Master Fist can wreath her fists in elemental energy to deal extra damage in combat. She deals +1d6 damage whenever she makes an attack with an unarmed strike or a natural weapon. At every third level, the extra damage increases by an additional +1d6. At first level, she can deal either fire or cold damage. At fourth level, she gains acid and electricity damage. At seventh level, she gains sonic damage, and at tenth level she gains force damage. Switching between damage types takes a swift action.

    Penetrating Fist (Ex): A second level Master Fist realizes that armor is just an illusion designed to make the weak feel safe, and it can be bypassed easily. Whenever she makes an attack with an unarmed strike or a natural weapon, she ignores armor, shield, and natural armor bonuses.

    Nauseating Fist (Ex): At level three, a Master Fist learned the secret of using pressure points to better harm her foes. Whenever she uses a stunning fist attack, she can, instead, make it a nauseating fist attack. A target that fails its fortitude save becomes nauseated for 1d4 rounds instead of stunned, and a target that succeeds the save still becomes sickened for 1 round.

    Ethereal Fist (Su): Upon reaching level five, a Master Fist learns to vibrate her fist at a frequency that allows her to punch through planar barriers. Her unarmed strikes and natural weapons can deal damage to ethereal and incoporeal opponents and ignore the miss chance for those creatures.

    Psychic Fist (Su): A Master Fist who has reached level six learns how to use her fists to attack minds as well as bodies. Whenever she uses a stunning fist attack, she can, instead, make it a psychic fist attack. The target takes an extra 2d4 untyped damage, and a target that fails its fortitude save becomes incapable of casting spells, manifesting powers, or using spell-like or psi-like abilities for 1 minute. A target that succeeds the save still becomes dazed for 1 round. This is a mind-affecting effect.

    Banishing Fist (Su): At level eight, a Master Fist becomes so skilled at punching through the planes that she can tear open portals to send interplanar interlopers back from where they came. Whenever she attacks an [Extraplanar] creature with an unarmed strike or a natural weapon, the target must make a will save or be instantly returned to its home plane. The save DC is 18 + Wisdom modifier. This is an abjuration effect.

    Paralyzing Fist (Ex): By ninth level, a Master Fist can use pressure points to completely disable her foes. Whenever she uses a stunning fist attack, she can, instead, make it a paralyzing fist attack. A target that fails its fortitude save becomes paralyzed for 1d4 minutes, and a target that succeeds the save still becomes dazed for 1 round.

    Dispelling Fist (Su): A tenth level Master Fist has learned the most ultimate secret: punching through magic, itself. Her unarmed strikes and natural weapons ignore all magical and psionic effects that make a creature harder to hit, such as AC bonuses, invisibility, and miss chances. In addition, whenever she uses a stunning fist attack, she can, instead, make it a dispelling fist attack. The target is affected as by a targeted greater dispel magic with a caster level equal to the Master Fist's HD.
    Last edited by Celestia; 2018-12-01 at 05:58 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  16. - Top - End - #346
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Talosborn

    Spoiler
    Show
    Quote Originally Posted by Celestia View Post
    The Talosborn

    Race: Any non-dragon
    Alignment: Any
    Hit Die: d8

    Level BAB Saves Special
    1 +0 +2/+0/+2 Dragonblood, Soul Siphon, Dragon Shout (Unrelenting Force)
    2 +1 +3/+0/+3 Dragon Shout (Fire Breath), Dragon Shout (Frost Breath)
    3 +2 +3/+1/+3 Born of the North, Dragon Shout (Kyne's Peace)
    4 +3 +4/+1/+4 Dragon Shout (Animal Allegiance), Dragon Shout (Disarm)
    5 +3 +4/+1/+4 Way of the Voice, Dragon Shout (Marked for Death)
    6 +4 +5/+2/+5 Mettle, Dragon Shout (Whirlwind Sprint)
    7 +5 +5/+2/+5 Dragon Shout (Aura Whisper), Dragon Shout (Throw Voice)
    8 +6 +6/+2/+6 Dragon Shout (Elemental Fury), Dragon Shout (Battle Fury)
    9 +6 +6/+3/+6 Dragon Shout (Call of Valor), Dragon Shout (Dismay)
    10 +7 +7/+3/+7 Voice of the Sky, Dragon Shout (Drain Vitality)
    11 +8 +7/+3/+7 Dragon Shout (Become Ethereal), Dragon Shout (Ice Form)
    12 +9 +8/+4/+8 Akaviri Dragonslayer, Dragon Shout (Dragonrend)
    13 +9 +8/+4/+8 Dragon Shout (Clear Skies), Dragon Shout (Storm Call)
    14 +10 +9/+4/+9 Dragon Shout (Cyclone)
    15 +11 +9/+5/+9 Dragon Shout (Bend Will)
    16 +12 +10/+5/+10 Dragon Shout (Soul Tear)
    17 +12 +10/+5/+10 Dragon Shout (Call Dragon)
    18 +13 +11/+6/+11 Dragon Shout (Slow Time)
    19 +14 +11/+6/+11 Dragon Shout (Dragon Aspect)
    20 +15 +12/+6/+12 Child of Prophecy
    Class Skills (4 + Int)
    Appraise, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (CHIM), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim

    Weapon and Armor Proficiency: All simple and martial weapons, light and heavy armor (but not medium armor), and shields (except tower shields).

    Dragonblood (Ex): Born with the soul of a dragon, a Talosborn shares some qualities with his dragon bretheren. He has the Dragonblood subtype, immunity to paralysis and magic sleep effects, and automatically speaks Draconic.

    Soul Siphon (Su): A Talosborn increases his own power by stealing it from dragons. Whenever a Talosborn is present at a dragon's death (within 600 feet), he absorbs its soul to acquire its power. This process completely destroys the dragon's soul and prevents all forms of resurrection. Every two souls the Dragonborn acquires applies a cumulative +1 bonus on the save DCs of his Shouts. These souls can also be spent to increase the power of his Shouts in a manner similar to metamagic. By spending one soul, he can Enlarge or Extend any of his Shouts. For two souls, he can Empower any Shout with a variable numeric effect. For three, he can Maximize or Repeat his Shouts. Finally, for four souls, he can Quicken his Shouts. Once spent, a soul must be recharged. It takes one day to recharge a soul, and only one recharges at a time. Thus, if he spends two souls to Empower a Shout, it will take two days to recover them, one day for the first soul then another day for the second. While souls are spent, they do not count for the DC bonus. A Talosborn can possess a total number of souls equal to his Will save bonus.

    Dragon Shouts (Su): The main weapon of a Talosborn is the power of his Voice. He can shape the raw power of his soul into a Thu'um, or Shout. Each Shout has its own effects and recharge time, but they all take a standard action to use. Any Shout that offers a saving throw has a DC of 10 + 1/2 level + Charisma modifier. Shouts make a lot of noise and are easily heard by any creature within a quarter mile. Shouts that affect other creatures in a cone are considered breath weapons.

    Born of the North (Ex): Talosborn share an ephemeral link to the frozen tundra of the North and can better survive its harsh beauty. At level three, a Talosborn constantly acts as if under the effects of an Endure Elements spell, but only in cold climates. In addition, he possesses 5 points of Cold Resistance. As he gains levels, the Cold Resistance improves. At level five, it becomes 10 points; at level nine, it becomes 20 points; and at level thirteen, it becomes 30 points. At level seventeen, he gains Cold Immunity. Finally, at level nine, he also gains 5 points of Electricity Resistance which improves to 10 at level thirteen and to 20 at level seventeen.

    Way of the Voice: Though many Talosborn give in to the domineering nature of their dragon soul, some find a way to rise above and seek to use their gifts in wisdom and restraint. At level five, any Talosborn with at least one neutral aspect to his alignment may spend ten minutes meditating under the open sky to give himself over to the Way of the Voice. If he does so, then, for the rest of the day, he may use his Wisdom modifier instead of his Charisma modifier on all effects of his Shouts. However, this does not apply to the Shouts Marked for Death, Dismay, Drain Vitality, Dragonrend, Bend Will, or Soul Tear as these Shouts violate the teachings of the Way of the Voice.

    A Talosborn with a true neutral alignment may gain even further enlightenment. By meditating under the open sky for an hour, he gains the following three abilities for the rest of the day. However, he must be fully committed to the Way of the Voice to maintain these abilities. If he uses any of the six forbidden Shouts, he immediately loses these abilities and cannot meditate to regain them until a full week has passed.

