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Life Master  
  #16 (permalink)  
Old 10-23-2008, 07:11 PM
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Life Master
HD: D10
Prerequisite:
Race: Must be from the PHB(1)
Alignment: Any non chaotic
Special: Must have atleast 12 HD
Special: Must have either been resurected, or created an undead
Skills: Same as Druid
All saves, and BAB are the same as the druid class
Abilities:
Life Mastery: Starting at level one, a Life Master can damage himself to deal an equal amount of damage to a single foe. This attack is a melee touch attack that bypasses damage resistance.
Natural Life: If the Life Master has druid levels, starting at level two, he continues to gain wild shape abilities.
Plant Life: Starting at level three, if any are plants nearby (within 10 ft./ LM level) the Life Master can attempt to use his will to use them as whips, or other similar tasks. Required DC 10 will check. If used against a plant type creature, the creature gets an opposed will save in addition.
Supress Aura: Any spell that shows an aura, such as Detect Evil/Law/Chaos/Good, a Life master of fourth level or higher can project a false reading.
Supress Life: A life master of fifth level plus, can create a lifeless aura that any living thing within 30 feet with 1/3 or less than the LM's current hit dice must make a DC 20 Fortitude save or die instantly.
Encourage Life: A life master of fifth level plus, can create a life-filled aura that any deceased thing within 30 feet with 1/3 or less than the LM's current hit dice may make a DC 20 Will save to be fully revived instantly. DC 20 Fortitude save, or any undead in the area 'die' immediatley.
Rebirth: A life master of sixth level plus can create a unnerving blend on positive and neative energy, that turns all dead things in a 45 foot sphere around the LM into undead under the Life Master's control. The life master can control his LM level x2 HD of undead at a time (maximum of 20 HD) and the excess become hostile.
Sacrifice: A Life master of eighth level plus can damage himself x points, and distribute three times that nuber of hitpoints among others. This ability can not heal the dead or grant temporary hit points. this ability can be used 3 times per day
Vortex: A Life master of eighth level plus can damage those around him (within 15 feet) x points, and heal himself 1/2 that number of hitpoints. This ability can not grant temporary hit points. The targets get an opposed Will save unless they are willing. This ability can be used 1/day
Life and Death: Starting at level 10 3/day the Life master can touch something, and attempt to either slay it, or bring it back from the dead. Each requires a DC 20 Concentration check, and to slay a living/undead creature, the creature gets a DC 15 Fortitude save. To bring something back to life, the LM must also make a DC 20 Will check.
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Treasure Hunter  
  #17 (permalink)  
Old 10-23-2008, 07:15 PM
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Treasure Hunter

Kit for: Bard

Proficient with all Simple weapons Except long sword, and short sword, and is proficient with scimitar, and 1 of the following; Throwing Ax, trident, scythe, falchion

cant wear heavy armor(cant take the heavy armor feat) even if a level in fighter or another class that grants the feat is taken.
Casts divine spells instead of arcane, only 1/2 of the Bard songs a day.(1 every other level)
Good aligned deity: bardsong
Neutral Deity: choice at 1st level
Evil alligned deity: curse song
start with 4 ranks in appraise, and in bluff. +1 every level in appraise, +1 every other level in bluff
Sense wealth: at 2nd level treasure hunter, you can sense any item worth more than your level x200 in a 20 foot radius

These honorable heroes have made pacts with their deities to never rob any neutral, or equally aligned god(if good aligned, you can still loot the temples of evil gods) and in exchange the gods have given you powers to sense gold, and convince others of somethings value even if it is grossly exaggerated.
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  #18 (permalink)  
Old 10-23-2008, 09:25 PM
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Feat-
Destruction to Darkness(simular to the "detect evil" spell)
You resist darkness, learning every way to defeat evil.
Benefit: When attacking someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.) You gain an attack bounus of +1 against them for every Alignment in between you and them.

Defence against Darkness(simular to the above)
When someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.)Attacks you, you gain an armor class bounus of +1 for every Alignment in between you and them.
VS
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  #19 (permalink)  
Old 10-23-2008, 09:41 PM
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Quote:
Originally Posted by Impure13 View Post
Feat-
Destruction to Darkness(simular to the "detect evil" spell)
You resist darkness, learning every way to defeat evil.
Benefit: When attacking someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.) You gain an attack bounus of +1 against them for every Alignment in between you and them.

Defence against Darkness(simular to the above)
When someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.)Attacks you, you gain an armor class bounus of +1 for every Alignment in between you and them.
VS
Ya know...I have no idea why this was never actually thought of but these two feats are a REALLY good idea.

