Custom Classes

These are some classes that I have personally made just for fun.  Feel free to use them in your campaigns and let me know how well they work!  More will be released as I come up with them.


Saboteur

Alignment
Any Non-Good

Hit Die
1d6

Class Skills

Bluff (Cha), Craft (Int), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Knowledge (Local), Knowledge (Geography), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at 1st Level
(4 + Int modifier) * 4

Skill Points at Each Additional Level
4 + Int modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Searing Mist
2nd
+1
+0
+3
+3
Stumbling Turf
3rd
+1
+1
+3
+3
Drain
4th
+2
+1
+4
+4
Improved Trip
5th
+2
+1
+4
+4
Cripple
6th
+3
+2
+5
+5
Pit Fall
7th
+3
+2
+5
+5
Stupidity
8th
+4/+1
+2
+6
+6
Improved Disarm
9th
+4/+1
+3
+6
+6
Poison Strike
10th
+5/+2
+3
+7
+7
Disorient
11th
+5/+2
+3
+7
+7
Depression
12th
+6/+3
+4
+8
+8
Improved Feint
13th
+6/+3
+4
+8
+8

14th
+7/+4
+4
+9
+9
Doubt
15th
+7/+4
+5
+9
+9
Fear
16th
+8/+5
+5
+10
+10
Improved Sunder
17th
+8/+5
+5
+10
+10
Paralysis Strike
18th
+9/+6
+6
+11
+11

19th
+9/+6
+6
+11
+11

20th
+10/+7
+6
+12
+12
Downgrade
























Class Features

Weapon and Armor Proficiency
Saboteurs are proficient with all Simple and Martial, Bludgeoning weapons. Saboteurs are proficient with medium and light armor, but not shields.

Spell-Like Abilities
Saboteurs may use their spell like abilities as much as they please so long as they got a full night’s sleep and focused their energies for one hour.  One hour of meditation gives the Saboteur 12 hours of free casting (cannot have more than 12 hours of charges).  A Saboteur may meditate whenever she desires, but if for whatever reason it is done in combat she is considered to be helpless and viable to be coup de graced.  Regardless, a Saboteur must meditate at least 5 minutes (1 hour of casting) to gain spell like abilities.
Saboteur’s abilities are based off their Intelligence modifier and the spell DC = 10 + ½ class level (rounded down) + int modifier.  Casting any Saboteur ability is a full round action.

Searing Mist
Acts exactly the same as the spell Obscuring Mist, but anyone who walks through the mist must make a Will save with a DC check equal to 10 + ½ class level (rounded down) + int modifier or take 1d4 damage for each round spent inside the mist.  Even if the individual makes the save, it is still uncomfortable to be in the mist.  For every 5th Saboteur level the damage goes up by 1d4 maxing out at 5d4 at level 20.
 
Stumbling Turf
The Saboteur gains the ability to alter a 30 by 30 foot square of terrain in front of her into temporary rough terrain that halves the movement speed of any enemy crossing the terrain.  In addition, the enemy must make a Fortitude check with a DC equal to 10 + ½ class level (rounded down) + int modifier or will trip while running through the terrain.  The ability cannot trip an intentionally walking carefully enemy.  For every 5th Saboteur level the area of the terrain increases by 10 feet maxing out at 70 square feet.

Drain
Range: 30 feet
The Saboteur is able to siphon life from living creatures dealing 1d6 damage and healing the Saboteur for the amount of damage dealt.  For half damage, the enemy must make a Will save with a DC check equal to 10 + ½ class level (rounded down) + int modifier.  For every 5th Saboteur level, the damage is increased by 1d6 maxing out at 5d6 at level 20.

Cripple
Range: 10 feet
The Saboteur is able to reduce the Strength Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Pit Fall
The Saboteur gains the ability to create a 5 foot wide by 10 foot deep hole that lasts for 10 rounds.  The hole cannot be place directly underneath an individual.  At the end of the hole’s duration, any individual who may have been trapped inside, will immediately be removed from the hole as it closes.

