@AoK: So is that just a regular-looking spontaneous spellcasting class except they can know (and cast) any spell off either the Cleric or Sor/Wis spell list?! I feel like with a few well-chosen feats you can really easily turn that character into a Swiss Army Knife that's almost as powerful in any given area as a regular caster who goes all-out in said area.
Also, are the spells chosen off the Cleric list considered divine spells and the spells chosen off the Sor/Wis list considered arcane? That would make sense, but you can never be sure with a class like this.
Lastly, I fell like there should be some restriction like, "You can cast spells only one level higher than the highest level for which you know both an arcane and a divine spell." That forces characters to get some arcane and some divine spells (which isn't much of a drawback, but I think it makes them slightly less ridiculous). Also, the "one level higher" clause is because you can't exactly have one arcane and one divine spell of a given level when you only know one spell of that level.
I think they are considered divine/arcane, because that division is the core to D&D magic.
As for the class, it's fairly balanced--in exchange for nearly nothing but a Lore skill and a few bonus feats, you get a huge spell list, but at a slightly lower rate than sorcerers. Also, I already asked AoK, and if a spell is both divine and arcane, you can pick which one you wanna be able to cast.
Guys, I designed the sweetest class ever. It still needs a little work, but I have completed work on a new base class, which I think fills an important niche in the game. Monk w/ Gun
Some people say that the most powerful thing they’ve seen is a mighty wizard. Some people say that the most powerful thing they’ve seen is an ancient dragon. Some people say the psionics rules. These people have never seen a monk w/ gun. (If they had, they would be dead now anyway.) A monk w/ gun is the biggest badass on all of the planes. Armed with his gun or guns and his mighty fists and/or feet, he is basically ready to kick your ass. Adventures: A monk w/ gun doesn’t need any kind of excuse to be on an adventure. Wherever there is something that has yet to be kicked or shot or both, there is a good chance that he will totally go there. Because he is a badass. Characteristics: The monk w/ gun is a powerful fighter who combines the fighting skills of a monk with the badassery of a ninja with the firearms competence of probably some Eberron class that nobody has ever heard of. He stands ready to kick and/or shoot anyone who confronts him, and maybe some other people, too. Alignment: A monk w/ gun can be any alignment, and he can change his alignment any damn time he feels like it. Religion: Sometimes a monk w/ gun doesn’t feel like religion right now. Sometimes they venerate gods that are a total badass. Sometimes gods venerate the monk w/ gun. Background: A monk w/ gun typically trains in a monastery w/ shooting range, honing his physical, mental, and munitional skills. A monk w/ gun always wins. Races: No elves, ha. Other Classes: A monk w/ gun has no need for a monk w/o gun, because the other dude totally doesn’t even have a gun. He spent all his power budget on, like, slow fall and junk like that. A monk w/ gun can work pretty okay with just about any class that is careful not to get kicked or shot or both. Role: The role of a monk w/ gun is to kick total ass, either by kicking or by shooting, probably both. Because it is almost impossible to kick the monk w/ gun’s ass, maybe he should stand in front.
Game rule information
Monk w/ guns have the following game statistics. Abilities: Strength makes the monk w/ gun kick harder, and dexterity makes him, uh, shoot harder. Constitution can be a dump stat, because I doubt anyone can hurt the monk w/ gun anyway. Those other stats seem pretty cool though. Alignment: Any. Hit Die: d11 Class Skills: All of the skills are class skills for the monk w/ gun, except for bluff, because the monk w/ gun can’t lie about how awesome he is. And Craft (sculpting), because he’s holding a gun in one of his hands. Skill Points at First Level: Any Skill Points at Each Additional Level: Any BaB Progression: As fighter. I honestly couldn’t think of anything to put here.
Class Features
All of the following are class features of the monk w/ gun. Weapon and Armor Proficiency: Monk w/ guns are proficient with guns and maybe some of those monk-ish weapons that nobody’s ever heard of, like a kata or something.
Secret Training: The monk w/ gun can take any feat he wants, regardless of whether or not he “qualifies” for it.
Heavily Armed Strike: A monk w/ gun is always considered armed. This is because he always is armed. Also, his feet are considered natural weapons, manufactured weapons, and maybe aligned weapons, if it helps. If the monk is a construct, his feet aren’t natural weapons, but his gun or guns are.
Selective Hearing: The monk w/ gun is free to ignore the encumbrance rules, the wealth-by-level guidelines, and the party’s arcane caster.
Kicking Ass/Taking Names: From the second level onward, a monk w/ gun can make an intimidate check for whatever reason he likes whenever he hits a guy.
Blowing Your Mind: From the second level onward, if for some reason a monk has the ability to use psionic powers, he can totally spend more power points on one ability than he has manifester levels.