I will say that Chaos isn't an aspect of "Darkness." It can be justified, and a prime example of that is Robin Hood. Perfectly good person, willing to help those who can't help themselves, 100% selfless. He stole from rich people (a chaotic act) with the intent and purpose of giving the money to poor people (a good, almost saintly act).

So I wouldn't include Chaos and Law into that feat. Just Good and Evil.
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  #20 (permalink)  
Old 10-23-2008, 10:01 PM
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Quote:
Originally Posted by Siberys View Post
Ya know...I have no idea why this was never actually thought of but these two feats are a REALLY good idea.

I will say that Chaos isn't an aspect of "Darkness." It can be justified, and a prime example of that is Robin Hood. Perfectly good person, willing to help those who can't help themselves, 100% selfless. He stole from rich people (a chaotic act) with the intent and purpose of giving the money to poor people (a good, almost saintly act).

So I wouldn't include Chaos and Law into that feat. Just Good and Evil.
Well, I was meaning to make four feats 2 "good" 2"evil" so I thought why would a Lawful good attack a chaotic good? Then.... I ran out of time. And I thought of the idea becuase I just started a Paladin who can detect evil but doesn't get a bonus for fighting it. so
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  #21 (permalink)  
Old 10-24-2008, 03:30 PM
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Ogre Killer:
Damage: 1D10
Critical: 18-20
Range:N/A
Weight: 15 LB.
Type:.......

Special Characteristics:

Damage: 2x damage VS. Ogres

Size: Accomodates itself to the user’s size

Type: Any weapon (as long as it is Melee) that the weilder has weapon specialization in, Ogre Killer takes the shape of(the damage is not altered) but as soon as it is set down, it takes the shape of a Greataxe once more

History:
In the wars between Elfs and Orcs 150 years ago, the Orcs made a Pact with the much mightier Ogres. This led to the Elves needing more aid, but none was to be found.
To countermand this problem, all Elven mages were pulled from the battle field, and asked to make magic items specifically for the coming battles. As the Elf mages made these magic items however, they became weaker. So they all one hundred and twenty-six gathered, and crafted on mighty axe to turn the tide of the war. It was named, “Ogre Killer”, and it was entrusted to their best rogue. In the night he stalked into the Ogre camp, and slew them all before the night was through. It now rests in your hands, keep it well
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The Fighter Set  
  #22 (permalink)  
Old 10-24-2008, 03:32 PM
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These items can be bought, perhaps, but I find that it is more fun to have the PCs overhear info about them, or buy information about their location.

Demonic Plate

AC: 8
Weight: 60 LB.

Special:
+4 morale bonus while worn.
When the entire set is equipped, all hostile creatures take a -3 morale penalty on any check they make

Prerequisite: 10+ levels in fighter


Phase Shield

Ac: 4 AC
Weight: 20 LB.
Check penalty: 1

Special:
Most of this shield is made from ethereal plane material, making it lighter, and capable of blocking attacks from said plane
When the entire set is equipped, the weight is reduced to 5 LB.

Prerequisite: 10+ levels in fighter

Razor Edge

Damage: 1D10
Weight: 20 LB.

Special: +1D4 1/2 (fighter)levels extra damage. +1/2 (fighter)levels wound damage
Whole set equipped: 1x your fighter level for effects.

Prerequisite: 10+ levels in fighter

Last edited by eragonn9; 10-24-2008 at 03:36 PM.
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The Bard Set  
  #23 (permalink)  
Old 10-24-2008, 03:34 PM
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These items can be bought, perhaps, but I find that it is more fun to have the PCs overhear info about them, or buy information about their location.

Fire Juggler’s Gloves

Ac: 5 fire resistance
Weight: 3 LB.

Special:
+5 on any check related to fire/heat (half damage from a fireball;avoid heatstroke)
Every day, can create 10 fireballs the size of the average potion bottle, that can be used in an unarmed strike, or thrown for (+) 2D6 damage as long as the bard makes a concentration check of 5 every round he has one in existence these shed light in a 30 ft. Radius
When the entire set is equipped, it is capable of making 20 such fireballs a day.

Sweet Voice

Ac: +1
Weight: 2 LB.

Special:
+2 uses of bard/curse song a day
+5 to perform checks if singing is involved
If the whole set is equipped, this item doubles your uses of bard/curse song/day, and adds +5 to perform checks no matter the circumstance, and +10 to singing checks

Prerequisite: 10+ levels in bard

Vocal Blade

Damage: 1D8 +4
Weight: 10 LB.

