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Custom Clases

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1Custom Clases Empty Custom Clases Fri Jan 07, 2011 4:45 am

Banzaa

Banzaa
Admin

if any of you come up with a class(dont half do it) and you think its fairly balanced can be a little overpowered then post it here.

https://sildnd.forumotion.com

2Custom Clases Empty Re: Custom Clases Fri Jan 07, 2011 5:11 am

Banzaa

Banzaa
Admin

Dark knight

Dark Knight stats

Sacrifice: you may sacrifice your health equal to your dark knight level to add half of a rogue of equal lvls sneak attack damage + constitution.

Blood defense: sacrifice your health equal to your dark knight level to add your constitution bonus +1 to your ac for a round. can be used at anytime.

Blood familiar: you can summon a familiar made of blood in a shape of your choosing. the familiar cannot attack but adds a plus 2 moral bonus to skills, attack, and damage

Blood rush: you may sacrifice your health equal to your dark knight level to add 20 ft to your speed.

thirst: when you kill a enemy your healed by your constitution modifier.

blood mist: you may sacrifice your health equal to your dark knight level to summon a mist of blood that gives everything but you a 20% miss chance within a 20ft area and lasts for 1min times your level

Deaths deal: you may sacrifice your own health to heal a ally. you must sacrifice at least 10 health.

Rend: on a successful attack a enemy must make a fortitude check equal to (10+your dark knight level+ constitution modifier) if they fail they take 1d4 damage for 1d4 rounds

Hells Aura: everthing even you and allies within 50ft take 8d6 damage. can be turned on and off as a swift action.

Deaths Toll: you get a minus 4 in charisma but a + 2 in constitution you take on a reaper like aperance.

Level Baseatk Fort Ref Will

1 1 2 0 2

2 2 3 0 3

3 3 3 1 3
 
4 4 4 1 4

5 5 4 1 4

6 6/1 5 2 5
 
7 7/2 5 2 5

8 8/3 6 2 6

9 9/4 6 3 6
 
10 10/5 7 3 7

11 11/6/1 7 3 7
 
12 12/7/2 8 4 8

13 13/8/3 8 4 8

14 14/9/4 9 4 9
 
15 15/10/5 9 5 9

16 16/11/6/1 10 5 10
 
17 17/12/7/2 11 5 11 18 18/13/8/3 11 6 11 19 19/14/9/4 12 6 12
 
20 20/15/10/5 12 6 12

ABILITYS
lvl abilitys
1 sacrifice
2 blood defense
4 blood familiar
5 blood rush
7 thirst
8 blood mist
10 deaths deal
12 rend
13 bonus feat
17 bonus feat
18 hells aura
20 deaths toll

https://sildnd.forumotion.com

3Custom Clases Empty Re: Custom Clases Fri Jan 07, 2011 5:12 am

Banzaa

Banzaa
Admin

srry about the tables look this thing is terrible with copy paste

https://sildnd.forumotion.com

4Custom Clases Empty Re: Custom Clases Thu Jan 13, 2011 3:08 pm

Celesarn

Celesarn

Whirling Blade - Awaiting approval.

I found the idea and some of the abilities online, and decided it seemed cool. This is a melee class meant to be the ultimate physical DPS unit, with basically no other use. Whirling blades have a unique take on the Monk Flurry of Blows idea; they get even more attacks, but at a far worse attack bonus progression. Whirling blades exist in most races, and they can have any alignment, but they stick to it fervently. Stats should be based around Dexterity, with Strength and Constitution next in line.

HD:d8
Skill points: (4+Int Mod)*level
Class skills for the Whirling Blade include;
Intimidate (Cha), Jump (Str), Tumble (Dex), Sleight of Hand (Dex), Balance (Dex)

Level, Base Atack Bonus, Fort, Ref, Will
1 1 2 2 0
2 2 3 3 0
3 2/1 3 3 1
4 3/2 4 4 1
5 3/2/1 4 4 1
6 4/3/2 5 5 2
7 4/3/2/1 5 5 2
8 5/4/3/2 6 6 2
9 5/4/3/2/1 6 6 3
10 6/5/4/3/2 7 7 3
11 6/5/4/3/2/1 7 7 3
12 7/6/5/4/3/2 8 8 4
13 7/6/5/4/3/2/1 8 8 4
14 8/7/6/5/4/3/2 9 9 4
15 8/7/6/5/4/3/2/1 9 9 5
16 9/8/7/6/5/4/3/2 10 10 5
17 9/8/7/6/5/4/3/2/1 10 10 5
18 10/9/8/7/6/5/4/3/2 11 11 6
19 10/9/8/7/6/5/4/3/2/1 11 11 6
20 11/10/9/8/7/6/5/4/3/2 12 12 6