Super Secret Training: From the third level on, the monk w/ gun can take any feat he wants, even if your DM is going all on about how you’re “not using that supplement”. Hell, check other d20 products and see if you find anything that looks good.
Wicked Protection: At the fourth level, the monk w/ gun gets damage reduction 1/lasers. This ability increases by 1 every four levels after this. Even if the monk w/ gun multiclasses. He’s just that hard core.
Reflowering Strike: From the fourth level onward, whenever the monk w/ gun punches a dude, that dude becomes a virgin again.
Kicking Niele’s Ass: At the fifth level, some dude named Niele suggests maybe a druid is better than a monk w/ gun. The monk w/ gun kicks his ass so hard that his entire family dies.
Kick/Shoot Undead: If for some reason the monk w/ gun has the ability to turn or rebuke undead, at the fifth level he gains the to ability to spend one turning attempt to kick an undead if he would normally turn it, or to shoot an undead if he would normally rebuke it.
Shoot Now, Ask Questions Later: From the sixth level onward, a monk w/ gun loses the ability to do nonlethal damage. Whenever he would do something that would cause nonlethal damage, instead he kicks/shoots a guy.
Peeing on Niele’s Grave: At the seventh level, the monk w/ gun finds out that Niele was totally an elf, so he pees all over his grave.
More Pew Pew: At the seventh level, whenever the monk w/ gun would totally shoot someone, he can shoot them with lasers instead. Also, he can shoot projectiles out of the air as a free action.
Top Secret Training: From the ninth level on, the monk w/ gun can take any feat he wants, even if you totally just made the feat up.
Run and Gun: From the tenth level on, whenever the monk w/ gun takes a move action, he can totally shoot a guy as a free action. In fact, he has to.
“Equilibrium” Style: From the eleventh level on, the monk w/ gun can use a one-handed firearm in each hand without any kind of penalty or anything. In fact, he gets a +2 circumstance bonus for being such a badass.
Aim Hax: From the thirteenth level on, whenever the monk w/ gun is totally attacking a guy with a gun, that guy is denied any dodge bonus they would normally receive.
Killer Queen: At the fourteenth level, the monk w/ gun gains proficiency with gunpowder, gelatine, dynamite, and/or laser beams. If he is already has proficiency with any of those, he gains weapon specialization with that weapon instead. If he already has weapon specialization with any of those, he gains greater weapon specialization with that weapon. If he already has greater weapon specialization with any of those weapons, you have seriously been wasting your feats.
Cure Light Wounds: Despite the name of this class feature, it does not allow the monk w/ gun to cast Cure Light Wounds. Instead, at the fifteenth level, the monk w/ gun gains the ability to cast Painless Death 3/day at a caster level equal to his monk w/ gun level. The monk w/ gun totally goes around asking people if they’re willing to allow him to use his Cure Light Wounds ability on them.
Great Shot: At the seventeenth level, the monk w/ gun gets all the feats with ‘shot’ in their names as bonus feats, including Weapon Focus (Hot Glue Gun).
Punch a Ghost: Starting at the eighteenth level, the monk w/ gun can punch a ghost, and probably should.
Wall Hax: Starting at the nineteenth level, whenever the monk w/ gun is totally attacking a guy with a gun, that guy is denied all benefits of cover.
Ultimate Transcendence: At the twentieth level, the monk w/ gun has reached the pinnacle of excellence, and there is only one way left for him to possibly improve. At this time, he immediately becomes a seventh level cleric.
Force Arcanist
10-level Prestige Class The Force Arcanist is a wizard devoted to the study of energy that is pure, unseen, and efficient. The iconic magic missile is just a start for the Force Arcanist.
Requirements
Skills: Concentration 9 ranks, Spellcraft 9 ranks Feat: Combat Casting Spells: Able to cast magic missile once per day
BAB: Poor (1st +0, 2nd +1, 3rd +1, 4th +2, 5th +2, etc.) Good Save: Will Poor Saves: Fortitude and Reflex Hit Die: d8 Skill Points: 2 + Int modifier Class Skills: Concentration, Craft, Knowledge (arcana), Profession, Spellcraft, Spot
Spells: At every level beyond 1st, the Force Arcanist's spellcasting level increases by one as though she had taken a level in one of their spellcasting levels. If she has more than one arcane class, she must pick one.
Bonus Missiles: At 1st level, the Force Arcanist gains enhanced mastery of magic missile, allowing her to produce an additional missile when they cast the spell. The Force Arcanist gains an additional bonus missile at 5th and 10th level.
Still Force: At 1st level, the Force Arcanist doesn't require somatic components to cast Force spells as though she had the Still Spell feat, but not increasing the spell's level.
