Tome Classes Maxus Wrote

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Maxus
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Tome Classes Maxus Wrote

Post by Maxus »

Possibly under the influence of sleep deprivation and/or having to hack out some powers and write down something so I know what the character does even if others don't.

Favoured Soul of Akumi

So in the campaign I'm wrapping up, the party woke up an undead warlord of an LE God of Tyranny and Domination from a Generic Asian Culture.

Initially, I had him statted as a barbarian, but he got more story-important than I thought. Since a player was playing one of the custom favoured soul classes, I figured I'd give him the same treatment.


d12 HD
Good BAB
Good Fort and Will

4 + Int Skill Points

Level Special
1 The Tyrant's Favor
2 Burning Rage
3 Tireless Oppression
4 Rage Dice +2d6
5 Praise to the Hard God
6 Rage Dice +3d6
7 Monarch's Survey
8 Rage Dice +4d6
9 Conquest and Woe
10 Rage Dice +5d6
11 March Unending
12 Rage Dice +6d6
13 Tyrant's Will
14 Race Dice +7d6
15 Warlord's Dread Cry

Tyrant's Favor: The Favored Soul gets a magic weapon. Cursed. Have to bleed to activate powers (minimum weapon damage). Becomes Wounding at level 3, Unholy at level 6, and Ruin at level 11.

Burning Rage: +2 attack/damage, -2 AC. Damage dice is fire-element. When Praise the hard God is active for this purpose, it becomes either extend to 10', or a 5' aura at half-strength

At level 11, the fire becomes half-divine damage, becoming fully divine black flames with Praise the Hard God active.

Tireless Oppression: Level/3 Fast Healing

Praise to the Hard God: Powers can be on all the time, apart from Fast Healing but you can sacrifice to strengthen them. Sacrifice with a creature's death, or your own pain (minimum damage with sword).

Monarch's Survey: When the sword's on fire, sacrifice (minimum weapon damage) to See Invisible and spot illusions as being illusions.

Shapechanged creatures display some idea of what they are--such as their shadow on the wall.

Conquest and Woe: When you kill a leader, you gain their followers for a day. If you make the right sacrifices (IE, blood and booze), you get them permanently.

March Unending: If die from anything other than melee combat, rise again as a Revenant.

Tyrant's Will: Can use Command, Suggestion at-will. Upgrades to Charm and Dominate when Praise the Hard God is active.

Warlord's Cry: Give initimidate attempt on enemies within sixty feet. If Praise the Hard God is active, becomes a will save (DC 10 + 1/2 level + Cha) to avoid fleeing in Fear, and creatures more than eight levels below you automatically flee.

Some jiggering coming: Fire damage eventually becomes divine fire damage
Spectre Knight

Because I've been playing Shovel Knight and noticed his power set is simple in D&D terms.
Requirements:
BAB +5
Heavy Armor Proficiency
Scythe Proficiency
Must be undead or at least really spooky.

d10
Good BAB
4+ Int
Reflex and Will
Level Special
1 Spectral Flight, Don the Cloak
2 Scythe Trail, Call the Dark
3 Spectral Vanish, Bring the Dead

Spectral Flight (Su): The Spectre Knight drifts smoothly through the air, never touching the ground if they don't want to. Get a flight speed of 20 feet with perfect maneuverability

Don the Cloak (Su): Any cloak put on the Spectre Knight becomes a long flowing thing, reinforced by the energies of the Beyond. They all give a 20% miss chance to attacks and gives you a deflection bonus to AC equal to 1/4 your level.

Scythe Trail (Su): at second level, the Reaper of Souls gains the ability to magically propel a wielded scythe along a trail. It can travel up to 2 squares per hit die, but the trail must be unbroken and both start and end adjacent to the Reaper. Make one attack roll and apply the result against every opponent in the area of effect. If two scythes are being wielded and the Reaper possesses the Two Weapon Fighting feat, then two attacks may be made – one for each of them.