Abilities

1 Extend Speed
2 Keen Eye
3 Bonus Feat
4 Speedy
5 Arrow Cut
6 Overwhelming Blows
7 Bonus Feat
8
9 Standing Dodge
10 Run or Stand
11 Bonus Feat
12
13 Greater Extend Speed
14 Shower of Storms
15 Bonus Feat
16
17 Feinting Blur
18
19 Bonus Feat
20 Intense Speed

Class Features

Weapon and Armor Proficiency: A Whirling Blade is proficient with all martial melee slashing and bludgeoning weapons (including those that can be used as thrown weapons) and all armor(heavy, medium, and light).

Speedy: A whirling blade becomes faster and faster as he/she levels, gaining a +10 movement speed every 4 levels.

Keen Eye: This ability reduces miss chance on an enemy that has partial concealment by 15%

Bonus Feat: Every fourth level starting with the third level, the whirling blade gets a bonus feat. The feat can be any Fighter bonus feat, provided that it can be used while holding a one-handed close combat weapon and without a shield, ranged weapon, or mount. As well, the feat may be any of the following: Acrobatic, Agile, Athletic, Deft Hands, Endurance, Diehard, Lightning Reflexes, Run, Fleet of Foot, Toughness.

Overwhelming Blows: A Whirling Blade can hit so quickly and so numerously that enemies become less and less able to see the attacks coming, and move appropriately. For every Whirling Blade attack that hits in a row, the enemy takes a -1 to the dexterity bonus on his AC. This only works if you attack the same enemy. The attacks must be sequential and are reset at the end of every turn

Standing Dodge: While standing still, the character may use their full dodge bonus to armor class, even while wearing heavy armor.

Run or Stand: When the whirling blade reaches level 10, you must choose speed or stability. If you choose speed, their base movement speed increases by 10 feet, plus 5 feet for every 2 levels thereafter, to a maximum of an additional 35 ft at 20th level. If you choose stability, they gain 20 additional hp, and their Hit Dice for all levels of whirling blade after 10th gain 2 more sides (normally become 10-sided).

Extend Speed: Once per hour, the character may make an additional attack with an attack bonus up to his base attack bonus. If he does, he takes a point of unpreventable nonlethal damage per point of attack bonus.

Arrow Cut: If targeted by a projectile, the Whirling blade may make a reflex save with a DC equal to the attack role of the shooter/thrower to cut the projectile out of the air. The DC increases by 5 for every projectile he attempts to cut in a turn. This can be treated as the deflect arrows feat for the purpose of gaining feats with deflect arrows as a prerequisite.

Greater Extend Speed: Once per round, the character may make an additional attack with an attack bonus up to his base attack bonus. If he does, he takes two points of unpreventable nonlethal damage per point of attack bonus. This ability does not replace Extend Speed.

Shower of Swords: Whenever the whirling blade would make several melee attacks during the same action, he may sacrifice any number of attacks to give an opponent within reach a cumulative -1 penalty to armor class against him until the beginning of that opponent's next turn. These penalties may be distributed among multiple opponents.

Feinting Blur: The attacks of the Whirling Blade become so numerous that they become confounding to the enemies at which they strike. Any enemy struck by at least 5 consecutive strikes must make a fortitude save DC Whirling Blade's level + number of strikes landed consecutively + 1/10 amount of damage dealt or feint for 2d4 rounds.

Intense Speed: at 20th level, the Whirling Blade has become unbelievably fast. He moves so fast he can be in two places at once. The Whirling Blade can create up to 1/3 his dexterity modifier in "copies" who have your complete stats and abilities. However, these copies cannot move more than 10 feet away from each other. This ability can be used once a day, and the copies last until they are successfully hit or are seperated by more than ten feet from the original. In adition, they only receive one attack at the base attack bonus of the original. The copy may use the Extend Speed and Greater Extend Speed class feature to gain extra attacks, but then they disapear imediately after the attacks.