Force Energy: At 2nd level, the Force Arcanist may add an energy descriptor (acid, cold, electricity, fire, or sonic) to any Force spell she casts.
Swift Shield: At 2nd level, the Force Arcanist may, as a swift action, cast shield at her highest caster level. This doesn't use a spell slot to perform. The Force Arcanist may use a Swift Shield once per day for every three additional levels of Force Arcanist she has; 1/day at 2nd, 2/day at 5th, 3/day at 8th.
Overpowering Force: At 3rd level, the Force Arcanist gains a +2 bonus to caster level checks made to overcome the target's spell resistance when affecting the target with force spells. In addition, she may attempt to overcome the protection of shield-like spells with her force spells by making a caster level check; the DC is equal to the shield's caster level, or in the case of a brooch of shielding or similar effect, the DC is 20.
Reflective Shield: At 4th level, the Force Arcanist can reflect spells with the force type. The Force Arcanist is treated as though she is constantly under the effect of spell turning when targeted with magic missile spells. In addition, while under a shield, A Force Arcanist may make a Concentration check against other force-type spells (DC equal to the caster level of the spell). Success means the effect is reflected as though treated under spell turning.
Force Substitution: At 6th level, the Force Arcanist may substitute any spell she knows that has an energy descriptor with force damage. For example, instead of a fireball dealing fire damage, it deals force damage. If the spell doesn't normally allow spell resistance, it does.
Intense Force: At 7th level, the Force Arcanist gains an additional +2 bonus to overcoming spell resistance against her force spells.
Penetrating Force: At 9th level, the Force Arcanist's magic missile spell ignores shield effects.
Continual Shield: At 10th level, the Force Arcanist gains a constant +4 shield bonus to AC. This bonus works against incorporeal attacks, since it is a force effect.
Silent Force: At 10th level, the Force Arcanist may cast her Force spells without a verbal component, as though under the Silent Spell feat, without affecting the spell's slot level.
Force Substitution: At 6th level, the Force Arcanist may substitute any spell she knows that has an energy descriptor with force damage. For example, instead of a fireball dealing fire damage, it deals force damage. If the spell doesn't normally allow spell resistance, it does.
And this is the ability I have been wanting.
There are quite a few force spells out there worth having, and one question: do the abilities that make your force spells silent and still work in conjunction with Force Substitution? I'm assuming that yes, they do, because it works very like Mastery of Elements (archmage class feature).
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
ok my experiences with d20 and that jazz...i have rp ed a lot but not with such a structured format.. i would live to play as a drow/assessen type person but that me
ok my experiences with d20 and that jazz...i have rp ed a lot but not with such a structured format.. i would live to play as a drow/assessen type person but that me
Sorry to sound rude but what exactly is it you want with this statement? do you want help in building said character? pointers in how to RP it? a class that merges the assassin PrC with something else? it seems like a random comment, just want to know what you where aiming towards.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Anticitizen One
10-level Prestige Class for Half-Life campaign and Half-Life 2 The 'Anticitizen' is the only prestige class available to characters in the Half-Life campaign setting (and probably the best choice for them to take when they qualify). It signifies enhanced experience in combat and dangerous situations, as well as ease of use with the HEV Suit.
Requirements:
Level 10
Must have used a Hazard suit for at least 5 levels
HD: d8 BAB: 3/4 (as Cleric) Saves: Good Reflex, Poor Fortitude, Poor Will Skill Points: 6 + Int modifier per level Class Skills: Balance, Climb, Computer Use, Disable Device, Drive, Jump, Knowledge (All Sciences & Tactics), Swim, Treat Injury, Tumble
Proficiencies: The Anticitizen One gains no weapon or armor proficiencies. Abilities:
Hazard Operative At 1st level, the Anticitizen gains Weapon Focus (crowbar) and the Run feats as bonus feats, even if she doesn't meet the prerequisites.
Weapon Specialty At 2nd level, the Anticitizen chooses one weapon she is proficient with. She gets a +4 insight bonus to hit and +2 bonus to damage rolls with that weapon.
Stealth Suit At 3rd level, the Anticitizen gains a +5 insight bonus to Move Silently checks and a +2 insight bonus to Hide checks.
Walking Arsenal At 4th level, the Anticitizen gains the Two Weapon Fighting feat, even if she doesn't meet the prerequisites for it. If she already has the Two Weapon Fighting feat, she gains Improved Two Weapon Fighting. If she already has Improved Two Weapon Fighting, she gets a +2 bonus to hit with each attack with an offhand weapon.
Weapon Expertise At 5th level, the Anticitizen adds an additional dice to the damage for her chosen weapon for Weapon Specialty.
Enemy of Xen At 6th level, the Anticitizen gains, as a ranger would, a favored enemy of Aberrations. The anticitizen gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival, and damage rolls against Aberration enemies.