Special:
+4 to hit and damage
50% chance on hit to effect the creature(s) struck with this blade with a curse song equal to that of the bard
When the whole set is equipped; +5 to hit/damage, and 90% chance to bestow curse song

Prerequisite: 10+ levels in bard
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  #24 (permalink)  
Old 10-24-2008, 03:38 PM
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Bladestone

A Bladestone is an almost oval stone, consisting of raw iron with small etchings of rust. All around the center is a small saw-toothed and sharp iron outcropping.
The stone can be used as a sling bullet, but due to its irregular features, the user receives an -2 penalty to attack, but it does a flat +2 points in damage due to the sharp edges of the stone. The stone's major power however, is much more deadly than this. When a command word is uttered, the stone will burst into a horizontal Blade Barrier, as per the 6th level divine prayer, covering an area 30 feet on each side where the room allows. This form cannot be altered, and if the room doesn't allow it to expand in one direction, it cannot extend in another instead, but is simply reduced in size.
The barrier remains in effect (unless dispelled) for 2 hours before it dissipates. Those caught in its initial invoking are entitled to a reflex saving throw at (DC 16) to avoid it completely (jump free). Those missing their reflex saving throw or tries to pass through the barrier while it is active take 13d6 in damage.
The Bladestone is a single use item.
Caster Level: 11th; Prerequisites: Craft Wondrous Items, Blade Barrier
Market Price: 3,300 gp; Creation Cost: 1,650 gp + 132 XP.
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  #25 (permalink)  
Old 10-24-2008, 03:39 PM
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Frozen undead:

Frozen undead is an aquired template. It can be applied to any undead that is not vulnerable to cold, and is not fire-based.

Type: The creatures type remains Undead, and it gains the Cold subtype

Race: Race is unchanged

HD: The creature gains +1 hit point for every HD it has.

Attacks:
The creatures natural attacks deal +1 cold damage
Once a day, The frozen undead can breath a 30 foot cone of cold dealing 1D6/HD (max 5D6) cold damage, but it loses all other bonuses(and penalties) gained through being a frozen undead for 24 hours

Vulnerable to fire: X2 damage from fire

Resistant to cold: Ingnore the first 5 +1/2 HD points of cold damage taken

CR: +2

(note, any other weakneses, or abilities still apply to the frozen undead, that are from the base creature.)
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Vampire Hunter (part 1)  
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Old 10-24-2008, 04:46 PM
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I had an NPC that was very important to the story, and I couldn't find any classes that matched him. He was a vampire hunter turned mad scientist. This, is the vampire hunter part of that. Once It's finished, I'll post the 'turned mad scientist' part, too.

Vampire Hunter
HD: D8
Prerequisites:
Race: Humanoid or Monstrous Humanoid
Special: survival 8 ranks or track
Special: Must have killed at least 2 vampires


Level BAB Fortitude Reflex Will Special
1-----------1--------2---------1------0--------Stake Proficiency
2-----------2--------2---------1------0--------Undead Scent
3-----------3--------3---------1------0--------Slow Heart
4-----------4--------3---------2------1--------Hunter’s Attire I
5-----------5--------4---------2------1--------Vampire Slayer, Great Toughness
6---------6/ 1-------5---------3------1--------Tooth Breaker
7---------7/ 2-------5---------3------2--------Stake Strike 1/day, Hunter’s Attire II
8---------8/ 3-------6---------3------2--------Vampiric Grace
9---------9/ 4-------6---------4------2--------Garlic Blood
10-------10/ 5------7---------4------3--------Stake Strike 3/day, Free Spawn, Hunter’s Attire III


