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  1. - Top - End - #1
    Ogre in the Playground
     
    Alabenson's Avatar

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    Mar 2011
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    Default Base Class Contest XXXXV: A Homebrew Bumper Crop

    A Homebrew Bumper Crop

    Welcome to Base Class Contest number forty five! 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 harvest; anything is possible, from a reaper of souls to a farmer of crops, 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 maneuvers, 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 Eastern Standard Time (New York/Miami) on November 30th, 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 favor, and may all of your die rolls be high...

    Go!
    Last edited by Alabenson; 2018-11-03 at 12:54 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

    Spoiler: PbP Characters
    Show

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

    Join Date
    Mar 2011
    Gender
    Male

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    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]
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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]
    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

    Spoiler: PbP Characters
    Show

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

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

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    The Harvester

    Something wicked this way comes.

    There are some malevolent individuals who delight solely in terror and evil. They conjure up horrors to do their bidding, 'harvesting' the chaos they wreak amongst their victims.

    Adventures: A Harvester generally prefers her own company, but must travel (if for no other reason than to find new communities and individuals to terrorise). They make excellent antagonists for adventurers as well, by conjuring (and loosing) multiple other villains.

    Characteristics: A Harvester can almost hold her own in combat, and summons minions for battle or to help solve other problems.

    Alignment: Harvesters must be evil to enter the class, and are generally chaotic-aligned as well. Interestingly, a Harvester that forsakes the path of evil does not suffer any penalties, and still commands the obedience of her minions (though they may chafe at being ordered to do good works).

    Religion: Harvesters tend to worship deities of evil, darkness, undeath, or fear.

    Background: A Harvester can come from any background - their gruesome interests usually develop early in life and are merely given voice by their new powers.

    Races: Harvesters are almost always human.

    Other Classes: Harvesters love to terrify commoners, aristocrats, and anyone else without magical abilities of their own. However, they shrink before paladins and true spellcasters, for they know that bravery and spells can easily defeat their own powers.

    Role: A Harvester in a party knows she must "play nice" to reap the benefits of questing. She serves as a supporting martial character, using her minions as additional combatants (or occasionally commanding them to assist in non-combat roles). She has a limited selection of spell-like abilities for other niche purposes.

    Adaptation: A Harvester might be well-suited to horror-based campaigns, though her minions may compete thematically with the antagonists of such adventures.

    The Harvester

    Harvesters have the following game statistics.

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

    Alignment: Any evil.

    Hit Die: d8

    Starting Age: As barbarian.

    Starting Gold: As monk.

    Class Skills
    The Harvester’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana, dungeoneering, local, nature, religion, the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), and Survival (Wis).

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

    Skill Points at Each Additional Level: 4 + Int modifier

    Table: The Harvester
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +2
    Aura, Dark Lore, Trick or Treat (0th)
    2nd
    +1
    +3
    +0
    +3
    Trick or Treat (1st)
    3rd
    +2
    +3
    +1
    +3
    Dark Armour (2), Dark Grace
    4th
    +3
    +4
    +1
    +4
    Trick or Treat (2nd)
    5th
    +3
    +4
    +1
    +4
    Conjure Horror
    6th
    +4
    +5
    +2
    +5
    Trick or Treat (3rd)
    7th
    +5
    +5
    +2
    +5
    Dark Armour (5)
    8th
    +6/+1
    +6
    +2
    +6
    Trick or Treat (4th)
    9th
    +6/+1
    +6
    +3
    +6
    Improved Conjure Horror
    10th
    +7/+2
    +7
    +3
    +7
    Trick or Treat (5th)
    11th
    +8/+3
    +7
    +3
    +7
    Dark Armour (10)
    12th
    +9/+4
    +8
    +4
    +8
    Trick Or Treat (6th
    13th
    +9/+4
    +8
    +4
    +8
    14th
    +10/+5
    +9
    +4
    +9
    Trick or Treat (7th)
    15th
    +11/+6/+1
    +9
    +5
    +9
    16th
    +12/+7/+2
    +10
    +5
    +10
    Trick or Treat (8th)
    17th
    +12/+7/+2
    +10
    +5
    +10
    18th
    +13/+8/+3
    +11
    +6
    +11
    Trick or Treat (9th)
    19th
    +14/+9/+4
    +11
    +6
    +11
    20th
    +15/+10/+5
    +12
    +6
    +12
    Grim Reaper

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

    Weapon and Armor Proficiencies
    A Harvester is proficient with all simple and martial weapons and with scythes. She is not proficient with with any type of armor or shield.

    Aura (Su)
    A Harvester has an aura of evil, just as an evil cleric. She retains this aura even if she becomes non-evil.

    Dark Lore (Ex)
    At Harvester adds her class level as a competence bonus to any Knowledge check made to identify a creature or its weaknesses, and to any Knowledge check dealing with evil-associated individuals, places, or things.

    Trick Or Treat (Sp)
    Beginning at 1st level a Harvester gains a variety of fell powers. She may duplicate any Conjuration (calling), Conjuration (summoning), Illusion (shadow), or Necromancy spell of 0th level or lower as a spell-like ability (caster level = class level, save DC 10 + spell level + the Harvester's Charisma modifier), with the following provisos:

    If a spell appears on multiple lists, treat it as the sorcerer/wizard. cleric, druid, bard, ranger, or paladin version (in that order) when determining its level.

    The Harvester may only conjure evil-aligned creatures with this ability (even if she is nonevil herself).

    If a spell has an expensive material component, XP cost, or focus, she must meet that requirement herself.

    She may use this ability a number of times per day equal to 3 + her Charisma bonus (if any).

    At 2nd level and every two levels thereafter the maximum spell level she can duplicate increases by one (to a maximum of 9th-level spells at 18th level).

    Dark Armour (Ex)
    Beginning at 3rd level a Harvester gains damage reduction 2/cold iron. This improves to damage reduction 5/cold iron at 7th level, and to damage reduction 10/cold iron at 11th level.

    Dark Grace (Ex)
    At 3rd level a Harvester adds her Charisma bonus (if any) as a resistance bonus on all her saves and as a deflection bonus to her Armour Class.

    Conjure Horror (Su)
    At 5th level a Harvester can rely upon her minions for indefinite service. Once per day when using her Trick or Treat ability to duplicate a summon monster, summon nature's ally, or summon undead spell, the Harvester may increase the duration of that spell to permanent. Whenever she uses this ability, any creatures already benefiting from it are immediately banished.

    Improved Conjure Horror (Su)

    At 9th level a Harvester may conjure up loyal minions of greater power. Once per day she may expend three uses of her Trick or Treat power to call one of the creatures detailed below. Creatures serve until she uses this ability again (with any prior creatures becoming free-willed). Whenever a creature is slain in her service (and does not possess the rejuvenation special quality), she may not call that kind of creature again until the next time she gains a class level. This is a Conjuration (calling) effect.

    Spoiler: Improved Conjure Horror Options
    Show
    Adam/Eve
    This flesh golem has an Intelligence score of 10 and is entitled to feats and skill points, though it retains its immunity to mind-affecting effects. Its class skills are all fighter class skills. It may go berserk but never attacks the Harvester (though it may attack her allies or loved ones to in an attempt to hurt her indirectly). It is advanced by 4 racial Hit Dice whenever the Harvester gains a class level; whenever it would increase in size the Harvester may choose to grant it 4 additional racial Hit Dice instead.

    Blob
    This black pudding has an Intelligence score of 2 and is entitled to feats and skill points, though it retains its immunity to mind-affecting effects. Its class skills are Climb, Listen, Survival, and Swim. It is advanced by 4 Hit Dice whenever the Harvester gains a class level. At Harvester level 14th, the creature transforms into an elder black pudding and is advanced by 4 racial Hit Dice per additional Harvester class level thereafter.

    Fiend
    This 5th-level rogue has the half-fiend template. It is advanced by one rogue level whenever the Harvester gains a class level.

    Ghost
    This 5th-level bard or specialist wizard (illusionist) has the ghost template but not the rejuvenation special quality. It is advanced by one bard or wizard level whenever the Harvester gains a class level.

    Mummy
    This mummy has 16 Hit Dice. It is advanced by 4 Hit Dice whenever the Harvester gains a class level. At Harvester level 17th, the creature transforms into a greater mummy and is advanced by 1 cleric level per additional Harvester class level thereafter.

    Slasher
    This 7th-level barbarian has the rejuvenation special quality (as a ghost) and the shadow jump ability as a shadowdancer of its class level. It never speaks. It is advanced by one barbarian level whenever the Harvester gains a class level.

    Slasher, Nightmare
    This 5th-level fighter has the ghost template and the dream haunting special attack (as a night hag). It is advanced by one fighter level whenever the Harvester gains a class level.

    The Thing
    This phasm is advanced by 4 racial Hit Dice whenever the Harvester gains a class level. If it has at least 14 Hit Dice, it may split into multiple phasms (each must have at least 7 Hit Dice) and/or recombine as a full-round action. Multiple phasms from this class ability share the Hive Mind special quality. Finally, a phasm may take one minute to absorb the corpse of a slain animal or humanoid, gaining a +4 competence bonus on Bluff checks to imitate that creature.

    Vampire Bride(groom)s
    These three vampire spawn are each advanced by one aristocrat level whenever the Harvester gains a class level. At Harvester level 15th, they transform into vampire nobles (though they do not gain Leadership and any spawn they create are free-willed) and are advanced by 1 aristocrat level per additional Harvester class level thereafter.

    Werewolf
    This werewolf is a 5th-level fighter, and is advanced by one fighter level whenever the Harvester gains a class level. At Harvester level 16th, the creature transforms into a werewolf lord and is advanced by 1 fighter level per additional Harvester class level thereafter.

    Witch
    This green hag is a 9th-level adept and possesses a broom of flying. She is advanced by one adept level whenever the Harvester gains a class level.

    Zombie Plague
    These humanoid zombies replenish themselves by raising their victims as new zombies, at no cost to the Harvester. They always total 4 per Harvester class level, and do not count towards the limit of zombies that can be controlled via animate dead.

    Grim Reaper (Ex and Su)
    At 20th level the Harvester herself becomes the ultimate horror. Her type changes to undead (increasing her Hit Dice to d12 but not recalculating her base attack bonus, saves, or skill points). Any scythe she wields gains the vorpal special quality. Finally, any enemy within 30 feet that so much as looks at her must succeed on a Will save (DC 10 + 1/2 class level + her Charisma modifier) or become panicked for 1d4 rounds. This is a necromantic gaze attack.

    New Items
    Jack-O'-Lantern, Helm
    This helm is fashioned from an enchanted jack-o'-lantern and is lit from within, obscuring its bearers features. The bearer may exhale flames (as burning hands), or produce a terrifying (as scare) or infectious (as hideous laughter) cackle at will.
    Faint Enchantment, Evocation, and Necromancy; CL 5th; Craft Wondrous Item; burning hands, continual flame, hideous laughter, scare; Price 45,110 gp; Weight 3 lb.

    Jack-O'-Lantern, Ward
    This enchanted jack-o'-lantern radiates light, and while somewhat macabre is ultimately benign. While carried it radiates a magic circle against evil, and if one such item is placed at every entrance to a dwelling (minimum one) they ward the entire residence as a magic circle.
    Moderate Abjuration; CL 5th; Craft Wondrous Item; magic circle against evil; Price 45,000 gp; Weight 3 lb.
    Last edited by rferries; 2018-11-05 at 06:36 PM.

  4. - Top - End - #4
    Ogre in the Playground
     
    Alabenson's Avatar

    Join Date
    Mar 2011
    Gender
    Male

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    The Haruspex

    When the warmth of summer begins to fade away and the fields and orchards ready to yield their bounty, those who spend their lives tilling the earth know the season of the haruspex has descended upon them. These enigmatic and sometimes sinister priests of harvest time see themselves as the living embodiment of the cycle of sowing and reaping that defines life for many and have learned to apply this cycle to the very forces of life itself.

    Adventures: Haruspex see the world as a field ripe and ready for harvest and frequently see adventure as a means to the end of reaping those whose time has come. Additionally, many haruspex place great value on the opportunities to visit far off lands that adventures offer, not to mention the bounties of power and knowledge they can reap for themselves as well.

    Characteristics: Haruspex are potent spellcasters, drawing on many of the same stores of knowledge that druids possess. Furthermore, haruspex wield the ability to harvest life, magic and even souls as easily as a farmer might harvest wheat. Haruspex are able to sow what they reap, however, and are able to use the lifeforce they seize to aid their allies.

    Alignment: Haruspex share many of the same teachings as druids do, including the need to maintain at least some level of nature's indifference. As such, a haruspex must be neutral on at least one alighment-axis (good - evil or law - chaos).

    Religion: Much like druids, haruspex tend to be drawn to deities of nature such as Obad-Hai. However, small but significant number of evil haruspex find themselves drawn to worship of Nerull, seeing the Reaper of Flesh as the ultimate embodiment of their focus.

    Background: The vast majority of haruspex began their training as runaways who found themselves under the care of either a lone mentor or a circle. While some tales speak of haruspex spiriting children away from their homes, in truth this practice is almost unheard of outside of the most malevolent haruspex circles.

    Races: Humans make up a significant number of haruspex with half-elves and halflings making up significant minorities (the latter tending to focus on the more benevolent teachings). While its relatively rare for the savage races to have developed agriculture to a degree needed to produce priests dedicated to its cycles, those that do tend to produce numerous, and particularly brutal, haruspex.

    Other Classes: Haruspex tend to get along with more with nature-oriented and self-taught classes such as barbarians, sorcerers and rangers. Despite, or perhaps because of, their similarities, however, many druids distrust haruspex, and paladins often have difficultly separating individual haruspex from their sinister reputation.

    Role: Haruspex are potent divine spellcasters and are able to provide significant healing and manipulate the battlefield to their advantage, although they don't have quite the versatility as druids. Furthermore, they possess additional powers that allow them to inflict lethal harm upon their enemies, the most powerful haruspex able to claim their very souls.

