A class you'd like to see

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Ice9
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Post by Ice9 »

Damn cool class.
But doesn't it seem like Chain Gun is better than all the other Greater Cogs - by like a truckload? Anything not immune to Con damage just dies, and if you have any per-attack stuff, then anything immune also dies.
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Post by cthulhu »

Mhmm, it depends how you read it - I took it as no matter how many d6 damage you took you'd only take the con damage once.
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Post by Username17 »

Ice9 wrote:Damn cool class.
But doesn't it seem like Chain Gun is better than all the other Greater Cogs - by like a truckload? Anything not immune to Con damage just dies, and if you have any per-attack stuff, then anything immune also dies.
Depends on what you're fighting. When you get it, each hit is a d6+4, so a werewolf (DR 10/Silver) would simply bounce each needle and lose nothing. You can't even crit with it. But yes, a monster without relevant DR would likely get turned into blood jelly by the thing. Remember also that it's a line but it makes ranged attacks, which means that if you get more than one target you probably have to deal with Cover bonuses on the second target.

Against something I was worried about casting, the Thresher is probably best. Against a Rogue analog, you want the Steam Hammer. And if the room is full of goblins, you obviously want the Furnace.

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Post by RobbyPants »

FrankTrollman wrote:Instability (Su): At 14th level, the Mechanus Warrior can shit between the material and the ethereal at will. They can go to the Ethereal plane whenever they want, but they can also phase in and out like blink, but without themselves suffering any miss chances.
Ha! I just caught this, reading through a second time.
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Post by CatharzGodfoot »

I'd be interested to know how the gat works with effects like the BAB +6 benefit of Subtle Cut:
As a standard action, you may make a weapon attack that also does 2d4 points of Dexterity damage.
I think that you'd only apply the dexterity damage once to each target that one or more of the attacks hit, but there's room for argument.

This is an orthogonal question, but 'works like wounding (2 Con damage)' is a fairly common ability. If a character gets it twice, is it intended that the ability only applies once (they have 'the wounding ability' multiple times, which causes them to deal 2 Con damage on a successful attack)? Or is it it intended to apply for each individual 'wounding-like' ability (because each ability works like wounding and therefore each ability deals Con damage on an attack)?
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Post by JonSetanta »

RobbyPants wrote:
FrankTrollman wrote:Instability (Su): At 14th level, the Mechanus Warrior can shit between the material and the ethereal at will. They can go to the Ethereal plane whenever they want, but they can also phase in and out like blink, but without themselves suffering any miss chances.
Ha! I just caught this, reading through a second time.
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Post by angelfromanotherpin »

RobbyPants wrote:
FrankTrollman wrote:Instability (Su): At 14th level, the Mechanus Warrior can shit between the material and the ethereal at will. They can go to the Ethereal plane whenever they want, but they can also phase in and out like blink, but without themselves suffering any miss chances.
Ha! I just caught this, reading through a second time.
Still not as bad as the misprinted creature that could spay adventurers with its spittle.
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Post by CatharzGodfoot »

I probably shouldn't be saying this, but I always cracked up in my computer architecture class when my instructor (in his thick accent) would go on about 'shit left', 'shit right', 'bit shit', etc. People must have thought I was retarded and/or racist, but for some reason that just made it more hilarious.

Anyway, plane shit away.
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Post by Koumei »

Okay, now I might try asking for something:

Looks like I'm getting a fourth player for my Disgaea game, and he's thinking of being a healer-type. He's sort of tempted towards the White Mage, as it isn't just a bland bandaid box. But he also has another idea:

A cross between the TF2 Medic (note: I don't play that game) and Kururu (from Sgt. Keroro).

