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  1. - Top - End - #1
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    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Base Class Contest XXXXIV: Power Word: Homebrew

    Power Word: Homebrew!

    Welcome to Base Class Contest number forty-four! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to... uh, brag that you won this contest!

    1. You will be creating an original base class based around a theme of languages; anything is possible, from a rune-reading diviner to yet another truenamer fix, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial manoeuvres, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!

    2. Submissions are due by 10:00 British Summer Time/Western European Summer Time (UK/ROI/Portugal/Morocco) on August 1630th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.

    3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.

    4. Anyone can participate. Everyone is allowed only one entry per contest.

    5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


    The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

    May your swords stay sharp, may the odds be ever in your favour, and may all of your die rolls be high...

    Go!
    Last edited by Jormengand; 2018-08-21 at 08:45 AM.

  2. - Top - End - #2
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    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    Base Class Name

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Class Ability
    2nd
    +x
    +x
    +x
    +x
    Class Ability
    3rd
    +x
    +x
    +x
    +x
    Class Ability
    4th
    +x
    +x
    +x
    +x
    Class Ability
    5th
    +x
    +x
    +x
    +x
    Class Ability
    6th
    +x
    +x
    +x
    +x
    Class Ability
    7th
    +x
    +x
    +x
    +x
    Class Ability
    8th
    +x
    +x
    +x
    +x
    Class Ability
    9th
    +x
    +x
    +x
    +x
    Class Ability
    10th
    +x
    +x
    +x
    +x
    Class Ability
    11th
    +x
    +x
    +x
    +x
    Class Ability
    12th
    +x
    +x
    +x
    +x
    Class Ability
    13th
    +x
    +x
    +x
    +x
    Class Ability
    14th
    +x
    +x
    +x
    +x
    Class Ability
    15th
    +x
    +x
    +x
    +x
    Class Ability
    16th
    +x
    +x
    +x
    +x
    Class Ability
    17th
    +x
    +x
    +x
    +x
    Class Ability
    18th
    +x
    +x
    +x
    +x
    Class Ability
    19th
    +x
    +x
    +x
    +x
    Class Ability
    20th
    +x
    +x
    +x
    +x
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):


    ---------------------------------Full Spellcasting Classes----------------------------------------


    Base Class Name

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    +x
    +x
    +x
    +x
    Class Ability x x - - - - - - - -
    2nd
    +x
    +x
    +x
    +x
    Class Ability x x - - - - - - - -
    3rd
    +x
    +x
    +x
    +x
    Class Ability x x x - - - - - - -
    4th
    +x
    +x
    +x
    +x
    Class Ability x x x - - - - - - -
    5th
    +x
    +x
    +x
    +x
    Class Ability x x x x - - - - - -
    6th
    +x
    +x
    +x
    +x
    Class Ability x x x x - - - - - -
    7th
    +x
    +x
    +x
    +x
    Class Ability x x x x x - - - - -
    8th
    +x
    +x
    +x
    +x
    Class Ability x x x x x - - - - -
    9th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x - - - -
    10th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x - - - -
    11th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x - - -
    12th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x - - -
    13th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x - -
    14th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x - -
    15th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x -
    16th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x -
    17th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x
    18th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x
    19th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x
    20th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    Spells: Explain the spellcasting mechanics your class uses!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):



    Spoiler: Copy-Paste Code
    Show
    [CENTER][b][SIZE=3][U]Base Class Name[/U][/SIZE][/b]

    Put an optional image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:grid head"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] What weapons and armor with which your class is proficient!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]


    ---------------------------------Full Spellcasting Class----------------------------------------

    [CENTER][b][SIZE=3][U]Base Class Name[/U][/SIZE][/b]

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:grid head"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [th][b]0[/b][/th]
    [th][b]1st[/b][/th]
    [th][b]2nd[/b][/th]
    [th][b]3rd[/b][/th]
    [th][b]4th[/b][/th]
    [th][b]5th[/b][/th]
    [th][b]6th[/b][/th]
    [th][b]7th[/b][/th]
    [th][b]8th[/b][/th]
    [th][b]9th[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
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    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] Which weapons and armor your class is proficient in!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [B]Spells:[/B] Explain the spellcasting mechanics your class uses!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    The Guide

    I always know what to say.

    Every spellcaster knows that words have power, but some adventurers tap into that magic without ever casting a proper spell. A Guide searches for this power in the languages of other cultures, adapting to challenges with each new dialect that he learns.

    Adventures: A Guide is consumed with a passion for exploration and discovery, which he satiates by learning new languages, both mortal and supernatural.

    Characteristics: A Guide's special insights are powerful but generally limited to particular types of challenges. Apart from his mastery of languages he generally serves in social situations as a party "face" or in combat as a simple warrior.

    Alignment: Guides are free to pursue any alignment they choose, though due to their bohemian natures they tend towards neutrality on at least one alignment axis.

    Religion: Guides generally worship deities of Community, Knowledge, Runes, or Travel, in keeping with their favoured pursuits.

    Background: A Guide can come from any background - wanderlust strikes an urban dilettante as easily as it does an adventurous peasant.

    Races: Guides tend to originate from humans and the other "adaptable" races (halflings, half-elves, etc.). However, there are many elven academics and orcish tribal lore-keepers who choose to expand their knowledge as Guides.

    Other Classes: Guides aren't as deadly as other martial characters, nor as magically adept as true spellcasters, but they can provide useful support nonetheless.

    Role: A Guide is generally a supporting party member, though their special abilities can greatly aid a party travelling in unfamiliar locales.

    Adaptation: A Guide's abilities are narrowly defined but obviously supernatural; they should be limited to high-fantasy campaigns.

    The Guide

    Guides have the following game statistics.

    Abilities: A Guide generally relies on mundane methods in combat, and so benefits from high physical ability scores (Constitution, Dexterity, and Strength). Charisma powers his class features but he has little use for high Intelligence and Wisdom scores.

    Alignment: Any.

    Hit Die: d8

    Starting Age: As barbarian.

    Starting Gold: As monk.

    Class Skills
    The Guideís class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

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

    Table: The Guide
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +2
    Polyglot, Runes
    2nd
    +1
    +3
    +3
    +3
    Authority
    3rd
    +2
    +3
    +3
    +3
    Runes
    4th
    +3
    +4
    +4
    +4
    5th
    +3
    +4
    +4
    +4
    Runes
    6th
    +4
    +5
    +5
    +5
    Improved Runes
    7th
    +5
    +5
    +5
    +5
    Runes
    8th
    +6/+1
    +6
    +6
    +6
    9th
    +6/+1
    +6
    +6
    +6
    Guided Travel, Runes
    10th
    +7/+2
    +7
    +7
    +7
    11th
    +8/+3
    +7
    +7
    +7
    Runes
    12th
    +9/+4
    +8
    +8
    +8
    Greater Runes
    13th
    +9/+4
    +8
    +8
    +8
    Runes
    14th
    +10/+5
    +9
    +9
    +9
    15th
    +11/+6/+1
    +9
    +9
    +9
    Runes
    16th
    +12/+7/+2
    +10
    +10
    +10
    17th
    +12/+7/+2
    +10
    +10
    +10
    Runes
    18th
    +13/+8/+3
    +11
    +11
    +11
    19th
    +14/+9/+4
    +11
    +11
    +11
    Runes
    20th
    +15/+10/+5
    +12
    +12
    +12

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

    Weapon and Armor Proficiencies
    A Guide is proficient with all simple and martial weapons. He is proficient with all types of armour and with shields (except tower shields).

    Polyglot (Ex)
    A Guide gains Polyglot as a bonus feat at 1st level. He need not meet its prerequisites, and he regains any skill points he already invested in Speak Language when he gains this ability.

    Runes (Ex or Su)
    A Guide's mastery of language and culture allows him to unlock special powers known as Runes. Runes represent mystical knowledge of the inner workings of various cultures - both their strengths and weaknesses. At first level and every odd-numbered level thereafter the Guide chooses a language and gains the associated Rune powers.

    The Guide may suppress or reactivate any Rune effect as a free action. Caster level for all effects is equal to the Guide's class level. Save DC (if any) is equal to 10 + one-half the Guide's class level + his Charisma modifier.

    Unless otherwise specified, bonus feats and skill-related benefits of Runes are exceptional abilities. All other Rune benefits are supernatural abilities.

    Allies
    Many Runes grant benefits to the Guide's allies. For this purpose, his allies are considered to be party members and friendly NPCs within 300 feet of the Guide.

    Skills
    Each Rune has associated skill checks. The Guide may always perform such checks untrained, may always take 10 on these checks (even if rushed or threatened), and gains a competence bonus on these checks equal to one-half his class level. If a Guide receives a bonus on the same check from more than one Rune, the bonuses overlap (do not stack).

    The "Special" skill under each Rune refers to any Charisma- Intelligence-, or Wisdom-based skill check dealing with the associated entities, places, or things. For example, the Aquan Rune might grant a competence bonus on Diplomacy checks against merfolk, Knowledge checks about the Elemental Plane of Water, Use Magic Device checks made to activate a trident of fish command, and so forth.

    Improved Runes
    At 6th level the Guide unlocks the Improved ability for every Rune he knows.

    Greater Runes
    At 12th level the Guide unlocks the Greater ability for every Rune he knows.

    The Runes for each language are listed as follows:

    Spoiler: Abyssal
    Show
    The Guide gains a constant inherent protection from chaos effect. If he possess the Infernal Rune, he also gains a protection from evil effect.

    Skills: Intimidate, Sense Motive, Special (supernatural chaotic evil).

    Improved: The Guide radiates a magic circle against chaos. If he possess the Infernal Rune, he also gains a magic circle against evil.

    Greater: The deflection and resistance bonuses from the above abilities are doubled, and the radius of the magic circle effect(s) increases to 30 feet.


    Spoiler: Aquan
    Show
    The Guide gains a Swim speed equal to his base land speed, cold resistance 10, and the ability to breathe underwater. All his allies gain cold resistance 5, may breathe underwater, and gain the Guide's competence bonus on Swim checks.

    Skills: Escape Artist, Swim, Special (aquatic).

    Improved: The Guide's swim speed doubles and his cold resistance improves to cold resistance 20. The cold resistance of his allies improves to cold resistance 10.

    Greater: The Guide's swim speed triples and he gains immunity to cold. The cold resistance of his allies improves to cold resistance 20.


    Spoiler: Auran
    Show
    The Guide gains electricity and sonic resistance 10, and his allies gain electricity and sonic resistance 5. The Guide and all his allies gain constant inherent endure elements and featherfall effects.

    Skills: Balance, Escape Artist, Tumble, Special (aerial).

    Improved: The Guide gains a fly speed equal to his base land speed (average maneuverability), and his energy resistances improve to electricity and sonic resistance 20. The energy resistances of his allies improve to electricity and sonic resistance 10.

    Greater: The Guide's fly speed improves to twice his base land speed (perfect maneuverability) and he gains immunity to electricity and sonic. The energy resistances of his allies improve to electricity and sonic resistance 20.


    Spoiler: Celestial
    Show
    The Guide gains a constant inherent protection from good effect.

    Skills: Diplomacy, Heal, Sense Motive, Special (supernatural good).

    Improved: The Guide radiates a magic circle against good.

    Greater: The deflection and resistance bonuses from the above abilities are doubled, and the radius of the magic circle effect increases to 30 feet.


    Spoiler: Common
    Show
    The Guide may use charm person three times per day as a supernatural ability.

    Skills: Gather Information, Knowledge (local), Profession, Special (humans, halflings, half-elves, half-orcs).

    Improved: The Guide may use teleport three times per day as a supernatural ability.

    Greater: The Guide may use greater teleport three times per day as a supernatural ability.


    Spoiler: Draconic
    Show
    The Guide gains a +2 bonus to his Charisma, Constitution, and Strength scores.