Agent Provocateur At 7th level, the range for the Anticitizen's ranged weapons doubles, as if she had taken the Far Shot feat. This bonus stacks with the bonus from the Far Shot feat.
Improved Arsenal At 8th level, the Anticitizen gains the Improved Two Weapon Fighting feat. If she already has Improved Two Weapon Fighting, she gains a +2 bonus with each attack to hit with an offhand weapon. This bonus stacks with a bonus granted by Walking Arsenal.
Weapon Mastery At 9th level, the Anticitizen gains an additional dice on damage rolls for her chosen weapon with Weapon Specialty.
The One Free Man At 10th level, the Anticitizen can function and behave normally even if shaken, fatigued, poisoned, under massive damage, or bleeding below 0 hit points.
Table List: The Silverleaf Archer
Hit Die: d6
Level 1:
+1 Base Attack, +1 Fort| +2 Ref|+1 Will|,
Class Skills (2 + Int modifier per level, x4 at 1st level)
Class Features: All of the following are class features of the Silverleaf Archer.
Weapon and Armor Proficiency: Silverleaf Archers are proficient with all simple and martial weapons, and with light and medium armor, are not proficient shields.
Barkskin (Su): At 3rd level and every two levels after, a silverleaf archer's skin is covered in bark like the spell. At will she can make her bark skin unseen by others except herself, a True Seeing can allow one to see the bark skin.
Uncanny Dodge (Ex): Starting at 5th level, a silverleaf archer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A silverleaf archer of 8th level or higher can no longer be flanked.
Heres what I got so far, sorry if it wasn't the whole "Kit & Caboodle" I just need opinions on what I got so far and what I can do improve along with what can be added, thanks
That class reminds me somewhat of the prestige class for Silvanus in Faiths and Pantheons, except towards the bow.
I have an archer-certirc class that combines some of the Ranger's abilities with that of a few prestige classes- if I can find the paper I wrote it on, I'll post that for comparison purposes.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
*Amadi shows his support for psionics, saying that they have far too few prestige classes worth taking.*
So, let me see. Design me psionic classes that are worth taking please, or help me design some.
Good Will Save.
d4 Hit die.
10/10 manifesting progression
Bonus Metapsionics feat at 1st, 4th, 7th and 10th level.
Reduce cost of adding metapsionic feats by 2pp at 10th level. (1 spell level = 2 power points.)
Wizard BaB
But what else? Cooperative Metapsionics is possible, but because psions don't manipulate a single weave like all other spellcasters, but draw power from themselves i don't think it'd fit. Also, Metamagic Spell Trigger / Metamagic Effect / Seize Concentration don't really fit either. Instant metamagic is also kind of pointless, because psions already apply the metamagic effects on the run.
What about something that allows you to keep your focus after using metapsionics x/day? That'd be quite good, psionic focus is one of the largest things setting psionic characters aback at higher levels. Or instead, what about ability that allowed you to get psionic focus as a free action x/day? I think i'd like that one more because it's more versatile, having use with other stuff that uses focus as well.
Entry:
Concentration 4 ranks
Psicraft 8 ranks
Knowledge (Psionics): 8 ranks
Iron Will, any single metapsionics feat
Cannot have Conjunctive Mind-feat. (This's exactly the counterpart to shadowweave magic for psions.)
So Far:
01st: Extra Metapsionics Feat
02nd: Swiftfocus 1/day
03rd:
04th: Extra Metapsionics Feat
05th: Swiftfocus 2/day
06th:
07th: Extra Metapsionics Feat
08th: Swiftfocus 3/day
09th:
10th: Metapsionics Mastery, Extra Metapsionics Feat
Honestly, i'd play it at that. I'd actually play it even if it didn't get anything but the Metapsionic Feats. That's how dire is the need for useful psionic PrC:es
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
That said, maintaining psionic focus 3+Int/day is a hair strong, even more strong than cooperative metamagic is. An ability like Cooperative Metapsionics would only be useful if there were another psion in the party, and applying one's own mental energy to another's power isn't too farfetched to me.
Metapsionic effect would be far more useful- astral constructs FTW, as long as you forget you ever read the Complete Psion.
Metapsionic trigger is dead useless, but seize concentration could be rather good- again, if there's another manifester in the group.
The best thing would probably be Snatch Power. Assuming you can make the check, gaining control over someone else's stuff tends to be good, though not as good as for an arcane caster.
Seeing as psions don't really work like arcane casters do, there's no need to restrict it to those who haven't banned Abjuration or require you to give up a discipline...which is a blatant throwback to the uber-crappy 3.0 version of incantatrix...