So... someone who probably uses Devices, or a giant syringe, and can heal others (with some kind of "After doing X amount of healing you gain a charge you can spend on buff effects", or transfer the damage to an enemy, such as sucking the damage out with the syringe, then injecting the damage back into an enemy), and can't heal himself because "Dude, I know what that technology does, no way am I using it on me!"?
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Post by PhaedrusXY »

Ice9 wrote:Damn cool class.
But doesn't it seem like Chain Gun is better than all the other Greater Cogs - by like a truckload? Anything not immune to Con damage just dies, and if you have any per-attack stuff, then anything immune also dies.
Wouldn't it still just be one attack, no matter how many needles (d6es) they got hit with? It is only one attack roll.
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Post by Username17 »

PhaedrusXY wrote:
Ice9 wrote:Damn cool class.
But doesn't it seem like Chain Gun is better than all the other Greater Cogs - by like a truckload? Anything not immune to Con damage just dies, and if you have any per-attack stuff, then anything immune also dies.
Wouldn't it still just be one attack, no matter how many needles (d6es) they got hit with? It is only one attack roll.
If you had precision-based damage like Sneak Attack or Weapon Specialization, it would only go off once. If you had weapon modification like weapon of the deity or something to turn your weapon flaming, then you'd hit people with it like 3 times. If you had critical modifiers like Vorpal Strike, it wouldn't go off at all.
Catharz wrote:This is an orthogonal question, but 'works like wounding (2 Con damage)' is a fairly common ability. If a character gets it twice, is it intended that the ability only applies once (they have 'the wounding ability' multiple times, which causes them to deal 2 Con damage on a successful attack)?
The intention of "works like wounding" is in almost all cases to deliver level-appropriate scaling damage bonuses. So it would normally be expected to stack. Even so you are basically never going to succeed in taking out any enemy with Con loss before they keel over from hit point loss.
Koumei wrote:Looks like I'm getting a fourth player for my Disgaea game, and he's thinking of being a healer-type. He's sort of tempted towards the White Mage, as it isn't just a bland bandaid box. But he also has another idea:

A cross between the TF2 Medic (note: I don't play that game) and Kururu (from Sgt. Keroro).
So you're looking for something like....

Bio Spark

LevelBABFortRefWillSpecial
1+1+0+0+2 Super Juice, Internal Alchemy, Rapid Reload, Fantastic Metabolism, Trap Finding
2+2+0+0+3 Brew Potion, Inner Fire
3+3+1+1+3 Better Criticals
4+4+1+1+4 Hidden Tongues, Personal Integrity 1
5+5+1+1+4 Constitution Enhancement
6+6/+1+2+2+5 Inner Power, Craft Graft
7+7/+2+2+2+5 Better Criticals
8+8/+3+2+2+6 Hideous Minions, Personal Integrity 2
9+9/+4+3+3+6 Heal, Spit of Defiance
10+10/+5+3+3+7 Super Duper Juice
11+11/+6/+6+3+3+7 Better Criticals
12+12/+7/+7+4+4+8 Personal Integrity 4
13+13/+8/+8+4+4+8
14+14/+9/+9+4+4+9
15+15/+10/+10+5+5+9 Better Criticals
16+16/+11/+11/+11+5+5+10 Personal Integrity 8
17+17/+12/+12/+12+5+5+10
18+18/+13/+13/+13+6+6+11
19+19/+14/+14/+14+6+6+11 Better Criticals
20+20/+15/+15/+15+6+6+12 Personal Integrity 16

  • Skills: 6 + Int Bonus per level: Appraise, Concentration, Craft*, Diplomacy, Disable Device, Handle Animal, Heal, Hide, Forgery, Knowledge (Any), Move Silently, Ride, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival
    *: a Bio Spark automatically has Craft (Alchemy) and Heal at max ranks.
Armor and Weapon Proficiencies: The Bio Spark is proficient with light armor, but not shields. The Bio Spark is proficient with Simple and Martial weapons as well as all forms of Crossbow, the Alchemist Arrow, the Lantern Shield, and the Dire Syringe.
  • The Dire Syringe
    The Dire Syringe is a melee weapon that inflicts 1 point of Piercing damage, but can also be loaded with an alchemical preparation or Potion as if it were a Light Crossbow. A loaded charge can be injected into the target as a free action after any hit - causing its normal effects. The Dire Syringe (and whatever charge it delivers) threatens a critical on a 2-20 (yes, really). A Dire Syringe takes two hands to use.
Super Juice (Ex): The Bio Spark can coax greater effects out of alchemical products they use personally, causing them to act as if they were one size "bigger". So an acid flask thrown or injected by a Bio Spark would inflict a d8 of damage instead of a d6. When a Bio Spark uses an alchemical or potion related effect that allows a Save, she can substitute a Save DC of 10 + 1/2 Level + Charisma Modifier instead of whatever Save DC it would normally have.