    Skills: Appraise, Knowledge (arcana), Special (dragons, sorcerers, treasure).

    Improved: The Guide gains a constant inherent barkskin effect.

    Greater: The Guide gains immunity to paralysis and sleep effects.


    Spoiler: Druidic
    Show
    The Guide gains the Nature Sense and Wild Empathy abilities as a druid of his class level.

    Skills: Handle Animal, Knowledge (nature), Survival, Special (druids).

    Improved: The Guide gains the Animal Companion, Trackless Step, and Woodland Stride abilities as a druid of his class level.

    Greater: The Guide gains the Wild Shape ability as a druid of his class level.

    At the DM's option, a Guide may only learn this Rune by persuading (or torturing) a druid into revealing the Druidic language, or might simply be unable to learn the Rune at all.


    Spoiler: Dwarven
    Show
    The Guide gains Great Fortitude as a bonus feat and spell resistance equal to his class level +5. This spell resistance (including the spell resistances described below) never interferes with helpful spells.

    Additionally, the Guide may use his class level as his caster level for meeting the prerequisites of item creation feats and when crafting magic items. He ignores spell prerequisites when crafting magic items (e.g. he need not be able to cast bear's endurance to craft an amulet of health +2).

    Skills: Appraise, Craft, Knowledge (architecture and engineering), Search, Special (dwarves).

    Improved: The Guide's spell resistance improves to his class level +10. All of his allies gain spell resistance equal to his class level +5.

    Greater: The Guide's spell resistance improves to his class level +15. The spell resistance of his allies increases to the Guide's class level +10.


    Spoiler: Elven
    Show
    The Guide gains a +2 bonus to his Dexterity score and gains the Combat Style ability, as a ranger.

    Skills: Balance, Listen, Spot, Tumble, Special (elves).

    Improved: The Guide gains additional +2 bonus to his Dexterity score and the appropriate Improved Combat Style.

    Greater: The Guide gains an additional +2 bonus to his Dexterity score and the appropriate Combat Style Mastery.


    Spoiler: Giant
    Show
    The Guide gains the Powerful Build special quality (he is treated as his own size or one size category larger, whichever is more advantageous at the time) and a +2 bonus to his Strength score.

    Skills: Intimidate, Special (giants).

    Improved: The Guide's Powerful Build improves such that he is considered two size categories larger. He gains an additional +2 bonus to his Strength score.

    Greater: The Guide's Powerful Build improves such that he is considered three size categories larger. He gains an additional +2 bonus to his Strength score.


    Spoiler: Gnome
    Show
    The Guide gains the Bardic Knowledge and Bardic Music (countersong, fascinate, and inspire courage only) abilities as a bard of his class level.

    Additionally, he may use the Ranged Legerdemain ability once per day, as an arcane trickster.

    Skills: Perform, Sleight of Hand, Special (bards, gnomes).

    Improved: The Guide may use good hope and major image each three times per day as a supernatural ability.

    Greater: The Guide may use greater heroism and heroes' feast each three times per day as a supernatural ability.


    Spoiler: Goblin
    Show
    The Guide gains Sneak Attack +1d6 only as a rogue, and Dodge as a bonus feat.

    Skills: Hide, Move Silently, Special (goblinoids).

    Improved: The Guide gains a fighter bonus feat, his Sneak Attack improves to +2d6, and he gains the Poison Use ability, as an assassin.

    Greater: The Guide gains an additional bonus fighter feat, his Sneak Attack improves to +3d6, and he gains the Hide In Plain Sight ability, as an assassin.


    Gnolls... favoured class = ranger...

    Spoiler: Halflings
    Show
    The Guide gains a +1 luck bonus on attack rolls, skills checks, and his Armour Class. Additionally, he gains the Trapfinding ability, as a rogue.

    Skills: Disable Device, Hide, Move Silently, Open Lock, Search, Sleight of Hand, Special (halflings, rogues).

    Improved: The luck bonus described above increases to +2.

    Greater: The luck bonus described above increases to +3.


    Spoiler: Ignan
    Show
    The Guide gains fire resistance 10 and any weapon he wields (including natural weapons and unarmed strikes) gains the flaming special property. His allies gain fire resistance 5.

    Skills: Climb, Tumble, Special (fire).

    Improved: The Guide gains fire resistance 20 and the flaming property described above improves to the fiery burst property. The fire resistance of his allies improves to fire resistance 10.

    Greater: The Guide gains immunity to fire and is surrounded by a constant inherent fire shield (warm flames only). The fire resistance of his allies improves to fire resistance 20.


    Spoiler: Infernal
    Show
    The Guide gains a constant inherent protection from law effect. If he possess the Abyssal Rune, he also gains a protection from evil effect.

    Skills: Bluff, Sense Motive, Special (supernatural lawful evil).

    Improved: The Guide radiates a magic circle against law. If he possess the Abyssal Rune, he also gains a magic circle against chaos.

    Greater: The deflection and resistance bonuses from the above abilities are doubled, and the radius of the magic circle effect(s) increases to 30 feet.


    Spoiler: Orc
    Show
    The Guide gains Diehard, Endurance, Power Attack, and Toughness as bonus feats. He need not meet their prerequisites.

    Skills: Intimidate, Special (barbarians, orcs).

    Improved: The Guide gains the ability to Rage as a barbarian of his class level.

    Greater: The Guide gains the Greater Rage barbarian ability.


    Spoiler: Sylvan
    Show
    The Guide gains damage reduction 1/cold iron and a +2 bonus to his Charisma score.

    Skills: Bluff, Knowledge (nature), Sense Motive, Special (fey, nature).

    Improved: The Guide's damage reduction improves to 3/cold iron and he gains the Resist Nature's Lure ability, as a druid. He may use glitterdust and invisibility each three times per day as a supernatural ability.

    Greater: The Guide's damage reduction improves to 5/cold iron and he gains immunity to charm, confusion, dazzling, enthralling, and fascination effects.


    Spoiler: Terran
    Show
    The Guide gains damage reduction 2/adamantine and tremorsense out to 30 feet.

    Skills: Climb, Knowledge (geography), Special (terrestrial).

    Improved: The Guide's damage reduction improves to 5/adamantine and he gains a burrow speed equal to his base land speed. At his option may burrow at half speed to shore up the tunnel (allowing other creatures to follow him if they cannot burrow themselves).

    Greater: The Guide's damage reduction improves to 10/adamantine and his burrow speed improves to twice his base land speed. The range of his tremorsense improves to 60 feet.


    Spoiler: Undercommon
    Show
    The Guide gains a Climb speed equal to his base land speed, resistance to acid 10, and Blind-Fight as a bonus feat. His allies gain acid resistance 5.

    Skills: Climb, Knowledge (dungeoneering), Special (underground).

    Improved: The Guide gains blindsense out to 30 feet and acid resistance 20. The acid resistance of his allies improves to acid resistance 10.

    Greater: The Guide gains blindsight out to 30 feet and immunity to acid. The acid resistance of his allies improves to acid resistance 20.


    Authority (Su)
    At 2nd level a Guide's mastery of languages grants him power over certain natural or supernatural creatures. He may rebuke and command creatures of a particular type just as an evil cleric rebukes undead, provided that he possess the appropriate rune (see below). At the DM's option, this ability may affect other creatures e.g. the Sylvan Rune might allow a Guide to command a unicorn, or the Abyssal Rune might allow him to rebuke a chaotic evil cleric.

    Table: Authority Runes
    Rune Creatures
    Abyssal Chaotic evil elementals, fey, and outsiders
    Aquan [Aquatic] and [Water] creatures
    Auran [Air] creatures
    Celestial Good-aligned elementals, fey, and outsiders
    Druidic or Sylvan Animals, fey, plants, and vermin
    Ignan [Fire] creatures
    Infernal Lawful evil elementals, fey, and outsiders
    Terran [Earth] creatures

    Guided Travel (Su)
    At 9th level a Guide learns the ways between both words and worlds. He may use plane shift three times per day as a supernatural ability (caster level = class level, save DC 10 + one-half his class level + his Charisma modifier), but only for travel to a plane associated with one of his Runes (or back to the Material Plane). For example, if he possessed the Ignan Rune he could travel to the Elemental Plane of Fire or to an Outer Plane with the fire-dominant trait.
    Last edited by rferries; 2018-07-23 at 06:23 AM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    The Scribe

    "You know, I have a scroll for just that." -Albus Dorns

    Scribes delve for years in ancient volumes and long forgotten tomes. They learn all they can, working with ancient magic items and learning the true power they can muster from them. Sages and knowledgeable leaders come from their stock, as master of how so the world can benefit from ages of mastery far older than any one man or woman could ever muster. Scribe must travel far and wide, to find the oldest esoteric tomes to learn from. The pursuit of learning is never bound to in morals, but ethics often hold strong sway twoard structure.

    Scribes come from many different stocks, human, elf, dwarf, ogre, and even dragon. The community they create is one that rarely has time for frivolities of racism, but on occasion, a scribe may give in. Due to their varied nature, no specific diety is chief among scribes, but magic deities and deities of knowledge are most common.

    Abilities: Scribes favor high intelligence allowing for more skills and powering many of their class features. Scribes benefit from high charisma as they tend to perform roles as teachers and leaders. Dexterity and constitution aids in the survivability not afforded by their class features.

    Alignment: Any.

    Hit Die: d4

    Starting Age: As Wizard

    Starting Gold: 5d6 *10

    Class Skills
    The Scribeís class skills (and the key ability for each skill) are; Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All; taken individually) (Int), Perform (Cha), Profession (Cha), Spellcraft (Int), Survival (Wis), Use Magical Device (Cha), Use Rope (Dex).


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

    Level BAB Fort
    Save
    Ref
    Save
    Will
    Save
    Special Lesser
    Attuned
    Items
    Greater
    Attuned
    Items
    Esoteric
    Resonance
    1st +0 +0 +0 +2 Esoteric Attunement (Lesser), Esoteric Understanding, Scholastic Knowledge, Scholastic Learning 3 - 2
    2nd +1 +0 +0 +3 Esoteric Attunement (Greater), Scholastic Record 4 1 5
    3rd +2 +1 +1 +3 Technical Author 5 2 9
    4th +3 +1 +1 +4 Scholastic Record 6 3 14
    5th +5 +1 +1 +4 - 9 3 20
    6th +6/+1 +2 +2 +5 Scholastic Record 10 4 27
    7th +7/+2 +2 +2 +5 - 11 5 35
    8th +8/+3 +2 +2 +6 Scholastic Record 12 6 44
    9th +9/+4 +3 +3 +6 - 15 6 54
    10th +10/+5 +3 +3 +7 Scholastic Record 16 7 65
    11th +11/+6/+1 +3 +3 +7 Advanced Technical Author 17 8 77
    12th +12/+7/+2 +4 +4 +8 Scholastic Record 18 9 90
    13th +13/+8/+3 +4 +4 +8 - 21 9 104
    14th +14/+9/+4 +4 +4 +9 Scholastic Record 22 10 119
    15th +15/+10/+5 +5 +5 +9 - 23 11 135
    16th +16/+11/+6/+1 +5 +5 +10 Scholastic Record 24 12 151
    17th +17/+12/+7/+2 +5 +5 +10 - 27 12 169
    18th +18/+13/+8/+3 +6 +6 +11 Scholastic Record 28 13 188
    19th +19/+14/+9/+4 +6 +6 +11 - 29 14 208
    20th +20/+15/+10/+5 +6 +6 +12 Scholastic Record, Scholastic Author 30 15 229

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

    Weapon and Armor Proficiencies: A Scribe's is proficient with simple weapons, but no armor or shields.

