[Tome] Taking a dump right here...

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Count Arioch the 28th
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[Tome] Taking a dump right here...

Post by Count Arioch the 28th »

A while back, I did some work for a Tome game home-brew campaign setting based loosely off a fantasy version of late Cretaceous era Earth. My players helped me test it to a point, but that fell out.

Anyway, this stuff is almost entirely untested, and several classes have a lot of blank levels that I never figured out what to do with, but I'm posting them here. They are built with Tome rules in mind, and if anyone likes anything they see I give full permission to use for your game, repost elsewhere, etc. I'd say to credit me if you make money off it but that would be a little conceited on my part :p. Anyhoo, starting nest post will be Races, then classes over the next couple days...
Last edited by Count Arioch the 28th on Thu Sep 15, 2011 1:41 pm, edited 2 times in total.
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Count Arioch the 28th
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Post by Count Arioch the 28th »

Ankylodons

Ankylodons inhabit the wide plains of placename. For as long as anyone can remember, the Ankylodons have stood stoutly in the face of the varied dangers of the northern expanse, creating a buffer between the horrors of the north and the rest of the common people. Ankylodons are patient, stoic, soft-spoken giants that are generally welcomed everywhere amongst the common folk (exceptions arise when the competitive and belligerent Ponaturi attempt to start trouble to test their feral might with the Ankylodon's patient deliberate fighting style. However, these fights are usually dominance battles and are rarely to the death.)

Physically, Ankylodons stand about 9-10' tall. Their bodies are broad and stout, and are covered in thick hide in varying shades of browns. A row of spikes adorn both sides of their broad torsos, which terminate in a 4' tail with a clubbed end. They are most noted for their skill with both weapons and their own stout fists, but adept well to many other skills.

Relations: Ankylodons tend towards being quiet in favor of extroversion, and prefer cautious planning to impulsive action. As a result, they tend to be considered neutrally by the other common races, if they are considered at all. However, the Ankylodons have forged a strong friendship with the tribes of Raptors that dwell in their plains (the Raptors keep small game populations down that graze on the Anykodon's preferred foods, and the Ankylodons protect and train the Raptors in the arts of warfare). The Ponaturi see the Ankylodon's sheer presence as a dominance threat and tend to chafe until proper dominance has been determined.

Ankylodon Racial Traits:

+2 strength and +2 constitution: Ankylodons are strong, hardy people
Large: As large creatures, Ankylodons get -1 to hit rolls and AC, carrying capacity is 2x normal, they get +4 to pin, Bull Rush, and lift actions, and +4 to intimidate checks, and can use larger equipment.

Ankylodon base land speed is 30 feet. Despite their size, Ankylodons are not especially speedy. However, Ankylodons do not reduce this speed when wearing medium or heavy armor, or when carrying a medium or heavy load.

+2 natural armor. An Ankylodon's tough hide protects them from blows.

Clubbed Tail: An Ankylodon's spine is relatively inflexible. However, when being flanked, an Ankylodon can make one slam attack per round against one of the flankers while making a normal melee attack against the other flanker at the highest attack bonus. This attack deals 1d8 damage plus the Ankylodon's strength bonus.

Broucci

The slightly glowing forms of Broucci are a familiar sight amongst the common races. Always industrious, always eager to help their fellows, Broucci have made themselves welcome in their adopted home.

Personality: Broucci are outgoing, curious, and always seem amazed at the world around them. They are always quick to engineer new and exciting solutions to whatever is vexing them at the time.
Physical Description: Broucci stand about 2-3' tall in the rare instance they are standing still, and typically weigh 10-15 pounds. They have markedly insectile features, with a 3-sectioned body and six limbs, the bottom four used for locomotion while walking and the first pair adapted for tool and weapon use.

Relations: The Broucci make attempts to get along with everyone. Which many interpret as being condescending or annoying. Raptors especially dislike Broucci for fear their bizarre contraptions of wattle and crystal might cause some unspecified catastrophe. However, nearly everyone else like to keep on good terms with the bug-people.

Broucci lands: Broucci dwell in the volcanic wastelands near the southern end of the continent, claiming that the heat and sulfur fumes remind them of "their birthplace in the stars". Broucci claim they came in great ships from the brightest star during early dawn, although such claims are preposterous and clearly not a plot hook of some kind.

Broucci racial traits:

+2 intelligence and +2 Charisma: Broucci are outgoing and very inquisitive.