    Force Without Effort (Su): The weight limit and knock back distance of Unrelenting Force are doubled, and the save DC is increased by 2. You also gain a bonus to resist Bull Rush, Trip, and Overrun attempts equal to your Wisdom modifier. At level ten, Unrelenting Force deals 1d6/2 levels force damage, and the save DC is increased by 4 instead of 2. At level 15, you become immune to Bull Rush, Trip, and Overrun, and the save DC of Unrelenting Force increases by 6 instead of 4.

    The Fire Within (Su): Your Fire Breath Shout deals 1d8/2 levels fire damage, and the save DC is increased by 2. At level 10, Fire Breath deals 1d10/2 levels fire damage, and the DC is increased by 4 instead of 2. At level 15, Fire Breath deals 1d12/2 levels fire damage, and the save DC is increased by 6 instead of 4.

    Eternal Spirit (Su): While ethereal, you gain Fast Healing equal to your Wisdom modifier. At level 15, you also gain DR X/- while ethereal where X is equal to twice your Wisdom modifier.

    Mettle (Ex): At 6th level, a Talosborn can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Talosborn does not gain the benefit of mettle.

    Voice of the Sky (Su): Upon reaching level 10, a Talosborn with at least one neutral aspect to his alignment has spent so much time in peaceful meditation that wild animals intrinsically trust him. All uncontrolled animals are at least Friendly towards the Talosborn, and anyone directing an animal to take hostile action against him must make a Charisma check opposed by the Talosborn's Wisdom check. If the Charisma check fails, the animal refuses to perform that action.

    Uncontrolled magical beasts are at least Indifferent towards the Talosborn, and anyone directing a magical beast to take hostile action against him must make a Charisma check with a +4 bonus opposed by the Talosborn's Wisdom check. If the Charisma check fails, the magical beast refuses to perform that action.

    Akaviri Dragonslayer (Ex): After much training and experience, a Talosborn becomes exceptionally skilled at killing dragons. At level twelve, he receives a bonus equal to his class level on all attack and damage rolls against creatures of the Dragon type, and he receives a bonus equal to 1/2 his level on saving throws made against effects produced by dragons. In addition, he is treated as having Improved Evasion against all breath weapons which functions in any armor type.

    Child of Prophecy (Su): All Talosborn are special and guided by the hands of fate, but only one who has reached level 20 has enough insight and power to manipulate destiny. The Talosborn acquires an Elder Scroll, a mystical artifact from before the world was made. It is indestructible and cannot be removed from his possession by any effect, not even by godly powers. If any other than him attempt to read the Scroll, they are struck irrevocably blind and must make a DC30 Will save or become permanently insane. Once per week, the Talosborn can read this Elder Scroll and receive visions of the future as if using a Commune spell.

    A Talosborn can also, at any time, spend a soul to immediately reroll any failed roll with a +10 divine bonus. A roll can only be rerolled once, however, even if the reroll still fails. Sometimes, even destiny is unavoidable.

    Shouts:
    Unrelenting Force (Fus Ro Dah):
    Your Voice propels a burst of pure kinetic energy towards your foes. Every creature and object within a 30 foot cone takes 1d4/2 levels force damage. Creatures and objects weighing up to 50 lbs/level must make a strength check against the Talosborn's save DC or be flung backwards 10 feet per point of Charisma modifier (minimum 10 feet) and fall prone. Targets that hit a wall or other obstacle stop and take falling damage for each 10 foot segment they failed to move. Creatures that weigh too much instead make a Fortitude save or become dazed for one round. Unrelenting Force can be used once every 1d4 rounds. At level eight, its range increases to 60 feet, and at level twelve, it increases to 90 feet.

    Fire Breath (Yol Toor Shul): Your Voice reaches a fire deep within you and expels the flames of a dragon. Creatures and flammable objects within a 30 foot cone take 1d6/2 levels fire damage, Reflex half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

    Frost Breath (Fo Krah Diin): Your Voice chills the air like the howling of the North Wind. Creatures within a 30 foot cone take 1d6/2 levels cold damage, Fortitude half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

    Kyne's Peace (Kaan Drem Ov): Your Voice comforts and calms wild beasts. Animals within a 40 foot cone must make a Will save or be affected as by a Calm Animals spell for 1 min/level with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save. At level twelve, the range increases to 80 feet, and at level sixteen, it increases to 120 feet.

    Animal Allegiance (Raan Mir Tah): Your Voice pleads to the beasts of the wild who come to your aid. A target Animal must make a Will save or be affected as by a Dominate Animal spell for 1 round/level with a caster level equal to your Talosborn level. This Shout is a ray with a range of 25 ft + 5 ft/2 levels and can be used once ever 1d8 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save.

    Disarm (Zun Haal Viik): Your Voice defies steel and tears the weapons from your opponents' hands. Creatures within a 20 foot cone must make a Fortitude save or drop their weapon in their square. Any bonuses the creature has to avoid being disarmed (except for size bonuses) apply to the saving throw. Disarm can be used once every 1d6 rounds. At level twelve, the range increases to 40 feet, and at level sixteen, it increases to 60 feet.

    Marked for Death (Krii Lun Aus): Your Voice heralds doom upon your foes. Creatures within a 20 foot cone must make a Will save or suffer a penalty to AC and saves equal to your Charisma modifier (minimum 1) for 1 round/level. Marked for Death can be used once every 1d10 rounds. At level thirteen, the range increases to 40 feet, and at level seventeen, it increases to 60 feet.

    Whirlwind Sprint (Wuld Nah Kest): Your Voice pulls you forward with the speed of a tempest. You instantly move either three, five, or seven times your speed (chosen when the Shout is used) in a straight, horizontal line, ignoring gravity until after you stop moving. If you hit a wall or other obstacle, you stop moving and take 1d6 damage. Whirlwind Sprint can be used once every 1d4 rounds.

    Aura Whisper (Las Yah Nir): Your Voice reveals the life forces of those around you. After using this Shout, you can see the auras of all creatures within 20 feet per point of Charisma modifier (minimum 20 feet) of you for 10 min/level. You know their number and location, but you cannot detect any other information about the creatures. This Shout is blocked by one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt. It can also be blocked by any effect that protects against divinations. Unlike most Shouts, Aura Whisper is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. Aura Whisper can be used once every 1d10 rounds.

    Throw Voice (Zul Mey Gut): Your Voice originates from a distant source. You can choose any square within 20 feet per point of Charisma modifier (minimum 20 feet) to be the origin point for your voice, and you can say anything up to 25 words in length. Unlike most Shouts, Throw Voice is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. This Shout can be used at will.

    Elemental Fury (Su Grah Dun): Your Voice imbues you with the speed of the wind. After using this Shout you act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). Elemental Fury can be used once every 1d10 rounds.

    Battle Fury (Mid Vur Shaan): Your Voice empowers your allies with the speed of the wind. Up to one creature/level, excluding yourself, can act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). This Shout has a range of 25 ft + 5 ft/2 levels and can be used once every 1d10 rounds.

    Call of Valor (Hun Kaal Zoor): Your Voice transcends space and time to summon an ancient hero of the past. You can call one of three to aid you in battle for 1 min/level, all of whom are two levels below you and have the elite array of stats. The Fighter comes equipped with a longsword, a heavy shield, and full plate armor. The Ranger has a longbow with 30 arrows, two shortswords, and a chain shirt. Finally, the Barbarian has a great axe and a breastplate. They are all humans and have access to the Shouts Unrelenting Force and either Fire Breath or Frost Breath. Once you reach level fifteen, they also have access to Dragonrend. They all speak Common and Draconic and can be directed like a cohort. Call of Valor can be used three times per day, once for each of the heroes.

    Dismay (Faas Ru Maar): Your Voice is terrifying to behold. Every creature within 20 feet per point of Charisma modifier (minimum 20 feet) that can hear you must make a Will save or become panicked for 1 round/level. Creatures who succeed are still frightened for one round. This is a mind-affecting effect. Dismay can be used once every 1d6 rounds.

    Drain Vitality (Gaan Lah Haas): Your Voice drains the life out of your foes. Creatures within a 20 foot cone must make a Will save or suffer one negative level per two points of Charisma modifier (minimum 1 level). This Shout can be used once every 1d8 rounds. At level fifteen, the range increases to 40 feet, and at level twenty, it increases to 60 feet.

    Become Ethereal (Feim Zii Gron): Your Voice reaches beyond the physical world and brings you into the Ethereal Plane. You are affected as by an Ethereal Jaunt spell with a caster level equal to your caster level. This Shout can be used once every 1d4 minutes.