    Esoteric Understanding: A scribe learns to attune themselves to magic items allowing the use of their own magic reserves instead of the items allowing single-use items to be used multiple times and employing items normal restricted to those with specialized knowledge. They may spend 15 minutes attuning with esoteric items. They are treated as meeting the prerequisites tied to the items until they attune themselves again. This attunement is tied to the specific item so if they are attuned to a scroll of fireball and use the scroll normally, they can not pick up a different scroll of fireball and benefit from the attunment.

    To attune an item the scribe must have a number of ranks in the knowledge skill related to the item equal to items level + 3. Item level refers to caster level, manifester level, etc. Magic items

    Esoteric items are items that require a caster level, manifester level, class level, or similar type of requirement to use and or make.

    Lesser Esoteric Attunement: Lesser esoteric items are items that are single use or limited use. Scrolls, wands, potions, power stones, etc.

    Greater Esoteric Attunement: Greater esoteric items are permanent items that do not lose their esoteric status upon use. Staves, spell books, psicrowns, magic weapons, etc.

    Esoteric Resonance: Esoteric Resonance is the stored energy scribes use to power their esoteric items, allowing use beyond their normal limits. Whenever activating an attuned esoteric item the scribe can instead of spending the items charge to instead spend esoteric resonance. For spells or similar effects, the expended resonance required is their spell level or equivalent. For effects not tied to spells levels or similar levels, the effective level of the effect divided by 2 is the cost. A scribe can only spend 1/2 class level in esoteric resonance per activation. Scribes gain bonus esoteric resonance equal to their intelligence modifier every odd level.

    Spell Books grant access to any spell present in the book, but cost 1 extra resonance and casting time increases by 2 steps.
    Staves and similar items can be charged as normal, but takes 1 extra resonance if no spell book or other item is available to replicate the required spell or effect.
    Scrolls/Power Stones/etc. spend 1 point per level of the effect.

    Scholastic Knowledge (Ex): A scribe adds half their class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. Gain Knowledge Devotion as a bonus feat, you do not need to meet its prerequisites.

    Scholastic Learning (Ex): A scribe learns best form books, gaining far more insight from reading than watching. When using a masterwork manual on a topic(skill or otherwise) the bonus granted is 1.5 x the normal bonus.

    Technical Author: A scribe can create a instruction manual for any skill or feat or ability they have. The manual provides a +1 competence bonus to rolls related to the manuals topic, if the own reads it in their off time. The manual can be skimmed as a full round action gaining a +3 competence bonus to related rolls for 1 minute. Each manual is worth 400g x (min level + 1 per prerequisite), and is made using Craft (scribe), the scribe must have the ability, feat, or skill for 3 levels to make a manual on the topic.

    Scholastic Record: Starting at the second level and every even level there after the scribe adds a new record to their journal. These records are compilations of information they have found or tricks they have come to master. The record is kept in a tome akin to a spell book, an the scribe must have their scholastic record available to benefit from their choices. Replacing a scholastic record takes 1 day per class level and 100g.
    • Archivist's Notes: When the scribe makes a knowledge devotion roll against a creature and takes 2 rounds jotting down notes they can retain +1 of the bonus permanently. This bonus stacks each time used, but you cannot increase the bonus unless your current bonus is higher then your existing notes.
    • Esoteric Item Efficiency: Choose one type of esoteric item, stave, weapon, armor, wand, etc. When utilizing chosen item you may spend 1 less esoteric resonance, min 1/2 normal or 1 esoteric resonance which ever is greater.
    • Esoteric Item Specialization: Choose a type of esoteric item, any attuned item of that type, grants +1 to all numerical benefits, caster level, attack/damage bonus, energy damage, etc. You may take this multiple times, each time can be for the same item type or for different item type.
    • Esoteric Ability Mastery: Choose 3 + Intelligence modifier spells, power, class features, or similar abilities, the scribe is considered to have the chosen abilities for meeting prerequisites.
    • Monster Hunter's Notes: The scribe gains the ability to research a specific creature(vampire, ogre, human, or etc.) and gains favored enemy toward that creature. Each creature takes up one page per bonus provided by favored enemy. The bonus provided is +1 per 5 your result exceeds DC 10 Knowledge check related to the creatures type. Research requires a large library, or a collection of works about the creature worth 25g per HD of the creature. The research can only be done once for a given creature per level.
    • Scholastic [Source] Compendium: The scribe gains an arcane caster/divine caster/manifester/etc.(Choose one) equal to their class level. An attuned item uses your level or its own which ever is higher for determining its effects.
    • Scholastic Guide: The scribe gains a feat they meet the requirements for, with any intelligence score or an intelligence based skill as its prerequisite. This may be taken multiple times each time learning another feat.
    • Shared Combat Experience: The scribe learns how to direct his allies in combat. As a standard action, they can grant any ally able to hear them the benefit of their knowledge devotion feat.
    • Shared Skill Experience: The scribe learns how to direct his allies in preforming a skill. As a standard action, they can grant any ally able to hear them the benefit of any feat they have for a skill, and use the scribes skill bonus for the skill on any checks made for 1 minute. The ally uses their own ability modifier not the scribes.
    • Skill Guide: The scribe gains Skill focus(class skill) or a feat with skill focus as a prerequisite. This may be taken multiple times each time learning another feat.
    • Technique Guide: The scribe gains a feat with a caster level, manifester level, etc. as a prerequisite that you meet the prerequisites for. This may be taken multiple times each time learning another feat.
    • Techno Babble: The scribe starts spouting off random information form their journal, in incohesive lines that leave their enemies dazed. As a standard action, the scribe starts talking and anyone in 30ft must make a will save DC 10 + 1/2 class level + intelligence modifier. On a failed save they are dazed for 1d4 rounds. Anyone with the ability to make all knowledge checks untrained gain +4 to the save.
    • Training Notes: The scribe chooses 2 cross-class skills these skills are treated as class skills while the scribe has their journal. Additionally any skill points spent in the skill provide 1 rank while they possess their journal. This may be taken an unlimited number of times.


    Packrat (Ex): Beginning at the 3rd level, the scribe learns to maximize their storage space. The scribe may use either their strength or intelligence score for determining how much they can carry and add 1 per odd class level to the ability score for determining carry capacity.

    Advanced Technical Author: Starting at the 11th level the scribe can create advanced technical manuals. Advanced technical manuals grant the reader the benefit of a feat or class feature for 1 minute after a they spend a full round action in review. The reader must be of a same level as the first level the class feature would be available +2.

    Scholastic Author: Starting at the 20th level the scribe gains the ability to create a copy of their scholastic record for use by others, called a Scholastic Manual. The scholastic manual costs 500g x class level≥. Crafting a Scholastic Manual takes a month. The scholastic manual grants all known Scholastic Record abilities learned, including any specific choices such a as what feat is gained or skills are affected. The manual does not grants any prerequisites for the scholastic records.
    Last edited by Lanth Sor; 2018-09-18 at 10:47 AM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
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  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Quarantine
    Gender
    Male

    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    Speaker For the Dead



    "Even the most evil of men and women, if you understand their hearts, had some generous act that redeems them, at least a little, from their sins." --Andrew "Ender" Wiggin, Speaker For the Dead

    A Speaker For the Dead is a deadly warrior with a broad toolset for carnage, but their purpose is to spread a message against hate, specifically by promoting a doctrine of compassion and attempting to understand one's enemies.

    Adventures: Speakers For the Dead travel to tell the tales of heroic and tragic death that they have learned, in an attempt to bring peace through understanding even the most irredeemable of foes.

    Characteristics: The Speaker For the Dead has abilities called "truths" that emulate spells and martial maneuvers, with a focus on buffing and leadership over raw damage output or utility, though he can do those as well. The Speaker also has some social interaction skills.

    Alignment: No Speaker For the Dead is evil, and most are good with a leaning toward law over chaos. Their message of peace and understanding cannot be reconciled with greed, selfishness, or needless destruction.

    Religion: Speakers For the Dead may or may not be devout, depending on setting. They seem to speak out against the consequences of needless violence in the afterlife, but it is actually the physical world and the loss within it that they care about. Spiritual matters may be irrelevant to them. Speakers always have a great respect for the truth, however.

    Background: The Speaker For the Dead is traditionally a figure of great sorrow, having their own burden of sin and violence to atone for, however they can begin the journey to truth and peace without this. They are typically directly trained or at least inspired by other Speakers.

    Races: Shorter-lived races, especially humans, are most likely to take the looming threat of death seriously and have the necessary blood on their hands, but any race could produce a Speaker For the Dead.

    Other Classes: Speakers For the Dead are often the face and leader of their parties; they excel at these roles as well as enhancing their comrades, but their goals are often vastly different from typical adventurers and they tend to not do well in a party if they aren't the leader.

    Role: Speakers have maneuvers and spells, giving them versatility and power both in and out of combat, as well as leadership qualities. They are strikers, buffers, and faces, with a secondary focus on utility.

    Adaptation: Speakers For the Dead are based on viewing death as final and inevitable, giving their message of peace before it's too late a measure of gravity that may be lost in a setting where death is easily reversed. Their message may have to be adjusted in such a case, but the mechanics of the class should still function correctly.

    GAME RULE INFORMATION
    SPEAKERS FOR THE DEAD have the following game statistics.
    Abilities: A Speaker For the Dead should have decent physical abilities, but their main power comes from their truths, which can key off of any one mental stat depending on class choices.
    Alignment: Non-evil
    Hit Die: d6
    Starting Age: As cleric
    Starting Gold: As cleric
    Class Skills
    The SPEAKER FOR THE DEAD's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Maneuvers Truths Spells 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    +x
    +x
    +x
    +x
    Eulogize 1 1 1 3 1 - - - - - - - -
    2nd
    +x
    +x
    +x
    +x
    Mercy 2 1 2 4 2 - - - - - - - -
    3rd
    +x
    +x
    +x
    +x
    Universal Truth 2 2 2 4 2 1 - - - - - - -
    4th
    +x
    +x
    +x
    +x
    Class Ability 3 2 3 4 3 2 - - - - - - -
    5th
    +x
    +x
    +x
    +x
    Class Ability 3 3 3 4 3 2 1 - - - - - -
    6th
    +x
    +x
    +x
    +x
    Class Ability 4 3 4 4 3 3 2 - - - - - -
    7th
    +x
    +x
    +x
    +x
    Class Ability 4 4 4 4 4 3 2 1 - - - - -
    8th
    +x
    +x
    +x
    +x
    Class Ability 5 4 5 4 4 3 3 2 - - - - -
    9th
    +x
    +x
    +x
    +x
    Class Ability 5 5 5 4 4 4 3 2 1 - - - -
    10th
    +x
    +x
    +x
    +x
    Class Ability 6 5 6 4 4 4 3 3 2 - - - -
    11th
    +x
    +x
    +x
    +x
    Class Ability 6 6 6 4 4 4 4 3 2 1 - - -
    12th
    +x
    +x
    +x
    +x
    Class Ability 7 6 7 4 4 4 4 3 3 2 - - -
    13th
    +x
    +x
    +x
    +x
    Class Ability 7- 7 7 4 4 4 4 4 3 2 1 - -
    14th
    +x
    +x
    +x
    +x
    Class Ability 8 7 8 4 4 4 4 4 3 2 1 - -
    15th
    +x
    +x
    +x
    +x
    Class Ability 8 8 8 4 4 4 4 4 4 3 2 1 -
    16th
    +x
    +x
    +x
    +x
    Class Ability 9 8 9 4 4 4 4 4 4 3 3 2 -
    17th
    +x
    +x
    +x
    +x
    Class Ability 9 9 9 4 4 4 4 4 4 4 3 2 1
    18th
    +x
    +x
    +x
    +x
    Class Ability 10 9 10 4 4 4 4 4 4 4 3 3 2
    19th
    +x
    +x
    +x
    +x
    Class Ability 10 10 10 4 4 4 4 4 4 4 4 3 3
    20th
    +x
    +x
    +x
    +x
    Class Ability 11 10 11 4 4 4 4 4 4 4 4 4 4

    Class Features
    All of the following are class features of the SPEAKER FOR THE DEAD.

