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< User:Havvy
(Improved Evasion 7th & Ignore Gravity 8th)
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{{Help Wanted|Class Features and whatnot. Also, the Author template...}}
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<pre>10:34 13 <HolisticHavvy>: Also, idea for a base class. You choose to know X amount of counters, strikes, boosts, ect. and then when refreshing, you choose that you refresh to have "3 Strikes, 1 counter, 2 boosts, and 1 rush" and then when you use a rush, you choose any rush from your known rushes list.
 +
10:35 06 <HolisticHavvy>: A fluid class that calls for the right maneuver at the right time...
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10:37 27 *** Seerow quit (Ping timeout) [email protected]
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10:40 22 <Complete_Sublime>: Hmm, so like... sorcerer instead of wizard.
 +
10:40 34 <Complete_Sublime>: With the whole list available, but refresh doesn't refresh everything?
 +
10:40 45 <Complete_Sublime>: An/dor you only have X refreshed at once.
 +
10:41 08 <HolisticHavvy>: Yeah, would need to be a single refresh mechanic.
 +
10:41 22 <Complete_Sublime>: I am interested.
 +
10:42 20 <HolisticHavvy>: Now I just need a theme to surround him with.
 +
10:43 23 <Complete_Sublime>: Well, they seem spontaneously driven, and I had this idea I had nothing to use it on. "They channel the spirit of warriors, but can only fit X ghosts in at once." Binder-flavored initiators.
 +
10:44 14 <HolisticHavvy>: That could work...move essence between the different maneuver types.
 +
10:44 46 <HolisticHavvy>: So the Binder/Sorcerer/Initiator combo?
 +
10:45 07 <Complete_Sublime>: Flavorwise anyway, yes.
 +
10:45 54 <HolisticHavvy>: Main stats would be Dex, Str, and Cha.
 +
10:46 21 <Complete_Sublime>: I agree, Cha seems right.
 +
10:46 53 <HolisticHavvy>: I shall save this, and work upon it.
 +
10:48 57 <HolisticHavvy>: For disciplines...Shadow Hand + Desert Wind + Surreptitious Bandit + Anima River + Dancing Goddess?
 +
10:49 31 <Complete_Sublime>: You can either have that, or given how it channels spirits, say "pick X disciplines, these are your disciplines known".
 +
10:49 57 <Complete_Sublime>: Gives them versitility over their brothers, though perhaps they have less disciplines accessable than normal.
 +
10:50 04 <HolisticHavvy>: Well, the initiator side is that you are fluid in all actions.
 +
10:50 28 <Complete_Sublime>: In that case there's a definate flavor, so yes, Dexy disciplines like those work.
 +
10:50 41 <HolisticHavvy>: And, for example, one with Stone Dragon just doesn't feel like it fits.
 +
10:51 11 <HolisticHavvy>: High Ref & Will?
 +
10:51 29 <Complete_Sublime>: Also sounds right. Fluid grace and dealing with the supernatural.
 +
10:51 31 <HolisticHavvy>: Ref = Fluid; Will = Ghosts
 +
10:52 01 <HolisticHavvy>: Full BAB for being pure melee...
 +
10:52 18 <Complete_Sublime>: d8s?
 +
10:52 43 *** peepingjotz quit (Quit: http://www.mibbit.com ajax IRC Client) [email protected]
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10:52 51 <HolisticHavvy>: Yeah, d8s works.
 +
10:53 43 <HolisticHavvy>: Any of the sublime classes give a knowledge bonus yet?</pre>
  
{{Author
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{{author
|url=Talk:Deus ex machina (3.5e NPC Class)
+
|author_name=Havvy
|display_name=See Talk Page <!-- Havvy, ScorchedOne, Bota, Ganteka Future -->
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|date_created=June 13th, 2011
|date_created=
+
|adopter=
|status= Free to Edit
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|date_adopted=  
|editing=Spelling & Grammar
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|status=20%
|balance=None
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|editing=Go ahead.
 +
|balance=Rogue
 