Last edited by Celesarn on Sat Jan 15, 2011 10:42 am; edited 3 times in total

5Custom Clases Empty Re: Custom Clases Fri Jan 14, 2011 2:37 am

Celesarn

Celesarn

Mason, I also found this great Wiki with a lot of classes, from sourcebooks across the D&D universe. I'll give you the link if you want, and then I'll just ask for approvals for other classes on there.

6Custom Clases Empty Re: Custom Clases Fri Jan 14, 2011 2:47 am

Banzaa

Banzaa
Admin

ok mention a class and ill say if i'll allow it
remeber all allowed classes are a double edged sword Very Happy

https://sildnd.forumotion.com

7Custom Clases Empty Re: Custom Clases Fri Jan 14, 2011 4:35 am

Celesarn

Celesarn

So what about my Whirling Blade? Oh, and, if it's approved, if he gestalted, would you use the other class's higher attack bonuses until they ran out of attacks, and then take whatever's left from the Whirling Blade for the rest of the attacks?

8Custom Clases Empty Arcane Archer Fri Jan 14, 2011 5:58 pm

rozgarth

rozgarth

The Arcane Archer

It is said that in the deep forests of legend, lost to all but the most ancient of memories, there exists a specialized fighting force, a sleek blend between enchanter and ranger. They are the arcane archers, and their skills are unsurpassed by any normal ranger or enchanter. They have existed secretly for millenia, but recent expansion has kept them hidden no longer. They have emerged into the world. They have come to prove their skills and show the world whom the greatest warriors of all time really are.

Adventures
Arcane Archers normally join adventuring groups that will allow them to showcase their talents and win them renown. They've been hidden for thousands of years; they have a lot of catching up to do. They wish to prove to the world that their order is one of power, and that in the world, those who hold power reign supreme. Hopefully, everyone else will be able to keep pace.

Characteristics
Arcane Archers rely on channeling their special, almost magical abilities, into their arrows and bolts, creating an awe-inspiring display of ranged prowess. They have no equal, yet they can be beaten. However, they usually keep that last part out when they're bragging to other people. They need to win fame, and broadcasting the fact that they can beaten doesn't help the cause.

Alignment
Arcane Archers, traditionally, tend to be lawful-neutral. They follow the rules and strictures of their order, but they really had no preference for good or evil, only for their own advancement in their abilities. However, now that they want to prove to the world whom is powerful, they have become more tilted to the good part of the scales. You can't convince people that you're great when you're sitting there setting their town on fire, now can you?

Religion
Some Arcane Archers worship Vecna, the god of secrecy, but a growing number of them are turning toward other deities, such as Boccob, as they aspire to cast real magic. The "magic" they cast is really just a hoax to cause other people to believe that they really are "all-powerful." Some more evilly inclined Archers will worship Wee Jas. Another faction will worship Heironeous, the god of valor, and yet another group of the more traditional, nature inclined, "ranger-type people" will look to Obad-Hai for strength.

Background
Many Arcane Archers joined their order when they accidentally stumbled upon a place known as "the Haven" to other Archers. Where this place is located, none outside their order know. It is the secret gathering place of the Arcane Archers and is supposedly the place that they had remained hidden for millenia while outside civilization prospered. While there, if they showed promise, they were inducted into the Arcane Archers' sect. If not, well, none have lived to tell the tale.

Races
Elves and Half-elves, who frequently journey through the wilderness make up the largest group of races who become Arcane Archers. The rest of the races can also become Arcane Archers, though their numbers are much fewer than that of the aforementioned ones.

Other Classes
Arcane Archers get along well with druids, and, what a surprise, rangers. They also commonly adventure with barbarians. They share the others' affinity for nature and hard-living and so commonly become friends with them. They also understand monks' quest for inner peace and seclusiveness. They especially exalt wizards and sorcerers for their ability to do the one thing that Arcane Archers aspire to do: wield magic, and wield it well.

Role
Arcane Archers most often act as a secondary fighter, though their wide array of abilities can sometimes allow them to act as a secondary arcane spellcaster, even though they can cast no spells themselves. Their interesting blend doesn't allow them to excel in one category, but gives them certain advantages that monsters and other people could never have foreseen.