    Weapon and Armor Proficiencies: Speakers For the Dead are proficient in light armor and shields other than tower shields, and simple and martial weapons. Note that armor does not interfere with any of their class features.

    Truths: The slots on the class chart represent truths. A truth is like a secret that the Speaker For the Dead knows about the workings of the universe, except the Speaker will willingly tell these truths to any who will listen; very few understand what the Speaker says. A truth is prepared with 8 hours of rest and has slots and levels like a spell, but the truth slots can also be used to perform maneuvers. The class table shows how many maneuvers and spells the Speaker For the Dead learns as truths with the columns labeled as "Maneuvers" and "Spells," and the the column labeled "Truths" denotes truths that can be either maneuvers or spells. Maneuvers must be chosen from the White Raven, Devoted Spirit, or Diamond Mind Disciplines, unless acquired through the Universal Truth ability. The Speaker For the Dead also has a fixed spell list to choose from [WIP], but the Universal Truth ability can also allow them to learn spells outside of this list. When using truth slots to emulate spells, the Speaker's charisma is used as their casting stat for all purposes, including bonus slots. Bonus slots may be used to initiate maneuvers just like any other truth slot. The Speaker must be able to speak to use a truth slot, even when using it to initiate a maneuver, and suffers the same chance of failure if deafened as a spellcaster would when casting a spell with a verbal component when using a truth to initiate a maneuver. The Speaker For the Dead casts and initiates spontaneously; they may use any maneuver or spell they know as a truth as long as they have a slot remaining yo do so with. When qualifying for prestige classes or feats, the Speaker For the Dead's initiator and caster levels are equal to his class level, and he is treated as being able to cast or initiate any maneuver or spell he knows as a truth. Effects or prestige classes which boost caster or initiator level boost do not boost both, but ones that advance either initiater or caster level will advance his truths known and truth slots per day. Truths do not suffer an arcane spell failure chance from wearing armor, but arcane spells gained by a Speaker by multiclassing still do.

    Eulogize: The core ability of the Speaker For the Dead, Eulogize represents the Speaker telling the epic or tragic tale of the death of some great hero or villain, or perhaps even someone who wasn't at all famous with hidden depths. This telling is imbued with the power of truth for a number of rounds equal to the Speaker's class level, even if the actual tale takes longer. The rounds do not have to be consecutive. While using Eulogize, the Speaker may use a truth slot to emulate a spell as a swift action, and that spell is treated as having only a verbal component plus any xp or costly material components, and gold costs can be paid by spending an equal amount of xp instead. The Speaker cannot use a truth slot to emulate another spell that round, but they may use a truth slot to emulate a martial maneuver. Starting to Eulogize is a free action.

    Mercy: At second level, the Speaker For the Dead learns the secret to practicing the respect for life that they hold so dear. When using a truth to emulate a spell or maneuver that deals damage, the Speaker may cause that truth to deal non-lethal damage.

    Universal Truth: The Speaker For the Dead finds some truths come to him easily, but it is against their tenets to only take the easiest route. Through study, the Speaker For the Dead can learn maneuvers or spells to add to their list of truths known outside of their class list, but only by adding them as a spell or maneuver one level higher than normal. They also bypass prerequisites for learning maneuvers when they learn them this way.
    Last edited by sengmeng; 2018-09-01 at 11:05 AM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).



    Nod, get treat.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Planetar

    Join Date
    Apr 2018

    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    Linguist
    No picture yet

    "arcane and divine, psionics and shadow, dragons and demons, blade and bind....nothing more than an illusion, a trick of the eye. Even the truenamers have not glimpsed into the full truth Only the wise know the source of all power-Words. Words have created the world and the magic in it. The first words ever spoken created the different types of magic. most people will never use these words. some will get a glimpse into their true power, but only into one side of it. but the linguist? the linguist use the words, shape them, and command them as their own.

    The linguists are creatures that somehow glimpsed into one of universe's most basic truths-the harmony of magic. all types of magic are the same, and the source of the magic's power are the words that are used to create it.

    Adventures:Linguists divide into two groups-those who see their mastery of words as the final goa, and those who see it their way to get their personal goals. therefore, linguists of the first type will usually go on an adventure to train their ability, to witness new forms of magic, and to improve their mastery over the words. The second type will usually adventure to achieve whatever personal goal they have.

    Characteristics: The linguists can duplicate the magical effects they witness, gain some of the magical powers usually kept for specific magic users, and Even combine and weave those types of magic together. In addition, their knowledge allow them to communicate with anyone or anything, to speak fluently and influence those around them with their words in ways never thought to be possible

    Alignment: The words are faceless, and are not connected to any single Ideal or alignment. Still, the art of the word is hard to master and require a lot of practice and concentration. therefore, linguists are leaning more towards lawful than chaotic, with no preference between good and evil.

    Religion: since the words were not created by any specific deity, most linguists are not particularly religious regarding their art. Those who do worship a god or godess will most of the time worship ones that are related to knowledge, language, and magic.

    Background: In order to become a linguist, one must glimpse into the true nature of magic, a moment which is called by linguists the "gaze into perfection". some linguists gain this enlightenment by an accident, a vision fro ma god or another power, or simply by being at the right place in the right time. Other linguists are trained for years in meditation and concentration techniques, and some of them spend their entire lifetime without getting what they hoped to find. The ones that do achieve it become linguists and start their journey into the words.

    Races: members of any race can become linguists, technically. In reality, the nature of the word magic will most of the time push aside short lived and chaotic races such as humans and Halflings, and draw short lived and more "lawful" races such as dwarfs and elves. races with an innate connection to magic are more likely to gaze into perfection, In addition to races with connection to ancient powers such as tieflings, aasimars, and genasi. With that said, since a creature can gaze into perfectionn by accident, there is always a chance someone could become a linguist, regardless of their race.

    Other Classes: Linguists are mostly indifferent towards non-magic users, and they don't have a particularly positive or negative attitude towards them. Their relationship with magic-users, on the other hand, is a little bit more...complicated. on the one hand, linguists mostly view magic-users as inferior to them and blind to the big picture. on the other hand, most of the linguists power's are useless without a magic user from which they can learn magic and translate it into words. From the magic users side, things are not better. Most magic users loath the linguists for the ability to duplicate their hard earned powers, and condescending over them due to their lack of focus.

    Role: The linguist's most basic role is a skill monkey. they have a large amount of skill point's, high intelligence score and access to most skills. their innate abilities, combined with their duplication abilities, allow them to reach high levels of versatility. they can also become party face's due to their language connected abilities, and each linguist can find his own unique spot in the party due to their ability to merge with some forms of magic, and become more specific (someone who merged with the essence of blade magic will be a warrior, with the essence of divine magic will be a healer and buffer, and so on)

    Adaptation: The basic idea of the linguist is someone who glimpsed into the source of all magic, and thus can be adapted into any setting as someone who gained enlightenment in the field of magic, someone who understand that all types of magic are one. In addition, a GM can add or remove types of magic the linguist gain access into in accordance with the nature of magic in the system.
    GAME RULE INFORMATION
    Linguist's have the following game statistics.
    Abilities: Intelligence is the most important ability for linguists, as it's the key ability for both their skills and their magic duplicating powers. charisma is important if they want to become the party's face (although some of their abilities allow them to cover this role with mediocre charisma). constitution, as always, is important for HP, and depending of his choices of words, the linguists might need to focus on an additional ability.
    Alignment: any.
    Hit Die: d6
    Starting Age: As wizard
    Starting Gold: As wizard

    Class Skills
    The linguist's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).



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

    Linguist
    Level Base Attack Bonus will Save Ref Save fort Save words copied per day
    1st
    +0
    +2
    +0
    +0
    6
    master of the first words I, Word magic I, Book of words, essence
    2nd
    +1
    +3
    +0
    +0
    6
    Wordshaper, knowledge devotion
    3rd
    +2
    +3
    +1
    +1
    7
    words of power
    4th
    +3
    +4
    +1
    +1
    7
    Word magic II
    5th
    +3
    +4
    +1
    +1
    8
    essence
    6th
    +4
    +5
    +2
    +2
    8
    Master of the first words
    7th
    +5
    +5
    +2
    +2
    9
    class ability
    8th
    +6/+1
    +6
    +2
    +2
    9
    Word magic III
    9th
    +6/+1
    +6
    +3
    +3
    10
    master of the first words III
    10th
    +7/+2
    +7
    +3
    +3
    10
    essence
    11th
    lord of words
    +8/+3
    +7
    +3
    +3
    11
    12th
    +9/+4
    +8
    +4
    +4
    11
    Word magic IV, master of the first words IV, wordmaster
    13th
    +9/+4
    +8
    +4
    +4
    12
    14th
    +10/+5
    +9
    +4
    +4
    12
    Class Ability
    15th
    +11/+6/+1
    +9
    +5
    +5
    13
    essence
    16th
    +12/+7/+2
    +10
    +5
    +5
    13
    Word magic V
    17th
    +12/+7/+2
    +10
    +5
    +5
    14
    18th
    +13/+8/+3
    +11
    +6
    +6
    14
    Class Ability
    19th
    +14/+9/+4
    +11
    +6
    +6
    15
    20th
    +15/+10/+5
    +12
    +6
    +6
    Word magic VI, essence
    15

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

    Weapon and Armor Proficiencies: The linguist gains proficiency in simple weapons and armor, and light shields

    Class features-

    master of the first words-The linguist have heard the words that shaped the world, the words from which any language, both magical and mundane, was created. and they echo through his own tongue and ears, allowing him to communicate with anyone around him. In his first level, the linguist gains the constant effect of the comprehend languages spell on him, and can use the "read magic" cantrip as a free action.

    In his 6th level, the linguist's understanding of the first words improve. the comprehend language effect upgrades to a constant "tongues" spell effect.

    In his 9th level, the linguist learns the languages of things that lack normal way of communicating. he is constantly under the effects of the speak with animals and speak with plants spells.

    In his 12th level, the linguist achieves mastery over the first words, and he can communicate using only his mind, directly projecting those words into other creature's mind. you gain telepathy with a range of 60 ft and the benefits of the mind sight feat.

    word shaper-The linguist does not need a charming smile to convince someone, nor they need to shout in order to threaten their enemies. Instead, they use their knowledge of the first words in order to change the way someone who hear them speaking react to them. at 1st level, a linguist can add half of his Int modifier to the bluff, diplomacy, and intimidate skills.

    Word magic-All magic in existence originate from the primal words, and the linguist can see the patterns of these words in every magical thing, and copy it. when a linguist witness any sort of spell casted with the vocal component, He can choose to learn it. the number of spells and other magical abilities a linguist can learn per day appears in the table above.
    In order to learn the words that create the magic, the linguist must roll a word-learning check (1d20+linguist level+int modifier), opposed by a check from the caster (1d20+caster level+casting modifiers). if the linguist fails, he cannot try and learn the same spell for 24 hours. if he succeeded, it is considered learned, and the linguist can cast it using his int modifier as a casting modifier and his linguist level as his caster level, a number of times per day equal to his int modifier.
    the linguist cannot learn spells or power that a caster of the linguist level is unable to use.
    If the linguist does not use the spell learned until his next long rest, the spells are lost

    In his 4th level, the linguist gained further insight into the first words, and he can notice their patterns of the words even in magic created without a sound. From this level forward, the linguist can learn spells that do not have the vocal component.