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
It's not 3+int, it's 3 at max. I added it because i've always felt that ability to use metapsionics usually once every 2 rounds (Once every round if you have the feat that allows you to focus as move action..) Tends to be well.. Horrid at any level earlier than epic (At epic levels it's: Entwinned Extended Empowered Temporal Acceleration Augmented to the Fullest, aka: EEETAAF. And go nova. If something survives, it's something tough.). It could be a bit too strong though, perhaps if it got added a powerpoint cost? (Like the power costed 4 power points more or so..), in which case it couldn't be augmented as much.
About the Cooperative Metapsionics, i think that doing it could be a bit too much going into Telepath's area, there's already metaconcert which i see is the way to apply the mindpowers of multiple attendants together.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I made an arcane spell that does the same thing as Metaconcert
Maintaining focus 3/day wouldn't be too overpowered, because at lower levels you still can't spend more PP on a power than your manifester level, and adding metapsionic feats will reduce the amount of augmenting you can do proportionally. (Hey, I recently brushed up on psions. Not too different from mages after all :p)
You probably would have the feat that allows you to refocus as a move action, or the feat that allows your psicrystal to hold focus for you. Adding a power point cost would be a balancing factor, but perhaps too balancing if it was only usable 3/day.
Considering that in most campaigns you have one psion at best, how does the ability to apply metapsionics to arcane and divine spells sound? Psions have a high Int, and generally the transparency rules state that Psicraft = Spellcraft anyway...
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
As far as i know, MSWord is allowed format for attachments. For reference the allowed files are: "bmp doc gif html jpe jpeg jpg pdf php png psd txt xls xml zip". So, couldn't you just attach it here, so anyone could just get it for them? Pleaseeeeeeeeee..
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Heyo, fellow D&Ders! Do you like Read or Die? Do you like anime at all? Do you like the idea of a class based on an anime show? Well here's a little link I found not long ago.
R.O.D20; including the Paper Master Prestige Class!
Also, are the spells chosen off the Cleric list considered divine spells and the spells chosen off the Sor/Wis list considered arcane? That would make sense, but you can never be sure with a class like this.
Lastly, I fell like there should be some restriction like, "You can cast spells only one level higher than the highest level for which you know both an arcane and a divine spell." That forces characters to get some arcane and some divine spells (which isn't much of a drawback, but I think it makes them slightly less ridiculous). Also, the "one level higher" clause is because you can't exactly have one arcane and one divine spell of a given level when you only know one spell of that level.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
As for the class, it's fairly balanced--in exchange for nearly nothing but a Lore skill and a few bonus feats, you get a huge spell list, but at a slightly lower rate than sorcerers. Also, I already asked AoK, and if a spell is both divine and arcane, you can pick which one you wanna be able to cast.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Monk w/ Gun
Some people say that the most powerful thing they’ve seen is a mighty wizard. Some people say that the most powerful thing they’ve seen is an ancient dragon. Some people say the psionics rules. These people have never seen a monk w/ gun. (If they had, they would be dead now anyway.) A monk w/ gun is the biggest badass on all of the planes. Armed with his gun or guns and his mighty fists and/or feet, he is basically ready to kick your ass.
Adventures: A monk w/ gun doesn’t need any kind of excuse to be on an adventure. Wherever there is something that has yet to be kicked or shot or both, there is a good chance that he will totally go there. Because he is a badass.
Characteristics: The monk w/ gun is a powerful fighter who combines the fighting skills of a monk with the badassery of a ninja with the firearms competence of probably some Eberron class that nobody has ever heard of. He stands ready to kick and/or shoot anyone who confronts him, and maybe some other people, too.
Alignment: A monk w/ gun can be any alignment, and he can change his alignment any damn time he feels like it.
Religion: Sometimes a monk w/ gun doesn’t feel like religion right now. Sometimes they venerate gods that are a total badass. Sometimes gods venerate the monk w/ gun.
Background: A monk w/ gun typically trains in a monastery w/ shooting range, honing his physical, mental, and munitional skills. A monk w/ gun always wins.
Races: No elves, ha.
Other Classes: A monk w/ gun has no need for a monk w/o gun, because the other dude totally doesn’t even have a gun. He spent all his power budget on, like, slow fall and junk like that. A monk w/ gun can work pretty okay with just about any class that is careful not to get kicked or shot or both.
Role: The role of a monk w/ gun is to kick total ass, either by kicking or by shooting, probably both. Because it is almost impossible to kick the monk w/ gun’s ass, maybe he should stand in front.
Game rule information
Monk w/ guns have the following game statistics.
Abilities: Strength makes the monk w/ gun kick harder, and dexterity makes him, uh, shoot harder. Constitution can be a dump stat, because I doubt anyone can hurt the monk w/ gun anyway. Those other stats seem pretty cool though.