Class Skills:
Stake Proficiency: A Vampire Hunter using a wooden stake deals 1D6 damage, with a 19-20 x2 critical. When used against a vampire, a critical has a chance to automatically slay the vampire. The vampire must make a fortitude save (DC 2x the damage dealt) or be destroyed.
Undead Scent: A Vampire Slayer of level 2 can smell undead within 30 feet of him. Also, he can tell if the undead is a vampire or not. He can not identify other undead in this way. (He can tell there are undead, but not that they are ghouls, for example)
Slow Heart: A vampire of level 3 or higher can control her heart rate to such an extent that she can make herself seem panicked, or even dead.
Hunter’s Attire; There are several iconic pieces of Vampire Hunter equipment. Most prominent among these are the hat, the vest, and the gloves. At level 4, the Vampire hunter gets the gloves. A powerful, but often overlooked piece of equipment. At level 7, they aquire a hat, although they have a choice of two items, here. At level ten, the vest is granted to a Vampire Hunter, a magnificent piece of equipment, this vest offers great protection
Gloves: These gloves each have a slot for a small weapon, such as a dagger, and the gloves are covered in so many straps and buckles, that if you don't know where to look, it is nearly impossible to find the weapon. Also, these gloves can make wooden stakes. Making a stake takes 2 rounds, and no more than 6 can be in existence at any time from a single pair of gloves (3 each) new stakes can be made after 6, but the old ones disappear.
Hat: This hat is a broad-brimmed brown tattered thing. When worn, It can confer one of two abilities (chosen when aquired) Darkvision out to 60 feet, or the ability to detect heartbeats out to 90 feet.
Vest: This vest is a sleeveless leather thing. It has great protective properties. It grants either 20 temporary hit points a day, at midnight, that last up to 24 hours, or it can grant resistance to all elements 8. If worn with armor, it grants +2 AC. If worn alone, it grants +5 AC. It counts as clothing.
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Vampire Hunter (part 2)  
  #27 (permalink)  
Old 10-25-2008, 01:26 PM
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Great Toughness: You gain either +1 Str, or +1 Con
Vampire Slayer: All weapons have double threat range when fighting vampires. When fighting vampires, you have a +6 competence bonus to AC. This bonus stacks with other bonuses
Tooth Breaker: You have a 50% chance to ignore level drain from a vampire's bite attack
Stake Strike: If you attack a vampire when it is denied it's dexterity bonus to AC, you can attack with your stake, 3 times a day, for triple damage. At 10th level, it becomes 5 times a day for quadruple damage.
Garlicky Blood: You have an 85% chance to ignore level drain from a vampire's bite attack. You can not be made into vampire spawn.
Free Spawn: Once per day a Vampire Hunter of 10th level can attempt to free a willing vampire spawn from it's affliction, removing the vampire spawn template from the creature. This requires a will save (DC = to the controlling vampire's HD) by the Hunter, and a Fortitude save (DC 15) by the freed spawn. If the will save is sucsessful, the creature is freed, but if the creature fails it's will save, it dies instantly.
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Biologist (more devotion-based concoctions to come!)  
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Old 10-25-2008, 03:30 PM
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Biologist
HD: D6
Prerequisites:
Abilities: Intelligence or Wisdom 16
5 ranks in appropriate knowledge skill(s) for your devotion

Level---BAB----F/R/W------Special
1---------0------1/0/2------Devotion I, Create Scalpel, Scalpel Proficiency
2---------0------1/0/2------Anatomical Strike 2/day
3---------1------2/0/3------Dissection(scalpel)
4---------1------2/1/3------Anatomical Strike 4/day
5---------2------2/1/4------Devotion II
6---------2------3/1/5------Graft, Anatomical Strike 6/day
7---------3------3/2/5------Dissection(keen)
8---------3------3/2/6------Anatomical Strike 8/day
9---------4------4/2/7------Diagnose, Concoct
10--------4------4/3/7------Devotion III, Anatomical Strike 10/day