Table: The Arcane Archer

Lvl BA For Ref Will Abilities
1st +1 +2 +2 +0 Elemental Arrow
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Poison Arrow
4th +4 +4 +4 +1 Animal Companion
5th +5 +4 +4 +1 Acid Arrow
6th +6/+1 +5 +5 +2
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Seeker Arrow
9th +9/+4 +6 +6 +3 Double Shot
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3 Improved Elemental Arrow
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Improved Poison Arrow
14th +14/+9/+4 +9 +9 +4 Improved Acid Arrow
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Triple Shot
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6

Game Rule Information
Arcane Archers have the following game statistics.

Abilities
Dexterity is a very important ability for arcane archers as it increases their chance to hit on ranged attack rolls. Constitution can help raise their total hit points and can strengthen their weakest saving throw: Fortitude. Wisdom is also very important as it raises the success rate of some of the Arcane Archer's abilities, like Seeker Arrow.

Alignment
Any lawful

Hit Die
d8

Class Skills
Climb, Handle Animal, Heal, Hide, Jump, Knowledge (geography), Knowledge (nature), Listen, Move Silently, Ride, Search, Spot, Survival, Swim, and Use Rope. At first level, arcane archers receive (6 + Int. modifier)x4. At all levels beyond first, arcane archers receive 6 + Int. modifier.

Class Features
All of the following are class features of the arcane archer:

Weapon and Armor proficiency: Arcane archers are proficient with all ranged, simple, and martial weapons, and all light armors. Arcane archers are not proficient with shields.

Elemental Arrow: Elemental arrow allows an arcane archer to channel an element into his arrow upon firing. He may pick from fire, ice, lightning, earth, water, or air. The element that is channeled is randomly picked. The added element deals an extra 1d4 damage upon impact. This ability can be used up to 3 times per day.

Poison Arrow: Poison arrow allows an arcane archer to swab the tips of his arrows with poison. In order to use this ability, the arcane archer must have the poison that he is going to use on his person. He must then take 1 full-round action to lubricate his arrow with the poison. His arrow then does an extra amount of poison damage equivalent to the poison in question for that one shot. One vial of poison can be used on 3 arrows. If any less poison is used on the arrow, the poison is ineffectual.

Animal Companion: An arcane archer gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the arcane archer's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the arcane archer on his adventures as appropriate for its kind. (For instance, an aquatic creature can't adventure with a ranger on land and shouldn't be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.
This ability functions like the druid ability of the same name, except that the archer's effective druid level is one half his arcane archer level. For example, the animal companion of a 4th-level arcane archer would be the equivalent of a 2nd-level druid's animal companion. An arcane archer may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his arcane archer level. Thus, he must be at least an 8th-level arcane archer to select from the druid's list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, an arcane archer cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Acid Arrow: Acid arrow allows an arcane archer to swab the tip of his arrow with an acid. This acid must be a mundane acid (no alchemical or magical acids can be used) and the arcane archer must have the acid on his person in order to lubricate the arrowhead. In order to apply the acid, the arcane archer must take a full-round action. His arrow then does extra damage equivalent to the acid in question. One vial of acid can be used on 3 arrows. If any less acid is used on an arrow, the acid is ineffectual.

Seeker Arrow: Seeker Arrow allows an arcane archer to imbue his arrows with the ability to hone in on their targets. In order to use this ability, the arcane archer must declare a type of monster at the beginning of every day. If he encounters a monster of that type, and uses his seeker arrow ability, the arrow will hone in on the target. The monster being targeted is allowed a reflex save with a DC equal to 10+the arcane archer's class level+Wis. modifier. If the monster succeeds, it dodges the arrow completely. If an arcane archer uses this ability on a monster other than that of the designated type, it is treated as a normal arrow. A seeker arrow will pursue its enemy until it deals damage. It takes no range penalties and bends around obstacles. If a monster goes behind an obstacle that the arrow cannot reach (such as behind a stone door), the arrow bursts into flame and is incinerated. No damage is incurred from this effect. This effect can be used up to 3 times per day. This ability cannot be used in conjunction with other abilities (eg. elemental arrow, poison arrow, etc.).

Double Shot: Double shot allows an arcane archer to fire two arrows at once without incurring the normal penalty. In order to use this ability, the arcane archer must succeed on a Dexterity check equal to DC 10+monster's Dex. bonus. If he passes, then the arcane archer shoots two arrows at once. Both can be aimed at the same targets, or they can be aimed at separate targets. You must still break the creature's AC like normal. If you fail, then you fumble your arrows and drop them to the ground. This ability can be used an unlimited number of times per day. This ability can be used in conjunction with other abilities (eg. elemental arrow, poison arrow, etc.), but those abilities' requirements must also be met.