    In his 8th level, the linguist can use the patterns of the ancient words within the powers naturally manifested by magical creature. he can now learn supernatural abilities in the same manner he learns spell, if he possesses the needed equipment and/or organ (for example, a human linguist cannot copy the assassin vine ability since he is not made of vines. he can use the stone gaze ability of the basilisk since has eyes). In order to do so, he must make the normal word-learning check, but the creature he tried to learn from uses it's number of HD and class levels (if any) as his caster level, and adds +5 to it's roll.

    In his 12 level, the linguist have achieved the ability to combine the first words he learned into sentences, mixing two or more types of magic together. in order to do so, the linguist chooses a number of spells and abilities he already learned (whether from watching someone or from his book, see below) up to half his Int modifier. he spends 2 uses of each learned ability for the day, and cast them combined.
    when combined, the linguist can choose each parameter from any of the combined abilities. for example, a linguist who wants to cast a bull's stregth spell he learned, but with longer duration, he can combine it with Gaseous Form spell and use the 2 minutes per level duration. for every change in the parameters, add a +1 to number of ability uses used in the process. if the spells come fro mdifferent origin (divine and arcane, for example), add another +1. If there are more than 2 abilities in the combined casting, add a +1 for each one of them.

    In his 16th level, the linguist knows how to block any form of magic with ease, by speaking the right first-words, in order to disrupt the flow of magic through the world. when the affected by a spell, and any other form of magic the linguist mastered through his essences, the user of the magic must roll a 1d20 and add his casting (or initiating, manifesting, etc.) modifier. if the result is higher than half the linguist's level +his Int modifier, the linguist is unaffected and the ability is wasted.
    the linguist can use this ability a number of times equal to 3+his int modifier.

    In his 20th level, the first words the linguist learns can be rooted inside his mind. by mediating for 5 minutes, the linguist may remove one ability he can learn from his first-word learning capacity. Then, he may choose one ability he learned for the day using this first-word slot, and make it permanent. while permanent, the linguist can use this ability at will. the linguist can meditate again to change the permanent ability or remove the permanency, thus freeing a first-word slot. The linguist may not make an ability permanent if it's caster level is higher than his linguist level, nor can he make epic spells, powers, maneuvers, etc. permanent.

    book of words-most of the time, the linguist will rely on her high intelligence and sharp mind in order to use the first word. but sometimes, she will prefer to write them down, and put them for later use. each time he learns a first-word, he can write it down in her book of words. doing so requires one hour of silent concentration and meditation, after which the word is considered written. each day, the linguist can learn from his book a number of written words equal to his int modifier, and use each one of them 3 times per day. these word's level (the caster/manifester level etc. of the one who used the magic) cannot exceed half his linguist level (rounded up). she can write down a number of words equal to her int modifier each level, and replace already written words with another 1 hour of meditation

    words of power-the linguist's speech is infused with the first-words, granting him supernatural influence over others. In the linguist's 6th level. the linguist gains the f
    whenever performing a diplomacy check, the linguist may create an effect identical the effect of the ''suggestion'' spell, as if it was casted by a casted by a wizard with the linguist's level and int score, a number of times per day equal to 3+the linguists int modifier

    whenever making a bluff check, the linguist may duplicate the effects of the major image spell, as if it was casted by a wizard with the linguist's level and int score equal to the linguist's level and int score, a number of times per day equal to 3+the linguist's int modifier.

    whenever making an intimidate check, the linguist may duplicate the effects of the hold person spell, s if it was casted by a wizard with the linguist's level and int score equal to the linguist's level and int score, a number of times per day equal to 3+the linguist's int modifier.

    speaker of the ancient magic-after some time of learning the art of words, the linguist can copy less obvious sorts of magic-the blade movements of a martial adept, the mental focus of a manifester, the powers of the mysterious vestiges, and so on and so forth. in time, he even merges his essences with the types of magic he focused on, gaining a small glimpse into their powers and abilities.
    In his 1st level, and every 5 levels thereafter, the linguist gains an essence. the essence is a but of magic which was weaved into the linguist's soul due to his long exposure to the words that create this particular magic. the essences are detailed below

    wordmaster-in his 11th level, the bonus from the wordshaper ability improve to the linguist's full int score


    magical essence types-

    Arcane
    Spoiler
    Show

    when you gain this essence, you gain the following abilities-
    1-you can learn first-words related to arcane magic of a caster level up to your linguist level +2
    2-you can use first words of an arcane source written in your book up to 3+your int modifier times per day
    3-you choose one magic tradition (abjuration, conjuration, etc.), and learn three spells from it, of the 1st, 2nd, and 3rd level. you can cast each one of them 3 times per day

    Divine
    Spoiler
    Show

    1-you can learn first-words related to divine magic of a caster level up to your linguist level +2
    2-you can use first words of divine source written in your book up to 3+your int modifier times per day
    3-you choose one domain, and learn three spells from it, of the 1st, 2nd, and 3rd level. you can cast each one of them 3 times per day

    Psionic
    Spoiler
    Show
    WIP

    Shadow
    Spoiler
    Show
    WIP

    Martial
    Spoiler
    Show
    WIP

    Binding
    Spoiler
    Show
    WIP

    meldshaping
    Spoiler
    Show
    WIP
    Last edited by Heavenblade; 2018-07-28 at 03:39 PM.

  7. - Top - End - #7
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    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    The Lexitheurge

    Many people pay little thought to the words they use as they go about their day, caring more for the thoughts their words express than the language giving them the tools to express them. To others, however, words are wondrous things in and of themselves. These lexitheurges see the languages of the outsiders and see the tools that shaped the concepts that formed the outer plains themselves.. They listen to the sibilant tones of the languages of the dragons and hear the music of magic coming to the mortal races. They read the histories of the mortal races and see history itself shaped and molded. And beyond all these languages, the lexitheurges seek out the ancient language of the gods themselves, which gave birth to the very multiverse itself.

    Adventures: Lexitheurges primarily adventure to further their studies and research. Often even the mere possibility of encountering a new language, finding an ancient text, or best of all uncovering a fragment of the divine lexicon is enough to drive a lexitheurge headlong into danger. Of course, the fact that such endeavors often yield treasures that can fund their research and opportunities to put their abilities to practical use are welcome bonuses.

    Characteristics: While they may lack the raw power or versatility of full clerics, lexitheurges are capable divine spellcasters and are particularly adept with magics which employ the power of language and sound. In addition, years spent studying the various cultures and creatures that produced the languages of the multiverse have granted lexitheurges insight into a number of mundane skills. Beyond their study of mortal languages, however, is the lexitheurge's study of the divine lexicon, the language the gods used to create the multiverse itself. By mastering fragments of this sacred language lexitheurges gain the ability to reshape the world around them by merely uttering a few words.

    Alignment: The majority of lexitheurges tend to lean towards lawful alignments as the years of intense study they undergo require a focused mind. Individuals of both good and evil tend to be drawn to the path of the lexitheurge, as the spoken word can be a force for both good and ill.

    Religion: Much like wizards, lexitheurges tend to be drawn to deities of knowledge such as Boccob or Wee Jas. A small number, however, choose to venerate deities whose portfolios focus on manipulation or guile, seeing these concepts as examples of languages being put to their intended use.

    Background: The vast majority of lexitheurges begin their training in monasteries housing vast libraries where they can study texts written in almost every language imaginable. Such monasteries are almost always found in large cosmopolitan cities, the better to allow their acolytes exposure to as many cultures and languages as possible.

    Races: Humans and half-elves make up the bulk of lexitheurges, courtesy of their tendency to mingle with a wide variety of other cultures. Elves and dwarves make up a substantial number of the remainder, largely owing to their cultures shared value of the written word.

    Other Classes: Lexitheurges tend to get along with wizards and other scholarly classes, who can appreciate the lexitheurge's thirst for knowledge. Conversely, lexitheurges tend to get on poorly with barbarians, while most clerics find the lexitheurges veneration of language itself to be odd at best.

    Role: First and foremost lexitheurges are divine spellcasters. While they can't match the healing prowess of clerics they are still readily able to patch up their allies' injuries if needed and they are readily able to make use of their spellcasting in combat. Moreover, lexitheurges excel at divination and information gathering, both through magical and mundane means and if the situation calls for it their mastery of the spoken word can make them a credible face for the party.

    GAME RULE INFORMATION
    Lexitheurges have the following game statistics
    Abilities: Intelligence is crucial for lexitheurges, as it powers their spells and is keyed to many of their class skills. Lexitheurges also value Charisma, as it powers several of their class abilities. Finally, Dexterity is quite useful as lexitheurges are typically lightly armored.
    Alignment: Any
    Hit Die: D6
    Starting Age: As cleric
    Starting Gold: As barbarian

    Class Skills:
    Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (all), Listen, Perform, Profession, Sense Motive, Speak Language, Spellcraft, Spot
    Skill Points at 1st level: (4 + Intelligence Modifier) x4
    Skill Points at Each Additional Level: 4 + Intelligence Modifier

    Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Bonus Language, Cultural Studies, Linguist 4 3 -- -- -- -- -- -- -- --
    2nd +1 +0 +0 +3 Divine Lexicon (identify/obscure) 4 4 -- -- -- -- -- -- -- --
    3rd +1 +1 +1 +3 Bonus Language 5 4 3 -- -- -- -- -- -- --
    4th +2 +1 +1 +4 Cultural Studies, Spell Glyph (1 glyph) 5 4 4 -- -- -- -- -- -- --
    5th +2 +1 +1 +4 Bonus Language 5 5 4 3 -- -- -- -- -- --
    6th +3 +2 +2 +5 Divine Lexicon (restore/damage) 5 5 4 4 -- -- -- -- -- --
    7th +3 +2 +2 +5 Bonus Language, Cultural Studies 6 5 5 4 3 -- -- -- -- --
    8th +4 +2 +2 +6 Spell Glyph (2 glyphs) 6 5 5 4 4 -- -- -- -- --
    9th +4 +3 +3 +6 Bonus Language 6 6 5 5 4 3 -- -- -- --
    10th +5 +3 +3 +7 Cultural Studies, Divine Lexicon (enhance/inhibit) 6 6 5 5 4 4 -- -- -- --
    11th +5 +3 +3 +7 Bonus Language 6 6 6 5 5 4 3 -- -- --
    12th +6 +4 +4 +8 Spell Glyph (3 glyphs) 6 6 6 5 5 4 4 -- -- --
    13th +6 +4 +4 +8 Bonus Language, Cultural Studies 6 6 6 6 5 5 4 3 -- --
    14th +7 +4 +4 +9 Divine Lexicon (dispel/fortify magic) 6 6 6 6 5 5 4 4 -- --
    15th +7 +5 +5 +9 Bonus Language 6 6 6 6 6 5 5 4 3 --
    16th +8 +5 +5 +10 Cultural Studies, Spell Glyph (4 glyphs) 6 6 6 6 6 5 5 4 4 --
    17th +8 +5 +5 +10 Bonus Language 6 6 6 6 6 6 5 5 4 3
    18th +9 +6 +6 +11 Divine Lexicon (resurrect/slay) 6 6 6 6 6 6 5 5 4 4
    19th +9 +6 +6 +11 Bonus Language, Cultural Studies 6 6 6 6 6 6 6 5 5 4
    20th +10 +6 +6 +12 Polyglot Apotheosis, Spell Glyph (5 glyphs) 6 6 6 6 6 6 6 5 5 4

    Weapon and Armor Proficiencies: Lexitheurges are proficient with all simple weapons. A lexitheurge is proficient with light armor, but not shields.