Internal Alchemy (Su): A Bio Spark can make alchemical preparations inside their own body and draw them out with a syringe or knife blade. Whenever a Bio Spark is injured by a slashing or piercing weapon, they may splash an alchemical preparation of their choosing in their square, and if they have a bottle and some time they can make a more conventional flask of it. Using a Dire Syringe, they can simply draw the goods out of their body with minimal damage and an attack action. In order to make these concoctions, the Bio Spark can and must "Take 10" on their Craft Alchemy test, though their body does count as masterwork tools for this purpose (providing the +2 bonus for such equipment).
Common Alchemy ProjectsDCDescription
Acid151d6 Acid, Splash, Persists
Healing Salve15Heals 1d6 hit points
Alchemist Fire201d6 Fire, Splash, Ignites
Smoking Oil20Creates area of smoke
Motelight20Creates area of blinding light (Ref Save)
Alchemist Frost251d6 Cold, Splash, Persists
Antitoxin25Cures Poison
Antibiotics25Cures Disease
Shock Juice301d6 Electricity, shared with adjacent target
Truth Serum30Target dazed for 1 round and Indifferent for 1 hour (Fort Save)
Tranq30Target sleeps for 8 hours (Fort Save)

Rapid Reload: A Bio Spark gets Rapid Reload as a bonus feat at 1st level.

Fantastic Metabolism (Ex): A Bio Spark is immune to any poison that does not affect constructs.

Trap Finding: A Bio Spark can find and disable traps like a Rogue.

Brew Potion: A Bio Spark gains Brew Potion at level 2 as a bonus feat. She may use her ranks in Craft (Alchemy) in lieu of a caster level for making potions, and may bypass any requirements for any spell from the Wizard, Cleric, or Druid list as if she had them prepared. Brewing Potions does not in fact use XP when a Bio Spark does it.

Inner Fire: A 2nd level Bio Spark has Cold, Acid, and Fire resistance equal to her class level.

Better Criticals: Starting at 3rd level, the Bio Spark inflicts better criticals, increasing the critical modifier of any weapon she uses by +1. This bonus further increases by +1 more every four levels forever.

Hidden Tongues (Ex): A 4th level Bio Spark can speak with Vermin and Aberrations as if she spoke their language. Intelligent creatures can have their attitudes adjusted with Diplomacy, and more bug-brained critters have their attitudes influenced with Handle Animal instead.

Personal Integrity (Ex): At 4th level, the Bio Spark can make a saving throw to end any effect they are currently under that allows a save to begin with. This extra save may be made once per round. They also gain Fast Healing 1. This Fast Healing doubles every 4 levels.

Constitution Enhancement: Starting at 5th level, the Bio Spark has an Enhancement Bonus to Constitution. This bonus is 1/3 of their level, rounded up (no max).

Inner Power (Su): At 6th level, a Bio Spark is healed instead of damaged by Electricity.

Craft Graft: At 6th level, the Bio Spark gains Craft Graft as a bonus feat, and is able to draw off of any of the Aberration or Undead graft lists, using her ranks in Heal as her caster level, and bypassing any specific racial, power, or spell requirements.

Hideous Minions (Ex): From 8th level on, a Bio Spark can attract a cadre of hideous monsters and assistants. She gains a main companion who might be a bodyguard, a mount, an assistant, or a friend. It is an Aberration or Vermin with a CR no more than 3 less than the Spark's. It grows or levels when she does. In addition, she attracts followers as if she had an appropriate [Leadership] feat, using her Heal modifier for her Leadership Score. Followers may themselves be Vermin or Aberrations, but they might also be disaffected Kua-Toa or whatever. Finally, an 8th level Bio Spark gains Mentor as a bonus feat.