Small: As a small creature, a Broucci gets +1 to hit and AC, but suffers a -4 to pin, lift, Bull Rush and intimidate checks. Also, Broucci must use smaller weapons and can only carry 3/4s of what a medium creature could carry

Broucci base land speed is 20', with a fly speed of 20' (Good)

Light: Broucci emit a soft light from their abdomens that illuminate out to 10', with shadowy illumination out to 20'. They can suppress this action for one round as a free action.

Ophidians:

Ophidians are a serpentine race notorious for their skill with language as well as their knack for healing. They are both reviled tricksters and generous benefactors to those who treat them well.

Personality: Ophidians are smooth-talking and sinister. They speak little of themselves but listen intently in order to best know what their patients or their marks (or in some cases, both!) need. That being said, Ophidians are welcome as healers and mediators.

Physical Description: Ophidians stand between 5-6' tall, but weigh a slight 80-110 pounds. They have narrow, sinewy torsos and walk with a marked slithering gait. They tend to have prominent fangs with broad heads of a venomous serpent, and tend towards orange and black scales in differing patterns.

Relations: Most of the common races dislike the Ophidians, however, none dispute their skill at healing. The Ponaturi tolerate them and their battle-healers the best.
Ophidian lands: Ophidians dwell in the dense jungles of Continent-name. They live in the tall trees high in the canopy which gives them both defensive advantage and a place to gather herbs.

Ophidian Racial Traits:
+2 intelligence and +2 wisdom. Ophidians are very intuitive and clever.

Medium: As medium creatures, Ophidians receive no bonuses or penalties based on size.

Ophidian base land speed is 30 feet, with a climb speed of 15 (and the accompanying +8 bonus to climb checks).

Natural Attack: Ophidians have sharp fangs and a mildly venomous bite. They can bite as their main attack, or use a weapon and bite in the same round, in that case the bite gets a -5 penalty to attack. Damage is 1d4 plus half their strength bonus.

Poison: When an Ophidian damages a creature with its bite attack, the creature must make a save (DC + 1/2 level + Constitution modifier) or take 1d3 points of dexterity damage as primary and secondary damage.

Ponaturi

Ponaturi are a sleek, piscine race. Consummate warriors and survivalists, they are a fierce and proud people

Personality: Ponaturi are aggressive, competitive, and tend towards boisterous boasting and shouted challenges whenever they meet an equal. They put great importance in a social structure with the greatest warriors dominating lesser warriors.

Physical Description: Ponaturi stand a dizzying 10-12' tall, but their lean frames weigh in at a light 800-900 pounds. They resemble nothing less than humanoid sharks, with a variety of markings and colorings, darker on the back and lighter on the belly.

Relations: Ponaturi tend to get on the nerves of everyone around them. They eat most, laugh most, talk most, and fight most. However, they are loyal to a fault to both their superiors and those they have taken as underlings. Only a very boorish and dishonorable Ponaturi would abuse its underlings.

Ponaturi lands: The shark people dwell along the coasts of the entire continent, and in the shallows around them. They have yet to establish a foothold in the deeps or on dry land.

Ponaturi Racial Traits:
+2 strength and +2 dexterity: Ponaturi are strong, and very agile for their size.

Large: Ponaturi get -1 to hit and AC and -4 to hide checks, but gain +4 to pin, lift, Bull Rush and intimidate actions, furthermore they can use larger equipment than medium races. Carrying capacity is double that of medium races.

Ponaturi base land speed is 40 feet, with a swim speed of 40 (and the accompanying +8 bonus to swim checks. Furthermore, a Ponaturi does not normally need to make swim checks unless threatened, and can take 10 on swim checks even if threatened).

Darkvision: Ponaturi can see up to 60' in conditions without light.
Ponaturi base land speed is 40, with a swim speed of 40 (which gives them a +8 bonus to swim checks)

Amphibious: Ponaturi can breath air and water equally well.

Bite: The bite of the Ponaturi is considered especially ferocious. If the Ponaturi makes no other attacks that round, they can bite at their highest attack bonus for 2d6, plus one and one-half their strength modifier damage. They can bite as a secondary attack, however they take a -5 penalty to the bite and only deal 2d6+1/2 str modifier.

Raptors

Raptors are shifty, hyper little bird-lizards that dwell on the plains of Continent name with the Ankylodons. However, only a fool would take their capering and chattering lightly.

Personality: Raptors are constantly in motion, staring at things that aren't there, and shattering nonstop. During battle, that chatter turns from idle banter and jokes to dire promises and dark humor.

Physical Description: Raptors stand just shy of 2' tall, and weigh 10 pounds sopping wet. They have pronounced claws on the big toes of their feet, and are covered in feathers, which tend to be brightly colored in males and drab and gray for females.