    Spells: A lexitheurge casts divine spells, which are drawn from the lexitheurge spell list given below. When a lexitheurge gains access to a new level of spells, he automatically knows all the spells for that level on the lexitheurge's spell list. A lexitheurge can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. Every lexitheurge spell has a verbal component and lexitheurge spells cannot benefit from the Silent Spell metamagic feat.
    To cast a lexitheurge spell, a lexitheurge must have an Intelligence score of 10 + the spellís level. The Difficulty Class for a saving throw against an lexitheurgeís spell is 10 + the spellís level + the lexitheurgeís Int modifier. Like other spellcasters, a lexitheurge can cast only a certain number of spells of each spell level per day, given on their class table. In addition, a lexitheurge receives bonus spells for a high Intelligence score.
    A lexitheurge need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

    Linguist (Ex): A lexitheurge of 1st level may select any languages they wish for their bonus languages for having a high Intelligence score instead of being restricted to their race's bonus language list.

    Bonus Language: At 1st level and every odd level after that a lexitheurge learns a bonus language of their choice. This may be any language, even secret languages such as Druidic.

    Cultural Studies (Ex): Years spent researching the various languages of the multiverse grants the lexitheurge extensive exposure to the writings of the cultures from which these languages sprang. By delving into the knowledge of these cultures the lexitheurge is able to master some of the mundane skills associated with them. At 1st level, the lexitheurge may select any language he is able to speak. Each language has two skills associated with it; from that point forward the lexitheurge may treat both of those skills as class skills. If the lexitheurge already has a skill gained through this ability as a class skill then they instead gain a +3 bonus to that skill. These bonuses stack if the lexitheurge would gain a skill multiple times through this ability.

    Spoiler: Cultural Studies
    Show
    Abyssal: Bluff, Intimidate

    Aquan: Balance, Swim

    Auran: Jump, Tumble

    Celestial: Heal, Sense Motive

    Common: Appraise, Gather Information

    Draconic: Appraise, Intimidate

    Druidic: Handle Animal, Survival

    Dwarven: Appraise, Craft

    Elven: Listen, Spot

    Giant: Climb, Intimidate

    Gnome: Craft, Spellcraft

    Goblin: Hide, Move Silently

    Gnoll: Move Silently, Survival

    Halfling: Balance, Tumble

    Ignan: Bluff, Craft

    Infernal: Bluff, Forgery

    Orc: Intimidate, Survival

    Sylvan: Bluff, Disguise

    Terran: Balance, Climb

    Undercommon: Bluff, Sense Motive


    Divine Lexicon (Su): The greatest secret that every lexitheurge seeks to master is the divine lexicon, the primordial language used by the gods themselves to bring form to the multiverse itself. The lexitheurge can call upon this power a number of times per day equal to 3 + their Cha modifier. Uses of the ability that allow a saving throw have a DC equal to 10 + 1/2 the lexitheurge's class level + the lexitheurge's Cha modifier.
    Beginning at 2nd level, the lexitheurge masters the first few words of this language, enabling them to identify creatures and items. As a standard action, the lexitheurge can attempt to identify the nature of an item or creature within 10 feet per class level, learning one piece of information about the target for every point of Charisma modifier they have (minimum 1). Creatures targeted by this ability can negate it with a successful Will save. Alternatively, the lexitheurge can reverse this effect to shield a creature or object from divination magic for 1 hour per class level. Any spellcaster attempting to target a warded creature with a divination spell must succeed on a caster level check (DC equal to the lexitheurge's class level + their Cha modifier) or have the spell fail.

    At 6th level, the lexitheurge learns to use the divine lexicon to either restore creatures and objects or break them apart. By spending 1 use of their divine lexicon ability as a standard action the lexitheurge can target a creature or object within 10 feet per class level and cure 1d6 points of damage per 2 class levels. This healing doesn't rely on positive energy, but rather literally reverses damage dealt, and thus can be used on targets that normally could not be healed by positive energy such as undead or inanimate objects. Alternatively, the lexitheurge can reverse this effect to deal damage instead of healing it. A creature targeted by this effect can attempt a Fortitude save for half damage.

    Starting at 10th level, the lexitheurge gains the ability to employ the divine lexicon to grant an a brief surge of power, or sap power from an opponent. By spending 1 use of their divine lexicon ability as a swift action the lexitheurge can empower a creature or object within 10 feet per class level. The target of this ability is treated as if under the effects of a haste spell, except that the bonuses to AC and Reflex saves are equal to +1 for every 3 lexitheurge class levels. These benefits last for 1 round per class level. Alternatively, the lexitheurge can reverse this effect, slowing a target for 1 round per class level unless they succeed on a Will save.

    At 14th level, a lexitheurge masters enough of the divine lexicon to use it to dispel magic, or if they choose fortify magic effects against being dispelled. By spending 1 use of their divine lexicon ability as a standard action the lexitheurge can unleash a wave of dispelling energy with a range of 10 feet per class level and a radius of 20 feet. The lexitheurge may subject one creature or object within range of this ability for each point of Charisma modifier they possess (minimum 1) to a targeted dispel magic effect with a dispel check of 1d20 + the lexitheurge's class level + the lexitheurge's Cha modifier. Alternatively, the lexitheurge can use this ability to fortify a spell against being dispelled. The DC to dispel a spell fortified by this ability increases by an amount equal to 1/2 the lexitheurge's class level.

    When a lexitheurge reaches 18th level, their mastery of the divine lexicon reaches the point where they can use it to impose their will over the very forces of life and death. By expending 3 uses of their divine lexicon ability as a standard action, the lexitheurge can completely destroy a creature or object within 10 feet per class level unless they succeed on a Fortitude save, taking an amount of damage equal to 1d6 per two lexitheurge class levels on a successful save. Alternatively, the lexitheurge can use this ability instead to bring a creature back to life who has died within 1 day per lexitheurge class level. Creatures brought back to life via this ability are restored to full hit points and health with no loss of prepared spells. However, the target loses one level (or 2 points of Constitution if the target was 1st level). If this reduction would bring its Con to 0 or lower than the attempt to bring them back to life fails. This level or loss or Constitution loss cannot be repaired by any means.

    Spell Glyph (Su): At 4th level, the lexitheurge learns to temporarily preserve some of their magic in special glyphs that they can call upon at a later time. By meditating for 1 hour and expending a spell slot of the appropriate level, the lexitheurge can create a spell glyph which takes the form of a small tattoo about 2 inches square somewhere on the lexitheurge's body. This spell glyph contains a lexitheurge spell of up to 1 level lower than the highest the lexitheurge is able to cast which the lexitheurge can cast at a later time as though using a scroll of that spell, except that the caster level and DC would be based on the lexitheurge's statistics at the time he expends the glyph. If the lexitheurge creates a glyph of a spell with expensive material components or an XP cost than the lexitheurge must pay those costs when he creates the glyph. The lexitheurge can create a glyph of a spell modified by any metamagic feats that he knows, as long as the effective spell level is no more than 1 level lower than the highest lexitheurge spell he can cast (unless he expends multiple glyphs; see below). Once created, spell glyphs last for 1 day per lexitheurge class level, after which they fade away.
    For every 4 class levels the lexitheurge gains after 4th (8th, 12th, 16th and 20th) the lexitheurge can maintain one additional spell glyph at a time. Alternatively, the lexitheurge can create a special spell glyph that counts as multiple glyphs towards the maximum number he can maintain in order to reduce the level increase of metamagic feats applied to the spell within the glyph. For each additional glyph slot applied to a given spell glyph beyond the first, the lexitheurge may reduce the overall level increase caused by applying metamagic spells by 1, to a minimum increase of 0 levels.
    For example, a level 8 lexitheurge could create two spell glyphs with spells of up to 3rd level each, or two 1st level spells with the Empower spell metamagic feat, or he could use both slots to create a single Empowered spell glyph of a spell of 2nd level.

    Polyglot Apotheosis: A lexitheurge of 20th level has mastered the divine lexicon to such a degree that they are able to employ it to the full extent any mortal could hope, allowing them to bring a small demiplane into existence. The demiplane initially has a radius of 200 feet, and after its creation it continues growing at a rate of about 2 feet per year. If the lexitheurge who brought the demiplane into being perishes, then the demiplane stops growing.
    The lexitheurge's demiplane has the following planar traits: normal time, alterable and normal magic. At creation, the lexitheurge can set whatever gravity trait, elemental traits and alignment traits he sees fit, and can choose whether the plane is finite or self contained. The lexitheurge has total control over the landscape of the plane at the moment of its creation.

    Spoiler: Lexitheurge Spell List
    Show
    0: amanuensis, cure minor wounds, detect magic, inflict minor wounds, message, read magic, sonic snap

    1: amplify, bane, bless, command, comprehend languages, cure light wounds, death's call, detect chaos/evil/good/law, distort speech, erase, herald's call, inflict light wounds, power word fatigue, power word pain, speak with animals, warning shout

    2: aid, augury, calm emotions, cure moderate wounds, detect thoughts, divine insight, doublespeak, enthrall, ghoul glyph, hold person, inflict moderate wounds, lesser restoration, lore of the gods, master's touch, power word sicken, reveille, secret page, shatter, sound burst, speak to allies, status, zone of truth

    3: cure serious wounds, dispel magic, forest voice, glyph of warding, inflict serious wounds, inspired aim, interplanar message, lesser telepathic bond, locate object, mass aid, power word deafen, power word maladroit, power word weaken, prayer, sound lance, speak with dead, speak with plants, suggestion, suppress glyph, tongues, whispering sand

    4: castigate, cure critical wounds, detect scrying, discern lies, divination, greater status, inflict critical wounds, lesser geas, locate creature, pancea, power word distract, restoration, scrying, shout

    5: break enchantment, commune, greater command, insidious suggestion, mass cure light wounds, mass inflict light wounds, mind fog, plane shift, power word disable, raise dead, symbol of pain, symbol of sleep, symbol of spell loss, true seeing

    6: geas/quest, greater dispel magic, greater glyph of warding, harm, heal, mass cure moderate wounds, mass inflict moderate wounds, mass suggestion, power word nauseate, symbol of fear, symbol of persuasion, symbol of thirst, word of recall

    7: blasphemy, dictum, holy word, greater restoration, greater scrying, mass cure serious wounds, mass inflict serious wounds, power word blind, regenerate, resurrection, symbol of stunning, symbol of weakness, word of chaos

    8: demand, discern location, familial geas, mass cure critical wounds, mass inflict critical wounds, power word petrify, power stun, symbol of death, symbol of insanity

    9: foresight, hindsight, mass heal, power word kill, true resurrection, wail of the banshee
    Last edited by Alabenson; 2018-08-08 at 04:01 PM.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


  8. - Top - End - #8
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    Jormengand's Avatar

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    In the Playground, duh.

    Default Re: Base Class Contest XXXXIV: Power Word: Homebrew

    The Word Teacher

    A class made with only the ten hundred words people use most often. Try it yourself!

    "I am here to show you the power of the word!"

    A word teacher is a class for people who want to use words to fight. It can use words to make its power do things and it does all sorts of things with those words. It can make people die or stop people dying. It does a lot of other things too.

    Trips: Word teachers go on trips to find new words and get more power.

    Powers: Word teachers can do all sorts of things using words. They can make people die or make things move or stop people dying.

    Side: Any. Word teachers can be good or bad.

    Gods: Word teachers like gods of words. No surprises there.

    Past Story: Word teachers were told how to be word teachers by other word teachers who were so good at being word teachers that they told other people how to be word teachers.

    Races: Any. Also it is really good for me that race and class are in the words people use most often else this would be very much harder.

    Other Classes: Word teachers try to tell other classes all about words but the other classes do not want to be told about words so they do not listen.

    Job: The job of the word teacher is to make people die and make good people not die and to do many other things when not fighting.

    Change: You can change this class to make it better for you but I don't have any ideas for how to do that so you will have to do it on your own. Sorry!