    GAME RULE INFORMATION
    Haruspex have the following game statistics
    Abilities: Wisdom is the most valuable ability for haruspex as it governs their spellcasting and the potency of several class abilities. Dexterity is also useful, as most haruspex tend to be lightly armored.
    Alignment: Any neutral (NG, LN, N, CN, or NE)
    Hit Die: D8
    Starting Age: As cleric
    Starting Gold: As barbarian

    Class Skills:
    Concentration, Craft, Gather Information, Heal, Hide, Intimidate, Knowledge (local), Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Survival
    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 +2 +0 +2 Harvest Energy, Sow Energy 3 1 -- -- -- -- -- -- -- --
    2nd +1 +3 +0 +3 Reaping Aura 4 2 -- -- -- -- -- -- -- --
    3rd +2 +3 +1 +3 Sow Magic (1 spell) 4 2 1 -- -- -- -- -- -- --
    4th +3 +4 +1 +4 Harvest Magic 5 3 2 -- -- -- -- -- -- --
    5th +3 +4 +1 +4 Conjure Bounty 5 3 2 1 -- -- -- -- -- --
    6th +4 +5 +2 +5 Sow Magic (2 spells) 5 3 3 2 -- -- -- -- -- --
    7th +5 +5 +2 +5 Harvest Vigor 6 4 3 2 1 -- -- -- -- --
    8th +6 +6 +2 +6 Sow Energy (remove conditions) 6 4 3 3 2 -- -- -- -- --
    9th +6 +6 +3 +6 Sow Magic (3 spells) 6 4 4 3 2 1 -- -- -- --
    10th +7 +7 +3 +7 Mass Harvest Energy 6 4 4 3 3 2 -- -- -- --
    11th +8 +7 +3 +7 Improved Reaping Aura 6 5 4 4 3 2 1 -- -- --
    12th +9 +8 +4 +8 Sow Magic (4 spells) 6 5 4 4 3 3 2 -- -- --
    13th +9 +8 +4 +8 Harvest Life 6 5 5 4 4 3 2 1 -- --
    14th +10 +9 +4 +9 Greater Conjure Bounty 6 5 5 4 4 3 3 2 -- --
    15th +11 +9 +5 +9 Sow Magic (5 spells) 6 5 5 5 4 4 3 2 1 --
    16th +12 +10 +5 +10 Improved Harvest Magic 6 5 5 5 4 4 3 3 2 --
    17th +12 +10 +5 +10 Sealed Life 6 5 5 5 5 4 4 3 2 1
    18th +13 +11 +6 +11 Sow Magic (6 spells) 6 5 5 5 5 4 4 3 3 2
    19th +14 +11 +6 +11 Harvest Soul 6 5 5 5 5 5 4 4 3 3
    20th +15 +12 +6 +12 Soulthresher Aura 6 5 5 5 5 5 4 4 4 4

    Weapon and Armor Proficiencies: Haruspex are proficient with all simple weapons plus the scythe. A haruspex is proficient with light and medium armor but is prohibited from wearing metallic armor. Haruspex are not proficient with shields.
    A haruspex that wears metal armor is unable to cast haruspex spells or use their supernatural or spell-like abilities as long as they wear the prohibited armor and for 24 hours thereafter.

    Spells: A haruspex casts divine spells, which are drawn from the haruspex spell list given below. A haruspex must prepare his spells in advance (see below)
    To prepare or cast a haruspex spell, a haruspex must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against an haruspex's spell is 10 + the spell’s level + the haruspex’s Wis modifier. Like other spellcasters, a haruspex can cast only a certain number of spells of each spell level per day, given on their class table. However, a haruspex does not gain bonus spells per day for having a high Wisdom score. Instead, a haruspex can recall previously cast spells a number of times per day as determined by their Wisdom score.
    For example, a haruspex with a Wisdom score of 20 can recall 1st level spells twice a day and 2nd, 3rd, 4th, and 5th level spells once a day each. A haruspex can use a higher level spell recall to cast a lower level spell, but only if they could normally cast a spell of the higher level. For instance, a 3rd level haruspex with a Wisdom score of 18 can recall a 1st and 2nd level spell once a day each, but cannot use their ability to recall 3rd or 4th level spells, even to cast a spell of a lower level.

    Harvest Energy (Su): One of the first abilities a haruspex learns is the trick to "harvesting" positive or negative energy from creatures so that it may be put to use. As a standard action, a haruspex of 1st level or higher can target a creature within 60 feet with a ranged touch attack. If this attack succeeds, the target creature takes an amount of damage equal to 1d6 per spell level of the highest haruspex spell the haruspex has available to cast. The haruspex may then use this energy to fuel their sow energy ability, with each point of damage dealt by harvest energy added to their sow energy pool up to their daily maximum.
    While a haruspex can claim both positive and negative energy with equal ease, they cannot effect the magical energy that animates constructs, who are immune to this ability. Furthermore, this ability cannot be used to damage nonliving objects.

    Sow Energy (Su): While haruspex have the ability to harvest the life from their enemies, they also possess the ability to make ready use of this energy to benefit their allies. With a touch, the haruspex may heal themselves or another living creature of 1 point of damage for each point of sow energy expended. A haruspex may expend a number of points of positive sow energy in a given day equal to twice their class level x their Wisdom modifier. Any unspent points of sow energy are lost when a haruspex regains their spells for the day. For example, a 7th level haruspex with Wisdom 16 could heal a total of 42 points of damage in a given day. The haruspex can choose to divide this healing among multiple recipients, and they don’t have to use it all at once. Using sow energy is a standard action.
    Alternatively, a haruspex may use any or all of this healing power to deal damage to undead creatures. Using sow energy in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The haruspex decides how much of his daily allotment of points to use as damage after successfully touching an undead creature.
    Beginning at 8th level, the haruspex can choose to spend some of the healing bestowed by sow energy to remove other harmful conditions affecting the target.
    For every 5 points of sow energy you expend, they can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
    For every 10 points of sow energy you expend, they can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
    For every 20 points of sow energy you expend, they can remove a negative level or the blinded, deafened, or diseased condition from one individual.
    The haruspex can remove multiple conditions and heal damage with the same touch, so long as they expend the required number of points.
    Similar to their ability to heal with positive energy, a haruspex can harm living creatures or heal undead with the negative energy they harvest from undead. A haruspex tracks the amount of positive and negative energy they can expend separately, so a 7th level haruspex with Wisdom 16 can wield a total of 42 points of positive energy and 42 points of negative energy each in a given day.

    Reaping Aura (Su): Starting at 2nd level, a haruspex gains the ability to project an aura out to a range of 30 feet that claims the last bits of life of those close to death who are within its area of effect. Any dying creature (hp -1 to -9) within the area of the haruspex's reaping aura automatically is dealt 1 point of damage each round at the beginning of the haruspex's turn. Each point of damage thus dealt heals the haruspex by an equal amount. The haruspex may suppress this aura as a free action. Furthermore, the haurspex may designate up to one creature per point of Wisdom modifier who is unaffected by this ability while it is active and may change these designations once per round as a swift action.

    Sow Magic (Sp): A haruspex of 3rd level or higher develops the ability to sow magic within themselves or a willing target to take effect at a later date. The target of this ability must be a valid target for the spell being sown and the process takes 1 full round plus 1 round per level of the spell being sown or the spell's casting time, whichever is longer, during which the haruspex must remain in contact with the target regardless of the spell's range. Once sown, the spell may take effect either when conditions set by the haruspex at the time of the sowing are met or when the haruspex wills it. Triggering a sown spell is a standard action for the haruspex, who may do so at any range as long as they are on the same plane as the target. Once triggered, a sown spell effects the target as though the haruspex had cast it upon them, using their statistics at the time of the sowing for any numerical effects. A sown spell with persist until either triggered or until 1 day per haruspex class level passes, at which point the sown spell dissipates with no effect.
    At first the haruspex may only have one sown spell in effect at any given time. For every three class levels the haruspex possesses beyond 3rd (6th, 9th, 12th, 15th and 18th) the haruspex gains the ability to have an additional sown spell in effect beyond the first.

    Harvest Magic (Su): At 4th level, the haruspex gains the ability to harvest magical energy. As long as the haruspex has an available spell of 2nd level or higher the haruspex can target either a creature or an active spell effect with a targeted dispel magic effect as a standard action using their haruspex class level. Furthermore, for every spell level dispelled in this manner the haruspex gains 2 temporary hp, which persist for 1 minute before fading. The specifics of this ability depend on the highest level spell the haruspex has available at the time they use it.
    2nd-3rd; The haruspex must make a successful touch attack against the target creature or effect to be dispelled.
    4th-6th; The haruspex may target a single creature or spell effect within 100 feet.
    7th-9th; The haruspex may target multiple creatures or effects with a single use of the ability, up to 1 target per 2 spell levels powering the ability.

    Conjure Bounty (Sp): Once per day, a haruspex of 5th level or higher may conjure a bountiful feast for up to 1 creature per 2 class levels. Those who partake need not eat or drink for the rest of the day, are cured of the fatigued and exhausted conditions and heal hp and ability damage as though they had benefited from a full day's rest.

    Harvest Vigor (Su); A haruspex of 7th level or higher can use their harvest energy ability to instead harvest a living creature's might instead. As a standard action, instead of dealing damage a haruspex can use their harvest energy ability to deal an amount of Strength damage to a living target equal to the highest spell level the haruspex has available. The target of the ability may attempt to negate this with a successful Fortitude save (DC = 10 + 1/2 the haruspex 's class level + the haruspex's Wisdom modifier).

    Mass Harvest Energy (Su): Beginning at 10th level, whenever a haruspex uses their harvest energy ability (but not it's variants), they my target a number of creatures within range equal to 1 creature per 2 class levels.

    Improved Reaping Aura (Su): At 11th level, a haruspex gains the ability to temporarily greatly intensify the power of their reaping aura. As a swift action, the haruspex can increase the damage their reaping aura deals to 4d6 per round and have it affect all living creatures within its area. The haruspex may maintain this improved reaping aura for a number of rounds per day equal to twice their class level, however these rounds need not be consecutive.

    Harvest Life (Su); A haruspex of 13th level or higher can use their harvest energy ability to instead harvest a portion of a living creature's very life force. As a standard action, instead of dealing damage a haruspex can use their harvest energy ability to deal a number of negative levels to a living target equal to the 1/3 of the highest spell level the haruspex has available (rounded down). The target of the ability may attempt to negate this with a successful Fortitude save (DC = 10 + 1/2 the haruspex 's class level + the haruspex's Wisdom modifier).

    Greater Conjure Bounty (Sp): Whenever a living creature partakes in the food produced by the conjure bounty ability of a haruspex of 14th level or higher they receive all the benefits of a heroes' feast spell (CL equal to the haruspex's class level) in addition to the conjure bounty's regular effects.

    Improved Harvest Magic (Su): Beginning at 16th level, a haruspex receives a bonus to their dispel checks equal to their Wisdom modifier whenever they use their harvest magic ability.

    Sealed Life (Su): At 17th level and beyond, a haruspex’s lifeforce becomes warded against magical attacks. The haruspex becomes immune to death spells and effects, energy drain and negative energy effects.

    Harvest Soul (Su): A haruspex of 19th level or higher can use the pinnacle of their harvest energy ability to harvest a living creature's very soul. As a full round action, a haruspex can use their harvest energy ability to rip a living creature's soul out of its body, killing it unless it succeeds on a Fortitude save (DC = 10 + 1/2 the haruspex 's class level + the haruspex's Wisdom modifier). On a successful save the target takes an amount of damage equal to 3d6 plus the haruspex's class level and is considered exhausted. Creature's killed by this ability cannot be raised by any means short of a true resurrection or wish spell and even then only if the caster succeeds on a CL check against a DC = 10 + the haruspex's class level.
    The haruspex may use this ability a number of times per day equal to their Wisdom modifier (minimum 1).

    Soulthresher Aura (Su): At level 20, a haruspex masters the ultimate form of their reaping aura, the dreaded soulthresher aura. This aura functions like the improved version of the haruspex's reaping aura, except that the haruspex may activate it at will without limit. Furthermore, any creature reduced to 0 hp or less while within the aura's area of effect has their soul harvested, meaning that they cannot be raised by any means short of a true resurrection or wish spell and even then only if the caster succeeds on a CL check against a DC = 10 + the haruspex's class level. However, if the haruspex wishes then they can voluntarily release any soul they have harvested, allowing the deceased to be raised by any spell that could normally do so. Moreover, creatures whose souls have been harvested in this manner are treated as having died when the haruspex choose to release their souls rather than when they actually passed and creatures brought back to life in this manner do not suffer any level or Constitution loss regardless of the spell used.

    Haruspex Spell List
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    0: create water, cure minor wounds, detect magic, guidance, light, mending, naturewatch, purify food or drink, read magic

    1: animate fire, animate water, animate wood, beget bogun, camouflage, climbing tree, cloudburst, cure light wounds, delay disease, detect animals or plants, endure elements, entangle, faerie fire, goodberry, lesser vigor, obscuring mist, pass without trace, rot of ages, spore field, thunderhead, wall of smoke, wood wose

    2: barkskin, bear's endurance, binding winds, blackrot, brambles, briar web, bull's strength, cat's grace, cure moderate wounds, decomposition, delay poison, fog cloud, gust of wind, kelpstrand, lesser restoration, local tremor, mass camouflage, master air, one with land, owl's wisdom, resist energy, smoke stairs, soften earth and stone, splinterbolt, tree shape, warp wood, wood shape

    3: bottle of smoke, call lightning, capricious zephyr, contagion, crumble, cure serious wounds, daylight, diminish plants, downdraft, entangling staff, forest eyes, forest voice, forestfold, junglerazor, mass lesser vigor, meld into stone, nature's rampart, neutralize poison, plant growth, poison, protection from energy, quench, remove disease, stone shape, thorn skin, tremor, vigor, vine mine, water breathing, weather eye, wind wall

    4: air walk, antiplant shell, arc of lightning blight, command plants, control water, cure critical wounds, dispel magic, eye of the hurricane, freedom of movement, greater resistance, ice storm, land womb, lay of the land, miasma of entropy, murderous mist, poison vines, reincarnate, renewed vigor, rusting grasp, scrying, sheltered vitality, wind at back, wood rot

    5: blood creepers, call lightning storm, cold snap, commune with nature, control winds, death ward, greater stone shape, greater vigor, jungle's rapture, mass contagion, mass cure light wounds, memory rot, panacea, plant body, poison thorns, rejuvenation cocoon, stoneskin, swam stride, transmute mud to rock, transmute rock to mud, tree stride, wall of thorns

    6: anger of the noonday sun, antilife shell, blood sirocco, bones of the earth, cometfall, crumble, energy immunity, enveloping cocoon, find the path, greater dispel magic, hide the path, ironwood, liveoak, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure moderate wounds, mass owl's wisdom, miasma, move earth, phantasmal disorientation, repel wood, superior resistance, stone tell, transport via plants, vigorous circle, wall of stone

    7: animate plants, changestaff, cloudwalkers, control weather, great worm of the earth, greater scrying, heal, mass cure serious wounds, master earth, plague, shifting paths, storm of elemental fury, storm tower, sunbeam, transmute metal to wood, true seeing, waterspout, wind walk, wrack earth

    8: bombardment, cocoon, control plants, mass cure critical wounds, deadfall, earthquake, finger of death, flashflood, repel metal or stone, reverse gravity, stormrage, sunburst, unyielding roots, whirlwind, word of recall

    9: antipathy, cast in stone, foresight, greater whirlwind, mass death ward, regenerate, shadow landscape, shambler, storm of vengeance, sympathy, transmute rock to lava
    Last edited by Alabenson; 2018-11-26 at 05:21 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.