Heal (Sp): A 9th level Bio Spark can use heal as a spell-like ability. This may be used a number of times per day equal to the base number of attacks allowed by her BAB (so twice a day at BAB +9, increasing to 3/day at BAB +11).

Spit of Defiance (Su): As a Swift Action, a 9th level Bio Spark can spit an alchemical concoction from their body, either as a touch attack against a target within 5' or just on the ground or into a container or whatever.

Super Duper Juice: Starting at 10th level, the Bio Spark's alchemical and potion use is now two sizes "Bigger" instead of just one. Also the save DC of such items (if any) is increased by +2.

Not really finished into the over-tens bracket, but I also don't care very much.

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Last edited by Username17 on Tue Oct 05, 2010 5:22 am, edited 1 time in total.
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Post by virgil »

How big is the Dire Syringe weapon, and if it's larger than light, can you just make it smaller to make it light so you can use it for TWF (the potion damage being so much more important than the weapon)? How are you assuming the Bio Spark to access/use potions? Will making and buying a potion of shocking grasp at 7th level be exceedingly easy? If so, assuming the level cap remains, a Str 14 Bio Spark w/a magic dire syringe is doing 20d6+24 on a critical hit.
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Post by Maxus »

You also forgot to edit the Wounding bit to take out the Mechanus Warriors bits.

And I must be playing Bioshock too much the past few days. I went "Hm. Running around with a giant needle. I wonder if I can swing that Child Necromancer feat and make a Little Sister character..."
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Koumei »

Thanks Frank, that is awesome. And I'm sure I can chuck some bullshit stuff in the higher levels should it become relevant. I mean, the group is at level 4, so we're looking at being able to jab people for 3*(1+Str*1.5) + 3d8 Acid/Fire, go around healing allies as need be, talking to bugs and crap, fast healing, some resistances to take the edge off things... and possibly cranking out potions of Braveheart Bull's Strength.

Yeah, looks good.
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Post by Avoraciopoctules »

Based on the places PCs are likely to go in one of my meatspace campaigns, I could probably use some kind of dedicated plant mage class. Ideally, it would feel a lot like Briar Moss from Tamora Pierce's Magic Circle books, but be something fairly easy to play at level 1-3.

That way, adventurers in the Forbidden Grove could encounter warbands of plant cultists with vine whips and entanglement bombs, and I'd be able to stick a few mid-level ones in key areas that could be easily defended by thickets of thorn-bushes, clouds of inhaled poison, and maybe some kind of plant zombies. Then, if someone takes over the power site, I can fill their follower and cohort slots without worrying about spells memorized for druids or finding acceptable plant monsters for every follower level.
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Post by Koumei »

Sure, why not? First, a Minion class because it sounds like you may need it.

Verdant Follower

"All hail the tree!"


Not everyone who loves trees gets to be a Druid, which is sad, but that's okay. Some become Verdant Followers and are happy little minions.

Hit Dice: d8
BAB: 3/4
Good Saves: Fort
Skill Points: none, instead they have Handle Animal, Ride and Knowledge: Nature at maximum ranks (under the assumption that these are class skills)
Level:Abilities:
1Blades of Grass, Thorns
2Entanglement
3Friend of the Animals, Vine Whip

Blades of Grass (Ex): Verdant Followers are as unique as blades of grass: not very, to the naked eye. As such, any time they would gain a feat, they instead just get a nice +1 to the attack rolls and damage of any of their [Leaf] effects. Additionally, they can summon an actual blade of grass with a Swift action, which is treated as a Long Sword they have proficiency with. Attacking with it is a [Leaf] effect.

[Leaf] effects are all Super-Effective against creatures with the [Earth] or [Water] subtype, dealing double damage to them.

Thorns (Su): Verdant Followers have thorny skin when they want to. Any time a Combat Manoeuvre (Grappling or shit) is used against them, or they are struck with a Natural Weapon or a non-reach melee weapon, the attacker takes 1 point of damage. This is a [Leaf] effect.