Stupidity
Range: 10 feet
The Saboteur is able to reduce the Intelligence Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Poison Strike
The Saboteur is able to channel poison through his physical attacks dealing 1d4 additional damage.  To avoid the poison, the individual must make a Fortitude save DC 14.  If the enemy is poisoned, he/she will become ill after 24 hours.

Disorient
Range: 10 feet
The Saboteur is able to reduce the Dexterity Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Depression
Range: 10 feet
The Saboteur is able to reduce the Charisma Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Doubt
Range: 10 feet
The Saboteur is able to reduce the Wisdom Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Fear
Range: 10 feet
The Saboteur is able to reduce the Constitution Modifier of a single target by 1+1d2 for the duration of the battle.  This ability does stack.  To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.

Paralysis Strike
The Saboteur’s physical attacks now are able to cause paralysis for 1 round (in addition to the Poison Strike damage). To avoid the Paralysis, the individual must make a Fortitude save DC 14. 

Improved Trip
At level 4 the Saboteur gains the Improved Trip Feat even if she does not meet the requirements for the feat.  This feat does not apply to the Saboteur’s Stumbling Terrain ability.

Improved Disarm
At level 8 the Saboteur gains the Improved Disarm Feat even if she does not meet the requirements for the feat. 

Improved Feint
At level 12 the Saboteur gains the Improved Feint Feat even if she does not meet the requirements for the feat. 

Improved Sunder
At level 16 the Saboteur gains the Improved Sunder Feat even if she does not meet the requirements for the feat. 

Downgrade
The Saboteur now has a complete knowledge of her art and gains the ability to apply a de-buff of -2 to all Ability Scores of a single target.   To avoid the de-buff, the opponent must make a Constitution check with a DC equal to 10 + ½ class level (rounded down) + int modifier.  This ability uses 3 hours of charge.  If there is not 3 hours of charge available, the Saboteur will become exhausted for 1+1d6 rounds and will no longer be able to cast spell like abilities until she has meditated at least 5 minutes.

=========================

Improviser

Alignment
Any Non-Lawful

Hit Die
1d8

Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Knowledge (components) (Int), Listen (Wis), Perform (Cha), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) * 4

Skill Points at Each Additional Level
4 + Int modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+1
+1
+1
Improvised Weapon Proficiency
Breakage
2nd
+1
+2
+1
+1
Improvised Skill Upgrade
3rd
+2
+2
+2
+1
Improved Critical 1
4th
+2
+2
+2
+2
Improvised Skill Upgrade
5th
+3
+3
+2
+2
Improvised Armor Proficiency
6th
+3
+3
+3
+2
Improvised Skill Upgrade
7th
+4
+3
+3
+3
Thrown Weapon Proficiency
8th
+4
+4
+3
+3
Improvised Skill Upgrade
9th
+5/+2
+4
+4
+3
Misleading
10th
+5/+2
+4
+4
+4
Improvised Skill Upgrade
11th
+6/+3
+5
+4
+4
Improvised Casting 1
12th
+6/+3
+5
+5
+4
Improvised Skill Upgrade
13th
+7/+4
+5
+5
+5
Dual Improvised Weapon Proficiency
14th
+7/+4
+6
+5
+5

15th
+8/+5/+2
+6
+6
+5

16th
+8/+5/+2
+6
+6
+6
Improved Critical 2
17th
+9/+6/+3
+7
+6
+6

18th
+9/+6/+3
+7
+7
+6

19th
+10/+7/+4
+7
+7
+7

20th
+10/+7/+4
+8
+8
+8
Improvised Casting 2



























Class Features

Weapon and Armor Proficiency
Improvisers are proficient with all simple weapons and any improvised weapons they can find (see Improvised Weapon Proficiency). Improvisers are proficient with light armor and shields, but not tower shields.

Improvised Weapon Proficiency
The Improviser has the ability to use any object she can find as a weapon.  Unlike ordinary people, the Improviser knows how to work around the limitations of an improvised weapon and as such takes no penalty on any attacks with improvised weapons.  The amount of damage an improvised weapon deals is determined by her level.  In addition, improvised weapons must be of the same weapon size as the person wielding it (DM Discretion on what constitutes the size of a weapon).