    IN GAME THINGS
    Word teachers have the following game numbers and powers and stuff:
    Power Numbers: Word teachers do not need to be strong. They need to be bright but do not need to speak well or have sense. They should be a little bit fast and hard because they can stop people making them die if they do.
    Side: Any
    Hit Die: d6
    Starting Age: As angry person or hiding person or family blood power person (Low)
    Starting Money: As god power person (5d4*10)

    Class Interests
    The word teacher's class interests (and the key power number for each interest) are lie (conversation), focus (hard), make (brains), read weird writing (brains), change mind (conversation), write other people's writing (brains), scare (conversation), know (all interests, taken on their own) (brains), hear (sense), show (speaking show) (conversation), business (sense), sense wants (sense), speak words (none), recognise (brains), see (sense) and use powered thing (conversation).

    Interest Points at First Order: (4 + Brains change number) x 4
    Interest Points at Each Further Order: 4 + Brains change number

    Word Teacher
    Order Starting Attack Number Shrug Save Escape Save Will Save Class Stuff Ideas Known Ideas/Day Letters
    1st
    +0
    +0
    +0
    +2
    Ideas 3 6 4
    2nd
    +1
    +0
    +0
    +3
    4 7 5
    3rd
    +2
    +1
    +1
    +3
    5 8 5
    4th
    +3
    +1
    +1
    +4
    6 9 6
    5th
    +3
    +1
    +1
    +4
    7 10 6
    6th
    +4
    +2
    +2
    +5
    8 11 7
    7th
    +5
    +2
    +2
    +5
    9 12 7
    8th
    +6/+1
    +2
    +2
    +6
    10 13 8
    9th
    +6/+1
    +3
    +3
    +6
    11 14 8
    10th
    +7/+2
    +3
    +3
    +7
    12 15 9
    11th
    +8/+3
    +3
    +3
    +7
    13 16 9
    12th
    +9/+4
    +4
    +4
    +8
    14 17 10
    13th
    +9/+4
    +4
    +4
    +8
    15 18 10
    14th
    +10/+5
    +4
    +4
    +9
    16 19 11
    15th
    +11/+6/+1
    +5
    +5
    +9
    17 20 11
    16th
    +12/+7/+2
    +5
    +5
    +10
    18 21 12
    17th
    +12/+7/+2
    +5
    +5
    +10
    19 22 12
    18th
    +13/+8/+3
    +6
    +6
    +11
    20 23 13
    19th
    +14/+9/+4
    +6
    +6
    +11
    21 24 13
    20th
    +15/+10/+5
    +6
    +6
    +12
    22 25 14

    Class Stuff
    All of the following is class stuff of the word teacher.

    Kill Sticks and Life Clothes Known
    Word teachers can use all simple kill sticks, light life clothes, and little walls that you hold in your hands (except the slightly taller ones that cover your whole body)

    Ideas (Power that is like, but not the same as, the powers that most of the normal classes get.)
    Word teachers can use things called ideas which are the best word teacher powers that they use a lot. They start off knowing three of them, and can use six of them each day, but they get more of both ideas known and ideas each day when they reach a higher order, as given on Table: The Word Teacher.

    Each idea has its own part of this class which tells you what the idea does. In order to have an idea, you need to get a bag of letters from the world's most played word game, and then take a number of them out of the bag and try to make words out of some or all of them. The number of letters you take is given on Table: The Word Teacher.

    You place the letters on the places for that game however you like, so long as at least one of the letters is in the middle position, and each word you put down is fixed to a word which is already down. Then you add up all of the points that all of those words get, taking note of the two times letter points spaces, three times letter points spaces, two times word points spaces and three times word points spaces. Do not use the middle space as a two times word points space.

    Say you draw the letters of the word hit, which are four, one and one point letters. You can make the word hit and then you will have six points. The idea then uses the number six somewhere in what it does. Instead, you can put the words "Hi" and "It" so that the first letter of "Hi" is on a two times letter points place, so you will get four and four and one points for "Hi", and one and one for "It", so you will get one and ten points total.

    Sometimes you can't make a word at all so you get no points and usually the idea does nothing, but ideas never miss other than that.

    You can't use a computer or anything like that to help you find words. They must either be real words or words that appear somewhere in the game books, and can't be words from another tongue. The person who runs the game can stop you and make you decide immediately if you take more than a minute and everyone else is waiting for you, but also the other players can help you so that they can have fun too.

    Your order for an idea is your word teacher order. If someone tries to save against an idea, they need to get ten, and half your word teacher order, and your brains change number put together. Having an idea is a normal act except when it says it's some other kind of act.

    Ideas

    The following are all of the word teacher's ideas. They sometimes use short reach to mean twenty five feet and five more feet every two orders, and normal reach to mean one hundred feet and ten more feet every order, and long reach to mean four times as long as that.

    A Thought as Fast as Light: You pick a friend within long reach. That friend does not quite move as fast as light, but goes faster with each way of moving by five times your number of points, lasting one round for each order you have. If you pick yourself, you can have this idea as a quick act.
    Believe in the Light: You make a picture of something which looks and sounds like the real thing. It lasts for up to two rounds for each order, though you can stop it as a free act. You can fill up to one five foot space with the picture for each point you got, but they all need to be within normal reach of you. Like most pictures of things that are not real, a person who tries doing something with the picture can take a will save to stop believing in it.
    Breathe Glass: You breathe out sharp pieces of glass in the normal breath attack area, and it's up to five feet for each order you have. Each person in the area takes cutting hurt that makes them lose a number of hit points that's the number of points you got. They can take an escape save to take half as much pain.
    Burning Memories: You pick an area within normal reach which is round, and up to five feet across for every two orders you have (at least five feet). A burst of fire fills the area, which hurts people with fire that makes them lose as many hit points as you got points with your word. Anyone who is hit can take an escape save to lose half as many hit points.
    Call Friend: You must be at least order seven to know this idea. You pick a friend, no matter where they are, and then you can say a number of words to them that's the same as the number of points you got. They can say that many back to you.
    Cause Sleep: You pick any number of people within normal reach. Starting with the one with the lowest hit dice, each person checks to see if they have more or fewer hit dice than your points. If they do, the idea stops. If not, they take a will save. If they pass, the idea moves on to the next person. If they lose the save, they fall asleep and then your points total goes down by their hit dice. People stay asleep for one minute for each order you have, or until woken up.

    (Say you pick four people, who have two, two, three and four hit dice, and you get six points. If the first person passes the save they do not fall asleep but you still have six points. The second and third people lose, so they fall asleep, and you lose two points and another three points. You then only have one point left so you can't do anything to the person with four hit dice)
    Dark Touch: You pick a person within five feet of you and reach out towards them, causing a hand of shadow to grab at them. They lose hit points from death power which add up to twice your points. (If the person is a living dead, they get hit points instead because that's how death power works). If the person doesn't want to be hit with death power, they can try a will save which makes them take half as much pain if they pass.
    Deal Signed In Blood: You must be at least order five to learn this idea. You make a hell person who has a set of game numbers which are made from your points and order. Use the game numbers for the hell person with no mind, then add a number of hit points that's the same as the number of points you got, and then add a third of that number to its hard skin number which lifts its life clothes class, and also to attack rolls and pain rolls. It goes away when it has no hit points or after a minute for each order you have. The hell person is made within short reach.
    Drink Life: Pick a person within short reach. If they're a friend who is okay with you having this idea on them, they give you any number of their hit points. Else, they lose a number of hit points that's the same as the number of points you got, and you get half of that. A shrug save makes them lose half as many hit points if they pass so you'll get half as many hit points as that. The hurt is caused by true pain which can't be stopped or part stopped by any means (other than passing the shrug save). Blood seems to fly from the person you picked to you, though it isn't real and passes by anyone who would be in its way.
    Escape the Ground: Pick a person within short reach. That person can fly up to ten times your points, total. They have perfect flying, but if they stay still or move in some way that isn't flying, that still uses up five feet of their flying on their turn.

    (Say you got ten points, the person can fly up to a total of a hundred feet, and they can go as fast as they like each turn so long as they don't run out.)
    Fix the Broken: Pick a thing within short reach. The breaks in it disappear as your idea becomes real. It gets as many hit points as two times your points, up to its total. If it was broken it stops being broken. If it had powers it doesn't get them back, though.
    Force Field: You can have this idea as an immediately quick act. When you do, a wall of force appears between you and anyone who would hurt you, blocking their attacks. You get a force lift to your life clothes class (the number that says how hard you are to hit) that's the same as the number of points you got. The force field lasts up to one minute for each order you have reached, but each time someone misses you but would have hit you without the force field, the lift goes down by one, and another one for each point by which they beat your normal life clothes class.

    You can also give someone within normal reach the force field but if you do it takes a normal act.
    Free Friend: Pick a friend within long reach who is under a power which allowed a save. That friend can immediately make another save against the same power, and gets a lift on that save which is the same as your number of points.
    Grip of Hate: Pick a person within long reach. A black hand of light grips them, and takes away their hope of stopping your attacks. Any power they had to ignore some of the pain of a given type (such as lower fire five or pain stop five ignored by cutting) has the number dropped by the number of points you got for one minute for each order you have reached (no lower than nothing).

    If they have some power that would usually stop all pain of a given type, then each attack made against them can do pain of that type up to the number of points you got.
    Hand of God: You pick a friend, or a thing which isn't with a person of the other team, within normal reach. If you pick a thing, it can't be heavier than five hundred of the thing this game uses to say how heavy things are. That person or thing goes away and then comes back in a place that you pick within five times your points in feet of the place they started. A huge white hand seems to push them into the new space, though they pass through anything that would stop them. If you pick yourself, you can have this idea as a quick act.
    Heart of Holding On: You get stop pain ignored by nothing which is two times as much as the number of points you got. It lasts up to one minute for each order you have, but each time it stops pain, it goes down by that much.
    Last Kiss: You breathe a kiss of death at a person within short reach, and a grey shadow of the kiss flies towards them, marking them for death. For one round for every point you got, that person takes a shrug save. If they pass, nothing happens immediately, but they must save again each round. Else, they lose a hit point for every point different their roll is from how hard the save was.
    Shadow Team: You pick a friend within short reach and that friend's shadow comes to life and helps them with an interest check. The next interest roll that friend makes within the next round adds your points.
    Shocking Field: You pick a number of five foot spaces up to the number of points you got. Each time a person moves into one of those spaces for the first time in a turn or starts its turn there, that person takes a die six of shock pain. The first time each turn that a person takes this pain, they can try an escape save which halves all the pain they take this turn if it passes.
    Sign of Life: Pick a person within short reach. That person gets as many hit points as you got points, because of life power. Living dead lose that many hit points instead (because that's how life power works) but they can try a will save to take half as much pain.
    Smoke Without Fire: You make a ball of smoke which is up to five feet across for each order you have, and which fits totally within normal reach. The smoke gives a miss chance which is two times your points out of a hundred, so if you get five points, people in the smoke get a ten in one hundred miss chance on attacks from outside the smoke, and also from attacks made from more than five feet away in the smoke.
    Sure Shot: Pick a friend within short reach. That friend adds your points total to their next attack roll made within the next round, as their eyes lock in on their mark.
    Wall of Blocks: You make up to two blocks for each order you have, which you can put in any place within normal reach. Each one is five feet tall and wide and long. Each one has a number of hit points that is the same as the number of points you got. To make the blocks not be there, people have to take away all their hit points. Each block's hit points are its own; they do not share hit points. The blocks are good for standing on and it is not hard at all to climb onto one so you can totally make stairs and stuff. You must put them somewhere that can hold them up.
    Word of Wind: You make a line of wind that pushes people and things away from you. The line is five times your points in feet, and anyone who is on the line must take a shrug save. If they lose the save, they are thrown to the end of the line. They can't be thrown further than five feet for each group smaller than the biggest group they are. They then fall over (even if they are in the biggest group). That means that a huge person can be thrown up to ten feet back, and a normal person can be thrown up to twenty feet.

    Spoiler: Plain Text Version
    Show
    The Word Teacher

    A class made with only the thousand words people use most often. Try it yourself!