Entanglement (Sp): a level two Verdant Follower can cast Entangle once per day, except it is only a 10' radius but deals 1d4 damage to everyone caught in the area (even if they pass the save). It is a [Leaf] effect.

Friend of the Animals (Su): a level three Verdant Follower can, once per day, summon a very angry badger as an Immediate action. It appears anywhere within 30' and makes a Bite attack (+6 to hit, 1d6+1 damage), denying the opponent their Dex bonus to AC. The badger will then scurry off.

Vine Whip (Ex): at level three, the Verdant Follower's Grass Blade can reach out to both 5 and 10 feet, and can be used to Disarm, Trip or Grapple if they think they stand a chance. Attacking is still a [Leaf] effect.


---

It has just stopped raining so longer, non-NPC class to follow after Jimmy gets his walkies. Priorities, after all.
Last edited by Koumei on Wed Oct 06, 2010 6:48 am, edited 1 time in total.
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Post by Maxus »

Avoraciopoctules wrote:Based on the places PCs are likely to go in one of my meatspace campaigns, I could probably use some kind of dedicated plant mage class. Ideally, it would feel a lot like Briar Moss from Tamora Pierce's Magic Circle books, but be something fairly easy to play at level 1-3.
I had some notes, based extensively on that "Green Power" list from TNE, and Briar Moss.

Because, let's face it, Briar Moss kicks a hell of a lot of ass. When he gets pissed enough to do something, he does a lot of it. Like single-handedly and methodically wrecking someone's house with plants.

There's also the Overgrown in the Koumei Races Thread. It has the Thorn Mine power, which is handy for that...
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

BEHOLD THE KING... THE KING OF KINGS! (On your knees, dog!)

The Verdant Master

"I talk to the trees... that's why they locked me away."


Again, not everyone who loves trees is a Druid. But some can be pretty awesome anyway.

Ability Scores: Wisdom and Constitution are good, and Strength could be nice too
Alignment: the same alignment as plants, which is of course any, because if plants were sentient, they could be any alignment.

Hit Dice: d8
BAB: Medium
Good Saves: Fort and Will
Skill Points: 4+Int
Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Ride, Search, Sense Motive, Spot, Swim
Proficiencies: all Armour and Shields, Simple weapons and their own special Class Feature weapons
Level:Special:
1Leaf Blade, Prickly Thorns, Nod to Nature
2Vine Bondage, Razor Leaf
3Vine Whip 10', Leech Seed
4Thorny Ground, Prickle Punch
5Leaf Storm, Photosynthesis 2, Flower Body
6Fungal Spores, Vine Whip 15'
7Made With Care, Wooden Body
8Dryad Kick, Sudden Thorn
9Vine Whip 20', Wall of Thorns
10Photosynthesis 5, Solar Beam
11Sudden Tree
12Ent Stomp, Vine Whip 25'
13Dryad Breath 30'
14Briar Storm
15Vine Whip 30', Photosynthesis 7
16Sudden Forest
17Dryad Breath 60'
18Vine Whip 35'
19
20King of Trees, Photosynthesis 10

Class Features:
Leaf Blade (Su): the Verdant Master can, with a Swift action, conjure up a giant leaf blade that remains active as long as he continues to hold it. It counts as a Long Sword or Great Sword (his choice when creating it), and is a Magic Weapon. All attacks with it are considered a [Leaf] effect.

Prickly Thorns (Su): the Verdant Master is thornier than he seems. Whenever someone strikes him with a natural weapon or a non-reach melee weapon, or even makes a melee touch attack against him, they suffer 1d4 points of Piercing damage as a [Leaf] effect.

Nod to Nature (Ex): the Verdant Master likes plants and animals, and will not wear armour that is made out of them unless he actually made them or oversaw the process to ensure no undue suffering was caused. In return for this, he may add his Constitution modifier as a bonus to hit and damage with all [Leaf] effects.

