User:Viatos/Soulknife, Variant (3.5e Class)

From Dungeons and Dragons Wiki
< User:Viatos
Revision as of 05:28, 10 March 2011 by Viatos (talk | contribs)
Jump to: navigation, search

Making a <-class name->

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

Abilities: High Strength compliments soulknives with a direct approach to their problems, as well as physical skills. High Dexterity contributes to stealthier, more skillful skirmish-based applications

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any.

Starting Gold: 4d4x10 (100gp).

Starting Age: As fighter.

Table 1-1: The Autoplate Pilot

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Mindblade (Max/Total)
Fort Ref Will
1st +0 +0 +2 +2 Actualization, Mental Approach 0/0
2nd +1 +0 +3 +3 Combat Cognition 0/0
3rd +2 +1 +3 +3 Upgrade 1/1
4th +3 +1 +4 +4 +2 Autoplate, Progressive Design 1/2
5th +3 +1 +4 +4 Expansion 1/2
6th +4 +2 +5 +5 Upgrade 2/3
7th +5 +2 +5 +5 Arcane Armorer (Adept) 2/3
8th +6/+1 +2 +6 +6 +3 Autoplate, Expansion 2/4
9th +6/+1 +3 +6 +6 Upgrade 3/4
10th +7/+2 +3 +7 +7 Red Zone 3/5
11th +8/+3 +3 +7 +7 Expansion, Core Awakening 3/5
12th +9/+4 +4 +8 +8 +4 Autoplate, Upgrade 4/6
13th +9/+4 +4 +8 +8 Arcane Armorer (Master) 4/6
14th +10/+5 +4 +9 +9 Expansion 4/7
15th +11/+6/+1 +5 +9 +9 Upgrade 5/7
16th +12/+7/+2 +5 +10 +10 +5 Autoplate, Compartmentalization 5/8
17th +12/+7/+2 +5 +10 +10 Expansion 5/8
18th +13/+8/+3 +6 +11 +11 Upgrade 6/9
19th +14/+9/+4 +6 +11 +11 Not Even The Sky 6/9
20th +15/+10/+5 +6 +12 +12 +6 Autoplate, Vita Ex Machina 6/10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The autoplate pilot’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Jump (Str), Knowledge (all skills) (Int), Profession (Wis), Search (Int), and Spot (Wis).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Actualization (Su): As a move action, a soulknife can create a weapon from pure psychic energy; such armaments are known as mindblades. A soulknife's mindblade is a one-handed weapon that deals 1d10 points of damage, with a critical range of 19-20 x2. It does not have a set damage type; the soulknife chooses whether her mindblade deals bludgeoning, piercing, or slashing damage when she forms it, and can switch damage types with the expenditure of a move action. It counts as a magic weapon for the purpose of overcoming damage reduction. The blade can be broken (hardness 10 and 10 hitpoints), but the soulknife can simply reform it on her next move action. It dissipates instantly when released from her grip.

A mindblade is a valid weapon for the purpose of feats, conditions, spells, and powers that reference weapons.

Even in places where magical effects do not normally function (such as within a null magic field), a soulknife can attempt to sustain his mindblade by making a DC 20 Will save. On a successful save, the soulknife maintains his mindblade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mindblade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mindblade while he remains within the magic-negating effect. He gains a bonus to these Will saves equal to his Intelligence modifier.

Mental Approach (Ex): At first level, a soulknife has developed a combat philosophy that shapes not only her tactics but the materialized expression of her soul. She may choose between Onslaught, Assault, or Overwhelm. Each choice offers a bonus feat and a new option for the form of her mindblade; when she gains access to mind-blade enhancements (see the Refinement class feature, below), she may enhance her Mental Approach forms separately from her standard mindblade. If a Mental Approach allows her to create multiple mindblades, she may enhance each separately.

Onslaught: She gains Two-Weapon Fighting as a bonus feat, even if she does not meet the prerequisites. When materializing her mindblade, she may choose to split the blade into two light weapons each dealing 1d6 points of damage with a critical threat range of 19-20 x2.

Assault: She gains Speed of Thought as a bonus feat, even if she does not meet the prerequisites. When materializing her mindblade, she may choose to form a one-handed weapon dealing 1d8 points of damage with a critical threat range of 19-20 x2 and a shield granting a +2 shield bonus to AC.

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

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.->.




Back to Main Page3.5e HomebrewClassesBase Classes