Call the Dark (Sp): With a clenched fist and an effort of will, the Spectre Knight plunges the surrounds into blackness, blinding everyone but him as his cloak vanishes. This is a Deeper Darkness effect with a caster level equal to character level. The Spectre Knight can see in the effect, but not Deeper Darkness cast by another. When the effect ends--at the Spectre Knight's will or with its duration ending--his cloak reappears on him

Spectral Vanish (Sp): Move-action Dimension Slide with a caster level equal to character level. As a full-round action, can be used to terminate the end of Scythe Trail.

Bring the Dead (Su):
Raise three CR-4 HD human skeletons from the ground, the bones forming from necrotic ideals. They have no special talents apart from being human skeletons armed with swords, and they leave after a number of rounds equal to your character level.
There's more coming, including a sort of Fleshcrafted Knight I have to put the final polish on.
Last edited by Maxus on Fri Sep 25, 2015 7:19 am, edited 4 times in total.
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!
icyshadowlord
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Post by icyshadowlord »

Someone should do all the Shovel Knight bosses as Knight Prestige Classes. That Spectre Knight is a good start.
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Maxus
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Post by Maxus »

Some of them would be very very hard to render in D&D terms with any kind of sense.

Plague Knight himself comes to mind, and a lot of them (Mole Knight, Mechanic Knight, Treasure knight, and Propeller Knight come to mind) are more specifically about their gear (although Propeller Knight does block thrown potions when he's guarding with his sword).
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!
Zaranthan
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Post by Zaranthan »

Remember the lesson of Elothar: there's nothing wrong with a class feature that says "you get this cool piece of gear, which grants these cool powers. If you lose or break it, you can make another one by spending a day sweating in a forge."
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Maxus
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Post by Maxus »

Fair enough.

I hacked this out, I'm not super-happy with how much it takes to describe how anchors and such work but I'll refine it down later or listen to any advice about it.

Treasure Knight

Requirements:
+5 BAB
8 ranks K (Architecture and Engineering) or Craft
Juggernaut feat


d12 HD
Good BAB
Good Fort
6+Int
Level Special
1 Aquatic Armor, Maneuvering Jets
2 Mines, Anchor and Winch
3 Treasure Detector, Air Recycler

Aquatic Armor (Ex):
A good treasure hunter needs good gear. The first thing the Treasure Knight does is forge, with day's planning and a week's work, a set of water-tight Mechanus Plate that contains 2 hours of air per character level when sealed. It is pressure-resistant and proof against poisonous atmospheres. The treasure knight must fit it to his or her specifications, and spend an hour a day doing maintenance on it.

Maneuvering Jets (Ex): A good treasure hunter also needs a way to get around. By expending air from his reserves, the Treasure Knight gains a swim speed of 80 feet per round, but uses an hour's worth of air a minute. This gives a 20 feet-per-round increase to move speed when out of the water, but uses the same amount of air. When Charging while using the Maneuvering Jets, the Treasure Knight gains a slam attack that does d10 + Str damage.

Mines (Ex): With an hour's work in a smithy, the Treasure Knight can forge 1d4+1 mines that function as Glyphs of Warding doing Fire Damage. They are neutrally buoyant in water.

Anchor and Winch (Ex):
The second thing a good treasure hunter needs is a way to pick at the environment and conserve air. For this reason, the right hand of the Depth Armor can be replaced with a device that fires an anchor on the end of a chain to a distance of 50 feet as a standard action and the Treasure Knight can retract as a swift action.

In melee, it's a 1d8+Str weapon that does x3 on a crit. When fired it does 2d6 bludgeoning/piercing damage and anything it does more than 6 damage to is considered 'hooked'. When something is hooked, the winch's retraction either pulls the Treasure Knight to the target (if the target is heavier) or pulls the target to the treasure knight (If the target is lighter). The anchor can be enchanted and made of more valuable materials, and can't be fired except by someone wearing the armor.