Improved Elemental Arrow: Improved Elemental Arrow functions basically the same way as a normal elemental arrow. These arrows allow an arcane archer to channel elemental energy into his arrows upon release. He may pick from the same six elements of fire, water, earth, air, lightning, and ice. However, his arrows will now do 1d8 points worth of extra damage on impact. Moreover, the arcane archer has now gained a significant proficiency over his elemental abilities and can now choose which element to embed his arrows with. This ability can be used up to 5 times per day.

Improved Poison Arrow: Improved Poison Arrow functions basically the same way as a normal poison arrow. However, the arcane archer has now gained significant knowledge on the handling of certain poisons so he no longer needs to use a full-round action to apply the toxin. With this ability, applying poison to an arrow costs a standard action. The arcane archer has also learned how to make his toxins last and can now apply poison to five different arrows with one vial of poison and still create a hazardous effect. If any less poison is used on an arrow, the effect still remains ineffectual.

Improved Acid Arrow: Improved Acid Arrow functions basically the same way as a normal acid arrow. However, the arcane archer has now gained enough knowledge that he can apply not only mundane acids and corrosives, but he can also apply alchemical effects to his arrows, such as swabbing the tip with alchemical fire, or grinding a thunderstone onto the tip. Additionally, applying acids and other effects now only takes a standard action to perform. His arrow then performs whatever the applied item would normally do upon impact. Lastly, the arcane archer has now learned how to conserve his acids and can swab up to 5 arrows with one vial of acid. If any less acid is used on his arrows, then the acid or ability is ineffectual.

Triple Shot: Triple Shot functions in basically the same way as double shot. However, the arcane archer in question can now fire 3 arrows at the same time without incurring the normal penalty. In order to use this ability, the arcane archer must succeed on a Dexterity check equal to DC 12+monster's Dex. rating in order to succeed. If he passes, then the archer can fire three arrows at once. These arrows can all be aimed at different targets, they can be split, or they can all be fired at the same target. You must still break the target's AC like normal. If you fail, then you fumble your arrows and they fall to the ground. This ability can be used an unlimited number of times per day. This ability can be used in conjunction with other abilities (eg. Improved Elemental Arrow, Improved Poison Arrow), but those abilities' requirements must also be met.

9Custom Clases Empty Re: Custom Clases Sat Jan 15, 2011 12:53 am

Celesarn

Celesarn

Well frig, your depth of explanaton blew mine out of the water xP

10Custom Clases Empty Re: Custom Clases Sat Jan 15, 2011 2:38 am

rozgarth

rozgarth

That's because it's a class I made about 4 or 5 years ago--I've had a lot of time to try and balance it and tweak it. This morning all I had to do was change two things stat-wise and rework the races description because it included a race that I made about 5 years ago also. Plus, it's been play-tested about three different times at various stages of its evolution. Ask Mason, Reed, and me XD.

11Custom Clases Empty Flamecallers Sat Jan 15, 2011 3:04 am

rozgarth

rozgarth

Flamecallers

"Fire is being; fire is soul; fire is life; fire is power," is the one quote any flamecaller will recite when asked about his talents. Flamecallers are beings who have looked beyond other people's pathetic wishes and dreams and care only about themselves. They are passionate, ambitious, and intelligent. They can bring fire into being with a whisper, converse with it, and walk through it unscathed. They are masters of fire, and in doing so, become masters of their surroundings. For fire is being, it is soul, it is life, and, above all things, it is power. And flamecallers, controlling this essence, are truly powerful.

Adventures
Flamecallers are most akin to duskblades in abilities and skills, yet they are different. They join adventuring groups not to learn more of themselves, but to gain more power. They seek to have dominance over every living thing, so that they may bend it to their will. Adventuring parties accomodating a flamecaller usually have to put up with a lot of "when I control the world, I will..." schemes. However, these plans are not the ramblings of a lunatic, but the foundation of power. Flamecallers, even those counted as friends, should be watched carefully, that their machinations do not harm their allies. They are as ambitious, and as dangerous, as the flame that they so covetously control.