Devotion: At 1st level, you choose a creature type, most choose humanoid, and then at levels 5, and 10, you narrow this selection. For example, 1st level, you select undead. Then humanoid undead, then finally medium/large humanoid undead. If a creature falls into your first devotion, you get +1 to hit, damage, and AC against it. If it falls into your second, you get +3, and if it falls into your third, you get +6
Create Scalpel: As a Biologist, a scalpel is a very useful tool. it is a sharp, portable weapon, and is nescecary for many of your skills. Creating a scalpel requires a DC 15 craft weapon check, with a +5 competence bonus on the check. However, it must be regularly sharpened (every day it is used, and every 3 days it is not) or it becomes worthless. To sharpen it, you must make another craft weapon check. (DC 10) Your +5 competence bonus applies to this check as well.
Scalpel proficiency: you can fight with your scalpel without penalty. A scalpel does D4 damage, has a 19-20 x3 critical, weighs 1/2 Lb, is tiny, and does slashing damage. it can not be used as a thrown weapon.
Anatomical Strike: Begining at level 2, when in combat, you can make an attack with your scalpel as a free action that does not provoke attacks of opprotunity. this attack can only be preformed on your turn, and the attack bonus is your BAB + your biologist level(+ any possible enhancements to the scalpel).
Dissection:A Biologist of 3rd level or higher can dissect a creature to learn more about them. A Biologist who dissects a creature gets a +1 competence bonus against that creature for the next 24 hours. This bonus is to your attack, damage, and AC, as well as against saves that the creature naturally causes (a snakes venom, but not a goblins poison coated weapon). After 10 dissections of the same creature type (undead, reptile, etc.) this bonus lasts for a week. 20 dissections, and the bonus becomes permanent. These bonus stack with one another, up to a max of +5. Dissection must be done with a scalpel, until level 7, when you can use any tiny keen weapon.
Graft: A biologist can choose a grafting skill related to his devotions (You can choose dragon-grafting, if you have reptilians as a devotion for example) and you now know how to do this. When using this graft skill, you do not lose experience while grafting.
Diagnose: You can diagnose a disease or other illness that a target has with a heal check (DC 25). You can also heal a target with this ability, up to a number of hit points equal to 3x your biologist level. These points can be split up over multiple uses and multiple recipients. you can diagnose an illness you have, but you cannot heal yourself with this ability.
Concoct: By this level, you have studied your devoted type extensively. You gain one of the following abilities based on what you are devoted to. Unless otherwise stated, you have a +10 competence bnus on the involved alchemy checks.
Reptilians: You can take any part of any reptilian creature, and duplicate some of it's abilities;
Potion of scale-skin: As long as there are scales, you can make a Potion of Scale-Skin without problem. It requires an alchemy check of 20. This potion improves the natural armor of a creature by 4 points for 3 hours.
Snake's Venom Potion: Any part of a snake, and you've got this potion without a hitch. It requires a DC 15 alchemy check. When consumed, this potion gives the imbiber a bite attack based on his size Tiny(and smaller) users gain a bite attack of 1d3 damage, small users get 1D4, medium get 1D6, large get 1D8, huge 2d6, Gargantuan get 2D8, and Colossal get a bite of 2D10. Regardless of size, the granted poison is the same. It requires a fortitude save of 20+ the drinker's constitution modifier, and it does D4 constitution and dexterity damage.
Undead: Powdered bones, (fresh?) rotting flesh, and ectoplasm. All common undead-based materials. Any of these materials can be used in the making of these potions;
Potion of Incorporeality: This potion requires ectoplasm, or something else from an incorporeal undead. This potion, when drunk, makes the drinker(and her equipment) incorporeal, much like the spell gaseous form, except they still retain their shape. While in this form, the drinker can not attack, or be harmed except my magical means. Silver weapons do not harm her. This effect lasts for 5 minutes. making this potion requires a alchemy check at DC 30.
Potion of Gauntness: This potion requires either flesh from an undead creature, or powder or marrow from an undead creature's bones. When this potion is consumed, your organs, and your flesh quickly wither, leaving you looking like a skeleton. This effect lasts for 10 minutes. No undead will attack you, unless they decide to (for intelligent undead) or are directly ordered to(unintelligent undead). Creating this potion requires a alchemy check of DC 15.
Lycanthropes: Fur or skin from a lycanthrope, a heart, perhaps, these things may seem odd, but they are very powerful, when made correctly.
Cure Lycanthropy: Making this potion requires a heart from the type of lycanthrope you hope to cure with it. When consumed, the potion has a 75% chance to cure the drinker, -1% for every year the drinker has had lycanthropy (minimum 10%) Making this potion requires an alchemy check of DC 20.
Lycanthropic Resistance: This potion requires either skin or fur from a lycanthrope. Drinking this potion makes you grow a blueish silver coat of fur, which protects you from cold. This potion gives the imbiber resistance to cold 5 for 20 rounds, upon which time the fur quickly falls out (taking 2 rounds) Making his potion requires an alchemy check of 20
Celestial: The purest being in existence, celestials are good personified. Any part of a celestial can be used for some purpose or another. Unless otherwise stated, a drinker must be of good alignment to use a celestial potion.
Potion of Flight: A feather from a celestial's wings can be used in alchemical fluids, giving the drinker powers of flight - through the giant eagle's wings that sprout from his back. This potion grants the drinker a fly speed of 50 feet, with good maneuverability. This effect lasts 5 hours. Creating this potion requires an alchemy check of DC 25. If the materials were aquired without harming a celestial, you get an additional +5 on you alchemy check.
Salve of Regeneration: Skin or organs from a celestial creature can be made into a thick oil, with remarkable properties. This salve grants anyone who uses it (must be good or neutral) fast healing 5 for the rest of the day, until midnight. This makes just after midnight the best time to apply it. One piece of flesh, or one small organ makes enough for 5 applications. This salve requires an alchemy check of DC 30 to make. If the materials were aquired without harming a celestial, you get an additional +5 on you alchemy check.
Nightmare's Bane: This fluid, sadly, requires the heart of a celestial creature to make. When properly used, the heart can be made into a oily substance that is perfectly clear, and perfectly still, no matter how the wind blows over it. When a weapon is coated in this, the weapon gains the ability to smite evil. Any time this weapon strikes an evil creature, smite evil, as the ability, of a 12th level paladin activates. A paladin can use his smite ability in conjunction with this. This effect is permanent. Making this fluid requires an alchemy check of DC 35. If the heart was gathered without harming a celestial creature, you can an additional +10 on this check.
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Smile  
  #29 (permalink)  
Old 02-16-2009, 02:33 PM
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Planteer(prestige)