    Ice Form (Iiz Slen Nus): Your Voice freezes an opponent solid. A creature within 10 feet per point of Charisma modifier (minimum 10 feet) must make a Fortitude save or become paralyzed for 1 round/level. While paralyzed, the target takes 1d4 cold damage every round. Each round, the target may make a new saving throw as a full-round action to attempt to break free. Ice Form can be used once every 1d6 rounds.

    Dragonrend (Joor Zah Frul): Your Voice lashes out at the very soul of a dragon, forcing it to land. A dragon within 600 feet that is targeted by this Shout cannot fly for 1 round/level. If it is in the air while affected, it safely glides to the ground but is stunned for one round due to the hard landing. A dragon has no defense against this and is not entitled to a saving throw. This Shout can be used once every 1d4 rounds.

    Clear Skies (Lok Vah Koor): Your Voice commands the sky, itself, which yields to your will. This Shout removes all inclement weather, natural or otherwise, from within a two mile radius. The change takes 1d4 rounds to occur. When attempting to clear weather caused by a spell or other magical source, you must succeed at an opposed caster level check with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 minutes.

    Storm Call (Strun Bah Qo): Your Voice awakens the destructive forces of the storm. This Shout conjures a powerful storm that gradually appears after 1d12 minutes. The Storm lasts for 10 min/level and covers an area with a two mile radius. For the duration of the Shout, 1d4+1 lightning bolts will strike random creatures every round, dealing 5d10 electricity damage each (Reflex save negates). The bolts will never strike you or your allies. Storm Call can be used once every 1d3 hours.

    Cyclone (Ven Gaar Nos): Your Voice twists the air into a swirling vortex. You create a powerful Cyclone at a designated point within 200 feet. This Shout acts as the spell Whirlwind with a caster level equal to your Talosborn level except that the Cyclone does not move and cannot be controlled. This Shout can be used once every 1d12 rounds.

    Bend Will (Gol Hah Dou): Your Voice bends the minds of others. A creature within 20 feet per point of Charisma modifier (minimum 20 feet) must make a Will save or be affected as by a Dominate Monster spell with a caster level equal to your Talosborn level for 1 hour/level. This Shout can be used once every 1d3 hours.

    Soul Tear (Rii Vaaz Zol): Your Voice cuts through flesh and tears the soul. Creatures within a 15 foot cone take 1d8/2 levels negative energy damage, Fortitude half. If a target takes damage this way and dies within 1 round per point of Charisma modifier (minimum 1 round), its soul is bound into a gem as by a Soul Bind spell with a caster level equal to your Talosborn level, Will negates. In addition, if the target was successfully soul bound, its body (if it has one) is animated as either a skeleton or zombie under your control. Soul Tear can be used once every 1d6 minutes. At level eighteen, the range increases to 30 feet, and at level twenty, it increases to 45 feet.

    Call Dragon (Od Ah Viing): Your Voice calls out to a nearby dragon that comes to your aid. An adult dragon appears within 1d4 rounds and fights your foes to the best of its abilities. It is not under your direct control, however, and you cannot give it orders. The type of dragon called is a random type of either metallic (if you are good), chromatic (if you are evil), or either (if you are neutral). The dragon will fight for at least 1 round per point of Charisma modifier (minimum 1 round) before it is freed of service. Once the duration of the Shout ends, the dragon returns to it's normal behavior. Call Dragon can be used once per day.

    Slow Time (Tiid Klo Ul): Your Voice shatters time, itself, as the world around you slows to a standstill. This Shout functions like the spell Time Stop with a caster level equal to your Talosborn level. Slow Time can be used once every 1d8 minutes.

    Dragon Aspect (Mul Qah Diiv): Your Voice fills you with the might and power of a dragon. This Shout lasts for 1 round per point of Charisma modifier (minimum 1 round) and contains several effects. You gain a +22 enhancement bonus to Strength, a +12 enhancement bonus to Constitution, and a +24 deflection bonus to AC. You become immune to fire and gain DR10/magic. All your Shouts are automatically Enlarged and Empowered for free, and it only takes one soul to Maximize or Quicken them. Your Fire Breath can be used at will, and all other Shouts have their recharge time reduced by 1 round (minimum 1 round). Lastly, if you are dropped to or below half health, an Ancient Talosborn instantly appears and attacks your foes. It has the stats as if it were a Simulacrum of you. However, it does not have the shouts Call of Valor, Bend Will, Call Dragon, or Dragon Aspect. It is immune to all physical, but not magical damage and exists until it is killed or until it can no longer perceive any enemies. Dragon Aspect can be used once per day.

    I modified the Talosborn to empower/nerf some things.

    Not that anyone still cares about this thread.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  17. - Top - End - #347
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Talosborn

    Quote Originally Posted by Celestia View Post
    I modified the Talosborn to empower/nerf some things.

    Not that anyone still cares about this thread.
    Let's be honest about one thing: while feedback is nice, we homebrewers deal with homebrewing first and foremost for ourselves. Lack of feedback rarely has impact over materials we present to the forum.
    That said, don't take things personally. People share when they have things to contribute. Silence doesn't necessarily mean lack of interest.


    Quote Originally Posted by Celestia View Post
    Soul Siphon (Su): A Talosborn increases his own power by stealing it from dragons. Whenever a Talosborn is present at a dragon's death (within 600 feet), he absorbs its soul to acquire its power. This process completely destroys the dragon's soul and prevents all forms of resurrection. . . .
    I'd be very careful about opening that door. Today it's dragons - tomorrow humanoids.
    Plus, it serves no functional purpose.
    Also, what happens during the lowest levels, when dragons are hardly ever/never encountered? Seems to me like this kinda kills the Talosborn's functionality.

    Unless I missed something, this class is shut down by a simple Silence spell.

    Shouts: It will help a lot if you specified the level in each of them (as well as all the class' features).

    Way of the Voice: Which forbidden shouts are we talking about? I didn't encounter any reference to forbidden shouts.

  18. - Top - End - #348
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Thumbs up Re: Talosborn

    Quote Originally Posted by nonsi View Post
    Let's be honest about one thing: while feedback is nice, we homebrewers deal with homebrewing first and foremost for ourselves. Lack of feedback rarely has impact over materials we present to the forum.
    That said, don't take things personally. People share when they have things to contribute. Silence doesn't necessarily mean lack of interest.
    Why do you think I'm still posting despite the lack of responses? I do this for myself; I just like the feedback, too.

    I'd be very careful about opening that door. Today it's dragons - tomorrow humanoids.
    Plus, it serves no functional purpose.
    Also, what happens during the lowest levels, when dragons are hardly ever/never encountered? Seems to me like this kinda kills the Talosborn's functionality.
    I fail to see how this ability could ever be applied to humanoids since it, in no uncertain terms, explicitly says dragons.
    If it serves no purpose, why are you worried about it?
    Kills what? Soul Siphon is not necessary. It is, and was designed to be, an extra bonus. The class is fully functional without it. This is just something extra to reward actually going out and killing dragons.

    Unless I missed something, this class is shut down by a simple Silence spell.
    Sound is a side effect of Shouting, but I technically did not call it out anywhere as a sonic or language-based attack. Thus, according to RAW, Shouts still work in Silence and just don't make noise when they do so. But even if a DM isn't that permissive, so what? The class doesn't need to have perfect protection against every possible opponent. Spellcasters are also (more explicitly) shut down by Silence, and they're still strong.

    Shouts: It will help a lot if you specified the level in each of them (as well as all the class' features).
    Did you miss the table?

    Way of the Voice: Which forbidden shouts are we talking about? I didn't encounter any reference to forbidden shouts.
    Literally the previous paragraph.
    Last edited by Celestia; 2018-11-16 at 09:44 AM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  19. - Top - End - #349
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Talosborn

    Quote Originally Posted by Celestia View Post
    I fail to see how this ability could ever be applied to humanoids since it, in no uncertain terms, explicitly says dragons.
    If it’s an acceptable game mechanics to leech dragon souls and destroy them forever, then it’s an equally viable game mechanics to leech human souls and destroy them forever. Human souls have not inherent superiority over dragon souls.



    Quote Originally Posted by Celestia View Post
    If it serves no purpose, why are you worried about it?
    I meant that stating that dragon souls are lost forever serves no purpose. It doesn’t help anything, so it only has harmful potential.