Alignment: Any.
Hit Die: d11
Class Skills: All of the skills are class skills for the monk w/ gun, except for bluff, because the monk w/ gun can’t lie about how awesome he is. And Craft (sculpting), because he’s holding a gun in one of his hands.
Skill Points at First Level: Any
Skill Points at Each Additional Level: Any
BaB Progression: As fighter. I honestly couldn’t think of anything to put here.
Class Features
All of the following are class features of the monk w/ gun.
Weapon and Armor Proficiency: Monk w/ guns are proficient with guns and maybe some of those monk-ish weapons that nobody’s ever heard of, like a kata or something.
Secret Training: The monk w/ gun can take any feat he wants, regardless of whether or not he “qualifies” for it.
Heavily Armed Strike: A monk w/ gun is always considered armed. This is because he always is armed. Also, his feet are considered natural weapons, manufactured weapons, and maybe aligned weapons, if it helps. If the monk is a construct, his feet aren’t natural weapons, but his gun or guns are.
Selective Hearing: The monk w/ gun is free to ignore the encumbrance rules, the wealth-by-level guidelines, and the party’s arcane caster.
Kicking Ass/Taking Names: From the second level onward, a monk w/ gun can make an intimidate check for whatever reason he likes whenever he hits a guy.
Blowing Your Mind: From the second level onward, if for some reason a monk has the ability to use psionic powers, he can totally spend more power points on one ability than he has manifester levels.
Super Secret Training: From the third level on, the monk w/ gun can take any feat he wants, even if your DM is going all on about how you’re “not using that supplement”. Hell, check other d20 products and see if you find anything that looks good.
Wicked Protection: At the fourth level, the monk w/ gun gets damage reduction 1/lasers. This ability increases by 1 every four levels after this. Even if the monk w/ gun multiclasses. He’s just that hard core.
Reflowering Strike: From the fourth level onward, whenever the monk w/ gun punches a dude, that dude becomes a virgin again.
Kicking Niele’s Ass: At the fifth level, some dude named Niele suggests maybe a druid is better than a monk w/ gun. The monk w/ gun kicks his ass so hard that his entire family dies.
Kick/Shoot Undead: If for some reason the monk w/ gun has the ability to turn or rebuke undead, at the fifth level he gains the to ability to spend one turning attempt to kick an undead if he would normally turn it, or to shoot an undead if he would normally rebuke it.
Shoot Now, Ask Questions Later: From the sixth level onward, a monk w/ gun loses the ability to do nonlethal damage. Whenever he would do something that would cause nonlethal damage, instead he kicks/shoots a guy.
Peeing on Niele’s Grave: At the seventh level, the monk w/ gun finds out that Niele was totally an elf, so he pees all over his grave.
More Pew Pew: At the seventh level, whenever the monk w/ gun would totally shoot someone, he can shoot them with lasers instead. Also, he can shoot projectiles out of the air as a free action.
Top Secret Training: From the ninth level on, the monk w/ gun can take any feat he wants, even if you totally just made the feat up.
Run and Gun: From the tenth level on, whenever the monk w/ gun takes a move action, he can totally shoot a guy as a free action. In fact, he has to.
“Equilibrium” Style: From the eleventh level on, the monk w/ gun can use a one-handed firearm in each hand without any kind of penalty or anything. In fact, he gets a +2 circumstance bonus for being such a badass.
Aim Hax: From the thirteenth level on, whenever the monk w/ gun is totally attacking a guy with a gun, that guy is denied any dodge bonus they would normally receive.
Killer Queen: At the fourteenth level, the monk w/ gun gains proficiency with gunpowder, gelatine, dynamite, and/or laser beams. If he is already has proficiency with any of those, he gains weapon specialization with that weapon instead. If he already has weapon specialization with any of those, he gains greater weapon specialization with that weapon. If he already has greater weapon specialization with any of those weapons, you have seriously been wasting your feats.
Cure Light Wounds: Despite the name of this class feature, it does not allow the monk w/ gun to cast Cure Light Wounds. Instead, at the fifteenth level, the monk w/ gun gains the ability to cast Painless Death 3/day at a caster level equal to his monk w/ gun level. The monk w/ gun totally goes around asking people if they’re willing to allow him to use his Cure Light Wounds ability on them.
Great Shot: At the seventeenth level, the monk w/ gun gets all the feats with ‘shot’ in their names as bonus feats, including Weapon Focus (Hot Glue Gun).
Punch a Ghost: Starting at the eighteenth level, the monk w/ gun can punch a ghost, and probably should.
Wall Hax: Starting at the nineteenth level, whenever the monk w/ gun is totally attacking a guy with a gun, that guy is denied all benefits of cover.