A planteer enjoys the simple pleasures of life. They are known for having beautiful gardens. Some live in cities but must see plants so they take a walk in the park of go exploring in the woods.

Reguirements
7th level druid.
Must be able to use Animate Plants.
Loses all spells except Animate Plants after becoming a Planteer.
Loses Animal companion and replaces it with an animated plant companion.
Class skills
Climb(str)Knowledge Botany(int)Ride(dex)Spot(wis)Survival(wis)
Class features
All of the following are class features of the Planteer prestige class.
Weapon and armor Proficiency: Planteers are proficient with all Simple weapons.
Plant folower: At 1st lv a Planteer may animate a plant and make a Charisma check to have it become a follower simular to a Paladin's mount. If the Plant in at least one size catagory larger than the Planteer then the Planteer may ride the Plant (dc=13). The Plant follower gains intelligence of 8 and may communicate with the Planteer.
Wood skin: At 2nd lv the Planteer gains a +1 natural armor bounus.
Animate War Tree: At 5th lv the Planteer may animate and control up to 4 trees at a time.
Tree Body: At 8th lv the Planteer can polymorph self into a tree once per day. While in this state the Planteer sees and hears all around it. Any one standing next to the tree form has a dc of 10+ Planteer's lv to notice that the tree is unordinaraly smooth. If the planteer is next to other trees than the dc increases by 3.
Enhanced Tree Body: At 10th lv the Planteer may move and attack while in Tree Form.

Lv--------------Bab------------- Fort-------Ref--------Will-------Special
1st-------------+1----------------+2----------+1----------+1------Plant follower
2nd------------+3----------------+3----------+2----------+1------Wood skin
3rd-------------+4----------------+4----------+3----------+2
4th-------------+5----------------+4----------+4----------+3
5th-------------+7----------------+5----------+4----------+3------Animate WT
6th-------------+8----------------+6----------+5----------+4
7th-------------+9----------------+7----------+6----------+4
8th-------------+9----------------+7----------+6----------+5------Tree Body
9th-------------+9--------------- +8----------+7----------+6
10th-----------+10--------------+9----------+8-----------+6------Enhanced TreeB


Enjoy every1, I'm gonna try to get some stats going for some plants but if you DM it you can make it.

Last edited by Impure13; 03-21-2009 at 08:33 PM.
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Talking i envented two whole new classes for 4ed  
  #30 (permalink)  
Old 02-21-2009, 10:47 AM
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the two classes are called Nature Caller, and Spirit Caller

nature caller is basically a mixture of bard and druid. its spells are cast in the form of songs and there are two buils for this class
-Beast Talker
-Plant Singer

both build's powers come from the environment, and this is somewhat limiting in places like the underdark and sometimes indoors, but they are not entirely magically dependent, and often have companions, and one thing that i have thought of to make up for such limitations is the ability to make enchanted weapons. For instance a plant singer is almost useless in a lot of places but carries a rose around which he sings to and turns it into a whip, staff, sword, ect.

my favorite character of mine that i have used for one of these classes is
Beorn, the cave-bear lycanthrope beast talker. He uses a greataxe as his weapon in his human form, and when he polymorphs as an at-will power, he turns into a normal cave bear, not losing any equipment, but not being able to use any either, and speaking only in deep-speech, and retains all of his normal intelligence.


Spirit caller is basically a mix between warlocks and bards, and i will admit that im not quite finished making this class, but i have two builds set up for it
their power source is obviously derived from the deceased and other spirits, this even grants them combat advantages against any spirit they are fighting, or anything thats posessed by a spirit.
-Medium
-Shade

medium is basically the spiritual equivaent of beast talker

and shade is nowhere near finished, but just a concept
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