Relations: Raptors made fast friends with Ankylodons, as the best way to seem threatening is to stand between the legs of a 10' warrior. Broucci tend to find Raptors fascinating, while the Ponaturi and Ophidians have no use for the noisy little buggers.

Raptor lands: Raptors live in the same plains as the Ankylodons, where they have a symbiotic existence.

Raptor Racial Traits

+2 dexterity and +2 wisdom. Raptors are highly perceptive and very agile.

Small: Raptors receive +1 to hit and AC bonus and get +4 to hide checks, but receive a -4 penalty to Pin, Lift, Bull Rush and Intimidate checks, and must use smaller equipment and weapons. Carrying capacity is 3/4s that of a medium creature.

Raptor land speed is 40. They move very swiftly for having such short legs.

Low-Light vision: Raptors can double the areas for light radius due to their keen eyes.

Never off-guard: A Raptor is always in motion. A Raptor never loses its dexterity modifier to AC unless it is asleep, paralyzed, stunned, or otherwise bound and unable to move.

Foot claw: Raptors have a nasty talon on both of their feet that are skilled at disemboweling prey. Their claws deal 1d8+ half their strength modifier. They may make one foot-claw as an attack action, or if attacking with a weapon in their hands may make a claw as a secondary attack at -5.

Glide: Raptors are feathered and light. They may fall any distance without taking damage, assuming enough room to glide down. For the purposes of this ability, they have clumsy maneuverability but cannot climb, they may only turn, maintain altitude or descend. Failure to maintain minimum forward distance or colliding into an object results in the Raptor falling and taking the falling damage as normal.

Slaan

Slaan are an ancient race; far older than any of the other common races. As a result, the Slaan tend to be somewhat eccentric and not quite in step with the rest of the world.

Personality: Slaan had cities and nations far before the current age. They have many tales and records of things happening far into the past. If anyone knows anything about hidden evils, elder things, or other ancient prophecies, it's the Slaan.

Physical Description: Slaan typically stand between 5 and 6' tall, but weight in between 200-300 pounds due to their stout bodies. They resemble humanoid frogs, and tend to be colored in wild riots of red, orange, green, blue, any color you can imagine.

Relations: The Slaan are the true outsiders of the common races. They don't fit in per se, but as a society they all decided to ally with the others, and they have been kind enough to not start too much trouble.
Slaan lands: Slaan live in the marshy lowlands of continent-name. There they live in simple muddy squalor. Some say the Slaan hide old secrets of the world before the current age; the Slaan themselves are not telling.

Slaan Racial Traits

+2 constitution and +2 Charisma: Slaan are tough, and have very strong sense of self.

Medium: Slaan have no bonuses or penalties based on their size.
Slaan land speed is 30, with a swim of 15 (and +8 modifier to swim checks)

Hold Breath: Slaan can hold their breaths for an amount of time equal to 10 x their constitution score before drowning.

Motion camouflage: Slaan are skilled at hiding their movements in a way that fools prey into thinking they aren't moving at all. A Slaan may make one charge or thrown attack against a target per round that negates the opponent's dexterity modifier. After the first attack, the victim can see the attack for what it is, and is not fooled by the same Slaan's motion camouflage attack that encounter.
Last edited by Count Arioch the 28th on Thu Sep 15, 2011 5:00 am, edited 4 times in total.
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Post by Count Arioch the 28th »

Ranger

Races: Although most races value the abilities of the Hunt, the Ponaturi are the most common Rangers. However, the art is considered neither sacred nor secret, and Rangers are found all over.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: As Fighter.

Hit Die: d8
Class Skills: The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (All, each skill taken individually), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Poor; Reflex: Good; Will: Good

Level, Benefit
1 Favored Enemy +1d6, Track, Wild Empathy
2 Bonus Feat
3 Favored Enemy +2d6
4 Animal Companion
5 Favored Enemy +3d6
6 Bonus Feat
7 Favored Enemy +4d6
8 Swift Tracker
9 Favored Enemy +5d6, Evasion
10
11 Favored enemy +6d6
12 Bonus Feat
13 Favored Enemy +7d6
14 Hide in Plain Sight
15 Favored Enemy +8d6
16
17 Favored Enemy +9d6
18 Bonus Feat
19 Favored Enemy +10d6
20

Weapon and Armor proficiency: Rangers are proficient with all simple and martial weapons, as well as light and medium armor

Favored Enemy: Rangers are skilled hunters able to focus on their quarry and take it down swiftly. As a full-round action, a ranger may focus on one specific target, during which he rolls a D20 + Ranger Levels + Intelligence Modifier. If the ranger has 5 ranks in the appropriate knowledge skill for the target, he gains an additional +2 on the roll. The DC for this check is 10 + the target's hit dice. If the check is successful, you deal the listed Favored Enemy damage for every attack that deals hit point damage until you or the target are dead, until you flee the battle, or until neither you nor the target has damaged each other for three rounds.