Ultimate Transcendence: At the twentieth level, the monk w/ gun has reached the pinnacle of excellence, and there is only one way left for him to possibly improve. At this time, he immediately becomes a seventh level cleric.
Now for something inspired by Dragon.
Force Arcanist
10-level Prestige Class
The Force Arcanist is a wizard devoted to the study of energy that is pure, unseen, and efficient. The iconic magic missile is just a start for the Force Arcanist.
Requirements
Skills: Concentration 9 ranks, Spellcraft 9 ranks
Feat: Combat Casting
Spells: Able to cast magic missile once per day
BAB: Poor (1st +0, 2nd +1, 3rd +1, 4th +2, 5th +2, etc.)
Good Save: Will
Poor Saves: Fortitude and Reflex
Hit Die: d8
Skill Points: 2 + Int modifier
Class Skills: Concentration, Craft, Knowledge (arcana), Profession, Spellcraft, Spot
Spells: At every level beyond 1st, the Force Arcanist's spellcasting level increases by one as though she had taken a level in one of their spellcasting levels. If she has more than one arcane class, she must pick one.
Bonus Missiles: At 1st level, the Force Arcanist gains enhanced mastery of magic missile, allowing her to produce an additional missile when they cast the spell. The Force Arcanist gains an additional bonus missile at 5th and 10th level.
Still Force: At 1st level, the Force Arcanist doesn't require somatic components to cast Force spells as though she had the Still Spell feat, but not increasing the spell's level.
Force Energy: At 2nd level, the Force Arcanist may add an energy descriptor (acid, cold, electricity, fire, or sonic) to any Force spell she casts.
Swift Shield: At 2nd level, the Force Arcanist may, as a swift action, cast shield at her highest caster level. This doesn't use a spell slot to perform. The Force Arcanist may use a Swift Shield once per day for every three additional levels of Force Arcanist she has; 1/day at 2nd, 2/day at 5th, 3/day at 8th.
Overpowering Force: At 3rd level, the Force Arcanist gains a +2 bonus to caster level checks made to overcome the target's spell resistance when affecting the target with force spells. In addition, she may attempt to overcome the protection of shield-like spells with her force spells by making a caster level check; the DC is equal to the shield's caster level, or in the case of a brooch of shielding or similar effect, the DC is 20.
Reflective Shield: At 4th level, the Force Arcanist can reflect spells with the force type. The Force Arcanist is treated as though she is constantly under the effect of spell turning when targeted with magic missile spells. In addition, while under a shield, A Force Arcanist may make a Concentration check against other force-type spells (DC equal to the caster level of the spell). Success means the effect is reflected as though treated under spell turning.
Force Substitution: At 6th level, the Force Arcanist may substitute any spell she knows that has an energy descriptor with force damage. For example, instead of a fireball dealing fire damage, it deals force damage. If the spell doesn't normally allow spell resistance, it does.
Intense Force: At 7th level, the Force Arcanist gains an additional +2 bonus to overcoming spell resistance against her force spells.
Penetrating Force: At 9th level, the Force Arcanist's magic missile spell ignores shield effects.
Continual Shield: At 10th level, the Force Arcanist gains a constant +4 shield bonus to AC. This bonus works against incorporeal attacks, since it is a force effect.
Silent Force: At 10th level, the Force Arcanist may cast her Force spells without a verbal component, as though under the Silent Spell feat, without affecting the spell's slot level.
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And this is the ability I have been wanting.
There are quite a few force spells out there worth having, and one question: do the abilities that make your force spells silent and still work in conjunction with Force Substitution? I'm assuming that yes, they do, because it works very like Mastery of Elements (archmage class feature).
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
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10-level Prestige Class for Half-Life campaign and Half-Life 2
The 'Anticitizen' is the only prestige class available to characters in the Half-Life campaign setting (and probably the best choice for them to take when they qualify). It signifies enhanced experience in combat and dangerous situations, as well as ease of use with the HEV Suit.
Requirements:
BAB: 3/4 (as Cleric)
Saves: Good Reflex, Poor Fortitude, Poor Will
Skill Points: 6 + Int modifier per level
Class Skills: Balance, Climb, Computer Use, Disable Device, Drive, Jump, Knowledge (All Sciences & Tactics), Swim, Treat Injury, Tumble
Proficiencies: The Anticitizen One gains no weapon or armor proficiencies.
Abilities:
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Making A Silverleaf Archer
Alingment: Any alignment
Starting Age: Moderate.
Table List: The Silverleaf Archer
Hit Die: d6
Level 1:
+1 Base Attack, +1 Fort| +2 Ref|+1 Will|,
Class Skills (2 + Int modifier per level, x4 at 1st level)
Class Features:
All of the following are class features of the Silverleaf Archer.