    Quote Originally Posted by Celestia View Post
    Kills what? Soul Siphon is not necessary. It is, and was designed to be, an extra bonus. The class is fully functional without it. This is just something extra to reward actually going out and killing dragons.
    My bad. I mixed things up with another class.
    But I notice another issue. I don’t see specifications regarding the max capacity of dragon souls.



    Quote Originally Posted by Celestia View Post
    Sound is a side effect of Shouting, but I technically did not call it out anywhere as a sonic or language-based attack. Thus, according to RAW, Shouts still work in Silence and just don't make noise when they do so.
    Then you should state that explicitly.



    Quote Originally Posted by Celestia View Post
    But even if a DM isn't that permissive, so what? The class doesn't need to have perfect protection against every possible opponent. Spellcasters are also (more explicitly) shut down by Silence, and they're still strong.
    2 words: Silent Spell
    A 1st level metamagic feat.



    Quote Originally Posted by Celestia View Post
    Did you miss the table?
    I used to have the same approach – until it occurred to me that it saves the need to jump between the table and the descriptions just to verify when things are gained while going over their descriptions.

  20. - Top - End - #350
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Talosborn

    Quote Originally Posted by nonsi View Post
    If it’s an acceptable game mechanics to leech dragon souls and destroy them forever, then it’s an equally viable game mechanics to leech human souls and destroy them forever. Human souls have not inherent superiority over dragon souls.
    And how are you going to do that with a class feature that allows no such thing? You're literally just inventing a problem to complain about.

    I meant that stating that dragon souls are lost forever serves no purpose. It doesn’t help anything, so it only has harmful potential.
    It's there for verisimilitude. It makes no sense to absorb a dragon's soul and then just revive the dragon. If the soul can simply be brought back with no fuss, then what did you actually absorb? It's also a direct reference to the source material.

    My bad. I mixed things up with another class.
    But I notice another issue. I don’t see specifications regarding the max capacity of dragon souls.
    Last sentence of the ability description: "A Talosborn can possess a total number of souls equal to his Will save bonus."

    Then you should state that explicitly.
    Explicitly state what's already in the rules? Why? I'm not going to fill my descriptions with useless, redundant statements just to appease the obscene rules lawyering this site does.

    2 words: Silent Spell
    A 1st level metamagic feat.
    Who actually takes that?

    I used to have the same approach – until it occurred to me that it saves the need to jump between the table and the descriptions just to verify when things are gained while going over their descriptions.
    The regular class features already have levels in the description (something else you, apparently, missed). True, the Shouts don't have the level in the description, but they are listed in acquisition order, at least, and there are no dropped levels except 20.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  21. - Top - End - #351
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Talosborn

    Quote Originally Posted by Celestia View Post
    And how are you going to do that with a class feature that allows no such thing? You're literally just inventing a problem to complain about.
    Again you're neglecting the fact that when publishing materials, other DMs that use those materials can make decisions in their groups that you don't.
    a DM can decide - for symmetry's sake - to create a parallel class that leeches humanoid souls.



    Quote Originally Posted by Celestia View Post
    It's there for verisimilitude. It makes no sense to absorb a dragon's soul and then just revive the dragon. If the soul can simply be brought back with no fuss, then what did you actually absorb? It's also a direct reference to the source material.
    You can say that once a talosborn is done with a leeched soul, that some of its essence is used up and only special means (Wish / Miracle / divine intervention) allow resurrection. It's not like you lack imagination.



    Quote Originally Posted by Celestia View Post
    Last sentence of the ability description: "A Talosborn can possess a total number of souls equal to his Will save bonus."
    Right. Does that include modifiers, or just the HD-related base save bonus?



    Quote Originally Posted by Celestia View Post
    Explicitly state what's already in the rules? Why? I'm not going to fill my descriptions with useless, redundant statements just to appease the obscene rules lawyering this site does.
    Shout-based ability working in silence is hardly a "goes without saying" behavior.



    Quote Originally Posted by Celestia View Post
    Who actually takes that?
    Anyone who wishes to be able to cast spells in silence, underwater or when gagged. That's one of the first metamagic feats on my list. I can't think of a better contingency for spellcasters that's available from the get go.



    Quote Originally Posted by Celestia View Post
    The regular class features already have levels in the description (something else you, apparently, missed). True, the Shouts don't have the level in the description, but they are listed in acquisition order, at least, and there are no dropped levels except 20.
    Regarding the features - it was just a note for you to verify.
    Regarding the shouts - there are 26 of them....... and it's still easier to track with level indications.

    (you know, you really need to work on your attitude issues. People come with good intentions and you're complaining. That doesn't exactly encourage feedbacks)

  22. - Top - End - #352
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Talosborn

    Quote Originally Posted by nonsi View Post
    Again you're neglecting the fact that when publishing materials, other DMs that use those materials can make decisions in their groups that you don't.
    a DM can decide - for symmetry's sake - to create a parallel class that leeches humanoid souls.
    Judging my class on a completely different, and hypothetical, homebrew made by another, possibly non-existent, person is more than a little unfair.

    You can say that once a talosborn is done with a leeched soul, that some of its essence is used up and only special means (Wish / Miracle / divine intervention) allow resurrection. It's not like you lack imagination.
    Does it really even matter? It feels like you're just nitpicking a largely irrelevant and minor point.

    Right. Does that include modifiers, or just the HD-related base save bonus?
    It doesn't say base save bonus. Why do refuse to read what I've written?

    Shout-based ability working in silence is hardly a "goes without saying" behavior.
    It's a supernatural ability, not a spell. By default, supernatural abilities work in Silence.

    Regarding the features - it was just a note for you to verify.
    That's rather condescending of you.

    Regarding the shouts - there are 26 of them....... and it's still easier to track with level indications.
    Perhaps, but I don't like taking advice from rude individuals.

    (you know, you really need to work on your attitude issues. People come with good intentions and you're complaining. That doesn't exactly encourage feedbacks)
    My attitude? You're the one who started complaining about my class even though you hadn't even bothered to read it. You haven't given any constructive criticism at all and have merely declared what you consider problematic, no matter how small or petty it may be. You're not giving feedback; you're just nagging.
    Last edited by Celestia; 2018-11-17 at 06:26 AM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  23. - Top - End - #353
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Princess Celestia's Homebrew Corner

    .

    Have no fear, I’m not gonna be nagging you anymore.
    Just a word of advice: Whatever’s eating at you, you should try to figure it out and have it taken care of. All that anger buildup inside can’t be healthy.

  24. - Top - End - #354
    Ogre in the Playground
     
    Lacuna Caster's Avatar

    Join Date
    Oct 2014

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    Creatures:
    Creature Type HD CR Notes
    Bumblebear Magical Beast 4 3 Bee bear
    Centaurpede Monstrous Humanoid 3 3 Centipede centaur
    Dire Angler Fish Animal 3 2
    Octobear Magical Beast 10 12 Octopus bear
    Psycho-Bear Magical Beast 9 11 Psychic bear
    Pyrobear Magical Beast 12 11 Flaming bear
    Silverback Jester Magical Beast 3 3 Psionic monkey clown
    Timeraptor Magical Beast 8 11 Time traveling velociraptor
    Aw man. Can I just say that I love all of these?
    Give directly to the extreme poor.

  25. - Top - End - #355
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Lacuna Caster View Post
    Aw man. Can I just say that I love all of these?
    Thanks.

    You know. I don't even remember the inspiration for the monkey clown, anymore.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  26. - Top - End - #356
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Hero of Legend

    The Hero of Legend

    Alignment: Any good
    Hit Die: d6

    Level BAB Saves Special
    1 +1 +2/+2/+2 Spirit of the Hero, Kokiri Sword, Wooden Shield
    2 +2 +3/+3/+3 Boomerang, Evasion, Dodge
    3 +3 +3/+3/+3 Heart Container (d8), Heroic Physique
    4 +4 +4/+4/+4 Hidden Skill (Shield Attack), Hammerspace Inventory
    5 +5 +4/+4/+4 Bombs, Mettle, Fighter Bonus Feat
    6 +6 +5/+5/+5 Hero's Sword, Hylian Shield
    7 +7 +5/+5/+5 Hidden Skill (Spin Attack), Din's Fire
    8 +8 +6/+6/+6 Hero's Bow, Improved Evasion
    9 +9 +6/+6/+6 Heart Container (d10), Hidden Skill (Helm Splitter)
    10 +10 +7/+7/+7 Hookshot, Fighter Bonus Feat
    11 +11 +7/+7/+7 Master Sword, Mirror Shield
    12 +12 +8/+8/+8 Hidden Skill (Sword Beam), Farore's Wind
    13 +13 +8/+8/+8 Fire and Ice Arrows, Improved Mettle
    14 +14 +9/+9/+9 Hidden Skill (Parry), Power Bracelets
    15 +15 +9/+9/+9 Heart Container (d12), Longshot, Fighter Bonus Feat
    16 +16 +10/+10/+10 Light Sword
    17 +17 +10/+10/+10 Hidden Skill (Jump Strike), Nayru's Love
    18 +18 +11/+11/+11 Fairy in a Bottle
    19 +19 +11/+11/+11 Light Arrows
    20 +20 +12/+12/+12 Heart Container (d12+2), Hidden Skill (Hurricane Spin), Fighter Bonus Feat
    Class Skills (4 + Int)
    Balance, Climb, Craft, Concentration, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

    Weapon and Armor Proficiencies: A Hero of Legend is proficient with all simple and martial weapons and light armor and shields (except tower shield).