Track: Rangers gain the Track skill feat as a bonus feat at first level.

Wild Empathy: Rangers are skilled at taming the beasts of the wilds. A ranger may make a check equal to 1d20 + ranger levels + charisma modifier to influence the attitude of animals as if making a diplomacy check to someone who shares a language with the ranger.

Spellcasting: A ranger casts spells, which are drawn from the ranger spell list. To cast a spell, the ranger must have am Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against his spell is 10 + the spell level + his Intelligence modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger (Note: Use the Spells per day chart listed for Bards). In addition, he receives bonus spells per day if he has a high Intelligence score. A ranger may freely cast any spell level that he has access to on the ranger spell list.

Combat Feat: At 2nd, 6th, 12th, and 18th level a Ranger may select a bonus feat. This feat must be one that he meets the prerequisites for and has the [Combat] modifier.

Animal Companion: At 4th level a ranger may select an animal companion. This works like the Druid ability of the same name, except you apply your ranger levels -3 to determine what abilities the animal companion has and what kind of animal companion is available. If the character is a multiclassed druid/ranger, you may add you ranger levels -3 (min. 0) to your druid levels to determine animal companion abilities.

Swift Tracker: A Ranger of 8th level or higher can track while moving full speed without incuring the normal -5 penalty for doing so. He only suffers a -10 penalty for tracking at double speed.

Evasion: At 9th level, when targeted by spells that allow a reflex save for half damage, a Ranger takes no damage on a successful save.
Hide in Plain Sight: A Ranger of 14th level may make a hide check even while being directly observed.


Ranger Spells:

0 level spells: Cure Minor Wounds, Detect Poison, Detect Snares and Pits, Longstrider, Guidance, Light, Purify Food and Drink

1st level: Alarm, Delay Poison, Cure Light Wounds, Entangle, Jump, Pass Without Trace, Resist Energy

2nd level: Cure Moderate Wounds, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Protection from Energy, Snare, Speak with Plants, Spike Growth, Wind Wall, Hunter's Mercy, Invisiblility

3rd level: Cure Serious Wounds, Command Plants, Darkvision, Neutralize Poison, Water Walk, Dispel Magic, Displacement, Haste, Speak With Animals, Leomund's Tiny Hut

4th level: Commune with Nature, Cure Critical Wounds, Freedom of Movement, Nondetection, Tree Stride, Break Enchantment, Greater Invisibility, Locate Creature, Leomund's Secure Shelter.

5th level: Cure Light Wounds: Mass, Greater Dispel Magic, Mislead, Seeming, Control Weather, Regenerate, Earthquake

6th level: Cure Moderate Wounds: Mass, Heal, Bull's Strength: Mass, Bear's Endurance: Mass, Cat's Grace: Mass, Find the Path, Veil, Whirlwind, Discern Location
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Post by Count Arioch the 28th »

(Note: Psion literally received no testing, and the class is only about half-finished either way. It will need serious tweaking before entering serious play)

Psion

Races: The alien Broucci brought their psionic discipline to Earth, but there is nothing special about them that prevents others from learning the mental arts.

Starting Gold: 2d4x10 gp (50 gold)

Starting Age: As Wizard.

Hit Die: d4
Class Skills: The Psion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills individually) (Int), Profession (Wis), Use Magic Device (Cha), and Spellcraft (Int).
Skills/Level: 2 + Intelligence Bonus
BAB: Poor (1/2), Saves: Fort: Bad; Reflex: Bad; Will: Good

Level, Benefit
1 Bonus Feat, Talents
2
3
4
5 Bonus Feat
6 Telepathy
7
8
9
10 Bonus Feat
11
12
13
14
15 Bonus Feat
16
17
18
19
20 Bonus Feat

Weapon and Armor Proficiency: Psions are proficient with all simple weapons. Psions are not proficient with any armor or shields of any kind.

Spells: A psion manifests powers, which are drawn from the psion spell list. To manifest a power, the psion must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psion’s power is 10 + the power level + the psions’s intelligence modifier. Like other spellcasters, a psion can manifest only a certain number of powers of each power level per day. Her base daily power allotment is given on Table: The psion (Note: Use Beguiler table instead). In addition, she receives bonus manifestations per day if she has a high intelligence score. A psion may freely manifest any power level that she has access to on the psion spell list.