Weapon and Armor Proficiency: Silverleaf Archers are proficient with all simple and martial weapons, and with light and medium armor, are not proficient shields.
Barkskin (Su): At 3rd level and every two levels after, a silverleaf archer's skin is covered in bark like the spell. At will she can make her bark skin unseen by others except herself, a True Seeing can allow one to see the bark skin.
Uncanny Dodge (Ex): Starting at 5th level, a silverleaf archer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A silverleaf archer of 8th level or higher can no longer be flanked.
Heres what I got so far, sorry if it wasn't the whole "Kit & Caboodle" I just need opinions on what I got so far and what I can do improve along with what can be added, thanks
-Life Weaver
-moved to the proper thread, btw-
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I have an archer-certirc class that combines some of the Ranger's abilities with that of a few prestige classes- if I can find the paper I wrote it on, I'll post that for comparison purposes.
Welcome to the P&PI, Life Weaver
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
So, let me see. Design me psionic classes that are worth taking please, or help me design some.
d4 Hit die.
10/10 manifesting progression
Bonus Metapsionics feat at 1st, 4th, 7th and 10th level.
Reduce cost of adding metapsionic feats by 2pp at 10th level. (1 spell level = 2 power points.)
Wizard BaB
But what else? Cooperative Metapsionics is possible, but because psions don't manipulate a single weave like all other spellcasters, but draw power from themselves i don't think it'd fit. Also, Metamagic Spell Trigger / Metamagic Effect / Seize Concentration don't really fit either. Instant metamagic is also kind of pointless, because psions already apply the metamagic effects on the run.
What about something that allows you to keep your focus after using metapsionics x/day? That'd be quite good, psionic focus is one of the largest things setting psionic characters aback at higher levels. Or instead, what about ability that allowed you to get psionic focus as a free action x/day? I think i'd like that one more because it's more versatile, having use with other stuff that uses focus as well.
Entry:
Concentration 4 ranks
Psicraft 8 ranks
Knowledge (Psionics): 8 ranks
Iron Will, any single metapsionics feat
Cannot have Conjunctive Mind-feat. (This's exactly the counterpart to shadowweave magic for psions.)
So Far:
01st: Extra Metapsionics Feat
02nd: Swiftfocus 1/day
03rd:
04th: Extra Metapsionics Feat
05th: Swiftfocus 2/day
06th:
07th: Extra Metapsionics Feat
08th: Swiftfocus 3/day
09th:
10th: Metapsionics Mastery, Extra Metapsionics Feat
Honestly, i'd play it at that. I'd actually play it even if it didn't get anything but the Metapsionic Feats. That's how dire is the need for useful psionic PrC:es
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
That said, maintaining psionic focus 3+Int/day is a hair strong, even more strong than cooperative metamagic is. An ability like Cooperative Metapsionics would only be useful if there were another psion in the party, and applying one's own mental energy to another's power isn't too farfetched to me.
Metapsionic effect would be far more useful- astral constructs FTW, as long as you forget you ever read the Complete Psion.
Metapsionic trigger is dead useless, but seize concentration could be rather good- again, if there's another manifester in the group.
The best thing would probably be Snatch Power. Assuming you can make the check, gaining control over someone else's stuff tends to be good, though not as good as for an arcane caster.
Seeing as psions don't really work like arcane casters do, there's no need to restrict it to those who haven't banned Abjuration or require you to give up a discipline...which is a blatant throwback to the uber-crappy 3.0 version of incantatrix...
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
About the Cooperative Metapsionics, i think that doing it could be a bit too much going into Telepath's area, there's already metaconcert which i see is the way to apply the mindpowers of multiple attendants together.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Maintaining focus 3/day wouldn't be too overpowered, because at lower levels you still can't spend more PP on a power than your manifester level, and adding metapsionic feats will reduce the amount of augmenting you can do proportionally. (Hey, I recently brushed up on psions. Not too different from mages after all :p)
You probably would have the feat that allows you to refocus as a move action, or the feat that allows your psicrystal to hold focus for you. Adding a power point cost would be a balancing factor, but perhaps too balancing if it was only usable 3/day.
Considering that in most campaigns you have one psion at best, how does the ability to apply metapsionics to arcane and divine spells sound? Psions have a high Int, and generally the transparency rules state that Psicraft = Spellcraft anyway...
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Show of hands? Who wants to see it?
= Yes
= No
:D:D:D:D:D:D:D:D:D:D:D:D:D
If you want to see it, best way to do so would be to MSN me.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
The class is interesting, stop making excuses.
Or, as an individual on YOUR network, I'm going to legally steal your class and post it myself.
R.O.D20; including the Paper Master Prestige Class!
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