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  5. - Top - End - #5
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop


    "I know secrets so ancient your gods were young when they were lost." Ceirif Kalamida


    Sanguinare




    Level BAB Fort Ref Will Special
    1 +1 +2 +0 +2 Blood Bonded Object, Blood Pool
    2 +2 +3 +0 +3 Blood Talent
    3 +3 +3 +1 +3 Blood Call
    4 +4 +4 +1 +4 Blood Talent, Natural Armor +1
    5 +5 +4 +1 +4 Blood Transformation, Purity of Blood(Disease)
    6 +6 +5 +2 +5 Blood Talent
    7 +7 +5 +2 +5 Blood Power
    8 +8 +6 +2 +6 Blood Talent, Natural Armor +2
    9 +9 +6 +3 +6 Blood Power, Purity of Blood(Poison)
    10 +10 +7 +3 +7 Blood Talent, Mettle
    11 +11 +7 +3 +7 Greater Blood Transformation, Blood Power
    12 +12 +8 +4 +8 Blood Talent, Natural Armor +3
    13 +13 +8 +4 +8 Blood Power, Purity of Blood(Bleed)
    14 +14 +9 +4 +9 Blood Talent
    15 +15 +9 +5 +9 Blood Power
    16 +16 +10 +5 +10 Blood Talent, Natural Armor +4
    17 +17 +10 +5 +10 Blood Power, Purity of Blood(Con Damage)
    18 +18 +11 +6 +11 Blood Talent
    19 +19 +11 +6 +11 Blood Power, Improved Mettle
    20 +20 +12 +6 +12 Perfect Blood Transformation, Natural Armor +5

    HD: d10
    Class Skills: The sanguinare’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
    Skill points: 4+Int per level


    Class Features

    Weapon and armor proficiencies: A sanguinare is proficient in simple weapons and scythe, whip, surgical claws, and any weapon that deals bleed damage. A Sanguinare is also proficient with light armor and shields

    Blood Bonded Object: At 1st level, the sanguinare chooses an object to focus their powers through. The sanguinare loses access to their blood points stored in the object when not in contact with their bonded object. The object can be any item, and is treated as proficient with the item if there is related feat such as weapons or armor. Additionally if they must meet other requirements like caster level, as long as their class level is equal to the required caster level they are treated as meeting that prerequisite.

    The blood Bonded Object has an unlimited capacity for blood points. Infusing blood points in the blood bonded object requires a 1 minute ritual per blood point.

    Blood Pool: The sanguinare draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution score(min 10) * class level blood points in your blood pool. You can only gain points by dealing the killing blow to a living creature with HD equal to at least 1/4 your character level.

    Blood Sustenance: Starting at the 1st level the sanguinare may expend 1 blood point to sate their hunger and thirst for 12 hours. Additionally the sanguinare no longer gains sustenance from normal food or drink. They may consume normal food and drink for beneficial effects such as magic or alchemy but not to quench thirst or prevent hunger. If the Sanguinare has a racial dietary need for blood they do not cease to gain sustenance form that means.

    Blood Talent: Starting at 2nd level, a sanguinare gains one blood talent. They gain an additional blood talent for every 2 levels of sanguinare attained after 2nd level. A sanguinare cannot select an individual talent more than once.
    • Assume Blood Heritage: The sanguinaire’s mastery of blood allows them to imitate the blood of other races. When the sanguinaire chooses this talent they choose a race. They gains that race’s subtype, and any feat that has that race as a prerequisite. You do not gain any spell-like abilities or similar abilities such as spell casting tied to the subtype, but you do gain Su and EX, DM has final say in what is and isn't gained from the subtype.
    • Bloodlash: As a standard action, spend 1 blood point, you make a single attack against an adjacent enemy or fire the line without an attack. All targets in a 15ft line take damage. If they are in melee range you also do weapon damage. Anyone in the line takes 1d6 damage per class level. This damage is supernatural damage.
    • Blood Barrier: As the gore from your attacks flails through the air it solidifies long enough to impede your enemies attacks for a short time after. As a swift action spend 1 blood point to cause all attacks you make to grant you a stacking +1 AC until the start of your next turn. This bonus acts as and stacks with shield bonus. If using a 2-handed weapon the bonus is doubled. Requires melee or thrown weapon bond.
    • Blood Control (Su): Claim the mind of a target by controlling the flow of blood with in their body. Spend 5 blood points to cast charm monster on a target. Charmed creatures count as blood thralls. Charmed creatures count as 1/4th their HD round up to nearest whole number.
    • Blood Domination (Su): Claim the mind of a target by controlling the flow of blood with in their body. Spend 6 blood points to cast dominate monster on a target. Dominated creatures count as blood thralls.
    • Blood Stone Golem Creation: By expending a number of blood points as a 1 round action the sanguinare may create a Blood Stone Golem. The golem has a number of HD equal to the number of blood points expended in its creation. The golem last 1 minute per class level. Golems created by this ability count as blood thralls with an effective HD of twice the golems HD. If released form your control he golem erupts into a pool of blood soaking all squares in its reach.
    • Bloody Weapon: The saguinare can expend 1 point from his blood pool as a swift action to grant any natural weapon or weapon they are holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
      A sanguinare can only enhance a blood bound weapon in this way.
    • Coagulate(Su): As an immediate action, at the cost of 2 blood point, the sanguinare coagulates the blood at point of impact preventing 5 damage per class level.
    • Crimson Fury(Su): As a swift action, by spending 2 blood points, the sanguinare may enter a rage as per the barbarian class feature. The rage lasts a number of rounds equal to the sanguinare’s con mod.
    • Culling the Blood(Su): As a standard action, call the blood from all creatures in 30ft. Any corpse in the area, you have gained no blood points form grants 1 blood point.
    • Culling the Living(Su): As an attack action, deal 1d4 per odd level to a target in close range and gain 1 blood point. The damage is halved on a successful fortitude save and no blood point is gained. Requires level 3
    • Exsanguination: Call the blood from your foe. As a standard action absorb 1d8/2 class levels hp from target in close range. Cost 2 blood points. Fort halves DC 10+1/2+Cha mod.
    • Enduring Gorementals: Gorementals duration increases to hours per level. This blood talent can be taken a second time starting at the 6th level increasing the goremental duration to days per level. This talent can be taken a third time starting a the 12th level making any goremental permanent.
    • Extended Bloodlash: By spending additional blood points the The range of bloodlash is increased to 15ft + 15ft per extra blood point spent. If the bloodlash damage, but not the weapon damage, kills a creature the lash is extended an extra 15ft per creature killed. Requires level 4, Bloodlash.
    • Expanded Control: You can control 2 extra HD per level blood thralls. This can be taken multiple times. Requires sanguinare level 4, and an ability that creates blood thralls.
    • Frenzy: As a move action incite rage in yourself granting haste for constitution modifier rounds. Frenzy cost 2 blood points. Requires sanguinare level 8
    • Greater Sanguine Healing: Sanguine healing now provides its healing passively. Now when you activate sanguine healing you instead double your fast healing. Requires Sanguinare level 12, Sanguine Healing, and Improved Sanguine Healing
    • Goremental Creation: By expending a number of blood points as a 1 round action the sanguinare may create a goremental. The goremental has a number of HD equal to the number of blood points expended in its creation. Goremental count as a blood thrall with an effective HD of twice the goremental's HD. The goremental last 1 minute per class level. Gorementals created by this ability count as blood thralls. If released form your control he goremental erupts into a pool of gore soaking all squares in its reach.
    • Improved Bloodlash: The range of bloodlash is increased to 30ft. If the bloodlash damage, but not the weapon damage, kills a creature the lash is extended an extra 15ft. Requires Bloodlash.
    • Improved Bloody Weapon: When expending points for bloody weapon the sanguinare now gains an additional pool of virtual enhancement bonus that can only be spent on magic weapon properties. The virtual enhancement bonus is +1 at 3rd, and increases by 1 every 4 levels there after. Adding these properties consumes an amount of blood points bonus equal to the property’s base price modifier.
      These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the blood point is spent and cannot be changed until the next time the sanguinare uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sanguinare.
      A sanguinare can only enhance a blood bound weapon in this way.
    • Improved Goremental Creation: Gorementals effective HD is now 1.5 times their actual HD for blood thrall HD. Requires level 10 and Goremental Creation.
    • Improved Sanguine Healing: By spending a standard action instead of a move action and 2 additional blood points when activating sanguine healing you may also immediately heal yourself 1d8 + class level HP. Each level the fast healing increases the immediate healing gains an extra die, 2d8 at 3rd, 3d8 at 6th, etc. Requires Sanguine Healing
    • Incite Frenzy: As a standard action expend 2 blood points to cause a blood thrall to enter a frenzy, becoming effected by haste for 1 round per class level. During the hasted period they take 1d3 bleed damage per round. If they are immune to bleed damage they cannot be effected. Requires the ability to make blood thralls and sanguinare level 8.
    • Sanguine Healing: The sanguinare may spend 1 blood point, as a move action, to gain fast healing 1 for 5 rounds. This fast healing increases 2 at the 3rd level, Fast Healing 3 6th, Fast Healing 4 at 9th, Fast Healing 5 at 12th, Fast Healing 7 at 15th, and Fast Healing 10 at 18th.
    • Sanguine Regeneration: The sanguinare may now spend 10 blood points as a move action to convert all fast healing into regeneration for 1 minute, any detached limbs can be reattached instantly by placing them to the stump, new body parts are grown over 1 minute. While this regeneration is active you cannot die due to loss of body parts, ie heart, head etx. Requires Sanguinare level 16, Sanguine Healing, Improved Sanguine Healing, and Greater Sanguine Healing.
    • Sanguine Tide: The sanguinare performs a whirlwind attack as the feat. The attack deal an extra 1d6/4 levels supernatural damage. Additionally all enemies in 5 ft. past the weapons reach take the bonus damage. 2 Blood Points Requires Sanguinare level 8
    • Undying Blood: When the sanguinare would die due to a cause that would be prevented by regeneration, and have at least 10 blood points in their pool they may activate Sanguine Regeneration. Any destroyed body part is restored over the 1 minute period and any damage is healed as normal, this can restore a person to life if their body becomes fully functioning, This cannot revive from death effects or similar abilities that don't cause physical harm. Requires Sanguinare level 18, Sanguine Healing, Improved Sanguine Healing, Greater Sanguine Healing, and Sanguine Regeneration.
    • Vampiric Mark: As a standard action, may spend 2 blood points, make an attack as part of the action dealing normal damage, and causes bleed equal to 1/3 class levels(min 1). Unlike normal bleed the heal DC is 10 + 1/2 class level + str mod. When the target takes bleed damage from this effect, the sanguinare heals damage equal to the bleed damage.


    Natural Armor: At the 3rd level the sanguinare gains natural armor +1 or increase their natural armor by the amount 1. This increases by 1 every 4 levels there after.

    Blood Call: Starting at the 3rd level, as a 1 round action call the blood from a corpse, gain blood points equal to 1/2 their constitution score. The target must be subject to bleed damage and have a constitution score.

    Blood Transformation: At 5th level the Sanguinare gains the ability erupt into a demon of blood and flesh. The transformation expends 1 blood point per round until all blood points the sanguinare had stored in himself and his blood bound object if it is in his possession are expended. The Sanguinare cannot leave Blood Transformation until all points are expended.
    • Angel: +2 Str, +6 Dex, +4 Con, +2 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
    • Demon: +6 Str, +2 Dex, +4 Con, +2 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
    • Golem: +4 Str, +8 Con, +4 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
    • Giant: +8 Str, +4 Con, +2 Nat Armor, 2 Claw Attacks 1d8, Large Size
    • Paragon: +4 Str, +4 Dex, +4 Con, +4 Nat Armor, 2 Claw Attacks 1d6
    • Sprite: +8 Dex, +4 Con, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)


    Purity of Blood: At the 5th level the Sanguinare gains disease immunity at the 9th level he gains poison immunity, at the 13th level he gains bleed immunity, and at the 17th level he gains immunity to all forms of con damage but not drain.

    Blood Power: At 7th level and every odd level thereafter the sanguinare gains one blood power from the list below. The sanguinaire only gains access to these powers while in the Blood Transformation.
    • Blood Ammunition: Your bonded weapon has unlimited ammunition and increase the weapon bonus by +2. Must have a ranged weapon blood bound object.
    • Constitution Increase: The sanguinare’s constitution bonus while in blood transformation is increased by +2. You may take this an additional time for every 4 levels past the 7th.
    • Dexterity Increase: The sanguinare’s dexterity bonus while in blood transformation is increased by +2. You may take this an additional time for every 4 levels past the 7th.
    • Dual Bloodlash: Bloodlash creates 2 lines instead of 1. each dealing normal damage. The two lines begin in 2 non adjacent squares that you are adjacent to. Both lines must end in the same square.
    • Enlarge Weapon: The sanguinare's natural attacks, weapon blood bond objects, and blood transformation weapons damage dice is increased by 1 step.
    • Iron Blood: The sanguinare natural armor bonus increase by 2. This can be taken multiple times.
    • Flight: While in blood form gain a fly speed of 30ft. with average maneuverability. fly becomes a class skill, if your form has a fly speed it instead increases by 1/3rd base. This may be taken multiple times.
    • Gore Endurance: While in blood form the sanguinare's HP increase by 50%. These are not temporary HP and when lost it is their max HP dropping which can result in them being unconscious after a transformation.
    • Gore Resilience: Reduce any incoming damage by 2. Only things that say they over come resistance or all damage reduction ignore this reduction. This may be taken multiple times. Each time taken increases the reduction by 2.
    • Mass Exsanguination: All in 15ft of your target are affected by exsanguination.
    • Strength Increase: The sanguinare’s strength bonus while in blood transformation is increased by +2. You may take this an additional time for every 4 levels past the 7th.
    • Wounding Attacks: Any attack made while in blood transformation deals 2 point of bleed


    Mettle: You can resist magical attacks with greater effectiveness than others. If you succeed on a fortitude or will save that would have a lesser effect you instead negate the effect entirely. (IE. disintegrate still does 5d6 on save this damage would be negated.) This ability doesn’t function while the sanguinaire is asleep or unconscious.

    Greater Blood Transformation: At 11th level the Sanguinare gains the ability erupt into a demon of blood and flesh. The transformation expends 1 blood point per round until all blood points the sanguinare had stored in himself and his weapon if it is in his possession.
    • Angel: +4 Str, +8 Dex, +6 Con, +4 Nat Armor, create 2 long swords as free action, 60ft. Fly(Good)
    • Demon: +8 Str, +4 Dex, +6 Con, +4 Nat Armor, 2 Claw Attacks 1d8, 90ft. Fly(Average)
    • Golem: +6 Str, +10 Con, +4 Nat Armor, 1 slam 2d6, +20ft Move speed, +15 Bull Rush/Overrun
    • Giant: +10 Str, +6 Con, +4 Nat Armor, 2 Claw Attacks 2d6, Huge Size
    • Paragon: +6 Str, +6 Dex, +6 Con, +6 Nat Armor, 2 Claw Attacks 1d10, +2 attack and damage
    • Sprite: +10 Dex, +6 Con, +2 Dodge, Tiny Size, 45ft Fly(Perfect), Blood Needles(2d6, 150ft range, uses full number of attacks)


    Improved Mettle: Your control over self is great enough to overcome even the most severe attacks. If you fail a fortitude or will save that would have a lesser effect you instead take the lesser effect.