Talents: At first level, a psion knows how to to basic tricks using his own mental powers. A psion may cast Mage Hand, Open/Close, and Detect Thoughts at will as spell-like abilities.

Bonus Feats: At 1st and every level divisible by 5 afterward, a psion may select a bonus feat. This feat may be any item creation, metamagic, psionic, or spellcaster feat that he meet the prerequisites for.

Telepathy: At 6th level a psion can communicate with any sort of sentient being. The Psion may communicate with any being that is able to speak a language within 100 feet purely mentally.

1st level: Astral Construct, Call to Mind, Conceal Thoughts, Crystal Shard, Destiny Dissonance, Disable, Empathy, Force Screen, Inertial Screen, Mind Link, Mind Thrust, Precognition

2nd level: Clairvoyant Sense, Concussive Blast, Crystal Storm, Id Insinuation, Identify, Levitate, Object Reading, Recall Agony, Sensitivity to Psychic Impressions, Sustenance

3rd level: Arcane Sight, Body Adjustment, Body Purification, Crisis of Breath, Dispel, Escape Detection, Telekinetic Force, Telekinetic Thrust, Ubiquitous Vision, Realized Potential

4th level: Anchored Navigation, Correspond, Death Urge, Detect Scrying, Dimensional Anchor, Dismissal, Divination, Fabricate, Polymorph, Scrying, Telekinetic Maneuver, Trace Teleport, Wall of Ectoplasm

5th level: Baleful Polymorph, Contact Other Plane, Hail of Crystals, Mind Blank, Mind Probe, Prying Eyes, Teleport, True Seeing, Shatter Mind Blank

6th level: Antimagic Field, Banishment, Crystallize, Disintegrate, Greater Precognition, Greater Dispelling,

7th level: Arcane Sight: Greater, Crisis of Life, Divert Teleport, Dream Travel, Fate of One, Moment of Prescience, Ultrablast

8th level: Discern Location, Greater Teleport, Hypercognition, Prying Eyes: Greater, Recall Death

9th level: Foresight, Metafaculty, Microcosm, Teleportation Circle, Timeless Body
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Post by Count Arioch the 28th »

(Note: For the Healer, my train of thought was to make a solid class that someone would want to play and give them nothing but healing magic. The Tome system of combat edge and combat feats scaling to BaB was a huge help in this regard, but I'm not 100% sure of the healer is still worth playing.)


Races: The Ophidians were the first to master the healing arts, but nothing restricts anyone else from becoming one.

Starting Gold: 4d6x10 gp (140 gold)

Starting Age: As Cleric.

Hit Die: d10
Class Skills: The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good; Reflex: Good; Will: Good

Level, Benefit
1 Lay on Hands +1d6, Improved Healing
2 Aura of Courage
3 Lay on Hands +2d6, Hearten Subject
4 Divine Favor
5 Lay on Hands +3d6
6 Cleanse Body
7 Lay on Hands +4d6
8 Neutralize Toxins
9 Lay on Hands +5d6
10 Untwist Dweomer
11 Lay on Hands +6d6
12
13 Lay on Hands +7d6
14 Restore Vitality
15 Lay on Hands +8d6
16 Restore Life
17 Lay on Hands +9d6
18
19 Lay on Hands +10d6
20 Perfect Healing


All of the following are Class Features of the Healer class.

Weapon and Armor Proficiencies:
Healers are proficient in all simple and martial weapons, as well as light and medium armor and light shields.

Spells: A Healer casts divine spells, which are drawn from the Healer spell list. To cast a spell, the Healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Healer's spell is 10 + the spell level + the Healer's wisdom modifier. Like other spellcasters, a Healer can cast only a certain number of spells of each spell level per day. Her base daily power allotment is given on Table: The Healer (Note: Use Cleric table for spells per day instead). In addition, she receives bonus spells per day if she has a high Wisdom score. A Healer may freely cast any spell level that she has access to on the Healer spell list.

Lay on Hands (Su): Healers learn very early how to channel healing energy in case of emergencies. As a standard action, the healer may Lay on Hands and heal an amount equal to the die roll listed after the ability. The healer may do this at will, but a character may only receive this healing once per day. This has no effect on undead creatures. As the healer levels up, she may add more abilities to her Lay on Hands. Only one of the extra effects may be added at one time, and the one receipt of Lay on Hands per day restriction still applies. When important, consider the additional abilities to have a caster level equal to the Healer's class level.