    Spirit of the Hero (Ex): A Hero of Legend possesses an unbreakable spirit and indomitable will. He is immune to all fear effects and receives a +2 bonus on will saves versus mind-affecting effects.

    Kokiri Sword (Ex): A Hero of Legend has inherited the skills and abilities of his past lives, especially those related to martial combat. When wielding a light weapon, he can add his dexterity modifier (if positive) to his attack and damage rolls.

    Wooden Shield (Ex): Among the inherited knowledge of a Hero of Legend is the ability to greater utilize shields in combat. When wielding a light shield, he can add his strength modifier (if positive) to his AC. This counts as part of his shield bonus to AC and, therefore, does not apply to touch AC.

    Boomerang (Ex): At level two, a Hero of Legend gains the ability to throw weapons in such a way that they always return to him. All weapons he throws, whether they hit or miss, come back to him at the end of the round. If he has a free hand, he can catch it, otherwise it falls in his square. This does not apply to grenade weapons like alchemist fire.

    Evasion (Ex): As the Rogue ability.

    Bonus Feats: At level two, a Hero of Legend gains Dodge as a bonus feat. At every fifth level, he also gains any fighter bonus feat for which he meets the prerequisites.

    Heart Container (Ex): As he progresses through his journey, a Hero of Legend becomes tougher and more resistant to damage. At level three, all his HD from this class become d8s instead of d6s (reroll hit points). At level nine, they become d10s, and at level 15, they become d12s. At level 20, he gains a bonus +2 hit points per class level.

    Heroic Physique (Ex): It takes a great amount of physical conditioning to be a Hero of Legend, and by level three, he is among the best athletes around. He gains a bonus on all strength and dexterity-based skill checks equal to his class level, and he can always take 10 on these skills, even when threatened.

    Hidden Skills: Over his many past lives, a Hero of Legend has learned numerous special combat techniques. As he advances in level, he relearns these skills.
    Shield Attack (Level 4) (Ex): Gain Improved Shield Bash as a bonus feat. After successfully hitting with a shield bash attack, the target must make a fortitude save versus the damage dealt or become dazed for one round.
    Spin Attack (Level 7) (Ex): Gain Whirlwind Attack as a bonus feat. A whirlwind attack takes a standard action to use.
    Helm Splitter (Level 9) (Ex): After successfully dazing an opponent with the Shield Attack ability, make a free extra attack against that opponent.
    Sword Beam (Level 12) (Su): When at full health and wielding a light or one-handed weapon, use a standard action to fire a sword beam. The sword beam is a 120 foot line that deals Xd6 damage to neutral creatures and Xd10 damage to evil creatures where X is equal to class level.
    Parry (Level 14) (Ex): Whenever an opponent makes a melee attack that misses, roll a reflex save against the attack roll. If successful, immediately make a free melee attack against that opponent.
    Jump Strike (Level 17) (Su): As a full-round action that provokes attacks of opportunity while wielding a melee weapon, make a jump check and move ten feet. At the end of that movement, attack all opponents within range, adding the result of the jump check to the damage roll.
    Hurricane Spin (Level 20) (Su): As a full-round action while wielding a melee weapon, move twice your speed without provoking attacks of opportunity and make an attack roll against every enemy that is within range at any point of your movement. You can attack the same opponent multiple times if they are still within range after moving. After using this ability, you become fatigued for 1d4+1 rounds.

    Hammerspace Inventory (Ex): A true Hero of Legend knows the secret of carrying around lots of various items and gadgets. You never know when something might come in handy. At level four, his maximum load is multiplied by two, and he never experiences movement or armor check penalties for encumbrance.

    Bombs (Ex): Blowing things up is always a useful skill to have, and at level 5, a Hero of Legend knows just how to do it. When using grenade weapons like alchemist fire, he deals Xd6 damage to the target and Xd2 splash damage where X equals his class level. In addition, his attacks with grenade weapons deal double damage to objects.

    Mettle (Ex): At 5th level, a Hero of Legend can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hero of Legend does not gain the benefit of mettle.

    Hero's Sword (Ex): Upon reaching level six, a Hero of Legend regains further skill with the use of his weapons. The Kokiri Sword ability now applies to one-handed weapons, and when wielding a light or one-handed weapon, he can strike through an opponent's guard. If he attacks a flatfooted, dazed, or stunned enemy, he targets touch AC.

    Hylian Shield (Ex):At sixth level, a Hero of Legend becomes even more adept at using his shield. The Wooden Shield ability now applies to heavy shields, and when wielding a light or heavy shield, he can block almost any attack, even those of a magical nature. He applies his shield bonus to his touch AC.

    Din's Fire (Sp): A Hero of Legend is capable of using magical powers, and at level seven, he acquires the first of these: an explosion of fire around hi.. As a standard action that provokes attacks of opportunity, he can use Din's Fire which deals Xd8 fire damage to all enemies within a 20 radius burst centered on himself where X equals his class level. This ability can be used once per minute.

    Hero's Bow (Ex): By level eight, a Hero of Legend is one of the best marksmen in the world thanks to his skill in Z-Targeting. He adds his class level as a bonus on all attack and damage rolls with ranged weapons.

    Improved Evasion (Ex): As the Rogue ability.

    Hookshot (Ex): One of a Hero of Legend's more unusual tools is the hookshot. At tenth level, he gains the ability to traverse short distances up walls and across gaps. As a standard action, he may instantly move to any square within 100 feet so long as there is a wall or sturdy object (tree, boulder, etc.) adjacent to it and a straight line of effect between it and the Hero of Legend.

    The hookshot may also be used to retrieve faraway objects. As a standard action, a Hero of Legend may acquire any unattended object of 20 pounds or less that is within 100 feet so long as there is a straight line of effect between it and him.

    Finally, the hookshot may be used to daze opponents. As a standard action, a Hero of Legend can make a ranged touch attack against any creature that is within 100 feet so long as there is a straight line of effect between them. If successful, the target must then make a fortitude save against a DC equal to the attack roll or be dazed for one round.

    At level fifteen, the Hero of Legend upgrades to the longshot which allows him to use this ability within a range of 200 feet.

    Master Sword (Su): A Hero of Legend is a warrior on the side of light in the battle between good and evil, and he can channel his inner purity to slay the creatures of the darkness. At level eleven, any weapon he wields is considered a holy weapon.

    Mirror Shield (Su): Upon reaching eleventh level, a Hero of Legend can use his inner goodness for defense as well as offense. When wielding a light or heavy shield, he gains a bonus to AC equal to half his level against ranged attacks, including ranged touch attacks. In addition, any ray effect that fails to hit him is reflected back at its source.

    Farore's Wind (Sp): At level twelve, a Hero of Legend gains the use of another magical ability, one that carries him on the wind to another place. This one allows him to teleport as the spell once per hour.

    Fire and Ice Arrows (Su): By level thirteen, a Hero of Legend can imbue his arrows with magical power. Any bow or crossbow he wields can be treated as either a flaming burst or icy burst weapon (or neither) at his choice. He can switch between them as a free action.

    Improved Mettle (Ex): At thirteenth level, a Hero of Legend can resist magical and unusual attacks with greater willpower or fortitude. If he fails his Will or Fortitude save against an attack that has a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead suffers that lesser effect. An unconscious or sleeping Hero of Legend does not gain the benefit of improved mettle.

    Power Bracelets (Su): A Hero of Legend already has great strength, but by obtaining the power bracelets, he can increase it even further. He gains a +8 enhancement bonus to strength. He also uses four times his maximum load to determine his weight limit for lifting and dragging.