    Perfect Blood Transformation: At 20th level the Sanguinare gains the ability erupt into a demon of blood and flesh. The transformation expends 1 blood point per round until all blood points the sanguinare had stored in himself and his weapon if it is in his possession.
    • Angel: +6 Str, +10 Dex, +8 Con, +6 Nat Armor, create 2 one handed great swords as free action, 90ft. Fly(Good)
    • Demon: +10 Str, +6 Dex, +8 Con, +6 Nat Armor, 2 Claw Attacks 2d6, 120ft. Fly(Average)
    • Golem: +8 Str, +12 Con, +8 Nat Armor, 1 slam 3d8, +30ft Move speed, +30 Bull Rush/Overrun
    • Giant: +12 Str, +8 Con, +6 Nat Armor, 2 Claw Attacks 3d6, Gargantuan Size
    • Paragon: +8 Str, +8 Dex, +8 Con, +8 Nat Armor, 2 Claw Attacks 2d8, +4 attack and damage
    • Sprite: +12 Dex, +8 Con, +3 Dodge, Diminutive Size, 60ft Fly(Perfect), Blood Needles(3d6, 150ft range, uses full number of attacks)
    Last edited by Lanth Sor; 2019-04-02 at 09:54 PM.

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    Barbarian in the Playground
     
    MindFlayer

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    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop




    Blood Bonded Object
    A Blood bound object is bonded to a particular sanguinare, much like a familiar, but in more of a partnership than a master-servant relationship.
    Blood Pool: Unlike the sanguinare the blood bound object can store an unlimited number of blood points. The blood points can be used by the sanguinare as long as the object is in their possession. If the blood bonded object is in the hands of another they may only take blood points from it if they succeed in a ego check.
    Unbreakable (Ex): As long as it has at least 1 point in its blood pool, a blood bound object is immune to the broken condition. If broken, the blood bound object is unconscious and powerless until repaired. If destroyed, the blood bound object can be reforged 1 week later through a special ritual that costs 200 gp per Sanguinare level. The ritual takes 24 hours to complete.
    Bonded Enhancement: The sanguinare can enhance the object with any magic appropriate for the item. They gain the warlocks enchanting ability, but only in regards to the bonded object

    Blood Thralls
    • The sanguinare may control 2 HD of blood thralls per class level. Abilities will specify when something counts as a blood thrall.
    • A single bloodthrall cannot have effective HD greater then the sanguinare.


    Alternate Rules
    Daily Blood
    Blood Pool: The sanguinare draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution modifier + class level blood points in your blood pool. Once per day you must preform a 15 minute ritual where you extract the blood of a living creature to recover lost blood points. The process deals 1 bleed damage per blood point recovered and can be split between multiple creatures(such as your party). This process can only be done once per day.

    Racial Subtype Examples
    These are by no means comprehensive and are just to serve as a guide for the power level intended.
    Archon: This would grant resistances, low-light vision, immunities, but would not grant aura of menace.
    Devil: This would grant see in darkness, a portion of resistances. This would not grant the teleport or summoning abilities.
    Fire: This would just grant the normal effects, Fire immunity and cold weakness.
    Goblinoid: This would grant a goblin feat and darkvision.
    Last edited by Lanth Sor; 2018-11-29 at 01:11 PM.

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    Barbarian in the Playground
     
    MindFlayer

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    Goreamental
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    HD: d10
    Level/HD BAB Fort Ref Will Str Dex Con Int Wis Cha Special
    1 +0 +2 +0 +0 +0 +0 +0 +0 +0 +0 Elemental Traits, Gore Body, Blood Form
    2 +1 +3 +0 +0 +0 +0 +0 +0 +0 +0 Blood Talent
    3 +2 +3 +1 +1 +0 +0 +0 +0 +0 +0 Gore Enhancements
    4 +3 +4 +1 +1 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form I
    5 +3 +4 +1 +1 +0 +0 +0 +0 +0 +0 Gore Enhancements
    6 +4 +5 +2 +2 +0 +0 +0 +0 +0 +0 Blood Talent
    7 +5 +5 +2 +2 +0 +0 +0 +0 +0 +0 Gore Enhancements
    8 +6 +6 +2 +2 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form II
    9 +6 +6 +3 +3 +0 +0 +0 +0 +0 +0 Gore Enhancements
    10 +7 +7 +3 +3 +0 +0 +0 +0 +0 +0 Blood Talent
    11 +8 +7 +3 +3 +0 +0 +0 +0 +0 +0 Gore Enhancements
    12 +9 +8 +4 +4 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form III
    13 +9 +8 +4 +4 +0 +0 +0 +0 +0 +0 Gore Enhancements
    14 +10 +9 +4 +4 +0 +0 +0 +0 +0 +0 Blood Talent
    15 +11 +9 +5 +5 +0 +0 +0 +0 +0 +0 Gore Enhancements
    16 +12 +10 +5 +5 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form IV
    17 +12 +10 +5 +5 +0 +0 +0 +0 +0 +0 Gore Enhancements
    18 +13 +11 +6 +6 +0 +0 +0 +0 +0 +0 Blood Talent
    19 +14 +11 +6 +6 +0 +0 +0 +0 +0 +0 Gore Enhancements
    20 +15 +12 +6 +6 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form V

    Elemental Type
    An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

    Features
    An elemental has the following features.

    8-sided Hit Dice.
    Base attack bonus equal to ¾ total Hit Dice (as cleric).
    Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
    Goremental Traits
    An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
    • -6 Int Goreementals are not smartest of creatures.
    • Move speed 30ft
    • Darkvision out to 60 feet.
    • Natural Armor +3
    • Immunity to poison, sleep effects, paralysis, and stunning.
    • Not subject to critical hits or flanking.
    • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with natural weapons.
    • Elementals do not eat, sleep, or breathe.


    Gore Body: The goremental is made of pure gore it takes reduced damage from all sources. Reduce any incoming damage by 1 per class level. Only things that say they over come resistance or all damage reduction ignore this reduction. Additionally their hit points are doubled after all other calculations.

    Blood Pool: The goremental draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution score * HD blood points in their blood pool. They can only gain points by dealing the killing blow to a living creature with HD equal to at least 1/4 their character level.

    Blood Form: At the first level the goremental chooses a base form from the list below. Feel free to brew your own forms but use these as a guideline.
    • Angel: +2 Dex, create 2 Daggers as free action, 30ft. Fly(Good)
    • Constrictor: +4 Str, -10ft base move speed, 10ft climb, 10ft swim Bite 1d4, Constrict 1d4
    • Demon: +2 Str, 2 Claw Attacks 1d4, 45ft. Fly(Average)
    • Drake: +4 Int, Bite 1d4, 2 claws 1d3, 50ft. Fly(Clumsy), Tiny Size, Quadruped
    • Golem: +4 Con, +2 Nat Armor, 1 slam 1d8, +5ft Move speed, +2 Bull Rush/Overrun
    • Giant: +4 Str, 2 Claw Attacks 1d6, Powerful Build
    • Hound: +2 Str, +2 Wis +1 Nat Armor, 1 bite 1d8, +10ft Move speed, Quadruped, Scent
    • Paragon: +4 Int, +1 Nat Armor, 2 Claw Attacks 1d4, +1 attack and damage
    • Sprite: +4 Dex, +1 Dodge, Tiny Size, 20ft Fly(Perfect), Blood Needles(1d4, 75ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +4 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d2 + 1 beed)


    Blood Talents: The goremental gains a blood talent at the second level and every 2 levels there after. Racial class levels/HD count as sanguinare levels for qualifying for blood talents.

    Gore Enhancements: At the third level and every odd level there after the goremental gains one gore enhancement from the list below.
    • Advanced Shifting Form: The goremental’s chooses an alternate form. That alternate form benefits form advanced form at the same levels as their base form.
    • Blood Ammunition: Your bonded weapon has unlimited ammunition and increase the weapon bonus by +2. Must have a ranged weapon blood bound object.
    • Charisma Increase: The goremental’s charisma is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Constitution Increase: The goremental’s constitution is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Dexterity Increase: The goremental’s dexterity is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Dual Bloodlash: Bloodlash creates 2 lines instead of 1. each dealing normal damage. The two lines begin in 2 non adjacent squares that you are adjacent to. Both lines must end in the same square. Requires bloodlash blood talent.
    • Enlarge Weapon: The goremental’s natural attacks and weapon blood bond objects weapons damage dice is increased by 1 step.
    • Intelligence Increase: The goremental’s intelligence is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Iron Blood: The goremental’s natural armor bonus increase by 2. This can be taken multiple times.
    • Flight: The goremental gains a fly speed of 30ft. with average maneuverability. fly becomes a class skill, if your form has a fly speed it instead increases by 1/3rd base. This may be taken multiple times.
    • Frightful Presence: The goremental unsettling form strikes fear in all but the most stalwart creatures. The goremental gains frightful presence as the dragon ability. Their age category is equal to their base form's advanced form number + 1 per size category larger than medium - 1. Must have Advanced Form II or be large size and have Advanced Form I.
    • Gore Resilience: Gore body's damage reduction is increased by 1. This may be taken multiple times. Each time taken increases the reduction by 1.
    • Mass Exsanguination: All in 15ft of your target are affected by exsanguination. Requires Exsanguination blood talent.
    • Shifting Form: The goremental’s chooses a base form other than their base form, this is an alternate form. As a full round action they can change their form to that of their alternate form or back to their base form. Changing forms replaces all form specific benefits and penalties. The alternate form only gains the benefits listed in the base form ability. This may be taken multiple times, each time taken they choose a new base form. The Alternate forms gain the benefits of Advanced Form I at 6th level, Advanced Form II at 12th level, Advanced Form II at 18th level, Advanced Form IV at 24th level.
    • Shifting Mass: The goremental’s chooses one size category larger or smaller then their base form size. As a full round action they can adjust their size category to that size or back to their normal size. Changing size incurs the normal bonuses and penalties except con changes, and natural armor changes. This may be taken multiple times, each time taken they choose if the new size is one size larger then their current largest size or smaller then their current smallest size.
    • Strength Increase: The goremental’s strength is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Wisdom Increase: The goremental’s wisdom is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Wounding Attacks: The goremental’s attack now also deal 2 point of bleed.


    Advanced Form: As the goremental increases in level its base form becomes more advanced. The information listed here replaces the base form information, and does not stack with it.
    I
    • Angel: +4 Dex, +2 Con, +2 Int, +1 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
    • Constrictor: +6 Str, +2 Con, +2 Int, +1 Natural Armor, -10ft base move speed, 10ft climb, 10ft swim, Bite 1d6, Constrict 1d6
    • Demon: +4 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
    • Drake: +6 int, Bite 1d6, 2 claws 1d4, 100ft. Fly(Clumsy), Small, Quadruped
    • Golem: +2 Str, +6 Con, +2 Int, +2 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
    • Giant: +6 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d8, Large Size, Looses Powerful Build
    • Hound: +4 Str, +4 Wis +1 Nat Armor, 1 bite 1d10, +20ft Move speed, Quadruped, Scent 30ft
    • Paragon: +2 Str, +2 Dex, +2 Con, +6 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, +2 attack and damage
    • Sprite: +6 Dex, +2 Con, +2 Int, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +6 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 40ft Fly(good), Blood Swarm(1d3 + 1d2 beed)

    II
    • Angel: +2 Str, +6 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
    • Constrictor: +8 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Natural Armor, 20ft base move speed, 20ft climb, 20ft swim, Bite 1d8, Constrict 1d8
    • Drake: +2 Str, +2 Dex, +2 Con, +8 Int, +2 Wis, +2 Cha, Bite 1d8, 2 claws 1d6, 150ft. Fly(Clumsy), Medium, Quadruped
    • Demon: +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
    • Golem: +4 Str, +8 Con, +2 Int, +2 Wis, +2 Cha, +4 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
    • Giant: +8 Str, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d8, Large Size, Gains powerful Build
    • Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
    • Paragon: +4 Str, +4 Dex, +4 Con, +8 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d6, +4 attack and damage
    • Sprite: +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d4 + 1d3 beed)

    III
    • Angel: +4 Str, +8 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, create 2 long swords as free action, 60ft. Fly(Good)
    • Constrictor: +10 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha, +4 Natural Armor, 30ft base move speed, 30ft climb, 30ft swim, Bite 2d6, Constrict 2d6
    • Demon: +8 Str, +4 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d8, 90ft. Fly(Average)
    • Drake: +4 Str, +4 Dex, +4 Con, +10 Int, +4 Wis, +4 Cha, Bite 2d6, 2 claws 1d8, 200ft. Fly(Clumsy), Large, Quadruped
    • Golem: +6 Str, +10 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 1 slam 2d6, +20ft Move speed, +15 Bull Rush/Overrun
    • Giant: +10 Str, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 2d6, Huge Size
    • Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
    • Paragon: +6 Str, +6 Dex, +6 Con, +10 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 1d10, +6 attack and damage
    • Sprite: +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +2 Dodge, Tiny Size, 45ft Fly(Perfect), Blood Needles(2d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d6 + 1d4 beed)

    IV
    • Angel: +6 Str, +10 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, create 2 one handed great swords as free action, 90ft. Fly(Good)
    • Constrictor: +12 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Natural Armor, 40ft base move speed, 40ft climb, 40ft swim, Bite 3d6, Constrict 3d6
    • Demon: +10 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 2d6, 120ft. Fly(Average)
    • Drake: +6 Str, +6 Dex, +6 Con, +12 Int, +6 Wis, +6 Cha, Bite 4d6, 2 claws 2d6, 250ft. Fly(Clumsy), Huge, Quadruped
    • Golem: +8 Str, +12 Con, +6 Int, +6 Wis, +6 Cha, +8 Nat Armor, 1 slam 3d8, +30ft Move speed, +30 Bull Rush/Overrun
    • Giant: +12 Str, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 3d6, Gargantuan Size
    • Paragon: +8 Str, +8 Dex, +8 Con, +12 Int, +8 Wis, +8 Cha, +8 Nat Armor, 2 Claw Attacks 2d8, +8 attack and damage
    • Sprite: +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 60ft Fly(Perfect), Blood Needles(3d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d8 + 1d6 beed)

    V
    • Angel: +8 Str, +12 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, create 2 one handed large great swords as free action, 120ft. Fly(Good)
    • Constrictor: +14 Str, +8 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Natural Armor, 50ft base move speed, 50ft climb, 50ft swim, Bite 4d6, Constrict 4d6
    • Demon: +10 Str, +6 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 3d6, 180ft. Fly(Average)
    • Drake: +8 Str, +8 Dex, +8 Con, +14 Int, +8 Wis, +8 Cha, Bite 4d6, 2 claws 3d6, 300ft. Fly(Clumsy), Gargantuan, Quadruped
    • Golem: +10 Str, +14 Con, +8 Int, +6 Wis, +6 Cha, +10 Nat Armor, 1 slam 4d8, +40ft Move speed, +30 Bull Rush/Overrun
    • Giant: +14 Str, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 4d6, Colossal Size
    • Paragon: +10 Str, +10 Dex, +10 Con, +14 Int, +10 Wis, +10 Cha, +10 Nat Armor, 2 Claw Attacks 3d8, +10 attack and damage
    • Sprite: +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 75ft Fly(Perfect), Blood Needles(4d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +4 Dodge, Fine Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(2d6 + 1d8 beed)




    Goreamental
    Spoiler
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    Level/HD BAB Fort Ref Will Str Dex Con Int Wis Cha Special
    1 +0 +2 +0 +0 +0 +0 +0 +0 +0 +0 Elemental Traits, Gore Body, Blood Form
    2 +1 +3 +0 +0 +0 +0 +0 +0 +0 +0 Blood Talent
    3 +2 +3 +1 +1 +0 +0 +0 +0 +0 +0 Gore Enhancements
    4 +3 +4 +1 +1 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form I
    5 +3 +4 +1 +1 +0 +0 +0 +0 +0 +0 Gore Enhancements
    6 +4 +5 +2 +2 +0 +0 +0 +0 +0 +0 Blood Talent
    7 +5 +5 +2 +2 +0 +0 +0 +0 +0 +0 Gore Enhancements
    8 +6 +6 +2 +2 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form II
    9 +6 +6 +3 +3 +0 +0 +0 +0 +0 +0 Gore Enhancements
    10 +7 +7 +3 +3 +0 +0 +0 +0 +0 +0 Blood Talent
    11 +8 +7 +3 +3 +0 +0 +0 +0 +0 +0 Gore Enhancements
    12 +9 +8 +4 +4 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form III
    13 +9 +8 +4 +4 +0 +0 +0 +0 +0 +0 Gore Enhancements
    14 +10 +9 +4 +4 +0 +0 +0 +0 +0 +0 Blood Talent
    15 +11 +9 +5 +5 +0 +0 +0 +0 +0 +0 Gore Enhancements
    16 +12 +10 +5 +5 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form IV
    17 +12 +10 +5 +5 +0 +0 +0 +0 +0 +0 Gore Enhancements
    18 +13 +11 +6 +6 +0 +0 +0 +0 +0 +0 Blood Talent
    19 +14 +11 +6 +6 +0 +0 +0 +0 +0 +0 Gore Enhancements
    20 +15 +12 +6 +6 +0 +0 +0 +0 +0 +0 Blood Talent, Advanced Form V

    Elemental Type
    An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

    Features
    An elemental has the following features.