Improved Healing: Any time a healer restores hit point damage with a spell or the lay-on hands ability, she gets a bonus equal to the level of the spell to the roll. Lay of Hands is always considered to be of a spell level equal to ½ the healer's class level.

Aura of Courage: The healer quickly becomes immune to scenes of carnage and gore. The healer is immune to fear effects, and anyone within 10' of a healer gets a +4 bonus to saves versus fear.

Hearten Subject: When using the Lay on Hands ability, the healer may also choose to remove Fear effects from the subject. The limit of receiving one Lay of Hands per day still applies.

Divine Favor: At 4th level the healer gets a +2 bonus to all saves.

Cleanse Body: At 6th level the Healer increases her ability to bolster her companions. She gains the ability to add an effect similar to the Remove Disease spell with her Lay on Hands ability.

Neutralize Toxins: At 8th level the healer can add an effect similar to Remove Poison to her Lay on Hands ability.

Untwist Dweomer: At 10th level the Healer can remove horrifying negative afflictions with her hands. She may add a Break Enchantment effect to her Lay on Hands.

Restore Vitality: At 14th level the healer becomes truly one with her ability to adjust body back in alignment. She may add a Greater Restoration effect to her Lay on Hands ability.

Restore Life: The Healer now can restore lost limbs with her Lay on Hands ability. She may add the effects of a Regenerate spell.

Perfect Healing: Not even the Ethereal plain may rob a Healer of her patient. Once per day, the healer may cast True Resurrection without supplying the material components.

0 Level: create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic.

1st Level: bless water, cure light wounds, goodberry, protection, remove fear, remove paralysis, sanctuary.

2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration.

3rd Level: close wounds*, create food and water, cure serious wounds, Magic Circle, neutralize poison, remove curse, restoration, status.

4th Level: cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea*.

5th Level: atonement, break enchantment, mass cure moderate wounds, raise dead, revivify*, stone to flesh, true seeing.

6th Level: greater restoration, heal, heroes’ feast, mass cure serious wounds, regenerate.

7th Level: mass cure critical wounds, resurrection.

8th Level: discern location, aura, mass heal.

9th Level: foresight, true resurrection.


Further notes: The spells Protection and Magic Circle work like Protection from Evil/Magic Circle Versus Evil, except there is no alignment or alignment-related effects in my game. So they apply the effects to anyone trying to harm the target, Merry Christmas.
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Post by Count Arioch the 28th »

Note: My version of the Shaman is inspired greatly by the Speaker for the Dead PrC in Tome of Necromancy. I felt that concept was what I wanted the iconic necromancer to be in my homebrew, so I hacked it into a base class that's a little OA shaman as well. Not sure how this worked in play, never tested it.

Shaman

Races:

Starting Gold: 4d4x10 gp (100 gold)

Starting Age: As Monk.

Hit Die: d6
Class Skills: The Shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Heal (Wis), Knowledge: Any (Int), Profession (Wis), Speak Language, and Spellcraft (Int)
Skills/Level: 4 + Intelligence Bonus
BAB: Average (3/4), Saves: Fort: Good; Reflex: Bad; Will: Good

Level, Benefit
1 Spirit Pact, Rebuke Undead
2 Spirit Sight
3
4 Bonus Feat
5
6 Speak with Dead
7 Call Spirits
8 Hear the Hungry Spirit
9 Master Fighting Style
10 Spirit's Favor
11 Third Domain
12 Bonus Feat
13 Education of the Dead
14 Proxy of the Dead
15 Revenge of the Fallen
16 Bonus Feat
17 Avenging Soul
18 Library of Lost Memories
19 Usurp Death's Kingdom
20 Bonus, Vengeance of the Dead

Weapon and Armor Proficiency: Shamans are proficient with all simple weapons. Shamans are proficient with light armor and light shields.

Spells: A Shaman casts spells, which are drawn from the Shaman spell list. To cast a spell, the Shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Shaman (Uses Cleric spells per day). In addition, she receives bonus spells per day if she has a high Wisdom score. A Shaman may freely cast any spell level that she has access to on the Shaman spell list.

Domain: At 1st level, a shaman gets access to two domains. These domains give her a granted power for each, as well as new spells added to her spells known list. At level 11, she gains access to a third domain of her choosing. The domains are Ancestor, Celestial, Community, Divination, Flame, Fortune, Fury, Grave, Guardian, Healing, Hero, Knowledge, Nature, River, Stone, Travel, Trickery, War, and Wood (See OA for domain information).