Characteristics
Flamecallers are a unique blend of melee combatant and fire-wielding mage. They are most akin to duskblades, insofar as their abilities are concerned, but their personalities and characteristics differ greatly. Flamecallers can almost be considered as fire personified. They are not the master of fire, as they so commonly boast, but are more akin to its allies. Fire has no master, and flamecallers are no exception. They merely "call" it to them for its aid and protection. They are almost always arrogant, conceited, selfish, envious, jealous, passionate, ambitious, aggressive, and power-hungry. They can be unfeeling and aloof at times, but that is only because they are trying to think how they can further their own designs. For when you ask them, they say that they are the masters of fire and that they seek dominance, but in truth, they are fire's equals, and seek dominion over this most powerful ally. Flamecallers are dangerous individuals indeed, but if a group is willing to see past their ambition, they can make powerful allies.

Alignment
Flamecallers are always chaotic, for obvious reasons. They are ambitious and let nothing get in their way, especially society's petty restrictions known as "laws." They see these as minor nuisances to their goal, and nothing more. They are usually neutral on the other axis, though good deeds or treacherous backstabbing are not above or beneath them.

Religion
Flamecallers usually never "worship" a particular god or goddess. Rather, they revere fire above all things, as a sort of helper. It is to them what magic is to a wizard, what a sword is to a fighter, or a what a lockpick is to a rogue. It is their tool, their essence, and they exult in its presence, for, by it, they are strengthened and reminded about how much they still have yet to gain.



If they worship any particular deity, it is almost always Pelor, the god of the sun. For what being is powerful, is truly the embodiment of all that flamecallers' desire, than the immortal that controls the sun, the greatest source of fire in the multiverse? All flamecallers revere Pelor, and admire his dominance, yet it is more out of desire and lust than pious worship.



Other flamecallers may revere Obad-Hai, god of nature, for within his dominion he commands fire, which is the goal of all flamecallers. Yet he also wields water, which flamecallers consider a sign of weakness, of passiveness, and of yielding.



Lastly, the flamecallers that are the most evilly inclined, that allow nothing to stand in their way, may revere Nerull, the god of death and decay. He is the one that flamecallers turn to when they want more than anything to have lasting power. These flamecallers are truly terrifying, as they wreak havoc and destruction upon the world. They kill, and use their alliance with fire to end lives and destroy towns. Yet, in the end, they have succeeded no more than any other flamecaller in the true goal: to obtain ultimate power. They are always deceived by their cunning, dark god and they usually end up begging for mercy at his clerics' feet.

Background
In the beginning, flamecallers were originally wild, untame sorcerers. These sorcerers used fire spells more than any other, and eventually they neglected the other elements of magic and nature. In the spare time that they no longer spent dedicated to learning "useless" spells, they trained their bodies in combat and conditioned them for battle. They used fire to enhance their armor and weapons, and many were the foe that fell at their feet, slain by either fire or steel.

Races
Humans, who above all desire power, and who above all are easily tempted, most commonly become flamecallers. It is from the ranks of the humans that most evil flamecallers come, tempted by the power that they feel is so close. Half-elves, with their human blood, can also be drawn to the flamecallers' vocation, though they usually do so with a milder outlook than most due to their elven blood. Half-orcs, if intelligent enough, are powerful flamecallers indeed. Gnomes, with their chaotic natures, can sometimes become flamecallers, though they usually are more interested in illusionary spells. Halflings, elves, and dwarves rarely, if ever, become flamecallers.

Other Classes
Flamecallers usually fit in well with sorcerers and wizards, though less so with the latter. They don't understand why sorcerers waste their time learning other spells and neglect their bodies, and they see wizards' need to study their spells daily to be a sign of weakness. They fit in well with rogues, whose chaotic nature suits them nicely. They are in awe of barbarians' and fighters' battle prowess, but think them weak because of their neglect to train their minds. They rarely get along well with paladins, clerics, druids, monks, or rangers. Paladins are too strict, clerics too strictured, druids and rangers find their lack of respect for life to be abhorrent, and monks find their lack of specialized training absurd.

Role
A flamecaller can hold his own in melee combat, and can keep up with sorcerers and wizards in spell-casting ablities, for a time. They can not beat either of them in their own respective areas of expertise though. That is not, however, where their strong point lies anyway. Flamecallers are usually best on the front lines, enchanting their weapons with flame, and occasionally striking down an enemy with fire. They are more resilient than mages, and more intellectually sound than barbarians. Therefore, take advantage of this fact and use them as they were originally formed to be: as hybrids, wielding flame in one hand and steel in the other.