    Light Sword (Su): By level sixteen, a Hero of Legend has grown powerful enough that the creatures of evil cower before him. Any light or one-handed weapon he wields sheds light like a lantern when drawn. Evil creatures within range of this light must make a will save against a DC equal to the Hero of Legend's class level or become shaken. Any evil creature struck by the weapon must make a will save against a DC equal to the attack roll or become frightened. This even affects creatures that are normally immune to fear, like undead.

    Nayru's Love (Sp): A Hero of Legend who reaches level seventeen acquires yet another magical ability. By coating himself in a magical aura, he becomes immune to all hit point damage for one minute. This ability can be used once per day.

    Fairy in a Bottle (Su): A Hero of Legend is protected by the magic of the fairies. At level eighteen, he can be saved from otherwise fatal wounds. Once per day, if he drops below 0 hit points he automatically returns to half health.

    Light Arrows (Su): The greatest weapon in the fight against evil is the legendary light arrow, and at level nineteen, a Hero of Legend gains the ability to use them. When wielding a bow or crossbow, he can make use light arrows (instead of fire or ice arrows). Whenever he hits an evil creature with a HD total that is less than the Hero of Legend's level it must make a fortitude save against a DC equal to the damage dealt or instantly die. This even affects creatures that are normally immune to death effects, like undead. If he hits an evil creature with equal or more HD, it must make a fortitude save against a DC equal to the damage dealt or become paralyzed for 1d4 rounds. This even affects creatures that are normally immune to paralysis, like dragons.


    Ex-Hero of Legend: A Hero of Legend who becomes non-good loses all spell-like and supernatural abilities granted by the class and can no longer advance in it. He can regain these abilities and can resume advancement if he returns to a good alignment and receives an Atonement spell.
    Last edited by Celestia; 2018-12-01 at 05:58 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  27. - Top - End - #357
    Troll in the Playground
    Join Date
    Dec 2013
    Location
    turkey
    Gender
    Male

    Default Re: Fighter Fix

    Quote Originally Posted by Celestia View Post
    The Hero of Legend

    Alignment: Any good
    Hit Die: d6

    Level BAB Saves Special
    1 +1 +2/+2/+2 Spirit of the Hero, Kokiri Sword, Wooden Shield
    2 +2 +3/+3/+3 Boomerang, Evasion, Dodge
    3 +3 +3/+3/+3 Heart Container (d8), Heroic Physique
    4 +4 +4/+4/+4 Hidden Skill (Shield Attack), Hammerspace Inventory
    5 +5 +4/+4/+4 Bombs, Mettle, Fighter Bonus Feat
    6 +6 +5/+5/+5 Hero's Sword, Hylian Shield
    7 +7 +5/+5/+5 Hidden Skill (Spin Attack), Din's Fire
    8 +8 +6/+6/+6 Hero's Bow, Improved Evasion
    9 +9 +6/+6/+6 Heart Container (d10), Hidden Skill (Helm Splitter)
    10 +10 +7/+7/+7 Hookshot, Fighter Bonus Feat
    11 +11 +7/+7/+7 Master Sword, Mirror Shield
    12 +12 +8/+8/+8 Hidden Skill (Sword Beam), Farore's Wind
    13 +13 +8/+8/+8 Fire and Ice Arrows, Improved Mettle
    14 +14 +9/+9/+9 Hidden Skill (Parry), Power Bracelets
    15 +15 +9/+9/+9 Heart Container (d12), Longshot, Fighter Bonus Feat
    16 +16 +10/+10/+10 Light Sword
    17 +17 +10/+10/+10 Hidden Skill (Jump Strike), Nayru's Love
    18 +18 +11/+11/+11 Fairy in a Bottle
    19 +19 +11/+11/+11 Light Arrows
    20 +20 +12/+12/+12 Heart Container (d12+2), Hidden Skill (Hurricane Spin), Fighter Bonus Feat
    Class Skills (4 + Int)
    Balance, Climb, Craft, Concentration, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

    Weapon and Armor Proficiencies: A Hero of Legend is proficient with all simple and martial weapons and light armor and shields (except tower shield).

    Spirit of the Hero (Ex): A Hero of Legend possesses an unbreakable spirit and indomitable will. He is immune to all fear effects and receives a +2 bonus on will saves versus mind-affecting effects.

    Kokiri Sword (Ex): A Hero of Legend has inherited the skills and abilities of his past lives, especially those related to martial combat. When wielding a light weapon, he can add his dexterity modifier (if positive) to his attack and damage rolls.

    Wooden Shield (Ex): Among the inherited knowledge of a Hero of Legend is the ability to greater utilize shields in combat. When wielding a light shield, he can add his strength modifier (if positive) to his AC. This counts as part of his shield bonus to AC and, therefore, does not apply to touch AC.

    Boomerang (Ex): At level two, a Hero of Legend gains the ability to throw weapons in such a way that they always return to him. All weapons he throws, whether they hit or miss, come back to him at the end of the round. If he has a free hand, he can catch it, otherwise it falls in his square. This does not apply to grenade weapons like alchemist fire.

    Evasion (Ex): As the Rogue ability.

    Bonus Feats: At level two, a Hero of Legend gains Dodge as a bonus feat. At every fifth level, he also gains any fighter bonus feat for which he meets the prerequisites.

    Heart Container (Ex): As he progresses through his journey, a Hero of Legend becomes tougher and more resistant to damage. At level three, all his HD from this class become d8s instead of d6s (reroll hit points). At level nine, they become d10s, and at level 15, they become d12s. At level 20, he gains a bonus +2 hit points per class level.

    Heroic Physique (Ex): It takes a great amount of physical conditioning to be a Hero of Legend, and by level three, he is among the best athletes around. He gains a bonus on all strength and dexterity-based skill checks equal to his class level, and he can always take 10 on these skills, even when threatened.

    Hidden Skills: Over his many past lives, a Hero of Legend has learned numerous special combat techniques. As he advances in level, he relearns these skills.
    Shield Attack (Level 4) (Ex): Gain Improved Shield Bash as a bonus feat. After successfully hitting with a shield bash attack, the target must make a fortitude save versus the damage dealt or become dazed for one round.
    Spin Attack (Level 7) (Ex): Gain Whirlwind Attack as a bonus feat. A whirlwind attack takes a standard action to use.
    Helm Splitter (Level 9) (Ex): After successfully dazing an opponent with the Shield Attack ability, make a free extra attack against that opponent.
    Sword Beam (Level 12) (Su): When at full health and wielding a light or one-handed weapon, use a standard action to fire a sword beam. The sword beam is a 120 foot line that deals Xd6 damage to neutral creatures and Xd10 damage to evil creatures where X is equal to class level.
    Parry (Level 14) (Ex): Whenever an opponent makes a melee attack that misses, roll a reflex save against the attack roll. If successful, immediately make a free melee attack against that opponent.
    Jump Strike (Level 17) (Su): As a full-round action that provokes attacks of opportunity while wielding a melee weapon, make a jump check and move ten feet. At the end of that movement, attack all opponents within range, adding the result of the jump check to the damage roll.
    Hurricane Spin (Level 20) (Su): As a full-round action while wielding a melee weapon, move twice your speed without provoking attacks of opportunity and make an attack roll against every enemy that is within range at any point of your movement. You can attack the same opponent multiple times if they are still within range after moving. After using this ability, you become fatigued for 1d4+1 rounds.

    Hammerspace Inventory (Ex): A true Hero of Legend knows the secret of carrying around lots of various items and gadgets. You never know when something might come in handy. At level four, his maximum load is multiplied by two, and he never experiences movement or armor check penalties for encumbrance.

    Bombs (Ex): Blowing things up is always a useful skill to have, and at level 5, a Hero of Legend knows just how to do it. When using grenade weapons like alchemist fire, he deals Xd6 damage to the target and Xd2 splash damage where X equals his class level. In addition, his attacks with grenade weapons deal double damage to objects.

    Mettle (Ex): At 5th level, a Hero of Legend can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hero of Legend does not gain the benefit of mettle.

    Hero's Sword (Ex): Upon reaching level six, a Hero of Legend regains further skill with the use of his weapons. The Kokiri Sword ability now applies to one-handed weapons, and when wielding a light or one-handed weapon, he can strike through an opponent's guard. If he attacks a flatfooted, dazed, or stunned enemy, he targets touch AC.