Level                Damage                      Size                  Example                        
1-2                   1d4                              Small               Book, Beer Mug, or Fork
3-6                   1d6                              Medium          Coat Stand, Chair, or Iron Pan
7-10                 2d4                              Large               Keg, Tree (small), or Anchor
10-13               2d6                             
13-19               2d8                             
20                    3d8                             

Breakage
Improvised weapons are not as durable as regular weapons thus whenever an improviser rolls a critical threat or critical strike the improvised weapon will break, becoming unusable as a weapon.  However, when the weapon breaks, the shrapnel from the item will do an extra 1d4 damage to the struck target.

Improvised Skill Upgrade
Every second level until level 12 an Improviser gets bonus miscellaneous modifiers in skills that are particularly important to any improviser.

Level                +2 Bonus
2                      Search
4                      Spot
6                      Bluff
8                      Diplomacy
10                    Forgery
12                    Disguise

Improved Critical 1
At third level the critical threat range for improvised weapons becomes 19-20/x2.

Improvised Armor Proficiency
At fifth level the Improviser gains the ability to take “sturdy” (as determined by the DM) materials and turn them into improvised armor that gives the improviser an additional +1 AC.  If an Improviser is struck by a critical hit, the improvised armor breaks and loses the +1AC.

Thrown Weapon Proficiency
At seventh level the Improviser has the ability to use items of roughly palm size as lethal ranged weapons that can be thrown up to 30 feet for 1d6 damage.  Items such as vials of poison gas or alchemist fire can be thrown as well for the extra 1d6 so long as the thrown item actually hits an opponent.

Misleading
At ninth level the Improviser gains masters the fighting style of an Improviser that is very hard for a normal person to read.  As part of a full round action, an Improviser may make an Intelligence check (DC 19) to confuse his/her opponent.   By doing so, the AC of that opponent is reduced by -2 on the Improviser’s attacks for the rest of the battle.  An Improviser cannot Mislead any creature with an Intelligence score lower than 7 or on other Improvisers.

Improvised Casting 1
At eleventh level the Improviser gains the ability to identify any 1st Level or lower spell and cast it simply by seeing it cast that day.  By sleeping an Improviser loses the exact memory of how to cast the spell and must see the spell again before he can cast it.  The DC on these Improvised Spells is 10 + Int + spell level.  If an Improviser sees a spell many days consecutively, he can choose to memorize the spell (DM discretion on how long a spell must be observed).  The maximum number of memorized spells per caster level is equivalent to the Improviser’s Int modifier.

Dual Improvised Weapon Proficiency
At thirteenth level the Improviser is able to wield two improvised weapons at once.  This ability acts in the exact same way as the “Dual Weapon Fighting” feat only with improvised weapons rather than normal ones (DM discretion on what is a light and heavy weapon in each hand).

Improved Critical 2
At sixteenth level the Improviser has become so used to using improvised weapons that he/she now deals improved critical damage of 19-20/x3.

Improvised Casting 2
At twentieth level the Improviser gains the ability to identify any 5th Level or lower spell and cast it simply by seeing it cast that day.  By sleeping an Improviser loses the exact memory of how to cast the spell and must see the spell again before he can cast it.  The DC on these Improvised Spells is 10 + Int + spell level. If an Improviser sees a spell many days consecutively, he can choose to memorize the spell (DM discretion on how long a spell must be observed).  The maximum number of memorized spells per caster level is equivalent to the Improviser’s Int modifier.