    8-sided Hit Dice.
    Base attack bonus equal to ¾ total Hit Dice (as cleric).
    Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
    Goremental Traits
    An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
    • -6 Int Goreementals are not smartest of creatures.
    • Move speed 30ft
    • Darkvision out to 60 feet.
    • Natural Armor +3
    • Immunity to poison, sleep effects, paralysis, and stunning.
    • Not subject to critical hits or flanking.
    • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with natural weapons.
    • Elementals do not eat, sleep, or breathe.


    Gore Body: The goremental is made of pure gore it takes reduced damage from all sources. Reduce any incoming damage by 1 per class level. Only things that say they over come resistance or all damage reduction ignore this reduction. Additionally their hit points are doubled after all other calculations.

    Blood Pool: The goremental draws power from the blood of those they slay. Blood points represent the reservoir of blood they have collected in their travels. They can maintain a maximum of constitution score * HD blood points in their blood pool. They can only gain points by dealing the killing blow to a living creature with HD equal to at least 1/4 their character level.

    Blood Form: At the first level the goremental chooses a base form from the list below. Feel free to brew your own forms but use these as a guideline.
    • Angel: +2 Dex, create 2 Daggers as free action, 30ft. Fly(Good)
    • Constrictor: +4 Str, -10ft base move speed, 10ft climb, 10ft swim Bite 1d4, Constrict 1d4
    • Demon: +2 Str, 2 Claw Attacks 1d4, 45ft. Fly(Average)
    • Drake: +4 Int, Bite 1d4, 2 claws 1d3, 50ft. Fly(Clumsy), Tiny Size, Quadruped
    • Golem: +4 Con, +2 Nat Armor, 1 slam 1d8, +5ft Move speed, +2 Bull Rush/Overrun
    • Giant: +4 Str, 2 Claw Attacks 1d6, Powerful Build
    • Hound: +2 Str, +2 Wis +1 Nat Armor, 1 bite 1d8, +10ft Move speed, Quadruped, Scent
    • Paragon: +4 Int, +1 Nat Armor, 2 Claw Attacks 1d4, +1 attack and damage
    • Sprite: +4 Dex, +1 Dodge, Tiny Size, 20ft Fly(Perfect), Blood Needles(1d4, 75ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +4 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d2 + 1 beed)


    Blood Talents: The goremental gains a blood talent at the second level and every 2 levels there after. Racial class levels/HD count as sanguinare levels for qualifying for blood talents.

    Gore Enhancements: At the third level and every odd level there after the goremental gains one gore enhancement from the list below.
    • Advanced Shifting Form: The goremental’s chooses an alternate form. That alternate form benefits form advanced form at the same levels as their base form.
    • Blood Ammunition: Your bonded weapon has unlimited ammunition and increase the weapon bonus by +2. Must have a ranged weapon blood bound object.
    • Charisma Increase: The goremental’s charisma is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Constitution Increase: The goremental’s constitution is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Dexterity Increase: The goremental’s dexterity is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Dual Bloodlash: Bloodlash creates 2 lines instead of 1. each dealing normal damage. The two lines begin in 2 non adjacent squares that you are adjacent to. Both lines must end in the same square. Requires bloodlash blood talent.
    • Enlarge Weapon: The goremental’s natural attacks and weapon blood bond objects weapons damage dice is increased by 1 step.
    • Intelligence Increase: The goremental’s intelligence is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Iron Blood: The goremental’s natural armor bonus increase by 2. This can be taken multiple times.
    • Flight: The goremental gains a fly speed of 30ft. with average maneuverability. fly becomes a class skill, if your form has a fly speed it instead increases by 1/3rd base. This may be taken multiple times.
    • Frightful Presence: The goremental unsettling form strikes fear in all but the most stalwart creatures. The goremental gains frightful presence as the dragon ability. Their age category is equal to their base form's advanced form number + 1 per size category larger than medium - 1. Must have Advanced Form II or be large size and have Advanced Form I.
    • Gore Resilience: Gore body's damage reduction is increased by 1. This may be taken multiple times. Each time taken increases the reduction by 1.
    • Mass Exsanguination: All in 15ft of your target are affected by exsanguination. Requires Exsanguination blood talent.
    • Shifting Form: The goremental’s chooses a base form other than their base form, this is an alternate form. As a full round action they can change their form to that of their alternate form or back to their base form. Changing forms replaces all form specific benefits and penalties. The alternate form only gains the benefits listed in the base form ability. This may be taken multiple times, each time taken they choose a new base form. The Alternate forms gain the benefits of Advanced Form I at 6th level, Advanced Form II at 12th level, Advanced Form II at 18th level, Advanced Form IV at 24th level.
    • Shifting Mass: The goremental’s chooses one size category larger or smaller then their base form size. As a full round action they can adjust their size category to that size or back to their normal size. Changing size incurs the normal bonuses and penalties except con changes, and natural armor changes. This may be taken multiple times, each time taken they choose if the new size is one size larger then their current largest size or smaller then their current smallest size.
    • Strength Increase: The goremental’s strength is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Wisdom Increase: The goremental’s wisdom is increased by +2. You may take this an additional time for every 4 levels past the 3rd.
    • Wounding Attacks: The goremental’s attack now also deal 2 point of bleed.


    Advanced Form: As the goremental increases in level its base form becomes more advanced. The information listed here replaces the base form information, and does not stack with it.
    I
    • Angel: +4 Dex, +2 Con, +2 Int, +1 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
    • Constrictor: +6 Str, +2 Con, +2 Int, +1 Natural Armor, -10ft base move speed, 10ft climb, 10ft swim, Bite 1d6, Constrict 1d6
    • Demon: +4 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
    • Drake: +6 int, Bite 1d6, 2 claws 1d4, 100ft. Fly(Clumsy), Small, Quadruped
    • Golem: +2 Str, +6 Con, +2 Int, +2 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
    • Giant: +6 Str, +2 Con, +2 Int, +1 Nat Armor, 2 Claw Attacks 1d8, Large Size, Looses Powerful Build
    • Hound: +4 Str, +4 Wis +1 Nat Armor, 1 bite 1d10, +20ft Move speed, Quadruped, Scent 30ft
    • Paragon: +2 Str, +2 Dex, +2 Con, +6 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, +2 attack and damage
    • Sprite: +6 Dex, +2 Con, +2 Int, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +6 Dex, +1 Dodge, Tiny Size, Swarm Subtype, 40ft Fly(good), Blood Swarm(1d3 + 1d2 beed)

    II
    • Angel: +2 Str, +6 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, create 2 short swords as free action, 45ft. Fly(Good)
    • Constrictor: +8 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Natural Armor, 20ft base move speed, 20ft climb, 20ft swim, Bite 1d8, Constrict 1d8
    • Drake: +2 Str, +2 Dex, +2 Con, +8 Int, +2 Wis, +2 Cha, Bite 1d8, 2 claws 1d6, 150ft. Fly(Clumsy), Medium, Quadruped
    • Demon: +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d6, 60ft. Fly(Average)
    • Golem: +4 Str, +8 Con, +2 Int, +2 Wis, +2 Cha, +4 Nat Armor, 1 slam 1d10, +10ft Move speed, +5 Bull Rush/Overrun
    • Giant: +8 Str, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Nat Armor, 2 Claw Attacks 1d8, Large Size, Gains powerful Build
    • Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
    • Paragon: +4 Str, +4 Dex, +4 Con, +8 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d6, +4 attack and damage
    • Sprite: +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +1 Dodge, Tiny Size, 30ft Fly(Perfect), Blood Needles(1d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +8 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, +2 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d4 + 1d3 beed)

    III
    • Angel: +4 Str, +8 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, create 2 long swords as free action, 60ft. Fly(Good)
    • Constrictor: +10 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha, +4 Natural Armor, 30ft base move speed, 30ft climb, 30ft swim, Bite 2d6, Constrict 2d6
    • Demon: +8 Str, +4 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 1d8, 90ft. Fly(Average)
    • Drake: +4 Str, +4 Dex, +4 Con, +10 Int, +4 Wis, +4 Cha, Bite 2d6, 2 claws 1d8, 200ft. Fly(Clumsy), Large, Quadruped
    • Golem: +6 Str, +10 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 1 slam 2d6, +20ft Move speed, +15 Bull Rush/Overrun
    • Giant: +10 Str, +6 Con, +4 Int, +4 Wis, +4 Cha, +4 Nat Armor, 2 Claw Attacks 2d6, Huge Size
    • Hound: +6 Str, +2 Dex, +2 Con, +6 Wis, +2 Cha, +2 Nat Armor, 1 bite 1d10, +30ft Move speed, Quadruped, Scent 45ft
    • Paragon: +6 Str, +6 Dex, +6 Con, +10 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 1d10, +6 attack and damage
    • Sprite: +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +2 Dodge, Tiny Size, 45ft Fly(Perfect), Blood Needles(2d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +10 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha, +1 Dodge, Tiny Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d6 + 1d4 beed)

    IV
    • Angel: +6 Str, +10 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, create 2 one handed great swords as free action, 90ft. Fly(Good)
    • Constrictor: +12 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Natural Armor, 40ft base move speed, 40ft climb, 40ft swim, Bite 3d6, Constrict 3d6
    • Demon: +10 Str, +6 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 2d6, 120ft. Fly(Average)
    • Drake: +6 Str, +6 Dex, +6 Con, +12 Int, +6 Wis, +6 Cha, Bite 4d6, 2 claws 2d6, 250ft. Fly(Clumsy), Huge, Quadruped
    • Golem: +8 Str, +12 Con, +6 Int, +6 Wis, +6 Cha, +8 Nat Armor, 1 slam 3d8, +30ft Move speed, +30 Bull Rush/Overrun
    • Giant: +12 Str, +8 Con, +6 Int, +6 Wis, +6 Cha, +6 Nat Armor, 2 Claw Attacks 3d6, Gargantuan Size
    • Paragon: +8 Str, +8 Dex, +8 Con, +12 Int, +8 Wis, +8 Cha, +8 Nat Armor, 2 Claw Attacks 2d8, +8 attack and damage
    • Sprite: +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 60ft Fly(Perfect), Blood Needles(3d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +12 Dex, +8 Con, +6 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(1d8 + 1d6 beed)

    V
    • Angel: +8 Str, +12 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, create 2 one handed large great swords as free action, 120ft. Fly(Good)
    • Constrictor: +14 Str, +8 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Natural Armor, 50ft base move speed, 50ft climb, 50ft swim, Bite 4d6, Constrict 4d6
    • Demon: +10 Str, +6 Dex, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 3d6, 180ft. Fly(Average)
    • Drake: +8 Str, +8 Dex, +8 Con, +14 Int, +8 Wis, +8 Cha, Bite 4d6, 2 claws 3d6, 300ft. Fly(Clumsy), Gargantuan, Quadruped
    • Golem: +10 Str, +14 Con, +8 Int, +6 Wis, +6 Cha, +10 Nat Armor, 1 slam 4d8, +40ft Move speed, +30 Bull Rush/Overrun
    • Giant: +14 Str, +10 Con, +8 Int, +6 Wis, +6 Cha, +8 Nat Armor, 2 Claw Attacks 4d6, Colossal Size
    • Paragon: +10 Str, +10 Dex, +10 Con, +14 Int, +10 Wis, +10 Cha, +10 Nat Armor, 2 Claw Attacks 3d8, +10 attack and damage
    • Sprite: +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +3 Dodge, Diminutive Size, 75ft Fly(Perfect), Blood Needles(4d6, 150ft range, uses full number of attacks)
    • Swarm: -10 STR(min 1), +14 Dex, +10 Con,, +8 Int, +6 Wis, +6 Cha, +4 Dodge, Fine Size, Swarm Subtype, 30ft Fly(good), Blood Swarm(2d6 + 1d8 beed)


    Last edited by Lanth Sor; 2019-04-03 at 08:34 AM.

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  8. - Top - End - #8
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    New Items
    Surgical Claws
    Type: Exotic, Light, Medium, Melee
    Damage: 1d4
    Critical: 18-20/x2
    Range Increment:
    Type: Slashing and Piercing
    Hardness: 5
    HP: 5
    Cost: 400g
    1lb.
    The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Cost includes the cost of masterwork.
    These finely crafted mechanical marvels preform both as masterwork surgical tools and as a masterwork weapon. Due to the care required to make functional surgical claws the claws must always be masterwork. If broken they cannot be used as surgical tools.

    Likely the most peculiar aspect of these claws is when used as a weapon their razor sharp blades can cause wounds the bleed profusely. If an attack score a critical, in addition to the normal critical effect the victim's wound begins bleeding profusely, dealing bleed damage equal to claws base damage each round(1d4 for medium, 1d3 for small). Due to the fine cuts the heal DC to stop the bleeding increases by 5(Heal DC 20).

    When preforming any heal check where precision cutting tools would help the claws provide a +3 circumstance bonus.
    Last edited by Lanth Sor; 2018-11-16 at 03:06 PM.

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  9. - Top - End - #9
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    Cultivator

    Put an image of your class here!

    Agriculture is the healthful, most useful, most noble employment of man. -George Washington

    Wherever there is civilization, there is someone willing to sow and reap. Agriculture is the backbone of all advanced civilizations, where planet yields fuel all other aspects of society rich and poor alike. It shows fundamentally, that for all of a civilization’s aspirations to be divorced from natural, ultimately the people still must rely on the natural world for its continued existence.