Vine Bondage (Su): a second level Verdant Master can create a burst of vines with a Standard action. This 10' radius spread can be formed within Medium range, and those in the area must make a Ref save (DC 10 + half HD + Wis) or be Entangled for 5 turns. When hit by the effect (whether they pass the save or not), and every turn they remain Entangled and attempt any action, they suffer 1d6 damage, as a [Leaf] effect.

Razor Leaf (Su): at level two, the Verdant Master can spend a Full Round action throwing many sharp leaves at people. He may make one ranged attack per three levels he possesses, out to Short range, and each deals 1d4 Slashing damage as a [Leaf] effect and has a 15-20 threat range.

Vine Whip (Su): every three levels, the Verdant Master's Leaf Blade can be extended another five feet, threatening more space but still being able to threaten the previous space. So at third level it reaches like a Spiked Chain, at level six it reaches like a Whip and so on.

Leech Seed (Su): a third level Verdant Master can unleash a small seed with a Swift action. This requires a melee touch attack, and if it hits, the target will take 1d6+Wis damage every round for 1 minute, with the Verdant Master gaining that same amount in healing. The target gets a Fort save to negate the initial implantation (Con-based), and can also save to negate the effects on a turn-by-turn basis. This is not a [Leaf] effect.

Thorny Ground (Su): at level four, the Verdant Master may cast Spike Growth at will, though only one such effect may be active at a time. The save DC is Wisdom-based.

Prickle Punch (Su): a fourth level Verdant Master gains a natural Slam attack that deals 1d4+Str Piercing damage, and may be used as an off-hand weapon for TWF with the Leaf Blade (longsword). Whenever it hits, painful prickles and thorns attach themselves to the target, causing a -4 Dexterity penalty and the loss of 2 HP per round for 1 minute (or until a DC 15 Heal check is made).

Flower Body (Su): a fifth level Verdant Master has a permanent Featherfall effect, and can stand as a free action.

Leaf Storm (Su): at level five, the Verdant Master can call up a burst of razor sharp leaves with a Standard action. A 15' radius, 100' high column within Medium range may be targeted, everyone in the area taking 1d4 Slashing damage per level and 2 Con damage, with a Ref save for half (Wis-based). This is a [Leaf] effect, and anyone who is not immune to critical hits must save twice and pick the lower result.

The "Nod to Nature" bonus to damage only applies to the HP damage, not the Con damage.

Photosynthesis (Su): at level five, the Verdant Master gains Fast Healing 2 in sunlight. It upgrades to 5 at level 10, to 7 at level 15 and to 10 at level 20.

Fungal Spores (Su): at sixth level, the Favoured Soul can spend a Standard action spreading spores out to all adjacent squares. Those in the area must make a Fortitude save (Con-based) or become Nauseated for one round and take 1 Con damage. Those immune to Poison are unaffected, as it is caused by the small spores creating poison inside them.

Made With Care (Su): at level seven, the Favoured Soul becomes a master of making stuff out of dead animals. If wearing Leather, Studded Leather, Hide, or any other armour made from the skin or scales of dead things, as long as he killed the critter and made the armour, he gains special bonuses. He may do any of the following, once per round:
[*]Charge as a rhino, dealing double damage on the charge attack.
[*]Pounce as a lion, making a full attack on a charge attack.
[*]Make a Trip as a free action when successfully hitting a foe with a melee weapon.
[*]Gain Damage Reduction X/Cold Iron for the round as a Free action, where X equals half his level plus his Con modifier.

Only one may be selected per round.

Wooden Body (Su): at level seven, the Verdant Master can change his body to wood with a Move-Equivalent action. Reverting to normal requires a Move-Equivalent action as well. In wooden form, he gains Electricity Resistance equal to his level and floats on water. He additionally takes only half damage from non-Slashing weapons.

Dryad Kick (Su): a level eight Verdant Master, when using the Prickle Punch, may make an additional Slam attack once per round as a Free action. This is made at no penalty despite being a Secondary Natural Attack, and deals 1d8+Str Bludgeoning damage. It is a [Leaf] effect, and forces the target to make a Fortitude save (Con-based) or be knocked Prone and (optionally, at his choice) hurled 30' away.

