Showing posts with label Custom Class. Show all posts
Showing posts with label Custom Class. Show all posts

Monday, August 8, 2011

Sabotage!

            Greetings!  This week I have another custom class for you called the Saboteur.  This class is like an “anti-bard” in that it focuses on de-buffing your opponents rather than buffing your party.  The Saboteur does this by using a series of spell-like abilities that not only de-buff the opponent’s base stats, but also inflict status ailments like poison or temporary paralysis. 
So without further delay, I present to you the Saboteur!      

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.
What I picture as a Saboteur, courtesy of Elistraie

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 all enemies within a 30 foot radius.  In addition, all enemies who are hit with the de-buff are tripped, requiring a full round action to regain composure.  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.


Until Next Week!
Raz

Sunday, July 10, 2011

Improvising

            Greetings!  Raz here.  So after I made the Vladimir NPC Class of last week I remembered that I also had several other custom classes that are half finished and need to be posted.  One of these classes is what I call the “Improviser”.  The point of this class is to make the person act in all sorts of crazy ways since the class’s weapon can be virtually anything he/she can pick up.  It is meant to be more combat focused, but still should mix things up since the class is so “flexible” so to speak.  So without further ado, here’s the Improviser!

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.
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Hope you enjoyed this custom class and please do leave suggestions for custom classes in the future you would be interested in seeing. 


Raz