Spirit Pact (Ex): Unintelligent undead react to a shaman as an unintelligent undead creature, ignoring the shaman unless the shaman attacks first.

Spirit Sight (Ex): At second level, a shaman can see invisible and ethereal beings as if they were visible. Invisible beings do not get any bonuses for being invisible against Shamans of this level, but ethereal creatures remain so.

Rebuke Undead (Su): A shaman may rebuke undead, forcing them to cower in awe or even enslaving their wills to the shaman. This works like the standard D20 Cleric's ability of the same name.

Bonus Feat: At 4th level and every level divisible by 4 a shaman gains a bonus feat, which must be of the [Combat] or [Necromantic] type.

Speak with the Dead: At 6th level, a shaman may Speak with the Dead as the spell of the same name at all times.

Call Spirits (Su): The Shaman is able to telepathically communicate with any undead creature. She gains a +4 to all Diplomacy, Bluff, Sense Motive, or Intimidate checks when used on undead.

Hear the Hungry Spirit (Su): The Shaman can sense of the presence or absence of undead within 1 mile. She knows their general direction, but cannot pinpoint distance, power, or numbers of undead.

Spirit's Favor: A shaman of 10th level gains a +2 unnamed bonus to all saves.

Education of the Dead: The Shaman has absorbed vast amounts of information from the spirits of the dead. She is considered to have a minimum of 10 ranks in all Knowledge skills. To surpass the 10 rank minimum, the Shaman must assign skill points as normal to gain a skill at a higher ranks.

Proxy of the Dead: Undead creatures cannot attack a Shaman unless they make a DC 25 Will save (they may make a new save each round). If she casts a spell or attacks them, they automatically make their next save. Unintelligent undead get no save.

Revenge of the Fallen: At 16th level, the Shaman gains the ability to cast animate dead as a spell-like ability at will. Whenever she does so, these undead are not controlled. They form a weak Necromantic Intelligence that has a purpose of finding the people that killed them. This effect cannot create any individual zombies or skeleton with more than 4 HD.

Avenging Soul: At 17th level, the Shaman gains the ability to cast greater create undead as a spell-like ability once per day. Whenever she does so, these undead are not controlled. Each has a weak Necromantic Intelligence that has a purpose of finding the people that killed them.

Library of Lost Memories: The Shaman may cast contact other plane or legend lore as a spell-like ability once per day at 18th level.

Usurp Death’s Kingdom(Su): A 19th level Shaman may alter the purpose of a Necromantic Intelligence. She must perform a ritual that takes 24 hours at the location of the Focus of the Necromantic Intelligence, and this ritual provokes the same response as a Cleansing. When she is done, the Necromantic Intelligence’s purpose changes to anything the Shaman desires. If this is not possible, the Necromantic Intelligence is destroyed.

Vengeance of the Dead: At 20th level, the Shaman may create a Necromantic Intelligence with a purpose of her choosing. This costs 20,000 gp in materials, and circumstances must be appropriate for a Necromantic Intelligence to form.

1st level: Bane, Bless, Chill Touch, Cure Light Wounds, Deathwatch, Detect Undead, Doom, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I

2nd level: Aid, Augury, Blindness/Deafness, Commune with Lesser Spirit, Death Knell, Gentle Repose, Ghoul Touch, Summon Undead II

3rd level: Cure Moderate Wounds, Curse, Contagion, Dispel Magic, Inflict Moderate Wounds, Prayer, Remove Curse, Substitute, Tongues, Summon Undead III.

4th level: Animate Dead, Cure Serious Wounds, Divination, Inflict Serious Wounds, Lesser Spirit Ally, Revivify, Reincarnate, Summon Undead IV

5th level: Cure Critical Wounds, Break Enchantment, Commune with Greater Spirit, Ethereal Jaunt, Inflict Critical Wounds, Magic Jar, Raise Dead, Scrying, Slay Living, Summon Undead V, True Seeing

6th level: Cure Moderate Wounds: Mass, Animate Objects, Create Undead, Etherealness, Eyebite, Quest, Harm, Heal, Greater Dispel Magic, Spirit Ally, Vulnerability

7th level: Cure Serious Wounds: Mass, Destruction, Greater Scrying, Inflict Serious Wounds: Mass, Resurrection

8th level: Cure Critical Wounds: Mass, Discern Location, Greater Spirit Ally, Horrid Wilting, Inflict Critical Wounds: Mass, Mass Heal, Create Greater Undead

9th level: Astral Projection, Mass Harm, Soul bind, Wail of the Banshee
Last edited by Count Arioch the 28th on Thu Sep 15, 2011 2:00 pm, edited 2 times in total.
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Post by Josh_Kablack »