Sudden Thorn (Su): the eighth level Verdant Master may call a giant thorn up as an Immediate action. It appears within Short range, and deals 3d6 Piercing damage with no saving throw as it stabs the target from beneath. This is a [Leaf] effect.

Wall of Thorns (Sp): the ninth level Verdant Master may cast Wall of Thorns at will, though only one such effect may be active at a time.

Solar Beam (Su): at level ten, the Verdant Master can unleash a blast of solar energy with a Full Round action at will, though only when in sunlight. This beam is a 5' wide line that extends out to Long range. All in the area take 2d6 damage per level with a Reflex save for half damage (Wis-based). This is a [Light] effect.

Sudden Tree (Su): at level eleven, the Verdant Master gains the ability to summon a giant tree within Short range, anywhere from 5' tall (not so giant) to 10' radius and 250' tall with an Immediate action. The tree is good for climbing, and he may even summon it beneath him, instantly soaring to great heights. The tree is then there for good, an actual tree, but it needs care as normal.

Ent Stomp (Su): any time anyone becomes Prone within the threatened area of a level thirteen Verdant Master, he may make an Attack of Opportunity against them. They then must make a Fortitude save (Con-based) or be Dazed for one round.

Dryad Breath (Su): at level thirteen, the Verdant Master gains a breath weapon he can use once per minute. It creates a 30' long/wide cone of pollen and toxic petals, causing all in the area to make a Fort save (Con-based) or take 1d6 Con damage and fall asleep for 1 minute. At level seventeen, the length and width double to 60'.

Briar Storm (Su): at level fourteen, the Verdant Master may use Sudden Thorn without using his Immediate action by expending an Attack of Opportunity. This needn't target a threatened square and the target need not actually provoke, it just uses an AoO. Only one Sudden Thorn may interrupt any given action, however.

Sudden Forest (Su): at level sixteen, the Verdant Master using Sudden Tree may create up to a dozen trees within Long range.

King of Trees (Ex): at level twenty, the Verdant Master wins the game, and also gains ten level 3 Verdant Followers as underlings. His feet leave trails of flowers wherever he steps, and any dead plant he touches returns to life.
There. There should probably be some other high level stuff too, but it's all good.
Last edited by Koumei on Thu Oct 07, 2010 2:17 am, edited 1 time in total.
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Post by cthulhu »

To be honest, if user generated classes stop at level 12, it would be fit for purpose for any game I am ever likely to actually run.
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Post by Koumei »

Well, I intend on my game hitting twenty. so classes going to 10 or 15 is (in theory) a problem . Luckily people can just prestige out or whatever.
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Post by Avoraciopoctules »

Koumei wrote:The Verdant Master
Thank you. This should work very well for the straightforward plant warrior squads. It stays easy-to-use into later levels as well, so I could conceivably write up a boss that takes advantage of certain class features to let me have it sing a modified version of Carved from Mighty Oak at the party.
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Post by CatharzGodfoot »

Komei, I like the Verdant Master a lot, but why doesn't the sudden tree stick around?
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Post by Mask_De_H »

Koumei wrote:(on your knees dog)
Oh Triple H, your thinly veiled comparisons to Jesus will never get old. Sweet class Koumei.

Hey Frank, so the Mechanus Knight can't auto-TWF with his cogs right? Can they do so with a Cog and something else with the Two Weapon Fighting feat? It seems weird that making your hand into a drill somehow prevents you from effectively fighting with something in your other hand.
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Post by Koumei »

CatharzGodfoot wrote:Komei, I like the Verdant Master a lot, but why doesn't the sudden tree stick around?
I suppose there's no reason why not.
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Post by Maxus »

Koumei wrote:
CatharzGodfoot wrote:Komei, I like the Verdant Master a lot, but why doesn't the sudden tree stick around?
I suppose there's no reason why not.
Only if the Verdant Master takes some herbal supplements before hand *eyebrow bob*
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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