    Hylian Shield (Ex):At sixth level, a Hero of Legend becomes even more adept at using his shield. The Wooden Shield ability now applies to heavy shields, and when wielding a light or heavy shield, he can block almost any attack, even those of a magical nature. He applies his shield bonus to his touch AC.

    Din's Fire (Sp): A Hero of Legend is capable of using magical powers, and at level seven, he acquires the first of these: an explosion of fire around hi.. As a standard action that provokes attacks of opportunity, he can use Din's Fire which deals Xd8 fire damage to all enemies within a 20 radius burst centered on himself where X equals his class level. This ability can be used once per minute.

    Hero's Bow (Ex): By level eight, a Hero of Legend is one of the best marksmen in the world thanks to his skill in Z-Targeting. He adds his class level as a bonus on all attack and damage rolls with ranged weapons.

    Improved Evasion (Ex): As the Rogue ability.

    Hookshot (Ex): One of a Hero of Legend's more unusual tools is the hookshot. At tenth level, he gains the ability to traverse short distances up walls and across gaps. As a standard action, he may instantly move to any square within 100 feet so long as there is a wall or sturdy object (tree, boulder, etc.) adjacent to it and a straight line of effect between it and the Hero of Legend.

    The hookshot may also be used to retrieve faraway objects. As a standard action, a Hero of Legend may acquire any unattended object of 20 pounds or less that is within 100 feet so long as there is a straight line of effect between it and him.

    Finally, the hookshot may be used to daze opponents. As a standard action, a Hero of Legend can make a ranged touch attack against any creature that is within 100 feet so long as there is a straight line of effect between them. If successful, the target must then make a fortitude save against a DC equal to the attack roll or be dazed for one round.

    At level fifteen, the Hero of Legend upgrades to the longshot which allows him to use this ability within a range of 200 feet.

    Master Sword (Su): A Hero of Legend is a warrior on the side of light in the battle between good and evil, and he can channel his inner purity to slay the creatures of the darkness. At level eleven, any weapon he wields is considered a holy weapon.

    Mirror Shield (Su): Upon reaching eleventh level, a Hero of Legend can use his inner goodness for defense as well as offense. When wielding a light or heavy shield, he gains a bonus to AC equal to half his level against ranged attacks, including ranged touch attacks. In addition, any ray effect that fails to hit him is reflected back at its source.

    Farore's Wind (Sp): At level twelve, a Hero of Legend gains the use of another magical ability, one that carries him on the wind to another place. This one allows him to teleport as the spell once per hour.

    Fire and Ice Arrows (Su): By level thirteen, a Hero of Legend can imbue his arrows with magical power. Any bow or crossbow he wields can be treated as either a flaming burst or icy burst weapon (or neither) at his choice. He can switch between them as a free action.

    Improved Mettle (Ex): At thirteenth level, a Hero of Legend can resist magical and unusual attacks with greater willpower or fortitude. If he fails his Will or Fortitude save against an attack that has a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead suffers that lesser effect. An unconscious or sleeping Hero of Legend does not gain the benefit of improved mettle.

    Power Bracelets (Su): A Hero of Legend already has great strength, but by obtaining the power bracelets, he can increase it even further. He gains a +8 enhancement bonus to strength. He also uses four times his maximum load to determine his weight limit for lifting and dragging.

    Light Sword (Su): By level sixteen, a Hero of Legend has grown powerful enough that the creatures of evil cower before him. Any light or one-handed weapon he wields sheds light like a lantern when drawn. Evil creatures within range of this light must make a will save against a DC equal to the Hero of Legend's class level or become shaken. Any evil creature struck by the weapon must make a will save against a DC equal to the attack roll or become frightened. This even affects creatures that are normally immune to fear, like undead.

    Nayru's Love (Sp): A Hero of Legend who reaches level seventeen acquires yet another magical ability. By coating himself in a magical aura, he becomes immune to all hit point damage for one minute. This ability can be used once per day.

    Fairy in a Bottle (Su): A Hero of Legend is protected by the magic of the fairies. At level eighteen, he can be saved from otherwise fatal wounds. Once per day, if he drops below 0 hit points he automatically returns to half health.

    Light Arrows (Su): The greatest weapon in the fight against evil is the legendary light arrow, and at level nineteen, a Hero of Legend gains the ability to use them. When wielding a bow or crossbow, he can make use light arrows (instead of fire or ice arrows). Whenever he hits an evil creature with a HD total that is less than the Hero of Legend's level it must make a fortitude save against a DC equal to the damage dealt or instantly die. This even affects creatures that are normally immune to death effects, like undead. If he hits an evil creature with equal or more HD, it must make a fortitude save against a DC equal to the damage dealt or become paralyzed for 1d4 rounds. This even affects creatures that are normally immune to paralysis, like dragons.


    Ex-Hero of Legend: A Hero of Legend who becomes non-good loses all spell-like and supernatural abilities granted by the class and can no longer advance in it. He can regain these abilities and can resume advancement if he returns to a good alignment and receives an Atonement spell.
    you know link, zelda and ganondorf are technicly cursed to eternaly repeat same cycle over and over until either zelda or ganondorf decides to pull kabuto and rethink their life.
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  28. - Top - End - #358
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Stand User

    The Stand User

    Alignment: Any
    Hit Die: d10

    Level BAB Saves Special
    1 +0 +2/+0/+2 Manifest Stand, Stand Abilities (3, 0th), Wild Talent
    2 +1 +3/+0/+3 Stand By Me
    3 +2 +3/+1/+3 Stand Abilities (6)
    4 +3 +4/+1/+4 Stand Abilities (1st)
    5 +3 +4/+1/+4 Stand Abilities (9), Iron Will
    6 +4 +5/+2/+5 I Stand Alone
    7 +5 +5/+2/+5 Stand Abilities (12, 2nd)
    8 +6 +6/+2/+6 We Stand Together
    9 +6 +6/+3/+6 Stand Abilities (15)
    10 +7 +7/+3/+7 Stand Abilities (3rd)
    11 +8 +7/+3/+7 Stand Abilities (18), Can't Stand Still
    12 +9 +8/+4/+8 Time Stand Still
    13 +9 +8/+4/+8 Stand Abilities (21, 4th)
    14 +10 +9/+4/+9 Can't Stand Losing You
    15 +11 +9/+5/+9 Stand Abilities (24)
    16 +12 +10/+5/+10 Stand Abilities (5th)
    17 +12 +10/+5/+10 Stand Abilities (27)
    18 +13 +11/+6/+11 Don't Stand Another Chance
    19 +14 +11/+6/+11 Stand Abilities (30, 6th)
    20 +15 +12/+6/+12 Here I Stand
    Class Skills (4 + Int)
    Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Profession, Sense Motive, Spot, Survival, Swim, Tumble

    Weapon and Armor Proficiencies: A Stand User is proficient with all simple and martial weapons and all armor and shields (except tower shields).

    Manifest Stand (Su): A Stand User can manifest a guardian soul called a Stand from sheer willpower and fighting spirit. Stand Users do battle using these Stands. The Stand has the same stats and feats as the Stand User and acts on his turn. The Stand is incorporeal but can fully interact with material objects and creatures and gains a fly speed (perfect maneuverability) equal to the Stand User's land speed. It cannot, however, equip items, but any magic items worn by the Stand User also apply their benefits to the Stand. For instance, if the Stand User wears a Belt of Strength +4, the Stand would also receive a +4 enhancement bonus to strength. Since Stands cannot wield weapons, they fight with their fists, gaining Improved Unarmed Strike as a bonus feat.

    Manifesting a Stand is a move action, while using a Stand in battle is a standard action. While the Stand is being used, it gets both a standard and move action as normal, but it cannot move more than twenty feet away from the Stand User. When the Stand is not being directed, it hovers in the Stand User's space. The Stand also manifests in the Stand User's space.

    The Stand is also invisible to non-Stand Users as per the spell Greater Invisibility. A Stand's invisibility cannot be purged or dispelled, but it can be seen with See Invisibility and other effects.

    A Stand User and his stand share an HP pool. As one takes damage, so does the other. As the Stand is merely a projection of the Stand User's mind, it cannot be directly affected by mental attacks. As such, a Stand is immune to all mind-affecting effects. However, the Stand does serve as a second target for line of effect towards the Stand User. The Stand also cannot be affected by any morale bonuses or penalties, but any such effects affecting the Stand User are carried over to the Stand. In addition, the Stand User can perceive the world through his Stand and receives all sensory information from it. The Stand has all the same senses as the Stand User. However, if the Stand User loses a sense due to an injury (such as having his eyes damaged), the Stand retains its senses.