======================================

NPC Class: Vladimir

Alignment: Neutral Evil

Level: 18          Hit Die: d8      HP: 150            AC: 19 (+3 Dex, +3 natural Armor, +3 Blood Aura)

Base Attack Bonus: +10/+5                 Attack: Blood Spike (1d6+3) Crit: (18-20/x2) Range: 30 feet

Base Land Speed: 30ft

Stats
Str
10
0
Dex
17
3
Con
15
2
Int
12
1
Wis
15
2
Cha
22
5

Save
Total
Base Save
Ability Modifier
Fortitude
9
7
2
Reflex
11
8
3
Will
13
11
2







Skills
Bluff
14
Concentration
18
Escape Artist
10
Heal
6
Intimidate
9
Knowledge (arcana)
15
Sense Motive
11
Spellcraft
15


Special/Spell-Like Abilities

Transfusion: Vladimir drains the blood from a single target dealing 6d6 damage and heals Vladimir for half the damage dealt. Range: 60 feet.  Counts as an attack rather than a spell. As a full round action, Vladimir can use Transfusion and make his secondary standard attack.

Sanguine Pool: Vladimir melts into a 10 foot radius pool of blood, making him invulnerable for 2 rounds except against spells that involve freezing (as in ice) of any kind.  Any enemy that is standing in the pool takes 4d4 damage and heals Vladimir for one fourth of the total damage dealt.  In addition, Vladimir’s base land speed doubles to 60 feet for the duration of the spell.  Vladimir cannot use this ability again for 1d6+1 rounds. This Ability costs 20% of Vladimir’s current HP.

Tides of Blood: Vladimir throws blades of blood at all surrounding enemies within 20 feet of him dealing 4d6 damage (costing 1d4 HP).  If used in succession, the damage is increased to 4d8 (costing 2d4 HP), then 4d10 (costing 3d4 HP), then 4d12 max (costing 4d4 HP).  As a full round action, he may cast this ability twice.

Hemoplague: Vladimir infects his opponents within a 40 foot diameter of himself with a deadly virus that causes all enemies infected to take an additional 20% damage (rounding down) from all sources.  The affects last for 5 rounds and at the end of the 5th round, it deals an additional 4d6 damage to all those infected. This ability cannot be used again for 2d4+5 rounds.

Blood Aura: Passive. An aura of blood surrounds Vladimir that gives him +3 AC and allows him to slowly siphon the life energy of living things around him.  This gives him the unique ability to heal himself for 1d8 each round.  In addition, if an enemy(s) fighting Vladimir is in combat with him for more than 10 rounds, the enemy(s) will become fatigued.  If they spend 20 rounds in combat with Vladimir they will become exhausted, and if a fight lasts for 30 rounds, the player must make a fortitude save (DC 22) each round or become immediately reduced to -1 HP.

=================================================

Professional

Alignment
Any non-Chaotic

Hit Die
1d6

Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Knowledge (Profession) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Use Magic Device (Cha)

Skill Points at 1st Level
(8 + Int modifier) * 4

Skill Points at Each Additional Level
8 + Int modifier
 
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+1
+0
Tools of the Trade, Revolver Proficiency
2nd
+1
+3
+1
+0

3rd
+2
+3
+1
+1
Improved Profession, Wage Earner
4th
+2
+4
+2
+1
Tool Evolution 1
5th
+3
+4
+2
+2

6th
+3
+5
+3
+2

7th
+4
+5
+3
+2
Competence
8th
+5
+5
+3
+2
Tool Evolution 2
9th
+5/+2
+6
+4
+3
Two Style Combat
10th
+6/+3
+6
+4
+3
Establishment
11th
+6/+3
+7
+5
+4
Magic Bullet
12th
+7/+4
+7
+5
+4
Tool Evolution 3
13th
+8/+5
+7
+5
+4

14th
+8/+5
+8
+6
+5

15th
+9/+6/+3
+8
+6
+5

16th
+9/+7/+4
+8
+6
+5
Tool Evolution 4
17th
+10/+8/+5
+9
+6
+5

18th
+10/+8/+5
+9
+7
+6

19th
+11/+9/+6
+9
+7
+6

20th
+11/+9/+6
+10
+8
+7
Tool Evolution 5



























Class Features

Weapon and Armor Proficiency
Professionals are proficient with all simple weapons, plus their Tools of the Trade and the Revolver. Professionals are proficient with light armor, but not with shields.

Tools of the trade
A Professional has the unique ability to use his Tools that normally would be used in his trade as full-fledged weapons capable of dealing 1d6 of damage and dealing x2 critical hit damage.  However, Tools are not good weapons against flying enemies and take a -4 penalty on attack rolls. 