Table: The Flamecaller

Level Base
Attack Bonus Fortitude
Save Reflex
Save Will
Save Special
Abilities Spells Per Day
0 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Armored Mage (light), Shape Fire 3 2 — — — —
2nd +2 +3 +0 +3 Combat Casting 4 3 — — — —
3rd +3 +3 +1 +3 Arcane Channeling 5 4 — — — —
4th +4 +4 +1 +4 Armored Mage (medium), Converse With Fire 6 5 — — — —
5th +5 +4 +1 +4 Quick Cast 1/day 6 5 2 — — —
6th +6/+1 +5 +2 +5 Spell Power +2 6 6 3 — — —
7th +7/+2 +5 +2 +5 Armored Mage (shields) 6 6 5 — — —
8th +8/+3 +6 +2 +6 6 7 6 — — —
9th +9/+4 +6 +3 +6 Fire Walk 6 7 6 2 — —
10th +10+/5 +7 +3 +7 Quick Cast 2/day 6 8 7 3 — —
11th +11/+6/+1 +7 +3 +7 Spell Power +3 6 8 7 5 — —
12th +12/+7/+2 +8 +4 +8 6 8 8 6 — —
13th +13/+8/+3 +8 +4 +8 Arcane Channeling (full attack) 6 9 8 6 2 —
14th +14/+9/+4 +9 +4 +9 Cleanse 6 9 8 7 3 —
15th +15/+10/+5 +9 +5 +9 Quick Cast 3/day 6 9 8 7 5 —
16th +16/+11/+6/+1 +10 +5 +10 Spell Power +4 6 9 9 8 6 —
17th +17/+12/+7/+2 +10 +5 +10 6 10 9 8 6 2
18th +18/+13/+8/+3 +11 +6 +11 Spell Power +5 6 10 9 8 7 3
19th +19/+14/+9/+4 +11 +6 +11 6 10 10 9 7 5
20th +20/+15/+10/+5 +12 +6 +12 Quick Cast 4/day 6 10 10 10 8 6


Table: Flamecaller Spells Known

Spells Known
Level 0 1st 2nd 3rd 4th 5th
1 2 2 — — — —
2 2 3 — — — —
3 2 4 — — — —
4 2 5 — — — —
5 2 5 1 — — —
6 2 5 2 — — —
7 2 5 3 — — —
8 2 5 4 — — —
9 2 5 4 1 — —
10 2 5 4 2 — —
11 2 5 4 3 — —
12 2 5 4 4 — —
13 2 5 4 4 1 —
14 2 5 4 4 2 —
15 2 5 4 4 3 —
16 2 5 4 4 4 —
17 2 5 4 4 4 1
18 2 5 4 4 4 2
19 2 5 4 4 4 3
20 2 5 4 4 4 4

Game Rule Information
Flamecallers have the following game statistics.

Abilities
Strength is obviously a very important ability for Flamecallers as it increases the amount of damage that they do in combat. Intelligence is important not only to increase their spell power but also to boost the number of skill points that they get per level. Constitution is important for their health and Dexterity can add to their AC.

Alignment
Any chaotic

Hit Die
d8

Class Skills
Concentration, Climb, Intimidate, Jump, Knowledge, Listen, Ride, Search, Spot, Spellcraft, Use Rope. At first level, flamecallers receive (2 + Int. modifier)x4. At all levels beyond first, flamecallers receive 2 + Int. modifier.

Flamecaller Spell List
0: Dancing Lights, Detect Magic, Flare, Light
1st: Burning Hands, Burning Rage (PH2), Cause Fear, Kelgore's Fire Bolt (PH2), Produce Flame
2nd: Boiling Blood (CM), Continual Flame, Flaming Sphere, Incendiary Slime (CM), Scorching Ray
3rd: Daylight, Fireball, Flame Arrow, Flame Blade
4th: Bright Worms (PH2), Channeled Pyroburst (PH2), Explosive Rune Field (PH2), Fire Shield, Fire Trap, Flame Strike, Incendiary Surge (CM), Wall of Fire
5th: Blight, Break Enchantment, Cloudkill, Dominate Person, Fire and Brimstone (CM), Heart of Fire (CM)
Class Features
All of the following are class features of the flamecaller:

Weapon and Armor Proficiency: Flamecallers are proficient with all simple weapons and with 3 different exotic weapons of their choice (chosen at character creation). These choices cannot be changed later. They are proficient with all armors, though the chance for arcane spell failure still exists (unless they have obtained the corresponding armored mage ability). They are also proficient with all shields (except tower shields). Flamecallers have trained in the more exotic category of weapons, favoring them over conventional ones. Exotic weapons draw more attention and are "flashier", coinciding nicely with the typical flamecaller's ego.