Count Arioch the 28th wrote:(Note: For the Healer, my train of thought was to make a solid class that someone would want to play and give them nothing but healing magic. The Tome system of combat edge and combat feats scaling to BaB was a huge help in this regard, but I'm not 100% sure of the healer is still worth playing.)
The idea of "you have a core fighter with good saves, and in place of bonus feats, you get healing spells" is probably a decent way to go to end up with a viable healer that's not as crazy-go-nuts as Quantumboost's white mage or as abusably bufftastic as the core Cleric. But I would vote that your end result is not quite worth playing. Like all healing classes, it doesn't adequate match cures vs status ailments that monsters of appropriate CR will have - and it doesn't have anything "sexy" to grab a potential player.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Count Arioch the 28th »

Last bit of homebrew stuff (I had a Wilder that seemed to work well, I took the XHB wilder and threw in all the transformation and damage spells on their list, had them cast like Beguilers. You could blast, or you could overchannel beast claws and tear stuff apart, but I don't think I changed enough to really justify claiming it as a new class). These are a couple feats I had written. Psionic feats were usable by psionic classes (Psion and Wilder, with Beguiler retconned into being psionic instead, we had the firestarter, the mentalist, and the spoon-bender archetypes covered). Mind over Body was my version of the autohypnosis skill feat. Psionic feats are based on manifester levels, Mind over Body is based off ranks in Autohypnosis.



Mind Blade [Psionic]
You can pull a deadly blade out of thin ass
+0: You may manifest a weapon out of pure thought. The weapon is a light weapon that deals 1d6 piercing damage. The weapon can be dispelled, but can be manifested again with a standard action.

+1: Your Mindblade is considered a magic weapon.

+6: You may throw your mindblade to a distance of 30 feet. Also, you can manifest the blade as either two blades that deal normal damage, or one that deals 1d8 slashing damage.

+11: You gain one minor enhancement to your mindblade. Also, you may expend your psionic focus to deal +1d8 for every four manifester levels you possess.

+16: You gain one Moderate enhancement to your mindblade. In addition, when expending your focus to deal extra damage, you may instead reduce the extra damage by 1d8 to deal 1 point of either int, wis, or cha damage. You may substitute some or all of your bonus damage in this way.

Overchannel [Spellcaster]
You can sacrifice your health and well-being to empower your magic.
+0 You may increase your caster level by +1 for the next spell cast. You take 1d8 damage when you use this ability.

+1 If you are capable of maintaining a psionic focus, you may expend that focus to negate the damage of Overchannel when manifesting a power of 3rd level or lower.

+6 When using this feat, you instead increase your caster level by +2. However, you now take 3d8 damage when using this feat.

+11 When casting a spell or power using a metamagic feat, you may take -1 ability burn to strength, dexterity, and constitution to reduce the cost by -1. This cannot bring the extra cost below +0. Ability Burn damage can only be healed magically.

+16 You now increase the level bonus when using this feat by +3. However, you take 5d8 damage when using this ability.

Mind over Body [Skill]
The weakness of your own flesh no longer concerns you.
Autohypnosis Ranks:
0: You gain a +3 bonus to Autohypnosis checks

4: Any time one of your physical ability scores is damaged, you may make an autohypnosis check with a DC of 20 to ignore 1 point. You may negate 1 additional point for every 5 that you beat the target DC. This does not prevent ability burn.

9: Increase your base land speed by +10 if you are not wearing heavy armor or carrying a heavy load. Also you may charge without running in a straight line.

15: If you acquire a negative level, you may make an autohypnosis check DC 30 to ignore the effects for 24 hours. Every negative level you acquire in those 24 hours increases the DC by 5 for every level. You may use your autohypnosis skill instead of a fortitude save to negate the level in 24 hours. You may move up vertical surfaces at your normal speed as long as you are on a stable surface at the end of your move.

19: When affected by a [Death] effect, you may substitute your autohypnosis skill for your fortitude save to negate. If reduced to -10 hit points or below, you may remain alive and staggered if you make an autohypnosis check DC 30 + 5 for every point you are below -10 hp. Every standard action you take deals 1 point of damage to you until brought above 0 hit points.
Last edited by Count Arioch the 28th on Tue Sep 20, 2011 4:13 am, edited 1 time in total.
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Post by ...You Lost Me »

Why does overchannel scale with BAB?
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Count Arioch the 28th
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Post by Count Arioch the 28th »

Overchannel scales with manifester level.
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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