    A cultivator is then an individual who has learned to exploit agriculture to her own ends. She grows and harvests quick growing magical crops for her own ends, whether it be food or to reap magical bounties.



    Adventures: A cultivator is rarely an adventurer. Most simply stay home and grow their own crops. An adventuring cultivator largely grows to expand her repertoire of seeds and knowledge of her own studies into magical horticulture.

    Characteristics: A cultivator has to be perceptive and knowledgeable about the natural world to succeed. Furthermore, a traveling cultivator needs to be able to carry her plants with her.


    Alignment: Any. Cultivators may be of any alignment, as everyone relies on plant life in some fashion.


    Religion: Obviously, cultivators tend to favor gods of agriculture.


    Background: Cultivators almost always come from an agricultural background, usually a farm. What catalyzes a cultivator into becoming more than a mere farmer, usually is the introduction of a magical plant of some sort that fascinates the aspiring cultivator into studying and learning more about unusual plantlife.


    Races: All races have cultivators, but halfings were among the first cultivators who enhanced their plants with so much magic they were more than just mere plants afterwards.


    Role: A cultivator is a class focused either on supporting others through the use of buffs and out of combat recovery or through the use of plantlife to create spell like functions.


    Adaptation: It is easily done to convert cultivators to use tracts of actual farmland rather than traveling pots. Similarly adjusting the frequency a cultivator may change her selected plants is also doable. It is recommend not to go under a week if you want to maintain a degree of consistent degree of thematics.


    [Spoiler=Class Table and Information]
    GAME RULE INFORMATION
    Cultivator have the following game statistics.
    Abilities: Cultivators rely on their wisdom for most tasks, such as how potent their plantworking skills are including saving throws.


    Barring that, cultivators may end up favoring increased dexterity or even charisma depending on their upbringing, such as those who select the Marksmanship upbringing favoring increased dexterity for better ranged accuracy or Animal Husbandry upbringing charisma because it pertains to handling creatures.






    Hit Die: d6

    Starting Gold: As fighter
    Starting Age: As cleric




    Class Skills
    Spoiler: D&D 3.5
    Show

    Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis),Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)


    Spoiler: Pathfinder
    Show

    Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Linguistics, Survival (Wis), Swim (Str)


    Skill Points at First Level: (4 + Int modifier) x 4 (3.5 only)
    Skill Ranks per Level: (4 + Int modifier)

    CULTIVATOR
    Spoiler: Table
    Show


    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0
    +2
    +2
    +0
    Enhanced Agriculture, Green Thumb, Agricultural Upbringing
    2nd +1
    +3
    +3
    +0
    Harvest’s Bounty (self only)
    3rd +1
    +3
    +3
    +1
    Strong Backed (18)
    4th +2
    +4
    +4
    +1
    5th +2
    +4
    +4
    +1
    Harvest’s Bounty (Feast for creatures up to Wisdom modifier)
    6th +3
    +5
    +5
    +2
    Agricultural Upbringing (2nd ability)
    7th +3
    +5
    +5
    +2
    8th +4
    +6
    +6
    +2
    9th +4
    +6
    +6
    +3
    Strong Backed (20/+2)
    10th +5
    +7
    +7
    +3
    Agricultural Upbringing (3rd ability)
    11th +5
    +7
    +7
    +3
    Harvest’s Bounty (Feast for creatures up to level)
    12th +6/+1
    +8
    +8
    +4
    Strong Backed (+8)
    13th +6/+1
    +8
    +8
    +4
    14th +7/+2
    +9
    +9
    +4
    Agricultural Upbringing (4th ability)
    15th +7/+2
    +9
    +9
    +5
    Strong Backed (22/+4)
    16th +8/+3
    +10
    +10
    +5
    17th +8/+3
    +10
    +10
    +5
    18th +9/+4
    +11
    +11
    +6
    Agricultural Upbringing (5th ability)
    19th +9/+4
    +11
    +11
    +6
    20th +10/+5
    +12
    +12
    +6
    A Feast for Nations






    Weapon and Armor Proficiencies: The cultivator is proficient in all simple weapons and light armor. A cultivator is also considered proficient in any weapons and armor created by Enhanced Agriculture.





    Enhanced Agriculture: (su)
    A cultivator cannot practice cultivating plants on the road if there was not some way to bring their produce with her. A cultivator prepares and maintains special growing pots made to sustain magical plants on the road.

    Each pot is tiny sized object that when occupied by a plant and accompanying weighs about 10 lbs. Each pot is under the effects of constant light, create water, endure elements and other similar effects but only for the purposes of sustaining plantlife contained within; excess light, water, or other factors cannot be siphoned off and the conditions in each pot are always ideal for the specific plant stored within. Each pot is also considered to have hitpoints equal to the cultivator’s hitpoints and hardness equal to the cultivator’s wisdom modifier. These pots will function even in antimagic field or in a plane with no magic, but will as a safety measure be unopenable.


    See Table: Cultivation Pots per level to learn how many pots a cultivator has and the highest level of plant they can maintain. As the cultivator grows in level, she upgrades old pots to better standards and learns to maintain more pots at a time.


    At the start of each month, the cultivator prepares places plants in her Cultivation Pots. She selects from the list of all plants available to her and assigns the plant’s level (1st, 2nd, 3rd, ect) to a Cultivation pot of equal or greater level. Over the next 8 hours, the plant sprouts and magically matures into a harvest ready, fruit bearing, or other product creating plant; from then on, a plant in a cultivation pot will produce what is listed in its entry once every day, supplied via magically expedited growth; the cultivator simply just needs to spend 1 hour each day tending to all her plants to collect these produce. Consequently, because of this magically accelerated growth, all plant produce will rot and become magically inert without fail when the next batch of plant produce is ready for collection; any ongoing effects creating by these produce also similarly cease.

    Preparing duplicates of the same plants is also possible, though some duplicates do not stack or have special effects when prepared. A cultivation pot may not be left barren and may not sustain non-magical plants.

    Unlike a traditional caster, a cultivator prepares once at the start of each month and simply refreshes and relies on what she has prepared at the start of the month. Coincidentally, she does not need to rest to refresh his abilities as a cultivator, simply harvest his plants at the appropriate time. Generally speaking, cultivators select an appropriate time to consistently harvest their plants.

    If a cultivator gains new pots as a result of level increases, the pot may be given a plant, though the cultivator is required to empty the pot and plant a new plant when it becomes time for the cultivator to plant his other plants. She may also upgrade any plants that find themselves in cultivation pots that have increased in level as a result of leveling up.

    If the cultivator loses a cultivation pot, she may remake it after 8 hours of work shaping available rock, sand, or clay to an appropriate shape and enchanting it, but due to her commitments she must always replace a lost pot with the same magical plant that was in the previous iteration.

    If a plant produce requires a saving throw, the DC is equal to 10 + ½ the cultivator’s level + Wisdom modifier.

    Certain plants require specific class features to use and will rapidly spoil if not used in the appropriate manner.


    Spoiler
    Show

    Level 1st 2nd 3rd 4th 5th
    1st 1 - - - -
    2nd 2 - - - -
    3rd 3 - - - -
    4th 4 1 - - -
    5th 3 2 - - -
    6th 2 3 - - -
    7th 1 4 1 - -
    8th - 4 2 - -
    9th - 3 3 - -
    10th - 2 4 1 -
    11th - 1 4 2 -
    12th - - 4 3 -
    13th - - 3 4 1
    14th - - 2 4 2
    15th - - 1 4 3
    16th - - - 4 4
    17th - - - 3 5
    18th - - - 2 6
    19th - - - 1 7
    20th - - - - 8




    Green Thumb:
    The cultivator has some minor nature magic. She may cast light and create water as spell like abilities at will, using her cultivator level as her caster level.


    Agricultural Upbringing
    A cultivator often learns of other aspects pertaining to agriculture as a result of her studies, often before she even made her first cultivation pot. She selected an Upbringing at 1st level, representing her secondary professions and other essential skills necessary to life gained prior to becoming a cultivator.

    At 6th, 10th, 14th, and 18th, level, her connection to her Upbringing improves and she gains additional abilities as determined by her selected Upbringing.






    Harvest’s Bounty:
    At 2nd level, the cultivator learns to harvest the edible portions of his crops.

    She may when she harvests his plants, feed himself using any of the leftover plant products that are edible as well as consuming any fruits or harvestable products from plants marked with [Edible]. This feeds him and quenches his need for thirst for the day. Additionally, she becomes subject to the effects of any plants consumed with the [Edible] tag for until it becomes time to harvest her plants again.

    Unlike other plants, plants with the [Edible] tag and plant leftovers suitable for eating spoil 2 hours after harvesting them; they need to be eaten as soon as the plants are ready for harvest, through this ability and otherwise cannot be used.

    At 5th level, her harvests of edibles grow larger and more nourishing. She may instead of preparing food for herself, prepare a feast for a number of creatures equal to her permanent Wisdom modifier, feeding them and subjecting them to the same effects of her edible plants until she harvests her plants.


    At 11th level, she may feed as many creatures as her cultivator level.


    If multiple cultivators are in the same party, a creature may only be subject to one cultivator’s feasts and not the other’s; whichever feast was more recent



    Strong Backed:
    Starting at 3rd level, the cultivator has become used to traveling while carrying the heavy weight of her cultivation pots. If her base strength is below 18, she may treat her strength score as though it was 15, but only for the purposes of determining her carrying capacity. Bonuses to her strength score affect this score in addition to her actual strength.

    At every 6th level after 3rd level, the effective base strength the cultivator has for the purposes of determining how much she can carry increased by +2. If her strength score before adding in bonuses is greater than 18, then at every 6th level after 3rd level, the cultivator's strength is treated as though it was +2 higher, but only for the purposes of determing carrying capacity.

    A Feast for Nations:
    So great is the cultivator’s craft, she becomes able to feed an entire city or even a nation by herself.

    At 20th level, when she harvests her plants, the cultivator may multiply the edible portions she obtains and keep producing on food of a lower quality, but nigh endlessly if she wants. She may, as a one hour ritual, create enough food to feed 100,000 (multiplied by her wisdom modifier) medium sized creatures. She may repeat this ritual as many times as she wishes. Food created this way only spoils after 24 hours, to compensate that it must be delivered by hand.

    All creatures partaking of this impossible large feast receive the benefits of up to 3rd level [Edible] tagged plant that the cultivator has prepared for that month. Note that the cultivator may not have perfect control on who gets to eat the food, she simply creates that too much of it to perfectly control; this may cause conflict down the line when she has to fight enemies empowered by her own magical edibles.

    Using A Feast For Nations does not prohibit the cultivator from creating her normal, smaller sized feast.

    This ability doesn’t harm any creatures when the cultivator creates her nigh endless supply of food.
    Last edited by Almarck; 2018-11-14 at 03:08 AM.
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  10. - Top - End - #10
    Bugbear in the Playground
     
    Kobold

    Join Date
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    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    Agricultural Upbringing

    Spoiler
    Show



    Animal Husbandry
    You have learned to raise animals to augment yourself, either as draft animals or as ways to ensure personal and garden security.


    Unlocks by level.
    1st - Companionship
    You gain an animal companion, functioning as a druid using your cultivator level as your druid level or a familiar with you cultivator level functioning as a druid level, except you do not gain share spells. You also gain handle animal as a class skill and wild empathy as the druid class feature. Cultivator levels stack with levels in other classes that grant familiar or animal companion class features.

    Your list of available animal companions is more limited than a druid’s and you must select from: bison, camels, dogs, falcons, goats (use moose), horses, oxen, pigs (treat as boar) ponies, and wolves

    Your options if you opt for a familiar are standard.

    At GM discretion this list may be expanded to animals that are considered “domestic” animals from your culture.

    If you lose your familiar or animal companion, you may opt to replace it with a familiar or animal companion.



    6th - Cheer On/Guardianship
    As a standard action that provokes attacks of opportunity, you may verbally encourage your animal companion to press on harder. Until the beginning of your next turn, you may add your Charisma modifier to your animal companion’s attack rolls, damage rolls, AC (as a dodge bonus), and to skill checks. Your animal companion must be able to see and hear you.

    If you have a familiar, you may automatically shield your familiar from attacks, spells, or other effects as a free action, changing the target of the spell to you. You may do this once per turn and your familiar must be within 5 feet of you.

    10th - Sweet Treats
    You may feed your familiar or animal companion any plant product regards off its original purpose. When you do so, you may choose to have it, instead of its usual effects, replicate the effects of the Heal spell. This functions as Regenerate at 14th level.


    14th - Animal Whisperer
    You may speak with animals that of the same general type as your animal companion or familiar though you shared a language, functioning as speak with animals.




    18th - Hybridization
    Your companion or familiar is considered part plant.

    Additionally, it gains all of the benefits of being a familiar or animal companion, as though it were eligible for both and considered both. If there is a rules clash, resolve in favor of what option is stronger.

    For instance, a raven familiar would gain the hit dice, abilities, and other class features of an animal companion, using the base familiar stats as base companion stats.

    While an animal companion would gain increased intelligence among other familiar class abilities.

    Your animal companion/familiar still counts as an animal companion and familiar even if hybridization would normally render it incapable of being such; like it having human intelligence would render it too smart to be an animal companion.



    Hard Labor
    It is only because of hard manual labor that anyone gets anything done. You tilled the fields, you fed the animals, you picked the crops; and all of that takes effort. Hard work was your teacher and you learned to be tougher as a result.


    Unlocks by level
    1st - Tough Stuff
    You gain proficiency with heavy picks, kamas, light hammers, light picks, scythes, tridents.

    Your base attack bonus while wielding these weapons is +1 per level, as a fighter’s.

    Starting at 1st level, continuing at 6th level and every 4th level after 6th, you gain bonus combat feats. You may use your cultivator level as your fighter level when determining preresiquites when selecting these feats.

    You also receive +3 hit points per cultivator level.




    Marksmanship
    You have learned that the only way to protect you and your crops was to shoot your enemy using precise and steady shots, preferably from far away.


    Unlocks by level
    1st - Slow and Steady
    You gain proficiency with all two-handed crossbows, bows, and rifled firearms with range increments greater than 50 feet. While using such weapons on opponents outside of point blank range (30 feet), your base attack bonus improves to +3/4 per cultivator level (giving you the effective BAB as a rogue), but you may not make iterative attacks.

    You may select feats that normally would require point blank shot as a prerequisite without having point blank shot.


    6th - Greeny Trigger Finger
    You may add your wisdom bonus to damage rolls with weapons affected by Slow and Steady.

    10th - Improvised Delivery
    As a standard action, you may shoot plant produce with the [thrown] tag using your weapon as the delivery system, such as by mounting vegetables to arrows or sticking a fruit down your rifle’s firing chamber. This allows you to effectively shoot the plant product, using your modifiers from Slow and Steady instead of throwing it.

    When used in this way, your weapon deals no damage, as any kinetic force used to cause harm are instead used to propel your plant.

    14th - Diverting Fire
    An opponent that you have attacked is considered to be “flanked” by you, using the space closest to you as the space you are flanking from. It remains flanked even if it moves, unless it moves in such a way as to break your line of sight or gain concealment. You stop flanking an enemy at the start of your turn.


    18th - Headshot
    As a full-round action that provokes attacks of opportunity, you may make an attack against an enemy farther than the first range increment of your weapon. If this attack hits attack is considered a critical hit and treated as such by your weapon; such as by activating class abilities that rely on critical hits or procing flaming burst and other similar effects.

    Enemies immune to precision damage like sneak attack are immune to headshot.






    Agricultural Feats
    Spoiler
    Show


    Empowered Agriculture
    Prerequisites - the ability to grow 2nd level magical plants.

    When harvesting produce from a plant, you may choose to empower your harvested produce, in effect, granting the produce a +50% increase in all variable numeric effects, such as damage rolls. If you do this, the harvest the plant would have gained is reduced by 2.



    Excluding Agriculture
    Prerequisites - the ability to grow 1st level magical plants
    When harvesting produce from a plant, you may choose to exclude your harvested produce, in effect, your plant's produce will not hurt or harm a friendly creature (determined at time of activation)
    If you do this, the harvest the plant would have gained is reduced by 1.




    Maximized Agriculture
    Prerequisites - the ability to grow 3rd level magical plants


    When harvesting produce from a plant, you may choose to maximize your harvested produce, in effect, granting the produce maximized rolled in all variable numeric effects, such as damage rolls. If you do this, the harvest the plant would have gained is reduced by 3.


    Trapper Technique
    Prerequisites - the ability to grow magical plants wit the [thrown] tag.

    When throwing produce, you may instead turn it into a produce mine. Mines are inert the turn they are thrown, but become active 1 turn afterwards.
    A mine can cling to objects or creatures larger than tiny. It may be hidden, using an appropriate check.

    An active mine will explode, detonating and thus activating the effects of its based on the produce that made it, on the following criteria: when a creature or object within 10 feet of the mine when placed leaves the area, when a new object or creature moves within 5 feet of the mine, when the mine is destroyed. If the produce needs a direct hit to be effective, the creature triggering the mine must make a reflex save or be struck.

    Mines may be located and disarmed as magical traps, DC's based on the cultivator's saving throw modifiers.


    Trapper Focus
    Prerequisites - the ability to grow magical plants wit the [thrown] tag, Trapper Technique.

    The DC of all effects pertaining to your mines is increased by +2.

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    Kobold

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    Plant Rules

    The cultivator’s unusual preparation system requires the cultivator to learn several things, detailed here. A Cultivation Pot is used to support a plant-its level determines the maximum plant that could be supported.

    Plants meanwhile are the magical plants that the cultivator grows and supports. Each plant has its level determined at time of planting in a Cultivation Pot.

    Plants create produce of their level, which is then harvested and used as in the entry listed. Not every plant has entries for every level; in these cases, the plant cannot be planted at that level, but may be planted at a lower or higher level. For instance, a 3rd level Cultivator cannot grow a plant that lacks a 1st level effect.


    Produce refers to the products created from a plant’s harvest. Plants may have variable produce, depending on breed or type, or sometimes on the luck of the draw, though some have special rules.


    Some tags are provided for the sake of easy reference.
    [Thrown] - The plant’s produce is used as a thrown splash weapon, similar to alchemist’s fire or acid flasks in order to effect a target. You must either make a direct hit or barring that, get the produce’s area of effect onto the target. As a reminder, thrown weapons are touch attacks, have range increments of 10 feet, and only possess a maximum of 5 ranged increments.
    [Edible] - Plants with this tag are used to empower the Harvest’s Bounty and Feast of Nations class features. Plants with this tag do not have any effects other than to determine the effects of said class features and thus have produce enough to satisfy the needs of using these abilities. The effects listed in each plant’s entry are applied to the creatures who eat them during “meal-time”. Effects are cumulative.
    [Mind-Affecting] - The produce’s effect is mind-affecting and thus may or may not affect a creature.
    [Weapon] - The plant’s produce is wielded like a weapon. The cultivator is considered proficient with weapon produce.



    A-M





    Amazing Maize [Edible]
    This plant grows a multiple fruiting bodies from a central stock, each ear of corn bursting with a fascinating aura that carries over into you when you eat it. Ears of corn

    Effects:
    1st - Creature gains +2 Enhancement Bonus to Charisma.
    2nd - Creature gains +3 Enhancement Bonus to Charisma.
    3rd - Creature gains +4 Enhancement Bonus to Charisma.
    4th - Creature gains +5 Enhancement Bonus to Charisma.
    5th - Creature gains +6 Enhancement Bonus to Charisma.



    Aquarius Weeds [Edible]
    Seaweed proves to be an efficient source of carbohydrates. Magically enchanted seaweed on the other hand makes more at home on the sea.


    Effects:
    2nd - Creature gains the ability to hold their breath for 10 times longer to resist suffocation.
    3rd - Creature gains the ability to swim at half their land speed. If the creature has a swim speed but no land speed, it may move at half of its swim speed.
    4th - Creature gains the ability to breathe water and air equally as well.
    5th - Creature gains a +10 enhancement bonus to its land or swim speed and may use land and swim speeds interchangeably.


    Bold Beans [Edible]
    These bean pods contain many edible seedlets that increase vital functions and provide much needed protein… in amounts not found in nature.



    Effects:
    1st - Creature gains +2 Enhancement Bonus to Strength.
    2nd - Creature gains +3 Enhancement Bonus to Strength.
    3rd - Creature gains +4 Enhancement Bonus to Strength.
    4th - Creature gains +5 Enhancement Bonus to Strength.
    5th - Creature gains +6 Enhancement Bonus to Strength.


    Bombardier Fungus [Thrown]
    These moldy sack is full of densely concentrated acid spores that eat their victim.


    Effects:
    1st - 1d3 spore bombs. Regardless of a hit or miss, each bomb leaves behind a spore cloud that has a duration of 1 minute, functioning as a 10” radius fog cloud centered on the target space. If a creature was the target of the spore bomb and not an empty space, the spore cloud follows the creature as it moves. A creature struck by a spore bomb may attempt a fortuitude save as a full-round action to throw off the cloud (leaving it in its space). Success on this save grants the creature the ability to remove the cloud and the ability to move as if it spent a move action to leave the fog cloud. Creatures inside take 1d6 acid damage per turn they are in the cloud; a fortitude save halves this damage.
    2nd - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 2d6.
    3rd - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 3d6.
    4th - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 4d6.
    5th - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 5d6.




    Buffing Barley [Edible]
    This hardy cereal-grass grows in thick fields in the wild. The grains are notable for their health improving properties that take effect once you start eating.


    Effects:
    1st - Creature gains +2 Enhancement Bonus to Constitution.
    2nd - Creature gains +3 Enhancement Bonus to Constitution.
    3rd - Creature gains +4 Enhancement Bonus to Constitution.
    4th - Creature gains +5 Enhancement Bonus to Constitution.
    5th - Creature gains +6 Enhancement Bonus to Constitution.







    Helium Hops [Edible]
    This plant doesn’t actually fill you with helium, but you’ll feel like a baloon


    Effects:
    2nd - Creature gains a 5” fly speed with clumsy maneuverability. Usable for 1 minute per level.
    3rd - Fly speed improves to 15” with average maneuverability.
    4th - Fly speed is equal to the creature’s base land speed.


    Hot Potato [Thrown]
    This potato crackles with magma and searing heat, seemingly contained in its plain vegetable skin.


    Effects:
    1st - 1d4 potatoes. Potatoes when thrown explode in a heap of magma and burning potato chunks, dealing 1d6 half-bludgeoning and half-fire damage to the creature struck. Creatures adjacent to the target creature take minimum damage.
    2nd - 1d4+1 potatoes. Potatoes now deal 2d6 damage. Creatures directly hit by a hot potato burn continuously for the next minute. Every turn they take the potato’s damage in fire damage at the end of their turn. They may, as a full-round action try to scrape it off.
    3rd - 1d6+1 potatoes. Potatoes now deal 3d6 damage.
    4th - 1d6+2 potatoes. Potatoes now deal 4d6 damage. Creatures adjacent to the initial target now take full damage and suffer from the continuous damage of burning potato chunks.
    5th - 1d8+2 potatoes. Potatoes now deal 5d6 damage.



    Jolly Grapes[Edible]
    These grapes make for a really good snack. You feel better just eating them.

    Effects:
    1st - 1d3 grape bunches. Each grape bunch may be eaten, consumed as similar to a potion. The cultivator does not need to be the one to administer the grape bunches directly and is free to hand them out. Each grape bunch when consumed by a living creature grants the subject fast healing 5 for 2 rounds.
    2nd - 1d3+1 grape bunches. The healing improves to fast healing 5 for 3 rounds. Additionally, the grapes may be used to cure poison and disease as per neutralize poison or remove disease, in addition to the hitpoint recovery.
    3rd - 1d3+2 grape bunches. The healing improves to fast healing 5 for 5 rounds.
    Creatures that eat the grapes are subjected to a restoration effect.
    4th - 1d4+3 grape bunches. The healing improves to fast healing 10 for 5 rounds.
    5th - 1d6+3 grape bunches. The healing improves to regeneration 15 for 5 rounds. All status conditions are healed.

    Special Unlike other many [Edible] plants, Jolly Grape has both a use as an edible and grants bonuses when partaking of them in a meal. Specifically, the people eating the cultivator’s feast will be treated as though they ate 1 grape bunch each.



    Miasmic Mold [Thrown]
    Poisonous mold fills the lungs of those who breath in these toxic fumes.

    Effects:
    1st - 1d3 mold clumps. When thrown, the mold breaks and expels poisonous spores within 10 feet of the target. Creatures must make a fortitude save to resist sudden inhalation and thus infection. The poison’s effects are thus follows:


    Frequency 1/round for rounds equal to the cultivator’s level.
    Effect 1 Con damage; Cure 2 consecutive saves

    2nd - Poison’s ability damage increases to 1d3. It may also be shaped into being a different attribute.
    3rd - 1d3+1 mold clumps. The poison deals ability damage to 2 seperate ability scores, but one must be physical and the other must be mental. Additionally, the mold cloud lingers for 1 minute. Creatures struck by a slashing or piercing attack while in the mold cloud risk infection again.
    4th - Poison’s ability damage increases to 1d6.




    Mulching Mushrooms [Thrown]
    Fungus is but one of the ways nature uses to recycle the dead. Likewise, these fast growing mushroom spores tear appart the dead and the living alike.


    Effects:
    1st - 1d2+1 mushrooms. Mushrooms explode when thrown. The spores rapidly begin growing and tearing at flesh and rotten, especially the long dead. A creature struck directly by the a mushroom takes 1d4 damage at the end of their turns for the next minute. A creature infected with mushrooms may attempt, as a standard action, a fortitude save to peel of the festering blight. This damage is doubled against undead creatures.
    2nd - 1d3+1 mushrooms. Creatures within 20 feet of the initial strike must make a fortitude save or be afflicted. Damage increases to 2d4.
    3rd - 1d3+2 mushrooms. Damage is now 3d4.
    4th - 1d4+2 mushrooms. Damage is now 4d4. Afflicted undead creatures must make a Will save at the end of their turns. Failure subjects them to a permanent negative level; this negative level bypasses all of the usual benefits an undead has against negative levels such as gaining hitpoints or immunity.
    5th - 1d4+3 mushrooms. Damage is now 5d4.
    Last edited by Almarck; 2018-11-26 at 12:01 AM.
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    Bugbear in the Playground
     
    Kobold

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    N-Z


    Nitrogenous Nuts[Thrown]
    These nuts are filled with an intense cold\

    Effects:
    1st - 1d4 nuts. Nuts when thrown erupt and fill the area with chilling nitrogen sludge, dealing 1d6 half-bludgeoning and half-cold damage to the creature struck. Creatures adjacent to the target creature take minimum damage.
    2nd - 1d4+1 nuts, Nuts now deal 2d6 damage. Creatures directly hit by a hot potato freeze continuously for the next minute. Every turn they take the potato’s damage in cold damage at the end of their turn. They may, as a full-round action try to scrape it off.
    3rd - 1d6+1 nuts. Nuts now deal 3d6 damage.
    4th - 1d6+2 nuts. Nuts now deal 4d6 damage. Creatures adjacent to the initial target now take full damage and suffer from the continuous damage of chilling nitrogen goo..
    5th - 1d8+2 nuts. Nuts now deal 5d6 damage.


    Special Unlike other many [Edible] plants, Jolly Grape has both a use as an edible and grants bonuses when partaking of them in a meal. Specifically, the people eating the cultivator’s feast will be treated as though they ate 1 grape bunch each.


    Peashooter [Weapon]
    It might seem strange a giant pea pod can be used as a weapon; with the right movements, you may trigger it to expell its seeds.


    Effects:
    1st - This plant may be wielded as a weapon not too dissimilar to a rifle or crossbow. It functions as a +1 heavy repeating crossbow with the following differences: It is considered to have a maximum ammo capacity of 1d20 shots and may not be reloaded.
    2nd - +2 heavy repeating crossbow with 3d20 shots. When performing a “full-attack” action, you may instead expend 2d6 shots, to also target creatures adjacent to the original creature with an attack at your highest BAB. These extra attacks are imprecise and may not benefit from critical hits, precision damage, or the like.
    3rd - +3 heavy repeating crossbow with 5d20.
    4th - +4 heavy repeating crossbow with 7d20. You may expend 3d10 shots to attack all creatures in a cone.
    5th - +5 heavy repeating crossbow with 9d20.

    Quintessential Quinoa [Edible]
    Flowering bodies full of nutritious seeds that you’d be a fool not to eat.


    Effects:
    1st - Creature gains +2 Enhancement Bonus to Wisdom.
    2nd - Creature gains +3 Enhancement Bonus to Wisdom.
    3rd - Creature gains +4 Enhancement Bonus to Wisdom.
    4th - Creature gains +5 Enhancement Bonus to Wisdom.
    5th - Creature gains +6 Enhancement Bonus to Wisdom.

    Rapid Rice [Edible]
    This grass species is notable for its quick growth cycle, fast even among enchanted plant-life. Take advantage of it.


    Effects:
    1st - Creature gains +2 Enhancement Bonus to Dexterity.
    2nd - Creature gains +3 Enhancement Bonus to Dexterity.
    3rd - Creature gains +4 Enhancement Bonus to Dexterity.
    4th - Creature gains +5 Enhancement Bonus to Dexterity.
    5th - Creature gains +6 Enhancement Bonus to Dexterity.


    Rose’s Thorn [Weapon]
    This overgrown thorn leeches the life force from its victims.



    Effects:
    1st - This produce functions as a +1 dagger.
    2nd - +2 dagger.
    3rd - +3 dagger. Creatures struck by the dagger must make a fortitude save or suffer ability 1d2 drain, randomly selecting an ability score.
    4th - +4 dagger. Instead, this dagger may bestow a negative level on those it strikes.
    5th - +5 dagger.








    Salamandrian Dates[Edible]
    These fiery dates increase your internal temperatures to a consistent warmth. They also seemingly improve your ability to recover from injury, albeit very slowly.


    Effects:
    2nd - Creature gains a constant endure elements effect, alowing it to withstand both extreme cold and extreme heat.
    4th - Creature restores all hit points after spending half-an-hour resting, as if possessing fast healing. If interrupted, progress is reset.
    5th - Creature gains a constant endure elements effect except that there is no minimum or maximum temperature to persist in. This does not apply versus elemental damage caused by an attack.








    Turnip Thrasher [Thrown]
    These mutated turnips grow and mature while on a host, entangling the opponent in the process.

    Effects:
    1st - 1d2 turnips. On a successful thrown attack against a creature, the creature must make a reflex save or become entangled. Entangled creatures may attempt an escape either by attempting the same reflex save or using escape artist as standard actions. The duration of this effect is 1 hour.
    2nd - Creatures entangled suffer 2d6 damage at the start of their turn.
    3rd - 1d3 turnips. All creatures adjacent to the original target also become entangled and bound towards each other. In order for any creature to move, at least half of all creatures must willingly move together. For the purpose of determining how many creatures there are, the highest size creature counts as 1 vote, and each size category below that size counts as half a vote. (I.E. 1 large, 1 medium, and a small sized creature would be 1 vote, ½ a vote and 1/4th a vote respectively). For the purposes of entanglement, the corpses of entangled creatures count as valid “creatures” that will always vote to stay put.
    4th - 1d3+1 turnips. The damage increases to 4d6. Not entangled creatures adjacent to entangled creatures risk being entangled at the end of their turns; on a failed reflex save, they become entangled and subjected.
    5th - 1d3+2 turnips. The damage increases to 6d6.




    Witty Wheat [Edible]
    A staple food of some universities, eating this grass makes you feel smarter.

    Effects:
    1st - Creature gains +2 Enhancement Bonus to Intelligence.
    2nd - Creature gains +3 Enhancement Bonus to Intelligence.
    3rd - Creature gains +4 Enhancement Bonus to Intelligence.
    4th - Creature gains +5 Enhancement Bonus to Intelligence.
    5th - Creature gains +6 Enhancement Bonus to Intelligence.
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    Autumnarche


    Artist unknown.

    "Growth is never by mere chance; it is the result of forces working together."
    —James Cash Penney

    Hedge witches, herbalists, midwives, and healers. These are just a selection of the many roles filled by autumnarches. Autumnarches move between the scattered agricultural villages of the wide, wild world, out of the reaches of druidic circles and formalized churches, using their intrinsic connection to the spirits of nature to bring abundant life and bountiful harvests.

    Adventures: Nearly every Autumnarche is driven by a call to wander the world. Very few of their number live sedentary lives within one village, instead they prefer to move from village to village ahead of seasonal frosts, blessing crops, delivering children, curing ills, and conducting sacred rites and festivals.

    Characteristics: Unlike Druids, who draw on a cultivated connection to nature, strengthened by bonds of worship and reverence, the Autumnarche carries an innate blessing of natural favor and fervor. Though their magic is less flashy than other casters, they channel spirits of growth and blessing to provide support and protection to those around them.

    Alignment: Autumnarches may be found of nearly any philosophical walk of life. However, the servitude required of members of the class means that it seldom attracts those of a self-serving or wicked nature.

    Religion: The practice of autumnarchy is not specifically tied to any particular religions, however it is not uncommon for autumnarches to worship gods of life, light, festivals and growth like Ehlonna, Pelor, or Olidammara. Due to the wandering nature of many autumnarches, many also pay fealty to gods of safe travel, such as Fharlanghn.

    Background: Those destined to become autumnarches often discover their connection to the natural world early in life. Often, this potential manifests as what is colloquially known as a "green thumb," an exceptional luck with fostering plant life that speaks of something more.

    Races: Though any race can become an autumnarche, their innate connection to agricultural society means that they are found far more commonly among humans and halflings.

    Other Classes: Many druids find the casual nature of the autumnarche's relationship with the natural world distasteful, though this seldom leads to outright hostility. Autumnarches tend to get on well with most anybody, provided they are willing to work cooperatively.

    Role: The autumnarche leverages divine invocations and alchemical training to provide their party with healing, buffs, and support. An autumnarche's relatively narrow area of specialization will neatly complement a party that already has a primary divine caster such as a cleric or druid.

    GAME RULE INFORMATION
    Autumnarches have the following game statistics.
    Abilities: Charisma empowers the invocations of the autumnarche, while a hearty Constitution score benefits their sympathetic alchemy.
    Alignment: Any non-Evil.
    Hit Die: d8
    Starting Age: As bard.
    Starting Gold: As druid.

    Class Skills
    The Autumnarche's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)

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

    Autumnarche
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
    Known
    1st
    +0
    +2
    +0
    +2
    Healer's touch (1d4), invocation (least)
    1
    2nd
    +1
    +3
    +0
    +3
    Detect poison and disease
    2
    3rd
    +2
    +3
    +1
    +3
    Healer's touch (2d4), herbalism
    2
    4th
    +3
    +4
    +1
    +4
    Sympathetic alchemy (1/day)
    3
    5th
    +3
    +4
    +1
    +4
    Healer's touch (3d4)
    3
    6th
    +4
    +5
    +2
    +5
    Invocation (lesser), wellness (+3)
    4
    7th
    +5
    +5
    +2
    +5
    Healer's touch (4d4), harvest affinity
    4
    8th
    +6/+1
    +6
    +2
    +6
    Sympathetic alchemy (2/day)
    5
    9th
    +6/+1
    +6
    +3
    +6
    Swift herbalism
    5
    10th
    +7/+2
    +7
    +3
    +7
    Healer's touch (5d4)
    6
    11th
    +8/+3
    +7
    +3
    +7
    Invocation (greater), sympathetic bond
    7
    12th
    +9/+4
    +8
    +4
    +8
    Sympathetic alchemy (3/day), wellness (+6)
    7
    13th
    +9/+4
    +8
    +4
    +8
    Healer's touch (6d4)
    8
    14th
    +10/+5
    +9
    +4
    +9
    Improved harvest affinity
    8
    15th
    +11/+6/+1
    +9
    +5
    +9
    Master herbalist
    9
    16th
    +12/+7/+2
    +10
    +5
    +10
    Invocation (blessed), sympathetic alchemy (4/day), healer's touch (7d4)
    10
    17th
    +12/+7/+2
    +10
    +5
    +10
    Regrowth
    10
    18th
    +13/+8/+3
    +11
    +6
    +11
    Wellness (+9)
    11
    19th
    +14/+9/+4
    +11
    +6
    +11
    Healer's touch (8d4)
    11
    20th
    +15/+10/+5
    +12
    +6
    +12
    Sympathetic alchemy (5/day)
    12

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

    Weapon and Armor Proficiencies: An autumnarche is proficient with all simple weapons, plus the scythe and net. Autumnarches are proficient with light and medium armor.

    Invocations: An autumnarche does not prepare or cast spells as other divine spellcasters do. Instead, they possess a repertoire of abilities known as invocations that require them to channel the natural magic of the world around them. An autumnarche can use any invocation they know at will, with the following qualifications:

    An autumnarche's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An autumnarche is entitled to a Concentration check to successfully use an invocation if they are hit by an attack while invoking, just as a spellcaster would be. An autumnarche can choose to use an invocation defensively, by making a successfuly Concentration check, to avoid provoking attacks of opportunity. An autumnarche's invocations are subject to spell resistance unless an invocations description specifically states otherwise. An autumnarche's caster level with their invocations is equal to their autumnarche level.

    The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the autumnarche's Charisma modifier.

    Since spell-like abilities are not actually spells, an autumnarche cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

    The four grades of invocations, in order of their relative power, are least, lesser, greater, and blessed. An autumnarche begins with knowledge of one invocation, which must be of the lowest grade (least). As an autumnarche gains levels, they learn new invocations, as summarized on Table: Autumnarche and described below. A list of available invocations with complete descriptions of each can be found following this class description.

    At any level when an autumnarche learns a new invocation, they can also replace an invocation they already know with another invocation of the same or a lower grade.

    Unlike warlock invocations, the autumnarche invocations are divine, and thus are not subject to arcane spell failure chance. Autumnarches can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige classes (Complete Arcane, page 18) for details.

    Healer's Touch (Sp): The autumnarche touches a willing creature, and channels their beneficent magic to soothe the wounds of the injured. Healer's Touch restores 1d4 + the autumnarche's caster level in points of damage. The amount of healing provided by Healer's Touch increases as the autumnarche gains levels.

    A Healer's Touch is the equivalent of a spell whose level is equal to one-half the autumnarche's class level, with a minimum spell level of 1st and a maximum of 9th when the autumnarche reaches 18th level or higher.

    Detect Poison and Disease (Ex): Autumnarches develop a carefully-honed sixth sense for detecting toxins and illnesses. At 2nd level, by spending one minute carefully inspecting a creature, object, or area, the autumnarche can determine whether it has been poisoned, is poisonous, or carries a disease. A DC 20 Wisdom check can determine the exact type of poison or disease. An autumnarche with the Craft (Alchemy) skill (for poisons) or the Heal skill (for diseases) may try a DC 20 check with the appropriate skill if the Wisdom check fails, or may try the skill check prior to the Wisdom check.

    Herbalism (Ex): Autumnarches have an exceptional understanding of different herbs and their properties. At 3rd level, an autumnarche gains Brew Potion as a bonus feat, even if they don't meet the prerequisites for it. If the autumnarche spends ten minutes gathering herbs, they can brew a potion they lack the requisite spells to brew, instead substituting a Survival check (DC 10 + spell level + intended caster level). Spending an hour to gather the herbs offers a +1 circumstance bonus on this check per hour spent, up to +6 at six hours.

    If the check is passed, the potion is brewed successfully. If the check is failed, the autumnarche cannot complete the potion; they do not expend the gp or XP costs of the potion, their progress is simply halted.

    The number of wild herbs available to brew potions is limited. If the autumnarche fails a Survival check to brew a potion, they have run out of herbs and may not try to brew that same potion again for one week, giving the wild herbs time to regrow.

    Sympathetic Alchemy (Su): By infusing their surroundings with a fragment of their soul, an autumnarche can share magical effects with the creatures around them. When the autumnarche drinks a potion or is the target of a beneficial spell or spell-like ability, they may choose to share the potion or spell's benefits with a number of creatures within 30 feet equal to their Constitution modifier.

    An autumnarche may only use this ability once per day for every four class levels they possess.

    Wellness (Ex): Beginning at 6th level, autumnarches receive a +3 resistance bonus to Fortitude saving throws against poison and disease. This bonus increases to +6 at 12th level, and again to +9 at 18th level.

    Harvest Affinity (Su): An autumnarche is skilled at harvesting crops and herbs. Beginning at 7th level, when using their herbalism class feature, the autumnarche only needs one minute to gather herbs, rather than ten. The autumnarche must still spend an hour gathering herbs to gain a circumstance bonus on their Survival check.

    Swift Herbalism (Ex): At 9th level, an autumnarche is well-practiced in the way of herbalism. They may brew a potion in one hour, rather than one day. This hour is in addition to however much time the autumnarche spends gathering herbs for the potion.

    Sympathetic Bond (Su): At 11th level, the autumnarche can share a portion of their soul with another willing creature, forming a sympathetic bond. Forming a sympathetic bond is a ritual that requires both creatures to maintain concentration for one hour (requiring a standard action each turn), and the bond lasts until the autumnarche performs the ritual to form another.

    While bonded, the creature can benefit from the autumnarche's sympathetic alchemy class feature even if they are further than 30 feet from the autumnarche, provided that both are on the same plane of existence. Furthermore, if the bonded creature takes damage, the autumnarche may decide to take half of the damage in the bonded creature's stead.

    Improved Harvest Affinity (Su): At 14th level, the autumnarche's skill with harvesting crops and herbs is unmatched. The autumnarche now gains a +1 circumstance bonus on their Survival check per ten minutes spent (up to +6 at 60 minutes), rather than per hour.

    Master Herbalist (Ex): By 15th level, an autumnarche demonstrates considerable mastery at the art of brewing potions. By voluntarily increasing the DC of their Survival check by 10, the autumnarche can forgo the usual gp and XP costs of brewing potions.

    Regrowth (Su): The magic of the natural world suffuses the autumnarche's body, and they can rejuvenate themselves through exposure to the natural world. Once per day beginning at 17th level, while in natural terrain the autumnarche can take a full-round action to center themselves in nature. As long as they remain in natural terrain, the autumnarche has Regeneration 5. Fire damages them normally in this state.
    Last edited by UristMcRandom; 2018-11-24 at 08:37 PM.
    Quote Originally Posted by OctoberRaven View Post
    "It's a fireball. It's basically a magic hand grenade."
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    Autumnarche Invocations

    The invocations available to autumnarches are described below. While autumnarches are as closely linked to the divine as any cleric or druid, these special powers are spell-like abilities, not spells. Invocations are presented in alphabetical order by grade.

    Name: The first line of every invocation description gives the name by which the invocation is generally known.

    Grade: Below the name, the grade of the invocation is provided. Autumnarches can choose invocations from four grades depending on their class level: least, lesser, greater, and blessed. See the autumnarche class description for more details on when autumnarches gain access to invocations of a given grade.

    Level Equivalent: On the same line as the grade, each of the following invocation descriptions contain a spell level equivalent, which affects the save DC for that invocation, Concentration checks made in concert with the invocation, as well as interactions with other spells and abilities, such as globe of invulnerability. the level equivalent of an invocation is provided after its grade.

    Spoiler: Least Invocations
    Show
    Dew of the Dawn
    Least; 1st
    A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.

    Good Health
    Least; 2nd
    You can take a willing creature's affliction upon yourself. This invocation functions as the delay poison spell, except that it also provides immunity to diseases.

    Green Thumb
    Least; 1st
    This invocation functions like enlarge person, except that it affects a single plant, and the duration of the effect is permanent. As normal, multiple magical effects that increase size do not stack.

    Sacred Hospitality
    Least; 2nd
    You can make yourself and your companions welcome wherever you roam. You gain a +6 bonus on Diplomacy, Gather Information, and Sense Motive checks for a period of 24 hours.

    Undergrowth
    Least; 2nd
    You cause nearby plants and roots to overgrow into a tangled mess of thorns and ivy. This invocation functions as the spell, entangle. Creatures who begin their turn entangled by the plants must make a Fortitude saving throw or take 1d6 nonlethal Poison damage and be sickened. This save is repeated on subsequent turns, ending the sickened effect on a successful save.

    Spoiler: Lesser Invocations
    Show
    Enrich Nature's Bounty
    Lesser; 3rd
    You cleanse spoiled, rotten, diseased, or poisoned food or drink of its affliction, rendering it safe to eat or drink as the Purify Food and Drink spell. Additionally, any creature that consumes the purified food within an hour receives 4d6 temporary hit points. These temporary hit points fade after 8 hours.

    Spoiler: Greater Invocations
    Show


    Spoiler: Blessed Invocations
    Show

    Last edited by UristMcRandom; 2018-11-24 at 08:36 PM.
    Quote Originally Posted by OctoberRaven View Post
    "It's a fireball. It's basically a magic hand grenade."
    My Homebrew

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