}}
 
}}
<nowiki>{{3.5e Class Semantic
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<div class="blank">
|description=When the DM needs a character that can randomly enter the scene and save the day, the Deus ex Machina is there for it.
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{{#set:Summary=Infused with the powers of historic warriors, swiftly takes down any challenge.
}}</nowiki>
+
|Length=20
 +
|Minimum Level=1
 +
|Base Attack Bonus Progression=Good
 +
|Fortitude Save Progression=Poor
 +
|Reflex Save Progression=Good
 +
|Will Save Progression=Good
 +
|Class Ability=Martial Maneuvers
 +
|Class Ability Progression=Full
 +
}}
 +
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 +
</div>
 +
 
 +
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
 +
 
 +
==Warbinder==
  
The name literally translates to God of the Machine, and is a plot device for a new and random element that solves all problems. For example, say the players accidentally fell through a crack in the Abyss to a lower level. 
+
<-general description->.
  
 +
===Making a Warbinder===
  
== Deus ex Machina ==
+
<-Strong points and weak points, and effectiveness with party members.->.
  
'''Abilities:''' This character is meant to come in and save the day randomly.  Since they do not cast spells, either go with strength, constitution, and dexterity; or go with charisma depending on whether or not she will save from battle or from negotiations.  Seeing as only the DM can make them, and their role, having all 18s is allowed. Heck, if you are going to fudge rolls, ability scores do not matter. All in all, no class ability of a Deus ex Machina relies upon any ability score.
+
'''Abilities:''' Charisma is the prime mental stat, allowing you to better channel the warrior ghosts of the past. Dexterity is needed for acting nimble, and strength makes your attacks more damaging.
  
'''Races:''' Any
+
'''Races:''' Elves, Dwarfs, Aboleths.
  
'''Alignment:''' Any
+
'''Alignment:''' Any, warriors venerate all alignments.
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Any
+
'''Starting Gold:''' YDZ&times;10 gp (<-average starting gold->)
 +
 
 +
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]]
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+
+
|+ <div>{{Anchor|Table: The Warbinder}}</div>
<div>{{Anchor|Table: The Deus ex Machina}}</div>
+
<p>Hit Die: d8</p>
Hit Die: d<-Die size for Hit Die->
 