    "I am here to show you the power of the word!"

    A word teacher uses the power of words to fuel its abilities: whether to kill, cure, or a variety of other abilities.

    Adventures: Word teachers go on adventures to expand their vocabulary and increase their power.

    Characteristics: Word teachers have a variety of powers, making them versatile

    Alignment: Any. Word teachers can be good or evil.

    Religion: Word teachers like gods of words. No surprises there.

    Background: Word teachers are taught by other word teachers who have mastered their art.

    Races: Any. Also, I'm really glad that race and class are both on the top thousand words list or this would be so much harder.

    Other Classes: Word teachers try to teach their ways to others, but the others in question usually don't care.

    Role: The word teacher has a versatile role in the party.

    Adaptation: You can change the word teacher to better fit your campaign setting, but fundamentally it'll always be a weird class.

    GAME RULE INFORMATION
    Word teachers have the following game statistics:
    Power Numbers: Word teachers do not need to be strong. They need to be bright but do not need to speak well or have sense. They should be a little bit fast and hard because they can stop people making them die if they do.
    Alignment: Any
    Hit Die: d6
    Starting Age: As Barbarian
    Starting Gold: As Cleric (5d4*10)

    Class Skills
    The word teacher's class skills (and the key ability for skill) are bluff (cha), concentration (con), craft (int), decipher script (int), diplomacy (cha), forgery (cha), intimidate (cha) knowledge (all skills, taken individually) (int), listen (wis), perform (oratory) (cha), profession (wis), sense motive (wis), speak language (none), spellcraft (int), spot (wis) and use magic device (cha).

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

    Word Teacher
    Level BAB Fort Save Ref Save Will Save Features Ideas Known Ideas/Day Letters
    1st
    +0
    +0
    +0
    +2
    Ideas 3 6 4
    2nd
    +1
    +0
    +0
    +3
    4 7 5
    3rd
    +2
    +1
    +1
    +3
    5 8 5
    4th
    +3
    +1
    +1
    +4
    6 9 6
    5th
    +3
    +1
    +1
    +4
    7 10 6
    6th
    +4
    +2
    +2
    +5
    8 11 7
    7th
    +5
    +2
    +2
    +5
    9 12 7
    8th
    +6/+1
    +2
    +2
    +6
    10 13 8
    9th
    +6/+1
    +3
    +3
    +6
    11 14 8
    10th
    +7/+2
    +3
    +3
    +7
    12 15 9
    11th
    +8/+3
    +3
    +3
    +7
    13 16 9
    12th
    +9/+4
    +4
    +4
    +8
    14 17 10
    13th
    +9/+4
    +4
    +4
    +8
    15 18 10
    14th
    +10/+5
    +4
    +4
    +9
    16 19 11
    15th
    +11/+6/+1
    +5
    +5
    +9
    17 20 11
    16th
    +12/+7/+2
    +5
    +5
    +10
    18 21 12
    17th
    +12/+7/+2
    +5
    +5
    +10
    19 22 12
    18th
    +13/+8/+3
    +6
    +6
    +11
    20 23 13
    19th
    +14/+9/+4
    +6
    +6
    +11
    21 24 13
    20th
    +15/+10/+5
    +6
    +6
    +12
    22 25 14

    Class Features
    All of the following are class features of the word teacher.

    Weapon and Armour Proficiency
    Word teachers are proficient with simple weapons, light armour, and shields (except for tower shields)

    Ideas (Sp)
    Word teachers have the power to use Ideas, which are the defining power of the word teacher. They start off knowing three of them, and can use six of them each day, but they get more of both ideas known and ideas each day when they reach a higher level, as given on Table: The Word Teacher.

    Each idea has its own description which tells you what the idea does. In order to have an idea, you need to get a bag of scrabble tiles, and then take a number of them out of the bag and try to make words out of some or all of them. The number of letters you take is given on Table: The Word Teacher.

    You place the letters on the places for that game however you like, so long as at least one of the letters is in the centre, and each word you put down is fixed to a word which is already down. Then you add up all of the points that all of those words get, taking note of the double and triple letter and word scores. Do not count the middle space as a double word score

    Say you draw the letters of the word hit, which are four, one and one point letters. You can make the word hit and then you will have six points. The idea then uses the number six as a parameter. Instead, you can put the words "Hi" and "It" so that the first letter of "Hi" is on a double letter score, so you will get four and four and one points for "Hi", and one and one for "It", so you will get eleven points total.

    Sometimes you can't make a word at all so you get no points and usually the idea does nothing, but ideas never miss other than that.

    You can't use a computer or anything like that to help you find words. The words that you form must either be real words or words that appear somewhere in the game books, and can't be words from another language. The DM can stop you and make you decide immediately if you take more than a minute and everyone else is waiting for you, but the other players are allowed to assist you in choosing words.

    Your level for an idea is your word teacher level. The save DC against an idea is 10 + half your word teacher level + your intelligence modifier. Having an idea is a standard action unless otherwise stated.

    Ideas

    The following are all of the word teacher's ideas. They sometimes use short range to mean 25 ft + 5 ft/2 levels, normal range to mean 100 ft + 10 ft/level, and long reach to mean 400 ft + 40 ft/level.

    A Thought as Fast as Light: Choose an ally within long range. That friend does not quite move as fast as light, but each of their speeds increases by five times your score for one round per order. If you choose yourself, you can have this idea as a swift action.
    Believe in the Light: You make a picture of something which looks and sounds like the real thing. It lasts for up to two rounds per level, though you can dismiss it as a free action. You can fill up to one five foot space with the picture for each point you got, but they all need to be within normal range of you. Like most illusions, a person who interacts with it can take a will save to stop believing in it.
    Breathe Glass: You breathe out sharp pieces of glass a cone of up to five feet per level. Each person in the area takes slashing damage equal to your score. They can take an reflex save to halve the damage.
    Burning Memories: You pick an area within normal range which is a sphere of up to five feet across for every two levels you have (at least five feet). A burst of fire fills the area, which deals fire damage equal to your score to each creature in the area. Anyone who is hit can take a reflex save to halve the damage.
    Call Friend: You must be at least level seven to know this idea. You pick an ally, no matter where they are, and then you can say a number of words to them that's the same as the number of points you got. They can say that many back to you.
    Cause Sleep: You pick any number of creatures within normal range. Starting with the one with the fewest hit dice, each person checks to see if they have more or fewer hit dice than your score. If they do, the idea stops. If not, they take a will save. If they pass, the idea moves on to the next person. If they lose the save, they fall asleep and then your score total goes down by their hit dice. People stay asleep for one minute for each order you have, or until woken up.

    (Say you pick four people, who have two, two, three and four hit dice, and you get six points. If the first person passes the save they do not fall asleep but you still have six points. The second and third people fail the save, so they fall asleep, and you lose two points and another three points. You then only have one point left so you can't do anything to the person with four hit dice)
    Dark Touch: You pick a person within five feet of you and reach out towards them, causing a hand of shadow to grab at them. The target takes negative energy damage equal to double your score. (If the person is a living dead, they are healed instead). An unwilling target can attempt a will save which makes them take half as much damage if they pass.
    Deal Signed In Blood: You must be at least level five to learn this idea. You make a devil who is empowered by your points and level. Use the game statistics for the lemure, then add a number of hit points equal to your score, and then add a third of that number to its natural armour bonus to AC, and also to attack rolls and damage rolls. It goes away when it has no hit points or after a minute for each level you have.
    Drink Life: Pick a person within short range. If they're willing ally, they give you any number of their hit points. Otherwise, they take true damage equal to your score (fortitude half) and you gain that much life. True damage cannot be prevented, mitigated or resisted by any means. Blood seems to fly from the person you picked to you, though it isn't real and passes by anyone who would be in its way.
    Escape the Ground: Pick a creature within short range. That person can fly up to ten times your score, total. They have perfect manoeuvrability, but if they stay still or move in some way that isn't flying, that still uses up five feet of their flying on their turn.

    (Say you got ten points, the person can fly up to a total of a hundred feet, and they can go as fast as they like each turn so long as they don't run out.)
    Fix the Broken: Pick an object within short range. The breaks in it disappear as your idea becomes real. It is healed for double your score, and loses the broken condition if it had it, but doesn't regain lost magical powers.
    Force Field: You can have this idea as an immediate action. When you do, a wall of force appears between you and anyone who would hurt you, blocking their attacks. You get a deflection bonus to AC equal to your score. The force field lasts up to one minute for per level, but each time someone misses you but would have hit you without the force field, the bonus goes down by one, and another one for each point by which they beat your normal AC.

    You can also give someone within normal range the force field but if you do it takes a standard action.
    Free Friend: Pick an ally within long range who is under an effect which allowed a save. That ally can immediately make another save against the same effect, and gets a bonus on that save which is the same as your number of points.
    Grip of Hate: Pick a person within long range. A black hand of light grips them, and takes away their hope of stopping your attacks. Any power they had to ignore some of the damage of a given type (such as resistance to fire or DR/slashing) suffers a reduction in that number equal to your score for one minute.

    If they have some power that would usually stop all damage of a given type, then each attack made against them can do damage of that type up to the number of points you got.
    Hand of God: You pick an ally, an object attended by an ally, or an unattended object, within normal range. If you pick an object, it can't be heavier than five hundred pounds. That person or object teleports to a location of your choice within five times your points in feet of the place they started. A huge white hand seems to push them into the new space, though they pass through anything that would stop them. If you pick yourself, you can have this idea as a swift action.
    Heart of Holding On: You get stop DR/- which is twice the number of points you got. It lasts up to one minute per level, but each time it stops damage, it goes down by that much.
    Last Kiss: You breathe a kiss of death at a person within short range, and a grey shadow of the kiss flies towards them, marking them for death. For one round for every point you got, that person takes a fortitude save. If they pass, nothing happens immediately, but they must save again each round. Else, they lose a hit point for every point by which they fail.
    Shadow Team: You pick an ally within short range and that friend's shadow comes to life and helps them with a skill check. The next skill check that ally makes within the next round adds your score.
    Shocking Field: You pick a number of five foot squares up to the number of points you got. Each time a person moves into one of those spaces for the first time in a turn or starts its turn there, that person takes d6 lightning damage. The first time each turn that a person takes this damage, they may attempt a reflex save which halves all the damage they take this turn if passed.
    Sign of Life: Pick a person within short range. That person regains as many hit points as you got points, due to positive energy. Undead take that much damage instead (because that's how positive energy works) but they can attempt a will save to take half as much damage.
    Smoke Without Fire: You make a ball of smoke which is up to five feet across for each level you have, and which fits totally within normal range. The smoke gives a miss chance which is 2% times your score, so if you get five points, people in the smoke get a 10% miss chance against attacks from outside the smoke, and also from attacks made from more than five feet away in the smoke.
    Sure Shot: Pick a friend within short range. That friend adds your points total to their next attack roll made within the next round, as their eyes lock in on their mark.
    Wall of Blocks: You make up to two blocks per level, which you can put in any place within normal range. Each one is five feet tall, wide and long. Each one has a number of hit points equal to the number of points you got. To destroy the blocks, one must reduce them to 0 hit points. Each block's hit points are its own; they do not share hit points. The blocks are good for standing on and it is not hard at all to climb onto one so you can totally make stairs and stuff. You must put them somewhere that can support them.
    Word of Wind: You make a line of wind that pushes people and things away from you. The line is five times your score in feet, and anyone who is on the line must take a fortitude save. If they fail the save, they are thrown to the end of the line. They can't be thrown further than five feet for each size category below colossal they are. They then fall prone (even if they are colossal). That means that a huge person can be thrown up to ten feet back, and a medium person can be thrown up to twenty feet.
    Last edited by Jormengand; 2018-08-21 at 04:49 PM.

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