    Dismissing a Stand is a free action. Keeping a Stand active for extended periods of time is mentally taxing. After ten minutes of continuous use, the Stand User must begin making Will saves every minute versus a DC equal to the number of minutes the Stand has been active. If he fails this save, the Stand is automatically dismissed, and the Stand User takes 1d4-1 Intelligence damage and becomes fatigued. Thereafter, his Stand burns out and cannot be manifested again for an hour. If the Stand is willingly dismissed, it can be manifested again at any time, though the Stand User must wait at least ten minutes to reset the continuous use counter.

    Stand Abilities (Su): As Stands are extensions of a Stand User's psyche, the Stand User can shape and personalize the Stand to his whim. He gains 3 points that can be used to augment a Stand's abilities. At every odd level, he gains 3 more points to distribute and can redistribute his previous points.
    Increase Strength (1 point): The Stand's strength score increases by 1 per point spent.
    Increase Dexterity (1 point): The Stand's dexterity score increases by 1 per point spent.
    Increase Constitution (1 point): The Stand's constitution score increases by 1 per point spent. Any extra hit points gained from a higher constitution modifier are treated as temporary hit points that refresh an hour after the encounter ends.
    Decrease Size (2 points): The Stand becomes one size category smaller. It gains +4 dexterity and loses -2 strength. Can be taken multiple times to stack effects.
    Increase Size (3 points): The Stand becomes one size category bigger. It gains +4 strength and loses -2 dexterity. Can be taken multiple times to stack effects.
    Increase Speed (1 point):The Stand's fly speed increases by 10 feet per point spent.
    Increase BAB (3 points): The Stand has full BAB.
    Boost Attack (2 points): The Stand gains an attack bonus on all attacks equal to the Stand User's charisma modifier.
    Boost Damage (2 points): The Stand gains a damage bonus on all attacks equal to the Stand User's charisma modifier.
    Boost Armor Class (2 points): The Stand user gains a bonus to AC equal to the Stand User's charisma modifier.
    Boost Skill (1 point): The Stand gains a bonus on checks with a single skill equal to the Stand User's charisma modifier. Can be taken multiple times for different skills.
    Boost Durability (3 points): The Stand gains DR/- equal to the Stand User's charisma modifier.
    Boost Resistance (2 points): The Stand gains resistance to one type of energy at 5% per point of the Stand User's charisma modifier.
    Weapon Use (1 points): The Stand can wield weapons and shields. It is has the same proficiencies as the Stand User.
    Armor Use (1 points): The Stand can wear armor. It has the same proficiencies as the Stand User.
    Item Use (2 points): The Stand can use use-activated items.
    Fighter Bonus Feat (2 points): The Stand gains a fighter bonus feat. Either it or the Stand User must meet the prerequisites.
    Bonus Feat (3 points):The Stand gains any bonus feat. Either it or the Stand User must meet the prerequisites.
    Spell-Like Ability (variable): The Stand gains an SLA usable at will. The point cost is equal to the spell's level +1. At first level, a Stand can only get SLAs of 0th level spells, but this limit increases by one every three levels after first. Caster level is equal to Stand User level.
    Psi-Like Ability (variable): The Stand gains an PLA usable at will. The point cost is equal to the power's level +1. At first level, a Stand can only get PLAs of 0th level powers, but this limit increases by one every three levels after first. The damage and DCs of these powers automatically scale with level, but no other augments are gained. Manifester level is equal to Stand User level.

    Wild Talent: At first level, a Stand User gains Wild Talent as a bonus feat.

    Stand By Me (Su): By level two, a Stand User becomes better at using his Stand to defend himself. While the Stand is manifested, the Stand User receives a bonus to AC equal to his Will save bonus.

    Iron Will: At fifth level, a Stand User gains Iron Will as a bonus feat.

    I Stand Alone (Su): A fifth level Stand User has learned how to project his Stand at a greater distance. His Stand can now move up to 60 feet away plus 10 feet per point of charisma modifier.

    We Stand Together (Su): Upon reaching level eight, a Stand User has become intuitive enough that his Stand can react on its own. Whenever a Stand User is attacked while flat-footed, even if he does not know the attack is coming, he rolls a Will save with a +2 bonus versus a DC equal to the attack roll. If he succeeds, his Stand automatically manifests and blocks the attack. This counts as acting in combat and means the Stand User is no longer flat-footed. He cannot use this ability when his Stand is burned out.

    Can't Stand Still (Su): At level eleven, a Stand User can manipulate his Stand with greater efficiency. Manifesting a Stand now takes a swift action, and directing a Stand in combat is now a move action action.

    Time Stand Still (Su): By level twelve, a Stand User can think quickly enough that it boosts his Stand's speed and allows it to permanently act as if hasted.

    Can't Stand Losing You (Su): A fourteenth level Stand User has mastered his psyche enough to better protect himself and his Stand from psychic attacks. He can apply his charisma modifier as a bonus on all Will saves versus mind-affecting effects. In addition, both he and his Stand gain Power Resistance equal to his Stand User level plus his charisma modifier. If magic-psionic transparency is in effect, this power resistance applies only to enchantment and illusion spells.

    Don't Stand Another Chance (Su): By level eighteen, a Stand User has become familiar enough with how his Stand works that he can alter it at will. By spending an hour in deep meditation, he can reassign any and all points in his Stand Abilities class feature. If this meditation is interrupted, he must start over.

    Here I Stand (Su): A twentieth level Stand User can now perfectly use his Stand as easily as he breathes. Manifesting a Stand is now an immediate action, and directing a Stand in combat is a free action.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  29. - Top - End - #359
    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Pixie Rebalance

    Pixie Rebalance

    -6 Strength, +4 Dexterity, +2 Intelligence, +2 Charisma
    The pixie increases these bonuses at the following levels:
    Level 4: +4 Intelligence, +4 Charisma
    Level 8: +6 Dexterity, +2 Wisdon
    Level 12: +6 Intelligence, +6 Charisma
    Level 16: +8 Dexterity, +4 Wisdom

    Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.

    A pixie’s base land speed is 20 feet. It also has a fly speed of 20 feet (average). A pixie cannot use the run action while flying until level 9. The pixie's fly speed improves with level.
    Level 6: 40 feet (average)
    Level 9: 40 feet (good), can use the run action
    Level 12: 60 feet (good)

    Low-light vision

    Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.

    Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.

    Spell-like abilities
    A pixie can use the following spells once per day with a caster level equal to HD (charisma modifier for saves): Dancing Lights, Detect Magic, and Lesser Confusion.
    At level 4, the pixie gains Detect Thoughts and Entangle.
    At level 8, the pixie gains Dispel Magic.
    At level 12, the pixie gains Permanent Image.
    At level 16, the pixie gains Irresistible Dance.

    Damage Reduction
    At level 5, a pixie gains DR 5/magic. This improves to DR 5/cold iron at level 10 and to DR 10/cold iron at level 15.

    Invisibility (Su)
    A pixie can turn Invisible, as the spell, for a number of rounds per day equal to her charisma modifier. These rounds need not be consecutive. A pixie can becomd invisible as a move action. This ability improves with level.
    Level 4: the pixie can become invisible as a free action.
    Level 8: the pixie no longer has a round limit on invisibility.
    Level 12: the pixie is constantly invisible as per the Greater Invisibility spell. This can be suppressed or resumed as a free action.

    Spell Resistance
    At level 5, a pixie gains SR 5+HD. This improves to SR 10+HD at level 10 and to SR 15+HD at level 15.

    Automatic Languages: Common, Sylvan
    Bonus Languages: Auran, Elven, Goblin, Gnome, Halfling

    Favored Class: Sorcerer

    Level Adjustment: +1, increases to +2 at level 12.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  30. - Top - End - #360
    Barbarian in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2009
    Location
    Auckland
    Gender
    Male

    Default Re: Ghost Boy

    Why is the class called Ghost Boy? Shouldn't it be called "half-ghost"? Not only is "Ghost Boy" ageist and sexist, the name makes players think they're playing Casper not Danny Phantom. Also, half-ghost fits into the existing D & D naming scheme.
    President and founder of the "Jonathan Harker Was The True Hero of Dracula" Fan club.
    To join, you may either add J.H.W.T.T.H.O.D to your sig or modify the sig above.
    (Avatar darkwizard.png by Teutonic Knight.)




    Spoiler: What Pokemon are you?
    Show

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •