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Hicks
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Post by Hicks »

Alternatively, a Bone Crawled could be a class that focused on littering the battlefield with bones (difficult terrain), bone walls, and Animate Dead (skeletons only) that fight everybody on the bones. Naturally, the Bone Crawler gets bonuses for fighting in/on bones. One of his signature moves should be De-Bone (Su), which rips out a touched target's skeleton should they fail a fortitude save.
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Post by Koumei »

The chart originally had actually-existing class names specifically to show that they probably did do something similar (Hexblade, Duskblade and really, Soulblade is very nearly a Soulknife). Maybe it's best they be changed, but then again, those classes could do with rewriting, and if we're keeping the option of Cockblade or Magemage or Spell Caster...

Anyway, Koumei proudly presents:

The Dark Dancer
"I don't just dance with shadows, I use all darkness"

There are many forms of mystic darkness, actual energy and planar forces that can be used for great things - darkness is not just the absence of light, it is a power in its own right. Because of the different forms it can take, there are different ways to wield it - shadowy illusions (Wizards), pulling the darkness around oneself for stealth, armour and weaponry (Shadow Warriors), dark negative energy that sucks light, life and energy from victims (Shadow Casters) and many other kinds.

Dark Dancers radiate darkness of their own - they don't cast shadows, pure darkness just extends from them. This darkness must be whirled and thrown, flung across the field to entangle and strangle foes, unleashed like tidal waves, and so the best way to utilise it is by constantly moving.

Playing a Dark Dancer: Dexterity and Charisma are both important for the Dark Dancer - you want to move fast, preferably move first and flick ranged attacks across the field. Your Charisma determines your Save DCs and certain bonuses. Feats you are likely to want to take include Danger Sense, Elusive Target and Point-Blank Shot.

Alignment: Dark Dancers are typically assumed to be Evil, but this isn't necessarily the case.
Starting Age: as the Bard
Starting Wealth: as the Bard

Hit Die: d6
Base Attack Bonus: Medium
Saving Throws: Good Reflex and Willpower
Skill Points: 6+Int
Class Skills: Abuse Magic Device, Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Arcana, Nobility and Royalty, The Planes), Listen, Move Silently, Perform (any), Search, Sense Motive, Spot, Tumble
*She automatically has maximum ranks in Perform (Dance) forever, even if multiclassing, and is refunded any skill points already spent in it.

Proficiencies: the Dark Dancer is proficient with Light Armour but no kinds of Shield. She is proficient with Simple Weapons and all particularly flexible weapons such as the Morning Star, Flail, Whip, Spiked Chain and Kusari-gama.
Level:Class Features:Deflection/Miss Chance
01Weapon Finesse, Armour of the Night, Thread of Darkness+1/5%
02Dark Vortex, Dance of Despair+1/5%
03Touch of the Night, Devil Sight+1/5%
04Break It Down+1/10%
05Dance of Allure+2/10%
06Dark Halo, Nightlash+2/15%
07Tendrils of the Tango Lasombre+2/15%
08Utterdark Dance+2/20%
09Ebon Wave+3/20%
10Dance of Weariness+3/25%
11Dance of Damnation+3/25%
12Dark Radiance, Every Day I'm Shadow Shuffling+3/30%
13Phantasmal Fan Dance+4/30%
14Tango of Terror+4/35%
15Dance of Ruin+4/35%
16Ballroom of the Night+4/40%
17Midnight Mambo+5/40%
18Beacon of the Night+5/45%
19Pandemonium Polka+5/45%
20Endless Waltz, Let's Do The Time Warp Again+5/50%

Weapon Finesse: at first level, the Dark Dancer gains Weapon Finesse as a Bonus Feat. She may elect to replace every instance of "Dexterity" with "Charisma" in the description, using her dancing skills and mystical allure to strike with deadly precision, or may just use Dexterity as normal. If she already has this feat, she gains another Feat for which she meats the requirements.

Armour of the Night (Su): the Dark Dancer, when wearing armour no heavier than Light, radiates special protective darkness. It provides a Deflection Bonus to Armour Class of +1 per four levels (round up), and a Miss Chance against all attacks of 5% per two levels (round down, minimum 5%). The Miss Chance is caused by Concealment, and grants her a Circumstance Bonus to Hide checks equal to the Deflection Bonus.

At level twenty, the 50% Miss Chance grants her Total Concealment, so enemies must guess where she is standing if for some reason they can't see invisible people by this stage.

Thread of Darkness (Su): with an Attack Action, the Dark Dancer can flick a thread of pure darkness from her fingertips. It is a ranged weapon with increments of 20 feet, and requires a Ranged Attack to hit. If successful, it deals 1d6 damage, with bonus damage equal to her hit dice plus her Charisma Bonus. A foe who is hit by one or more of these in a given turn must pass a Reflex Save (Charisma-based) or be Entangled for one round.

As a ranged weapon, this provokes Attacks of Opportunity (unless it doesn't because of feats or whatever), and it can be dual-wielded, however it is never actually being held, and as such cannot be used to make Attacks of Opportunity and you do not get the Shield Bonus to AC for dual-wielding these.

Dark Vortex (Su): starting at second level, the Dark Dancer can make a special attack with a Full Round Action. All foes within 50 feet of her must pass a Fortitude Save (Charisma-based) or be dragged 10 feet closer to her (stopping if they reach an adjacent square or if something blocks their movement). She then makes one Thread of Darkness attack roll, applying it against every foe within 20 feet of her.

Dance of Despair (Su): at level two, the Dark Dancer learns her first dark dance. Performing a Dark Dance requires a Standard Action, and she must have moved at least 15 feet in that round. Any Save DC of a Dark Dance is Charisma-based.

The Dance of Despair causes gloom and sadness in enemies within Line of Sight. She designates a number of targets up to her ranks in Perform (Dance), and they must pass a Will Save or be sad, taking a Morale Penalty on all attack rolls, saving throws, skill checks and damage rolls for one minute. The penalty is -1 per 3 levels she possesses, rounding up.

Touch of the Night (Su): at third level, the Dark Dancer gains the ability to harm people with a simple touch. With a Melee Touch Attack as a Standard Action, she forces a target to make a Fortitude Save (Charisma-based) or be Blinded and Slowed for 3 rounds and take damage equal to her level plus her Charisma Bonus.

Devil Sight (Ex): at level three, the Dark Dancer can see through all forms of darkness, including magical darkness.

Break It Down (Su): whenever a fourth-level Dark Dancer moves at least thirty feet in a round, she radiates weakening darkness that assails structures around her. Any Strength Check to break an object made within thirty feet of her, until her next turn, gains a bonus equal to her Charisma Bonus, as do damage rolls against unattended objects - and such objects have their Hardness halved for the duration as well. Typically, when she parties, the hosts have a lot of cleaning up to do.

Dance of Allure (Su): at level five, the Dark Dancer learns the Dance of Allure. This Dark Dance allows her to select a number of targets within Line of Sight up to her ranks in Perform (Dance), and force them to attempt a Will Save. If they fail, they become Dazed for one round, and then Fascinated for as long as she moves at least 30 feet in any given round (or until attacked).

Dark Halo (Su): the level six Dark Dancer radiates spooky darkness that makes her seem more powerful - and that belief is enough to actually make it true. She gains an Enhancement Bonus to Charisma of +1 per three hit dice (round up), and is immune to Possession and [Compulsion] effects. Indeed, any creature that attempts to use such an effect on her instantly suffers 1d4 points of Wisdom damage.

Nightlash (Su): at level six, the Dark Dancer can use her Touch of the Night out to fifteen feet, and she may dual-wield them, making two attacks with a Standard Action. As they are constantly wielded, she does gain any benefits for wielding them both, however they still cannot be used to make Attacks of Opportunity. Any time she hits with one or both Nightlashes, she may attempt a Trip attempt as a Free Action if she so wishes, and if she fails, the opponent cannot try to trip her in return.

Tendrils of the Tango Lasombre (Su): the seventh-level Dark Dancer can reach extra far. When performing the Dark Vortex, it affects all within 60 feet, dragging them 20 feet closer on a failed save, and those who fail their Reflex Save fall Prone as well as being Entangled.

Utterdark Dance (Su): at level eight, the Dark Dancer gains another Dark Dance. This one simply creates total 100% darkness of Total Concealment, spreading out in a radius of 10 feet per rank she has in Perform (Dance). It lasts until the end of her next turn, but each turn she can extend it by another round by moving at least 30 feet.

Ebon Wave (Su): at ninth level, the Dark Dancer can use a Standard Action to unleash a wave of darkness. It extends out in a Medium Range Cone, and all creatures in the area suffer 1d4 damage per level, with a Will Save for half (Charisma-based). Those who fail the saving throw are caught in special darkness that actually works as a Faerie Fire effect.

Dance of Weariness (Su): at level ten, the Dark Dancer can perform the Dance of Weariness. This Dark Dance allows her to select up to one target within Line of Sight per rank in Perform (Dance). If they fail a Fortitude Save, they become Fatigued until they next rest. If they are already Fatigued, they become Exhausted until she stops dancing - the start of her next turn, unless she moves at least 30' within that turn to keep it going another round.

Dance of Damnation (Su): the eleventh-level Dark Dancer improves her Utterdark Dance. Every round that a creature begins their turn inside her radius of darkness, she can elect for them to take damage equal to that caused by her Thread of Darkness. Additionally, if they are an [Extraplanar] creature, they must pass a Will Save or be banished back to their home plane.

Dark Radiance (Su): starting at level twelve, the Dark Dancer radiates intense darkness that actually makes it easier for her to see, and harder for others to move. She can see invisible creatures, and all within 30 feet of her treat the area as Difficult Terrain. She may suppress or resume this with a Swift Action.

Every Day I'm Shadow Shuffling (Su): at level twelve, the Dark Dancer gains an extra 5' step each round, and any round in which she moves at least 20 feet, she may add her Charisma Bonus as a Luck Bonus to her Armour Class and Reflex Saves until her next turn.

Phantasmal Fan Dance (Su): starting at level thirteen, the Dark Dancer may use her Nightlash to make Attacks of Opportunity - despite their normally taking a Standard Action to use. Additionally, whenever she makes an attack with her Thread of Darkness or Nightlash, she gains Cover until the beginning of her next turn.

Tango of Terror (Su): at level fourteen, the Dark Dancer learns another Dark Dance. This allows her to target a number of creatures within Line of Sight up to her ranks in Perform (Dance), and force them to attempt a Will Save. If they fail, they Panic for 1 round, and then as long as she continues the dance by moving at least 30 feet per turn, they continue to Cower if still within Line of Sight.

Dance of Ruin (Su): at level fifteen, the Dark Dancer learns another Dark Dance. This is the Dance of Ruin, and she must perform the dance for three consecutive rounds in order to have any effect. At the end of the third round of dancing, she can target any creatures or objects within Line of Sight that she pleases, with no limit, and they take 100 points of damage with a Fortitude Save for half. This damage bypasses all Hardness and Damage Reduction. After this damage is unleashed, the dance ends - if she wants to use it again, she must dance for another 3 rounds.

Ballroom of the Night (Su): at level sixteen, the Dark Dancer can use a Full Round Action to dance her way into the Plane of Shadow at will. She can also use a Full Round Action to step into the plane she entered from. When in the Plane of Shadow, she gains Fast Healing equal to her Charisma Bonus and her movement speeds are all doubled.

Midnight Mambo (Su): at level seventeen, the Dark Dancer can sap the life of those around her. This Dark Dance bestows 2 Negative Levels on a number of creatures she targets within Line of Sight, up to her ranks in Perform (Dance). The Negative Levels go away on their own when the sun next rises. For every negative level she deals in this manner, she regains 5 lost hit points, though this can't take her above her maximum or grant Temporary Hit Points.

Any creature slain by these negative levels rises as a Shadow... with maximum ranks in Perform (Dance). Although not loyal to her or under her command, it won't attack her at least.

Beacon of the Night (Su): at level eighteen, the Dark Dancer is so infused with darkness that she is like a gate to the Plane of Shadow, or the Negative Energy Plane or something. At any rate, she gains Cold Resistance equal to three times her level, and is immune to Fatigue, Exhaustion, Non-Lethal Damage, [Fear] effects, Ability Damage, Ability Drain and Negative Levels. Additionally, any time a creature damages her with a melee attack, her eerie essence leaks out, dealing damage equal to her Thread of Darkness.

Pandemonium Polka (Su): at level nineteen, the Dark Dancer learns the final Dark Dance. When this is performed, she selects a number of targets within Line of Sight up to her ranks in Perform (Dance). Unattended Objects that are targeted are instantly destroyed with no save. Creatures must pass a Will Save or be permanently Blinded and Deafened and take Sonic Damage equal to her skill bonus (including ranks, Charisma and assorted benefits from Feats and so on) to Perform (Dance), multiplied by 3.

Endless Waltz (Ex): at level twenty, the Dark Dancer's abilities all become Extraordinary and thus will even work in an Anti-Magic Field. Additionally, she can never be rendered unable to move (Paralysis, zero Dexterity, Petrification, Helpless - she can even move normally while sleeping) other than when actually dead. Finally, she always counts as having moved th required distance for the benefits of any abilities (such as Every Day I'm Shadow Shuffling).

Let's Do The Time Warp Again (Ex): at level twenty, the Dark Dancer gains a Dark Dance that creates a Time Stop effect. It's just a jump to the left...
Last edited by Koumei on Mon Mar 04, 2013 2:51 am, edited 2 times in total.
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Post by Maxus »

hyzmarca wrote:I rolled Bone Crawler.

The only thing I can think of for that is a PrC for a Fiendish Monsterous Centipede who magically replaces his limbs with bones taken from his endoskeletal victims in order to increase his stats and eventually become undead. I think that niche is kind of narrow.
You could totally do an undead sneak. Learn to fake death, be unnoticeable, become skeletal, get some tricks that let you sneak into places too small by disassembling yourself. And get some immunity to critical hits and sneak attacks and such.

Makes me think of the Blackskull--a black skeleton with sneak attack and an aura of both Silence and Darkness
Last edited by Maxus on Mon Mar 04, 2013 12:57 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by OgreBattle »

Needs Jolly Co-operation as some kind of ally enhancing aura or danger sense for allies
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Post by Maxus »

When the Sun Sage is healed, so are allies within a radius? (a la Estus flasks)

Or double Flank/Aid Another bonuses.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by sabs »

Bone Crawler.. Like NIghtcrawler. Short range teleporter.. except you teleport into and out of things with bones.. causing damage. :)
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Post by Koumei »

So I did another roll to see what lies in the future and got Wraith Hurler. That could be hilarious.

Now a real challenge would be to make a campaign setting where the only classes are the oddball ones designed by this challenge. And maybe including the Cock classes as well.
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Post by Koumei »

And the Dark Dancer is complete!
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Post by Hicks »

You, Sabs good sir, have won one (1) internet, to be redeemed at a time of your choosing for another singular (single) internet.
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Post by Sigil »

Perhaps the campaign setting would, seeing as there's a great many cock themed classes compared to the others, a great nation built on the power of chicken, an Empire of Cocks.
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Post by Maxus »

Koumei wrote:And the Dark Dancer is complete!
And it is awesome. Just the one question: Does Threads of Darkness require a Ranged Touch Attack, or a normal ranged attack?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

A ranged attack. Between multiple attacks (over time/with TWF/Rapidshot), Medium BAB and Dex being one of your priority ability scores, that shouldn't be too big a deal. By the time you get to the stage where enemies have +$TEXAS Natural Armour, you're slinging around effects that don't use attack rolls, or the Ranged Touch Attacks of the Nightlash.

And yes, this class should basically always be literally dancing around the battlefield, trailing/spinning/throwing streamers made of darkness at people.
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Post by Koumei »

The Wraith Hurler
"Oh my god, he just put the Undertaken through a Ghost-Touch table!"

Being a grappler is a concept that goes obsolete, and that's sad. Well, it's a fact of life really, but as long as you enhance it supernaturally, that makes things awesome.

This prestige class specifically deals with the issues of grappling things that can't possibly be grappled, not with grappling things that are just too big or too strong for you to have a chance against - there are other feats, class features and such to handle that which you can happily get as well as taking levels in this class.

Requirements: to become a Wraith Hurler, a character must meet the following criteria:
Base Attack Bonus: +5
Feats: Ghost Hunter, Juggernaut

The Wraith Hurler Class Features:
Hit Die: d10
Base Attack Bonus: Good
Saving Throws: Good Fortitude and Reflex
Skill Points: 4+Int
Class Skills: Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Tumble
Level:Class Features:
1Ghost Grip, Hurl Opponent
2Deathward
3Wraithbomb
4Scorpion Undeathlock, Doubleteam
5Over-the-Moonsault
6Tombstone, Exploder Suplex

Ghost Grip (Ex): ghosts are no problem to the Wraith Hurler - as you'd hope with a class name like that. They can grapple with Incorporeal and Ethereal foes as if they lacked those traits, and treating such creatures as having a Strength score of 10. Note that these creatures cannot just leave the grapple on their own turn - they are actually held in place unless they can escape with a Grapple or Escape Artist check.

Likewise, those with Freedom of Movement are not automatically immune to grappling, they may instead use a Caster Level + Casting Ability Score check in place of the Escape Artist check to escape.

Hurl Opponent (Ex): the Wraith Hurler can in fact throw grappled enemies. With an Attack Action, he makes an opposed Strength check with his foe, and releases them from the grapple. If he rolls more than they do, they are thrown ten feet, plus another five feet for every point he beats their check by. They land prone, and if they crash into some kind of obstruction, they stop before reaching it and take 1d6 damage for every 5' of movement that was prevented. If they crash into another creature, the other creature makes a Fortitude Save (DC 10 + half the Wraith Hurler's hit dice + his Strength Bonus). If successful, the thrown creature takes damage as though crashing into a wall and falls prone. If failed, the damage is halved and applied to both creatures, and they both fall prone.

Deathward (Ex): starting at second level, the Wraith Hurler is so used to touching spooky things and vice versa that his soul is bolted down. He is immune to Ability Damage, Ability Drain, Negative Levels and [Death] effects, as well as damage from Inflict Wounds and Harm spells.

Wraithbomb (Su): at third level, the Wraith Hurler learns how to make thrown undead particularly bad. When using Hurl Opponent on an Incorporeal or Ethereal foe, they are forced into the material world long enough that crashing into an object hurts. Additionally, if thrown at someone and crashing into them, the target is automatically affected by any Incorporeal Touch Attacks the thrown creature possesses.

Scorpion Undeathlock (Su): by keeping a grapple locked on, the fourth-level Wraith Hurler can break the ghostly essence of an Incorporeal or Ethereal opponent. He may, as an Attack Action, perform the Scorpion Undeathlock. This is treated as a Constrict attack, dealing 2d6 damage (plus one and a half times his Strength Bonus) for a Medium creature, and also keeps the target locked into the material plane - anyone else can freely attack the creature.

Against specifically Undead creatures, he may forego the damage to instead give it a -1d4 penalty to its effective hit dice for the purpose of Turning and Rebuking. This can keep stacking up each round until it can be Turned/Rebuked, or even Destroyed/Controlled, however as soon as it is released from the hold, the penalty starts to go away at the rate of 3 points per round.

Doubleteam: the fourth-level Wraith Hurler gets a tag team partner or manager, which must be an Incorporeal Undead. This is a Cohort, and will act very bitchy if he has any other Cohorts, as THERE CAN BE ONLY ONE. Its Challenge Rating must be the Wraith Hurler's character level minus three. Or it can be lower level, but why do that? It is particularly amenible to being thrown at enemies. Typically, the Wraith Hurler starts with a Wraith, and can later on give it additional hit dice or class levels, or trade it out for a Spectre, Greater Shadow, Caller in the Darkness or Dread Wraith.

Over-the-Moonsault (Su): at level five, the Wraith Hurler can launch himself through the air, making large bursts of movement to help grab onto enemies that are flying around. He can cast Swift Fly at will, and can totally charge into a grapple with that flight.

Tombstone (Su): at level six, the Wraith Hurler may spend a Full Round Action demolishing an Undead he is grappling. He makes a Grapple check opposed by their own, and if he succeeds, they must pass a Fortitude Save (this specifically does work on Undead) or be obliterated, utterly destroyed. The Save DC is 10 + half his hit dice + his Wisdom Bonus.

Exploder Suplex (Su): at level six, whenever the Wraith Hurler throws an opponent, he may choose to infuse them with hellfire so that they explode upon landing. The target takes 1d6 Fire damage per hit die when they stop moving, as does every other creature within 10 feet of them. All creatures can halve this damage with a Reflex Save (DC 10 + half his hit dice + his Strength Bonus).

---

Note: obviously, a grappler will want to be really big and really strong, so that they can always grapple people. So yes, Strength-based Save DCs are going to get crazy. But there are only two of them, which are for "some damage". The Save-or-Die one is Wisdom-based for just that reason.

So you have a dude that is good against Undead, which the name kind of implies, and can do all his grappling stuff against incorporeal foes (as the name implies, and as an extension of his Ghost Hunter feat), and can often reach flying enemies to even grapple them. When fighting Incorporeal Undead he can hilariously afflict living enemies with the undead attacks (which he is likely to be immune to), and he can end up doing good synergy with allies by locked enemies in a sharpshooter.

Eventually he can SoD Undead (see: good against Undead) and throw fireballs, sort of. For a prestige class that's short enough to let you take another prestige class afterwards, I think it does everything it needs to do, and without giving you any +HUGE numbers itself.
Last edited by Koumei on Thu Mar 07, 2013 12:03 am, edited 2 times in total.
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Post by Darth Rabbitt »

It seems kind of awkward that (as far as I can tell) a corporeal undead or Tomb-Tainted character can enter a class that might make them immune to any form of healing they could benefit from.

Perhaps add a clause that if you are healed by Negative Energy, you can still be healed by it?

As I, for one, think that Tomb-Tainted Souls, Sword Wraiths, Revenants, Mummies, Ghouls, Vampires and Death Knights should be able train to punch ghosts in the face (I assume we want the Undertaker and Scorpion to be sample Wraith Hurlers.)

I'm tired and might be reading something wrong, though.
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Post by Koumei »

There we go, two little words added to change it so you can still be healed if that's how it goes for you personally.
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Post by tussock »

Bone Hunter? Whut? Claiming my reroll, google is no help at all.

Rage Witch. Right.

Requires
Rage or Fury
$Class_Feature_Witch_Level_5.
$skill_Rank_8, etc.

Gives: Full BAB, plus all basic feature progressions of Witch class to stay level-appropriate. d8 HD, 4 skills.
Has ten levels. There's a template for these at the WotC offices, works just like an AD&D multiclass only it fills up more crappy splatbooks.

Any unique features would require a loss of another Witch-feature level, so screw that.
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Post by hyzmarca »

A Bone Hunter would either be an evil killer who steals his victims' bones or an anti-undead warrior who specializes in killing skeletons, or a conservationist necro-ranger who non-lethally captures skeletons and returns them to their natural habitats.
Koumei
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Post by Koumei »

tussock wrote:Rage Witch. Right.

Requires
Rage or Fury
$Class_Feature_Witch_Level_5.
$skill_Rank_8, etc.

Gives: Full BAB, plus all basic feature progressions of Witch class to stay level-appropriate. d8 HD, 4 skills.
Has ten levels. There's a template for these at the WotC offices, works just like an AD&D multiclass only it fills up more crappy splatbooks.
Requirements would be:
Rage or Fury class feature
Trickery class feature
Knowledge (Nature) 8 ranks

So you qualify at Barbarian 1/Witch 4

It then loses the following Witch class features: Mass Brewing, Dream Mastery, Cauldron Scrying, Eye of Newt

In return gaining a small amount of Rage Dice and Combat Speed, and the ability to cast spells/Hex people in a Rage and to bestow rage as a hex.

You then basically have an early lunch.
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Post by ...You Lost Me »

Night Caster... I need to make that a joke somehow. Perhaps I'll re-roll.
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Kaelik wrote:I invented saying mean things about Tussock.
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Post by Koumei »

In the latest episode of "Koumei is fucking bored", we have...

The Demon Blade
"I grew up in Carceri, you think I'm scared of your abilities?"

Demon Blades are those unlucky Soldiers who spent time in the Lower Planes, having to deal with Demons, Devils and similar. They fought against them, they fought with them, they learned the special fighting styles of such creatures. These Soldiers can even survive the Heavy Metal Hellscapes of those planes, and can hold their own against fiends, avoiding their signature attacks and hitting where it hurts.

Requirements:
Skills: Knowledge (The Planes) 8 ranks
Special: Mighty Stances
Special: Must have fought alongside or against or trained with [Evil] Outsiders on at least one occasion.

Hit Die: d10
Base Attack Bonus: Good
Saving Throws: Good Reflex and Willpower
Skill Points: 4+Int
Class Skills: Bluff, Concentration, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spot, Survival

Proficiencies: the Demon Blade gains proficiency with any weapon in the Monster Entry of a creature for which he has the Stance - such as Spiked Chains for Cornugons.
Level:Class Features:Maneouvres
01Lesser Fiend Stances, Fiend Killer1
02Hellscape Warrior (Planar Traits)1
03Infernal Survival2
04Hellish Toughness2
05Greater Fiend Stances3
06Hellscape Warrior (Brimstone)3
07Blood War Veteran4
08Elusive Soul4
09Supreme Fiend Stances5
10Blood War General, Hellscape Warrior (Terrain)5

Lesser Fiend Stances (Ex): the Demon Blade gains Stances - one per level. These fighting styles work exactly the same as those offered by the Soldier, however he chooses from amongst the following list:
  • Armanite: all of the Soldier's ranged attacks deal +1d6 damage, and all of the damage is Electricity damage. They deal a further +2d10 damage on a Critical Hit.
  • Babau: the Soldier can use an alchemical flask weapon with a Melee Touch Attack against a foe in a threatened square (or the same square as he is in), without provoking Attacks of Opportunity, with a Free Action once per round.
  • Barbazu: against foes who are suffering from any Vile Damage, Constitution Damage or ongoing hit point loss, the Soldier deals +3d6 damage with all attacks. Against a foe suffering from a Disease, his attacks force them to immediately save again as though a new day had passed.
  • Bezekira: if the Soldier hits a foe with a Manoeuvre, he becomes Invisible until the end of his next turn.
  • Bulezau: the Soldier can wield weapons one size larger with no penalty, and deals double damage on a charge.
  • Erinyes: the Soldier adds his Intelligence Bonus to all Trip attempts, and "falling prone" provokes Attacks of Opportunity from him.
  • Excruciarch: all enemies within 10' of the Soldier instantly take damage equal to 1d6 + his Intelligence Bonus as cuts appear on their bodies, drawing blood. This grants Proficiency with the Spiked Chain.
  • Kastighur: any foe who is suffering from a [Fear] effect is denied their Dexterity Bonus to AC against the Soldier.
  • Legion Devil: the Soldier grants all allies within 20 feet a +4 Untyped Bonus to Attack and Damage rolls - multiple Soldiers with this ability can stack, and this bonus is special in that, despite not being a Dodge Bonus to Armour Class, those with Phalanx Fighter still share it as though it were.
  • Orthon: all Teleportation, Planar Travel and Dimensional Travel are blocked within 30 feet of the Soldier until his next turn. He gains proficiency with the Hellspear and Hellfire Crossbow - and gains the ability to fire it like an Orthon.
  • Quasit: the Soldier's attacks help spread toxins already in the target. If they are suffering from Poison, each attack deals 2 points of Ability Damage to one ability that is damaged by a currently active Poison.
  • Succubus: if the Soldier hits a foe, they may make the damage Non-lethal and force the target to make a Will Save or accept a Suggestion.
Additionally, for the purpose of unlocking new types of Soldier Stances, his Demon Blade levels are treated as Soldier levels - he does not continue to gain Soldier Stances when gaining Demon Blade levels, but when he finishes advancing Demon Blade and goes back to being a Soldier, he can select more advanced Stances as though he had been a Soldier all along. The Save DC for all Stance abilities is 10 + half his hit dice + his Intelligence Bonus.

Fiend Killer (Su): the Demon Blade's attacks, even with manufactured weapons, ignore any Damage Reduction that is overcome by Alignment or Material aspects (such as "Good and Silver").

Maneouvres (Su): as he gains levels, the Demon Blade is granted access to more maneouvres. These are special ones offered by this class, and each has a level that is the minimum Class Level required to learn it. If he later goes back to gaining levels in Soldier, his Demon Blade levels are treated as Soldier levels for the purpose of which Soldier Maneouvres are available.

Hellscape Warrior (Ex): starting at level two, the Demon Blade ignores Plane-specific Planar Traits like "Prison Plane" or "Negative Energy Plane", but not the Time or Gravity traits.

At level six, he can see through smoke, acid, fog and similar obscuring clouds, and can breathe normally in smoke. He becomes Immune to inhaled Poisons, and does not take non-lethal damage or Fatigue from particularly hot or cold environments, nor do Sunstroke or Frostburn have any special effects for him.

Finally, at level ten, he completely ignores the effects of Difficult Terrain, and can move through it normally. He also never slips on blood, slime, oil and similar things, even that created by spells, and is immune to caltrops (including magical ones) and the spells Spike Stones, Brambles and similar.

Infernal Survival (Ex): starting at third level, the Demon Blade is an expert at surviving against fiends. He gains an Insight Bonus equal to his Intelligence Bonus on Sense Motive checks made against [Evil] Outsiders, and on Saving Throws against their Spell-Like Abilities.

Hellish Toughness (Ex): Adamantine wishes it could be as hard as the level four Demon Blade: he gains Damage Reduction/- equal to his Class Level, and has bonus Hit Points equal to his ranks in Survival. As he gains more levels and ranks, these numbers do keep increasing.

Greater Fiend Stances (Ex): starting at level five, the Demon Blade can take Greater Fiend Stances instead of the Lesser ones:
  • Amnizu: any time the Soldier deals damage with a Manoeuvre, he also deals 2d4 points of Intelligence Damage, with a Will Save to negate it.
  • Assassin Devil: the Soldier instantly becomes Invisible until his next turn, and gains Evasion until then.
  • Brachina: against targets under any [Mind Affecting] effects, the Soldier's Manoeuvres all deal 1d6 points of Wisdom Damage.
  • Chasme: against Sleeping foes, the Soldier's attacks all deal 4 points of Constitution damage.
  • Cornugon: the Soldier can perform a Coup de Gras as a Standard Action, and can do so against foes who are merely Stunned. This provides proficiency with the Spiked Chain.
  • Glabrezu: if the Soldier deals damage with a Manoeuvre, the target is hit with a Chaos Hammer effect that targets only them.
  • Hezrou: against foes who are Sickened or Nauseated, the Soldier's attacks cause an additional 1d6 points of Constitution Damage.
  • Kyton: the Soldier's threatened area extends by 20' in all directions. This provides proficiency with the Spiked Chain.
  • Nabassu: the Soldier can cast Death Knell at will, and can use a Standard Action to glare at a target within Close Range, bestowing 1 Negative Level that lasts for 1 hour.
  • Nalfeshnee: any time the Soldier deals damage with a Manoeuvre, the target and all enemies within 30 feet must pass a Will Save or be Dazed for one round.
  • Osyluth: the Soldier benefits from True Seeing.
  • Vrock: whenever the Soldier performs a Manoeuvre, it deals 3d20 Untyped damage to all creatures within 40' (including the initial target). A Fortitude Save can halve the damage.
  • Whisper Demon: all creatures adjacent to the Soldier must pass a Will Save or be Confused for one round. If they roll a 51+ on their Confusion roll, they attack themselves instead of the normal result.
Blood War Veteran (Ex): at level seven, the Demon Blade is basically a veteran - even if he's never fought in the Blood War, he effectively has the same experience. He becomes immune to [Fear] effects, Fatigue and Exhaustion.

Elusive Soul (Ex): at level eight, the Demon Blade's soul cannot be found by [Evil] Outsiders, it will always evade them. They can never Scry upon him, cannot Detect his alignment, cannot use Trap The Soul on him, and his soul can never be claimed by them as part of an Infernal Contract. If he is slain in the Lower Planes, his soul innately finds its way to whichever plane most closely matches his alignment, and can't be used as a simple fuel source.

Supreme Fiend Stances (Ex): starting at level nine, the Demon Blade may take Supreme Fiend Stances. Additionally, any time he gains another stance from Soldier levels, he may elect to instead take another Supreme Fiend Stance.
  • Balor: all creatures adjacent to the Soldier immediately take 1d6 Damage per hit die he possesses, with a Reflex Save for half. The damage is half Fire, half Evil. Grants Proficiency with Whips.
  • Bebilith: the Soldier's attacks tear through armour, and are all resolved as Touch Attacks.
  • Gelugon: any target damaged by the Soldier's Manoeuvres is Slowed for one round. Any time the Soldier hits a foe suffering from a [Fear] effect, it becomes a Critical Hit.
  • Goristro: any time the Soldier uses a Manoeuvre, he also creates an Earthquake effect out to a 50' radius.
  • Marilith: when performing a Manoeuvre, the Soldier makes additional attacks equal to his Intelligence Bonus. If the Manoeuvre has to hit or deal damage to trigger the effect, any one of the attacks can trigger this (but it is only triggered once regardless).
  • Molydeus: the Soldier's wielded weapons are all Dancing and Vorpal (the Tome version) as long as they are Attuned.
  • Nycoloth: any time the Soldier hits someone with a Manoeuvre, he can start a Grapple as though using Improved Grab, and can use his Attack or Damage Roll as the Grapple check.
  • Pit Fiend: the Soldier gains an Unholy Aura until his next turn
  • Xerfilstyx: the Soldier can bestow Insanity on a target damaged by his Manoeuvre, with a Will Save to negate.
Blood War General (Ex): at tenth level, the Demon Blade has done so well that he is recognised as a Blood War General - even if he has never taken part there. He will be respected and feared as such in the Lower Planes, and if he does actually fight in the Blood War, will automatically have a Command Rating equal to his hit dice plus Intelligence Bonus - he'll be able to order little (fiendish) men around, and will be a high priority target. Furthermore, he gains either [Tanar'ri] Traits or [Baatezu] Traits, his choice. His Summon ability calls up 1d4 Fiends with a CR of 10 or less, for an hour - if he is a Tanar'ri, they must be as well, and if he is a Baatezu, they must be as well. If he is somehow both, they can be either. Finally, if he is a [Tanar'ri], then on any given round he may enter two Stances at once, though they must both be Demon ones. If a [Baatezu], the same applies, but they must both be Devil ones. If both, he still has to choose each round, he can't do one of each.

---

Fiendish Manoeuvres:

Imp Jab
Minimum Level: 1
You call up the power of an Imp and scrape a foe, delivering a terrible toxin that causes their joints to lock up.
Make an attack with a Standard Action. If the attack deals any damage, the opponent is afflicted with a Poison. The Save DC is 10 + half your hit dice + your Intelligence Bonus, and causes 1d6 Dexterity damage if failed. If the first save is failed, they must save again on the next round or take another 1d6-1 Dexterity damage. Continual failed saves result in more and more Dexterity damage, reducing the amount by another 1 each time until they pass a save or roll zero damage, at which point the poison has finished doing its damage.

Sanctified Strike
Minimum Level: 1
You learned this trick specifically to screw with demons and devils.
You make an attack as a Standard Action, and if it hits, you generate a Magic Circle Against Evil until your next turn.

Nightmare Fog
Minimum Level: 3
You slap someone hard and release a spread of toxic smoke.
With a Standard Action, you make an attack, and if it hits, you release a 10' radius Cloud of smoke - this cloud can be anywhere as long as the target of the attack is included in the area. It lingers for 1 round, and all in the area must pass a Fortitude Save (DC 10 + half your hit dice + your Intelligence Bonus) or be Nauseated for that one round. Using it also grants you Concealment against all creatures, and Total Concealment against the creatures in the smoke cloud, for as long as the cloud remains.

Pact Breaker
Minimum Level: 3
You break contracts and bones at the same time.
With a Standard Action, make one attack. If it hits, the target is hit by a Targeted Greater Dispel Magic effect, using your hit dice as your Caster Level. Damage occurs after any Dispelling happens.

Purgatory
Minimum Level: 5
You inflict a dreadful penalty on fiends, temporarily cutting off their infernal power supply.
With a Standard Action, make an attack. If it hits, the target must pass a Will Save (DC 10 + half your hit dice + your Intelligence Bonus) or be rendered unable to use Spell-Like Abilities for one round.

Bleeding Blade
Minimum Level: 5
Like a Bearded Devil, you leave terrible wounds that don't heal and continue to drip blood. Like a Bearded Devil, this makes you smile.
With a Standard Action, make an attack. Any damage dealt is Vile Damage, and also deals 2 points of Constitution Drain. The target must then pass a Fortitude Save (DC 10 + half your hit dice + your Intelligence Bonus) or be Staggered with pain (that part being a [Pain] effect) for one round.

Hell's Gate
Minimum Level: 5
You bring hell with you.
With a Standard Action, you rip a hole between the planes. For the next minute, everything within 30 feet of you is basically the Lower Plane (or demi-plane) of your choice, affected by its traits - so you could trap people in pseudo-Carceri for a little while, or make it one of the layers where the air is acid.

Cornugore
Minimum Level: 7
You basically charge straight through an opponent, launching their remains through the air.
With a Standard Action, you make a Charge attack. If this hits a foe, you halve their Damage Reduction and Hardness, and reduce their Spell Resistance by 6. These effects last for one round and are applied before you roll damage. Additionally, you may make an opposed Strength check, modified by size, and if you succeed, you hurl them away 5 feet per point by which your check beats theirs.

Exorcist Strike
Minimum Level: 7
You smack people into other dimensions.
With a Standard Action, make an attack. If it hits an [Extraplanar] creature, they are instantly Banished back to their original plane - if they're created by a Conjuration [Creation] effect, they wink out of existence, Dismissed completely. If the target is not [Extraplanar] but is being possessed by one, they are freed from it - they effectively receive a Protection From Evil effect for the next hour and the possessing entity is hurled out of the body.

Blade of the Hellfire Engine
Minimum Level: 9
You stab someone, and then they are incinerated and stop existing.
With a Standard Action you hit someone, and they must make a Fortitude Save (DC 10 + half your hit dice + your Intelligence Bonus) or die in a pillar of hellfire. This is a [Death] effect, but also a [Fire] effect. A creature that is Immune to Fire damage is immune to this, and a creature that is Vulnerable to Fire can't use any Immunities to [Death] effects against this. At any rate, if they are slain, they are reduced to fine ashes.

Nessian Deathstrike
Minimum Level: 9
You strike someone so hard their chakra is realigned to Nessia. The planar recoil and hellish feedback renders them unable to fight.
With a Standard Action, make an attack. If it hits, the target is Nauseated, Exhausted, Confused, Blind, Deaf, Stunned, Frightened, Paralysed and Asleep for one round, though Immunities to various effects apply as normal. If they pass a Fortitude Save (DC 10 + half your hit dice + your Intelligence Bonus), they are merely Dazed, Sickened, Fatigued and Shaken for one round (with Immunities applying as normal).
Last edited by Koumei on Tue Mar 05, 2013 7:10 am, edited 3 times in total.
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Post by infected slut princess »

SWORD BLADE
“Sword. Sword sword sword sword. Sword sword!”

When all you have is a hammer, everything begins to look like a nail. And when all you have is a sword, you have a sword blade. The enigmatic users of these weapons are known as Sword Blades. They wield swords, and use the mighty art of the blade to hurt things with the blade of the sword.

Hit Die: 1d20
BAB: Good
Saves: All good
Skill Points: 2+int
Class Skills: Search, Profession, Craft, Spot, Jump, Swim, Concentration

PLAYING A SWORD BLADE –If you are a Sword Blade you need high Strength score, because that is the stat you use to hit stuff with your sword. You also need high Charisma score so that chicks will want to do you.

Proficiencies: The Sword Blade is proficient with all kinds of armor and shield, and swords.


CLASS FEATURES BY LEVEL
1. Weapon Focus, Free Sword, Sword Attack
2. Sword Defense
3. Sword versatility
4. I’m Too Sexy For My Sword
5. Mighty Jumping Sword Strike
6. None Shall Survive the Blade of the Sword!
7. Sword Gun, Do Chicks
8. Anger Sword Quake
9. The Sword Is the Answer
10. Legend of the Sword Blade

CLASS FEATURE DESCRIPTIONS

WEAPON FOCUS: You gain Weapon Focus with a weapon of your choice, subject to the following restrictions: 1) It must have a blade. 2) it must be a sword.

FREE SWORD (ex): The Sword Blade starts the game with a free sword. If the Sword Blade ever loses his sword, or it is destroyed, then he can make DC 10 Search check with full-round action. If successful, the Sword Blade just happens to find a sword within 30 feet. The sword always has an enhancement bonus equal to 1/3 character level.

SWORD ATTACK (ex): The Sword Blade’s sword abilities are truly exceptional. As an attack action, the Sword Blade can use his sword to attack a foe within reach. Roll a d20 and add the Sword Blade’s attack bonus. If the result is equal to or higher than the target’s AC, the attack hits. If the attack hits, it inflicts damage equal to the weapon damage plus the Sword Blade’s Strength bonus, plus any enhancement bonuses on the sword.

SWORD DEFENSE (ex): The Sword Blade is a master of sword blading, therefore it is rather difficult to beat him in a swordfight. Any attack made against him with a sword suffers a -10 penalty to hit.

SWORD VERSATILITY (ex) – Anytime the Sword Blade makes a Sword Attack, the damage counts as slashing, piercing, and bludgeoning all at the same time!

I’M TOO SEXY FOR MY SWORD (ex) – Any chicks that see the Sword Blade make a successful Sword Attack are automatically dazzled for 1d12 hours.

MIGHTY JUMPING SWORD STRIKE (ex) – The Sword Blade jumps at the enemy and attacks him with the blade of his sword. As a full-rd action, the Sword Blade can jump up to 20 x Sword Blade’s Jump bonus in feet, and make a single Sword Attack. If successful, this attack always counts as a confirmed critical hit that does maximum damage.

NONE SHALL SURVIVE THE BLADE OF THE SWORD (ex) – The Sword Blade’s Sword Attacks now ignore all hardness, DR, and can inflict critical hits against creatures and objects that are normally immune.

SWORD GUN (ex) – The Sword Blade’s mastery of sword blade arts has become so awesome he can use his sword to shoot sword blades like a machine gun. This is a totally sweet attack. As a standard action, the Sword Blade makes a ranged touch attack against any target in medium range. If hit, the target suffers 100d6 slashing damage.

DO CHICKS (ex) – The Sword Blade has become so awesome he can do anyone he wants. If he merely looks at a hot chick, they will want to do him if they fail a will save. The DC is CHA-based. Anyone who makes the save is immune to this ability for 5 minutes.

ANGER SWORD QUAKE (ex) – The Sword Blade gets totally pissed off and swings his sword at the ground, causing an earthquake! This instantly causes anyone touching the ground within 100 feet of Sword Blade to drop to zero hit points, making them Disabled.

THE SWORD IS THE ANSWER (ex) – If there is a way, the Sword Blade will find it. Even if there isn’t! If there is ever a problem that the Sword Blade cannot can’t solve using the blade of his sword, then he may use a standard action to make an attack against the Dungeon Master himself. The Dungeon Master has an AC of 10 + his Dex mod. If this attack hits, then the Sword Blade can immediately use wish as a free action.

THE LEGEND OF THE SWORD BLADE (ex): By now, the Sword Blade is so awesome everyone knows about it. Anyone who sees the Sword Blade must make a Will save. On failure, members of the opposite sex must fap for 1d100 rounds. Everyone else becomes Dead. This is not a [death] effect. The DC is Cha-based.
Last edited by infected slut princess on Tue Mar 12, 2013 10:37 pm, edited 1 time in total.
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Post by Sigil »

Swordcaster

The sword was the first weapon created that had no purpose other than to be used in war, and there's a special sort of magic in that.

Hit points per level: d10
Skill points per level: 4

Code: Select all

                                       Spell Slots
Level      BAB   Fort  Ref   Will      1st  2nd  3rd  4th  5th  Specials
1st        +1    +0    +2    +2        1    -    -    -    -    Armored in Swords, Swordcasting
2nd        +2    +0    +3    +3        1    -    -    -    -    Combat School (Swords)
3rd        +3    +1    +3    +3        2    1    -    -    -    Advanced Swordcasting, Enhance Sword (Minor)
4th        +4    +1    +4    +4        2    1    -    -    -    Superior Swording, That's a Sword
5th        +5    +1    +4    +4        2    2    1    -    -    Sword Channeling
6th        +6    +2    +5    +5        3    2    1    -    -    Enhance Sword (Moderate)
7th        +7    +2    +5    +5        3    2    2    1    -    Spellsword
8th        +8    +2    +6    +6        3    3    2    1    -    Sword Attunement
9th        +9    +3    +6    +6        3    3    2    2    1    Enhance Sword (Major)
10th       +10   +3    +7    +7        3    3    3    2    1    Swordborn, Extended Spellcasting
Weapon and Armor Proficiency: Swordcasters are proficient with simple weapons, short swords, longswords, greatswords, double bladed swords, scimitars, falchions, rapiers, elven thinblades, any other weapon that has "sword" in its name, and anything that your DM agrees is a sword. Swordcasters are also proficient with light armor, and with shields.

Spellcasting: A swordcaster casts divine spells, which are drawn from the swordcaster spell list. He can spontaneously cast any spell on his spell list without preparing it ahead of time. A swordcaster must choose wether they cast spells using Intelligence or Wisdom upon taking the first level of this class, one chosen this cannot be changed. To learn or cast a spell, a swordcaster must have an Intelligence or Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a swordcaster's spell is 10 + the spell level + the swordcaster's Intelligence or Wisdom modifier.

Like other spellcasters, a swordcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table above. In addition, he receives bonus spells per day if he has a high Intelligence or Wisdom score.

Armored in Swords (ex): As long as a swordcaster is wielding a sword and is not wearing armor or using a shield that he is not proficient in, he gains a deflection bonus to AC equal to 1 + 1/3 his character level (round down).

Swordcasting: A swordcaster can draw upon the power of his swords. A swordcaster can spontaneously cast any spell that was used as a creation requirement for a magic sword he is wielding and that is attuned to him. If the spell occurs on multiple spell lists at different levels, determine the level of the spell slot required by choosing it from a spell list in the following order: Cleric, Druid, Sorceror/Wizard, any other.

Combat School: At 2nd level, a swordcaster gains Combat School as a bonus feat. The benefits of this feat apply to all swords. If the swordcaster already has Combat School, he may instead select any other [Combat] feat he qualifies for.

Advanced Swordcasting: At 3rd level, a swordcaster can learn spells from swords. With one hour of study, a swordcaster can replace a spell on his spell list with a spell of the same level that was used as a creation requirement for a magic sword he is wielding and that is attuned to him.

Enhance Sword (su): At 3rd level, when a swordcaster refreshes his spell slots he may also select a single minor magic weapon ability. This ability must be one that could be applied to a sword. Until he next refreshes his spell slots, all swords he wields have that ability in addition to any other abilities they have. Multiple instances of the same ability stack.

Superior Swording (ex): At 4th level, a swordcaster may wield any sword as if it were a light weapon.

That's a Sword (ex): At 4th level, once per week as an immediate action, you may declare any melee weapon you can see that is not a sword to actually be a sword. This is not a form of magic, you're simply a sword expert, and sometimes you recognize a really exotic form of sword for what it is. If the weapon didn't deal slashing damage before, it does now, everyone else was just using it wrong, or maybe the blades were cunningly hidden and you pressed the secret button, whatever. Once a weapon is a sword, it's a sword forever. This ability does not work on artifacts.

Sword Channeling (ex): You may cast a standard action spell as part of a physical attack with a sword. The spell effect is delivered to the target of the attack instead of its usual area and targets if it hits. Any saving throws are still rolled, but the spell does not require an attack roll if it normally has one. If the spell has secondary targets (e.g. chain lightning), they require attack rolls if they would be needed, but area spells only affect the target you strike instead of the normal area. You provoke attacks of opportunity as normal. The physical attack occurs before the spell's effect. If the attack misses you may hold the charge on the spell as if it were a touch spell, and can attempt to deliver it with an attack with the same sword on subsequent rounds. The charge will dissipate as normal if you cast another spell, or if you stop wielding your sword.

[Credit goes to Mister_Sinister for the bulk of the text for this ability, I stole most of it from his Battlecaster feat.]

Enhance Sword, Moderate (su): At 6th level, a swordcaster may now choose a medium magic weapon ability when using his enhance sword ability.

Spellsword (su): At 7th level, any successful attack the swordcaster makes deals +1d6 vile damage per level of the highest unused spell slot he possesses.

Sword Attunement (ex): At 8th level, a swordcaster may attune one additional magic item, it must be a sword.

Enhance Sword, Major: At 9th level, a swordcaster may now choose a major magic weapon ability when using his enhance sword ability.

Swordborn (ex): At 10th level, a swordcaster realizes that he is the one and true swordborn. Swords now deal half damage to him, because they recognize him as kin. He also probably talks a bunch of crap about "being the sword" now.

Extended Spellcasting: A swordborn that reaches 10th level and continues to gain levels in other classes still advances his spellcasting. He continues to gain spell slots based on his base attack bonus as shown on the table below.

Code: Select all

       Spell Slots
BAB    1st  2nd  3rd  4th  5th  6th  7th  8th  9th
+11    3    3    3    2    2    1    -    -    -
+12    3    3    3    3    2    1    -    -    -
+13    3    3    3    3    2    2    1    -    -
+14    3    3    3    3    3    2    1    -    -
+15    3    3    3    3    3    2    2    1    -
+16    3    3    3    3    3    3    2    1    -
+17    3    3    3    3    3    3    2    2    1
+18    3    3    3    3    3    3    3    2    1
+19    3    3    3    3    3    3    3    2    2
+20    3    3    3    3    3    3    3    3    2
Swordcaster Spell List
1st- Magic Weapon, Detect Magic, True Strike,
2nd- Align Weapon, Flame Blade, Spiritual Weapon (longsword)
3rd- Dispel Magic, Displacement, Protection From Energy
4th- Dimension Door, Divine Power,
5th- Slay Living,
6th- Antimagic Field, Mislead, Transformation
7th- Destruction, Mage's Sword, Finger of Death
8th- Iron Body
9th- Miracle, Time Stop

Note on the spell list, it sucks. I just threw it together and I'm tired. I'd like for there to be three appropriate spells for each level. Taking suggestions.
Last edited by Sigil on Wed Mar 13, 2013 7:50 am, edited 1 time in total.
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