Revolver Proficiency
In addition to a Professional’s primary Tool weapon, he may also wield a 6 shot Revolver as an offhand weapon that does not incur penalties on attack rolls.  The Professional’s Revolver deals 1d8 damage against flying creatures and 1d4 against ground based creatures.  Creatures that naturally float less than 3 feet off the ground do not count as flying creatures.  The effective range is 60 feet.  Ammunition can only be acquired by having a Professional personally Craft it (DC 15).  Components can be bought at any general store for 1gp per 6 shots worth of material.  As far as damage and hits are concerned, treat the Professional’s Revolver as any ranged weapon (such as a bow).

Improved profession
Starting at 3rd level, a Professional gains an additional +1 miscellaneous modifier to the Profession skill every 3rd level (3, 6, 9, 12, etc.).

Wage Earner
Starting at 3rd Level, a Professional has become versed enough in his profession that people recognize him as a tradesman.  As such, the Professional can now sell his wares or service in any setting without a license.  In addition, the Professional gains the ability to identify who in a particular town or city is in need of his services by performing a successful Profession check (DC 20).

Tool Evolution
At every 4th level a Professional’s weapon is upgraded thus increasing its battle prowess and other stats.  Evolutions are as follows:
1)      Masterwork: At 4th level, a Professional’s Tool is considered a Masterwork weapon and tool giving it a +1 on attack rolls and a +2 on Profession checks. (Requires 7 ranks in Profession)
2)      Adept: At 8th level, a Professional’s Tool is considered a Magic Weapon and has all the natural properties of a Magic Weapon and a +2 to attack rolls.  In addition the Tools gain one random minor magic weapon ability (with the exception of Ki Focus). (Requires 11 ranks in Profession)
3)      Battle: At 12th level, a Professional’s Tools become more lethal weapons that deals 2d6 worth of damage and has a +3 to attack rolls. (Requires 15 ranks in Profession)
4)      Great: At 16th level, a Professional’s Tools adopt the properties of adamantine weapons and has a +4 to attack rolls.  In addition, the Professional gains the bonus feat of Improved Sunder.  (Requires 19 ranks in Profession)
5)      Legendary: At 20th level a Professional’s Tool is considered one of greatest tools ever to exist, capable of handling any job, even those that the tool was not designed for.  As such, a Professional becomes proficient at all basic professions and can use his Tool as if it was any other normal tool for another profession. In addition, the Tools gain a +5 to attack rolls. (Requires 23 ranks in Profession)

Competence
At 7th level a Profession has become more exposed to other skills through his dealing with many people in his profession.  As such, he gains a +1 miscellaneous modifier in all skills, even those not proficient in.    

Two Style Combat
At 9th level, a Professional as a full round action can attack with both his Tools and Revolver at a single target.

Establishment
At 10th level, a Professional gains a small Store that is 15 feet wide, 20 feet long, and has a 10 foot ceiling.  This Store is magically imbued, which allows it to construct and deconstruct itself (the process of which take 1 hour for each).  When in deconstructed mode, the Store becomes a 6 inch cube.  The Store is equipped with 2 shelves, a counter with display case, a lockbox for money, and a medium sized table.  These can be arranged however a Professional desires and can be loaded with anything that can fit it the establishment.

Magic Bullet
At 11th level, a Professional’s Revolver becomes imbued with magic and deals an additional 1d4 non-elemental magic damage to any type of enemy.  In addition, a Professional can store any arcane spell into the bullet case as opposed to the powder and physical projectile.  To create Magic Bullets (either with a stored spell or normally) requires a Craft check of DC15 and a Use Magic Device check of DC 20.  However, to store a spell, a willing magic user has to know the spell and imbue it into the bullet.  The cost of normal magic bullets is the same as a regular non-magic bullet, but to store a spell into a bullet costs the same amount as a scroll of that spell and level.  For instance, if a Professional wanted to store the spell Fire Ball of a 3rd level Sorcerer, it would cost 450 gp in accordance with this chart.