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 35: Line 81:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
 +
! rowspan="2" | Essentia{{cite|MoI3}}
 +
! colspan="5" | Maneuvers{{cite|ToB3}}
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
+
! Strikes Known || [[Rushes (3.5e Variant Rule)|Rushes]] Known || Covers Known || Boosts Known || Other Maneuvers Known
|1st||class="left" | +1 || +2 || +2 || +2
+
|-  
| class="left" | [[#Dramatic Reveal|Dramatic Reveal]] 1/day, [[#Teleport Without Error|Teleport Without Error]]
+
| 1st || +1 || + || + || +
|-
+
| class="left" | <-class features gained at this level-> || 1
|2nd||class="left" | +2 || +3 || +3 || +3
+
| 3 || 1 || 1 || 1 || 1
| class="left" | [[#Wealth of Knowledge|Wealth of Knowledge]]
+
|-  
|-
+
| 2nd || +2 || + || + || +
|3rd||class="left" | +3 || +3 || +3 || +3
+
| class="left" | <-class features gained at this level-> || 1
| class="left" | [[#Bonus Feat|Bonus Feat]]
+
| 3 || 1 || 2 || 1 || 1
|-
+
|-  
|4th||class="left" | +4 || +4 || +4 || +4
+
| 3rd || +3 || + || + || +
| class="left" | [[#Awkward Silence|Awkward Silence]]
+
| class="left" | <-class features gained at this level-> || 2
|-
+
| 3 || 1 || 2 || 1 || 1
|5th||class="left" | +5 || +4 || +4 || +4
+
|-  
| class="left" | [[#Dramatic Reveal|Dramatic Reveal]] 2/day
+
| 4th || +4 || + || + || +
|-
+
| class="left" | <-class features gained at this level-> || 2
|6th||class="left" | +6/+1 || +5 || +5 || +5
+
| 3 || 1 || 2 || 2 || 1
| class="left" | [[#Deep Pockets|Deep Pockets]]
+
|-  
|-
+
| 5th || +5 || + || + || +
|7th||class="left" | +7/+2 || +5 || +5 || +5
+
| class="left" | <-class features gained at this level-> || 2
| class="left" | [[#Improved Evasion|Improved Evasion]]
+
| 3 || 1 || 2 || 2 || 1
|-
+
|-  
|8th||class="left" | +8/+3 || +6 || +6 || +6
+
| 6th || +6 || + || + || +
| class="left" | [[#Ignore Gravity|Ignore Gravity]]
+
| class="left" | <-class features gained at this level-> || 3
|-
+
| 3 || 2 || 2 || 2 || 1
|9th||class="left" | +9/+4 || +6 || +6 || +6
+
|-  
| class="left" | <-any class features gained at this level->
+
| 7th || +7 || + || + || +
|-
+
| class="left" | <-class features gained at this level-> || 3
|10th||class="left" | +10/+5 || +7 || +7 || +7
+
| 3 || 2 || 2 || 2 || 1
| class="left" | [[#Dramatic Reveal|Dramatic Reveal]] 3/day
+
|-  
|-
+
| 8th || +8 || + || + || +
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7
+
| class="left" | <-class features gained at this level-> || 3
| class="left" | <-any class features gained at this level->
+
| 4 || 2 || 2 || 2 || 1
|-
+
|-  
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8
+
| 9th || +9 || + || + || +
| class="left" | <-any class features gained at this level->
+
| class="left" | <-class features gained at this level-> || 4
|-
+
| 4 || 2 || 2 || 2 || 1
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8
+
|-  
| class="left" | <-any class features gained at this level->
+
| 10th || +10 || + || + || +
|-
+
| class="left" | <-class features gained at this level-> || 4
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9
+
| 4 || 2 || 2 || 2 || 2
| class="left" | <-any class features gained at this level->
+
|-  
|-
+
| 11th || +11 || + || + || +
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9
+
| class="left" | <-class features gained at this level-> || 4
| class="left" | [[#Dramatic Reveal|Dramatic Reveal]] 4/day
+
| 4 || 2 || 2 || 2 || 2
|-
+
|-  
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10
+
| 12th || +12 || + || + || +
| class="left" | [[#Third Person Omniscient|Third Person Omniscient]]
+
| class="left" | <-class features gained at this level-> || 5
|-
+
| 4 || 2 || 3 || 2 || 2
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10
+
|-  
| class="left" | <-any class features gained at this level->
+
| 13th || +13 || + || + || +
|-
+
| class="left" | <-class features gained at this level-> || 5
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11
+
| 4 || 2 || 3 || 2 || 2
| class="left" | <-any class features gained at this level->
+
|-  
|-
+
| 14th || +14 || + || + || +
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11
+
| class="left" | <-class features gained at this level-> || 5
| class="left" | <-any class features gained at this level->
+
| 4 || 2 || 3 || 3 || 2
|-
+
|-  
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12
+
| 15th || +15 || + || + || +
| class="left" | [[#Dramatic Reveal|Dramatic Reveal]] 5/day
+
| class="left" | <-class features gained at this level-> || 6
 +
| 4 || 2 || 3 || 3 || 2
 +
|-  
 +
| 16th || +16 || + || + || +
 +
| class="left" | <-class features gained at this level-> || 6
 +
| 4 || 3 || 3 || 3 || 2
 +
|-  
 +
| 17th || +17 || + || + || +
 +
| class="left" | <-class features gained at this level-> || 6
 +
| 4 || 3 || 3 || 3 || 2
 +
|-  
 +
| 18th || +18 || + || + || +
 +
| class="left" | <-class features gained at this level-> || 7
 +
| 5 || 3 || 3 || 3 || 2
 +
|-  
 +
| 19th || +19 || + || + || +
 +
| class="left" | <-class features gained at this level-> || 7
 +
| 5 || 3 || 3 || 3 || 2
 +
|-  
 +
| 20th || +20 || + || + || +
 +
| class="left" | <-class features gained at this level-> || 8
 +
| 5 || 3 || 3 || 3 || 3
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. ->
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{{3.5e Skills|Appraise,  
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
+
Balance,
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),  
+
Climb,  
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
+
Diplomacy,  
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
+
Escape Artist,  
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
+
Gather Information,  
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
+
Heal,  
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]),
+
Intimidate,  
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
+
Jump,  
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
+
Knowledge,  
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
+
Listen,
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),
+
Martial Lore,
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),  
+
Move Silently,  
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
+
Ride,  
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),  
+
Search,  
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
+
Sense Motive,  
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
+
Sleight of Hand,  
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
+
Spot,  
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
+
Survival,  
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
+
Swim,  
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
+
Tumble,}}
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
  
 +
====Class Features====
  
===Class Features===
+
All of the following are class features of the Warbinder.
  
All of the following are class features of the Deus ex Machina.
+
'''Weapon and Armor Proficiency:''' A warbinder is proficient with all simple and martial weapons along with light and medium armor.
  
'''Weapon and Armor Proficiency:''' A fighter is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]).
+
'''Maneuvers:''' At every other level, you gain a new maneuver known from the <- Disciplines allowed to gain maneuvers from ->. You must meet a maneuver’s prerequisite to learn it. You add your full Warbinder levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
  
'''{{Anchor|Dramatic Reveal}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Deus ex Machina may use Dramatic Reveal 1/day.  When two or more creatures are arguing over anything, she may, as a [[free action]], join the argument with a new fact that ends the argument and changes the [[attitude]] of the creatures towards each other to helpful.
+
<- Spiel over using essence for maneuvers readied ->
  
Every level divisible by 5, a Deus ex Machina may use this ability once more per day. For example, a 12th level Deus ex Machina may use the ability three times per day.
+
'''Stances Known:'' At <- Levels giving a stance->, you learn a new martial stance from <- Disciplines allowed to gain stances from ->. You must meet a stance’s prerequisite to learn it.  
  
'''{{Anchor|Teleport Without Error}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 1st level, a Deus ex Machina may teleport at will.  There is no possibility of going to an incorrect location, and she may take any amount of living creatures and their attended objects as long all objects and creatures are touching.  Structures cannot be teleported.
+
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Wealth of Knowledge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Deus ex Machina gains an extraordinary bonus to knowledge checks equal to one half her class level.
+
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Bonus Feat}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''': At 3rd level, a Deus ex Machina gains a bonus feat. She needs not meet the prerequisites for this feat. At the start of each day, she can choose to change her bonus feat to any other feat.
+
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Awkward Silence}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a Deus ex Machina can make a statement so awkward, it silences all creatures within hearing distance of the Deus ex Machina.  Creatures affected must make a will save or become stunned for 1 round per 1/2 class level of the Deus ex Machina.  This is a mind-affecting ability.  Those immune to mind-affecting abilities are also immune to to Awkward Silence.  She may use this ability 3/day.
+
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
'''{{Anchor|Deep Pockets}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At sixth level, the foresight of a Deus ex Machina becomes so powerful that she will always have that [[mundane]] or [[alchemical]] item the party seems to be lacking.  As a standard action, 3/day, she may pull out one [[mundane]] or [[alchemical]] item of size [[small]] or smaller.
+
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
  
''{{Anchor|[[SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' This ability works like [[#Evasion|evasion]], except that while the Deus ex Machina still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth she henceforth takes only half damage on a failed save. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of improved evasion. A Deus ex Machina gains this benefit at seventh level.
+
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->.
  
'''{{Anchor|Ignore Gravity}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At eight level, a Deus ex Machina may ignore gravity in all shapes and forms. This also includes pressure damage. If the Deus ex Machina needs to actually move, and not teleport, this is how it moves.  A Deus ex Machina can hover over land, and does not take movement penalties for spaces due to debris.
+
<-Lather, rinse...->
  
'''{{Anchor|Third Person Omniscient}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Deus ex Machina does not have to worry about random knowledge checks at level 16. She may only take 20 on knowledge checks.
+
<-... repeat as necessary.->
  
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information->
+
====<-Sample race of your choice-> Warbinder Starting Package====
  
'''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
+
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
  
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
+
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
  
 +
{| class="zebra d20"
 +
|-
 +
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 +
|- class=
 +
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 +
|- class=
 +
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 +
<-copy and paste the rows as necessary.->
 +
|}
 +
 +
'''Feat:''' <-1st-level feat selection->.
 +
 +
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 +
 +
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 +
 +
'''Gold:''' <-Starting gold using this package.->.
 +
 +
===Campaign Information===
 +
 +
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
 +
====Playing a Warbinder====
 +
 +
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 +
 +
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 +
 +
'''Combat:''' <-Typical role in combat->.
 +
 +
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
 +
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 +
 +
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 +
====Warbinders in the World====
 +
 +
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 +
 +
<-Where characters of this class fit in a d20 world.->
 +
 +
'''Daily Life:''' <-day in the life of a character of this class->.
 +
 +
'''Notables:''' <-notable NPCs of this class->.
 +
 +
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
 +
 +
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 +
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 +
 +
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 +
====Warbinder Lore====
 +
 +
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 +
 +
{| class="zebra d20"
 +
|+ <-the appropriate skills->
 +
! DC || class="left" | Result
 +
|-
 +
| 5 || class="left" | <-common knowledge->.
 +
|-
 +
| 10 || class="left" | <-not so common knowledge->.
 +
|-
 +
| 15 || class="left" | <-rare information->.
 +
|-
 +
| 20 || class="left" | <-very rare information->.
 +
|}
 +
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 +
 +
====Warbinders in the Game====
 +
 +
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
 +
 +
'''Adaptation:''' The columns for boosts, counters, and rushes known may be switched around. The spirits bound to allow for maneuvers
  
''{{Anchor|<-subclass feature <!-- See the rogue's "Special Ability" for an example: http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities -->->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->
 
  
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----
{{3.5e NPC Classes Breadcrumb}}
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{{3.5e Base Classes Breadcrumb}}
 
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[[Category:3.5e]]
-->
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[[Category:User]]
 +
[[Category:Class]]
 +
[[Category:Base Class]]
 +
[[Category:Complete Sublime]]

Latest revision as of 04:00, 14 June 2011

10:34 13	<HolisticHavvy>: Also, idea for a base class. You choose to know X amount of counters, strikes, boosts, ect. and then when refreshing, you choose that you refresh to have "3 Strikes, 1 counter, 2 boosts, and 1 rush" and then when you use a rush, you choose any rush from your known rushes list.
10:35 06	<HolisticHavvy>: A fluid class that calls for the right maneuver at the right time...
10:37 27	*** Seerow quit (Ping timeout) [email protected]
10:40 22	<Complete_Sublime>: Hmm, so like... sorcerer instead of wizard.
10:40 34	<Complete_Sublime>: With the whole list available, but refresh doesn't refresh everything?
10:40 45	<Complete_Sublime>: An/dor you only have X refreshed at once.
10:41 08	<HolisticHavvy>: Yeah, would need to be a single refresh mechanic.
10:41 22	<Complete_Sublime>: I am interested.
10:42 20	<HolisticHavvy>: Now I just need a theme to surround him with.
10:43 23	<Complete_Sublime>: Well, they seem spontaneously driven, and I had this idea I had nothing to use it on. "They channel the spirit of warriors, but can only fit X ghosts in at once." Binder-flavored initiators.
10:44 14	<HolisticHavvy>: That could work...move essence between the different maneuver types.
10:44 46	<HolisticHavvy>: So the Binder/Sorcerer/Initiator combo?
10:45 07	<Complete_Sublime>: Flavorwise anyway, yes.
10:45 54	<HolisticHavvy>: Main stats would be Dex, Str, and Cha.
10:46 21	<Complete_Sublime>: I agree, Cha seems right.
10:46 53	<HolisticHavvy>: I shall save this, and work upon it.
10:48 57	<HolisticHavvy>: For disciplines...Shadow Hand + Desert Wind + Surreptitious Bandit + Anima River + Dancing Goddess?
10:49 31	<Complete_Sublime>: You can either have that, or given how it channels spirits, say "pick X disciplines, these are your disciplines known".
10:49 57	<Complete_Sublime>: Gives them versitility over their brothers, though perhaps they have less disciplines accessable than normal.
10:50 04	<HolisticHavvy>: Well, the initiator side is that you are fluid in all actions.
10:50 28	<Complete_Sublime>: In that case there's a definate flavor, so yes, Dexy disciplines like those work.
10:50 41	<HolisticHavvy>: And, for example, one with Stone Dragon just doesn't feel like it fits.
10:51 11	<HolisticHavvy>: High Ref & Will?
10:51 29	<Complete_Sublime>: Also sounds right. Fluid grace and dealing with the supernatural.
10:51 31	<HolisticHavvy>: Ref = Fluid; Will = Ghosts
10:52 01	<HolisticHavvy>: Full BAB for being pure melee...
10:52 18	<Complete_Sublime>: d8s?
10:52 43	*** peepingjotz quit (Quit: http://www.mibbit.com ajax IRC Client) [email protected]
10:52 51	<HolisticHavvy>: Yeah, d8s works.
10:53 43	<HolisticHavvy>: Any of the sublime classes give a knowledge bonus yet?


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Date Created: June 13th, 2011
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WarbinderEdit

<-general description->.

Making a WarbinderEdit

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Charisma is the prime mental stat, allowing you to better channel the warrior ghosts of the past. Dexterity is needed for acting nimble, and strength makes your attacks more damaging.

Races: Elves, Dwarfs, Aboleths.

Alignment: Any, warriors venerate all alignments.

Starting Gold: YDZ×10 gp (<-average starting gold->)

Starting Age: As fighter

Table: The Warbinder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special EssentiaMoI ManeuversToB
Fort Ref Will Strikes Known Rushes Known Covers Known Boosts Known Other Maneuvers Known
1st +1 + + + <-class features gained at this level-> 1 3 1 1 1 1
2nd +2 + + + <-class features gained at this level-> 1 3 1 2 1 1
3rd +3 + + + <-class features gained at this level-> 2 3 1 2 1 1
4th +4 + + + <-class features gained at this level-> 2 3 1 2 2 1
5th +5 + + + <-class features gained at this level-> 2 3 1 2 2 1
6th +6 + + + <-class features gained at this level-> 3 3 2 2 2 1
7th +7 + + + <-class features gained at this level-> 3 3 2 2 2 1
8th +8 + + + <-class features gained at this level-> 3 4 2 2 2 1
9th +9 + + + <-class features gained at this level-> 4 4 2 2 2 1
10th +10 + + + <-class features gained at this level-> 4 4 2 2 2 2
11th +11 + + + <-class features gained at this level-> 4 4 2 2 2 2
12th +12 + + + <-class features gained at this level-> 5 4 2 3 2 2
13th +13 + + + <-class features gained at this level-> 5 4 2 3 2 2
14th +14 + + + <-class features gained at this level-> 5 4 2 3 3 2
15th +15 + + + <-class features gained at this level-> 6 4 2 3 3 2
16th +16 + + + <-class features gained at this level-> 6 4 3 3 3 2
17th +17 + + + <-class features gained at this level-> 6 4 3 3 3 2
18th +18 + + + <-class features gained at this level-> 7 5 3 3 3 2
19th +19 + + + <-class features gained at this level-> 7 5 3 3 3 2
20th +20 + + + <-class features gained at this level-> 8 5 3 3 3 3

Class Skills (4 + Int modifier per level.
Appraise (Int), Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class FeaturesEdit

All of the following are class features of the Warbinder.

Weapon and Armor Proficiency: A warbinder is proficient with all simple and martial weapons along with light and medium armor.

Maneuvers: At every other level, you gain a new maneuver known from the <- Disciplines allowed to gain maneuvers from ->. You must meet a maneuver’s prerequisite to learn it. You add your full Warbinder levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.

<- Spiel over using essence for maneuvers readied ->

'Stances Known: At <- Levels giving a stance->, you learn a new martial stance from <- Disciplines allowed to gain stances from ->. You must meet a stance’s prerequisite to learn it.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

<-Sample race of your choice-> Warbinder Starting PackageEdit

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign InformationEdit

Warbinders in the GameEdit

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: The columns for boosts, counters, and rushes known may be switched around. The spirits bound to allow for maneuvers



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