Air Recycler (Ex): With filters and chemicals and craft, the Treasure Knight modifies his armor to give him an infinite supply of air. Incidentally, he can now install floodlights on his armor, giving a cone of bright illumination out to Short range

Treasure Detector (Ex):
Why bother hunting treasure when you can detect it? With a day's hard work and 11 ranks in Craft or K (A&E), the Treasure Knight installs a sensing system into his armor.

By emitting constant pings that makes moving silently impossible, the Detector lets the Treasure Knight can see metallic or mineral objects near him out to a distance of 10 feet per character level, and their shapes are displayed as white objects on the black backdrop of his visor. This can include gear or objects carried by or within other creatures. This effect does not work in a silence effect, and displays the area of a silence effect as black.

Activating and deactivating the Treasure Detector is a swift action.
Last edited by Maxus on Thu Oct 15, 2015 6:56 am, edited 5 times in total.
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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JonSetanta
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Post by JonSetanta »

Maxus wrote:Fair enough.

I hacked this out, I'm not super-happy with how much it takes to describe how anchors and such work but I'll refine it down later or listen to any advice about it.

Treasure Knight

Requirements:
+5 BAB
8 ranks K (Architecture and Engineering) or Craft
Juggernaut feat


d12 HD
Good BAB
Good Fort
6+Int
Level Special
1 Aquatic Armor, Maneuvering Jets
2 Mines, Anchor and Winch
3 Treasure Detector, Air Recycler

Depth Armor (Ex):
A good treasure hunter needs good gear. The first thing the Treasure Knight does is forge, with day's planning and a week's work, can forge a set of water-tight Mechanus Plate that contains 2 hours of hair per character level when sealed. It is pressure-resistant and proof against poisonous atmospheres. The treasure knight must fit to his or her specifications, and spend an hour a day doing maintenance on it.

Maneuvering Jets (Ex): A good treasure hunter also needs a way to get around. By expending air from his reserves, the Treasure Knight gains a swim speed of 80 feet per round, but uses an hour's worth of air a minute. This gives a 20 feet-per-round increase to move speed when out of the water, but uses the same amount of air. When Charging while using the Maneuvering Jets, the Treasure Knight gains a slam attack that does d10 + Str damage.

Mines (Ex): With an hour's work in a smithy, the Treasure Knight can forge 1d4+1 mines that function as Glyphs of Warding doing Fire Damage. They are neutrally buoyant in water.

Anchor and Winch (Ex):
The second thing a good treasure hunter needs is a way to pick at the environment and conserve air. For this reason, the right hand of the Depth Armor can be replaced with a device that fires an anchor on the end of a chain to a distance of 50 feet as a standard action and the Treasure Knight can retract as a swift action.

In melee, it's a 1d8+Str weapon that does x3 on a crit. When fired it does 2d6 bludgeoning/piercing damage and anything it does more than 6 damage to is considered 'hooked'. When something is hooked, the winch's retraction either pulls the Treasure Knight to the target (if the target is heavier) or pulls the target to the treasure knight (If the target is lighter). The anchor can be enchanted and made of more valuable materials, and can't be fired except by someone wearing the armor.

Air Recycler (Ex): With filters and chemicals and craft, the Treasure Knight modifies his armor to give him an infinite supply of air. Incidentally, he can now install floodlights on his armor, giving a cone of bright illumination out to Short range

Treasure Dectector (Ex):
Why bother hunting treasure when you can detect it? With a day's hard work and 11 ranks in Craft or K (A&E), the Treasure Knight installs a sensing system into his armor.

By emitting constant pings that makes moving silently impossible, the Detector lets the Treasure Knight can see metallic or mineral objects near him out to a distance of 10 feet equal per character level, and their shapes are displayed as white objects on the black backdrop of his visor. This can include gear or objects carried by or within other creatures. This effect does not work in a silence effect, and displays the area of a silence effect as black.
That's creative. Setting specific, but creative.
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