Armored Mage: Starting at 1st level, a flamecaller can ignore the arcane spell failure chance from light armor or a light shield when casting a flamecaller spell. Starting at 4th level, this power extends to medium armor. At 7th level this power extends to heavy shields.

Shape Fire: Starting at 1st level, a flamecaller can shape any existing flame to his own will. The fire must be no larger than an average campfire, though the flamecaller can attempt to shape larger fires. To do so, the flamecaller must make a Will Check with a DC equal to 10+the number of times larger the fire is than a campfire. For example, if a flamecaller attempts to control a bonfire, a fire that is roughly equivalent to 20 campfires, he must make a DC 30 Will check.

Combat Casting: At 2nd level, a flamecaller gains Combat Casting as a bonus feat.

Arcane Channeling: Starting at 3rd level, a flamecaller can use a standard action to deliver touch-range spells he knows through his weapon as a melee attack, provided that the spell has a casting time of one standard action or less. A successful attack delivers normal damage from the weapon and delivers the spell as well. Casting a spell this way does not provoke an attack of opportunity. Starting at 13th level, a flamecaller can use this power as part of the full attack action, and the channeled spell affects each target the flamecaller hits in melee during that round.

Converse With Fire: Starting at 4th level, a flamecaller may speak with fire. This ability is not the same as speaking Ignan, the language of fire elementals and efreeti, but rather it is a telepathic, supernatural ability with which the flamecaller reaches out and touches the fire's essence, and learns from it. Since fire is not always cooperative, and has a strong will of its own, it will not always work with the flamecaller. Therefore, a flamecaller must make a DC 10 Will check to use this ability. Lastly, since fire is an inorganic object, its consciousness is strangely alien to mortals. Therefore, there is always a 10% chance that a flamecaller may misinterpret what a flame is telling him, and a 20% chance that he does not understand the flame at all.

Quick Cast: Starting at 5th level, a flamecaller can cast one spell each day as a swift action, provided that the spell has a casting time of one standard action or less. This power is usable twice a day at 10th level, three times a day at 15th level, and four times a day at 20th level.
Spell Power: Starting at 6th level, a flamecaller gains a +2 bonus on caster level checks to overcome a foe's spell resistance after he strikes that foe in combat. The bonus lasts until the encounter ends. At 11th level, the bonus rises to +3. At 18th level, the bonus increases to +4.

Fire Walk: Starting at 9th level, a flamecaller may walk across fire and lava without suffering damage. He still takes damage from magically conjured fires and elementals since their fire is not natural. In order to use this ability, the flamecaller must make a Fortitude Check with a DC equal to 10+the number of hit points the flamecaller is missing/2. For example, if a flamecaller would normally have 251 hit points, and right now he has 211, he must make a Fortitude Check equal to 30 (10+40/2). Fire is wild and uncontrollable, and the more weak and defenseless a flamecaller appears, the more difficult fire finds it to control itself.

Cleanse: Starting at 14th level, a flamecaller may use his vast knowledge of fire for healing purposes. He has realized, after much learning, that fire can also be used to heal certain wounds. It is painful, yet very effective. This ability does not work to restore hit points, but rather to eradicate poisons and toxins from the body. It does this by boiling certain parts of the bloodstream so that the toxin evaporates and is expelled by the body. This ability can be risky however. Because of its excrutiating pain, many flamecallers use it only as a last resort. For however many hit points a flamecaller is missing, he takes two damage for each one. For example, if a flamecaller normally has 251 hit points, and right now he has 211, he would take 80 points of damage (251-211=40. 40x2=80). Certain toxins and magical effects are immune to this ability, since their magical nature makes them impervious to such mundane methods. This ability may be used on the flamecaller himself, or on one of his teammates, so long as he may place his hands upon them.

12Custom Clases Empty Re: Custom Clases Sat Jan 15, 2011 3:06 am

rozgarth

rozgarth

Sorry about the tables. They're hard to make on this site.

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