Author Topic: Multiracial Classes and Miscellaneous  (Read 11882 times)

Offline bhu

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Re: Multiracial Classes and Miscellaneous
« Reply #20 on: June 17, 2015, 10:32:23 PM »
FEYTOUCHED

Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A FEYTOUCHED
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Human
   Special

Class Skills
 The Feytouched's class skills (and the key ability for each skill) are Bluff (Dex), Hide (Dex), Knowledge (Arcana, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Illusion of Normalcy, Darkvision 60 ft.
3. +1    +0     +3     +3    Fey Heritage I
6. +2    +1     +3     +3    Fey Defenses
9. +3    +1     +4     +4    Fey Heritage II
12. +3    +1     +4     +4    Apotheosis
 

Weapon Proficiencies: Farspawn are proficient with all Simple Weapons.
 
Illusion of Normalcy (Su): You effectively permanently have the use of the Disguise Self spell, and can use it at will.  There are a few differences: You can also use it to disguise yourself as a Humanoid of the same Size, it's duration is effectively permanent until you change it again, and you can change your appearance as a Swift Action

Fey Heritage I (Su): All Humanoids within 30 feet who meet the gaze of a Feytouched become affected as if by Charm Person. A Will save  negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A Feytouched can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. Feytouched are immune to their own gaze. The DC is 10 plus half Hit Dice plus Cha Modifier.  The Feytouched  may use this a maximum number of times per day equal to his Cha Modifier plus one, and it lasts until the beginning of his next turn. The Feytouched also gains +1 Wis, +2 Cha and get Improved Initiative as a Bonus Feat.

Fey Defenses (Ex): The Feytouched gains DR 5/Cold Iron, and permanently gains the benefits of the Endure Elements spell.

Fey Heritage II: Victims of your Gaze Attack are now affected by a Charm Monster spell if they fail their Save instead of Charm Person.  Additionally you get +1 Wis, +2 Dex.

Apotheosis: Your type permanently changes to Fey, giving you Low-Light Vision. You gain wings, typically insectlike, and can fly at your base base land speed (good maneuverability). Additionally your Gaze attack is now permanent instead of having several uses per day (though you can switch it on or off once per round as a Free Action). You can cast a Quickened Greater Invisibility spell once per day. Casting this is a swift action that does not draw attacks of opportunity. Caster level is equal to hit dice.

Your Type permanently changes to Fey, giving you Low-light Vision.  Additionally your Gaze attack is now permanent instead of having several uses per day (though you can switch it on or off once per round as a Free Action).
« Last Edit: August 13, 2015, 03:15:34 AM by bhu »

Offline bhu

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Re: Multiracial Classes and Miscellaneous
« Reply #21 on: June 17, 2015, 10:35:37 PM »
TIEFLING

Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A TIEFLING
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Human
   Alignment:  Cannot be Good


Class Skills
 The Tiefling's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +2    Change Shape, Darkvision 60 ft.
3. +2    +3     +3     +3    Demonic Heritage I
6. +3    +3     +3     +3    Demonic Defenses
9. +4    +4     +4     +4    Demonic Heritage II
12. +5    +4     +4     +4    Apotheosis
 

Weapon Proficiencies: Tieflings are proficient with all Simple and Martial Weapons.
 
Change Shape (Su): A Tiefling can assume the form of any Small or Medium humanoid. This is otherwise identical to the Change Shape ability listed in the Monster Manual.

Demonic Heritage I (Sp): As a Standard Action, you can smite an opponent a number of times per day equal to your Cha Modifier plus one.  The opponent must be within 60 ft. and you must have line of sight to him.  He takes 1d8 Unholy damage per three full hit dice you possess.  In addition you get +1 Dex, and +2 Cha, and get Improved Critical as a Bonus Feat whether you meet the prerequisites or not.

Demonic Defenses (Su): You permanently gain the effects of the Protection from Good spell.

Demonic Heritage II (Su): When you use your Smite attack now, foes must also make a Save (Save DC is Charisma Based), or be Shaken 1d3 rounds.  In addition you get +1 Dex, +2 Int.


Apotheosis: Your type permanently changes to Outsider with the Native Subtype and you no longer naturally age. You gain wings, typically leathery, and can fly at your base base land speed (good maneuverability). You can cast a Summon Monster IX spell once per day.  Caster level is equal to hit dice. 
« Last Edit: August 13, 2015, 03:04:09 AM by bhu »

Offline bhu

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Re: Multiracial Classes and Miscellaneous
« Reply #22 on: July 15, 2015, 03:17:24 AM »
FORGECRAFTED

"As machines get to be more and more like men, men will come to be more like machines."

 Forgecrafted are humans who over time have exchanged flesh for machine. At the onset of their transformation they begin appearing much like normal humans, slowly adding and upgrading their human form to that of construct form. The outward shape of Forgecrafted are as varied as the craftsmen who design and build them but are mostly made or wood and metal. In the end the only human part that remains is their minds. 

BECOMING A FORGECRAFTED
The only way in which a human can become a forgecrafted is through a gradual process of magical rituals and surgical implants.

 ENTRY REQUIREMENTS
   Race:  Human
   Alignment:  Must undergo a series of rituals and surgeries whereby the flesh is gradually transformed into that of constructed parts.


Class Skills
 The Tiefling's class skills (and the key ability for each skill) are Concentration (Con), Craft (Any)(Int), Knowledge (Arcana, Architecture and engineering)(Int), Listen (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +0    Machine Metabolism, Darkvision 60 ft.
3. +1    +3     +0     +0    Mechanical Upgrade I
6. +2    +3     +9     +1    Mechanical Defenses
9. +3    +4     +1     +1    Mechanical Upgrade II
12. +3    +4     +1     +1    Apotheosis
 

Weapon Proficiencies: Forgecrafted are proficient with all Simple and Martial Weapons.
 
Machine Metabolism (Ex): The Forgecrafted does not need to breathe, eat, drink or sleep (it must still rest 8 hours to regain spells).

Mechanical Upgrade I (Ex): You gain a projectile weapon of some sort.  Damage is the same regardless of gun type (1d8 per three full Hit Dice), and it may be used a maximum of (Con Modifier +1) times per day.  Gun types include (Choose one when you gain this level):

Grapeshot Cannon: Does slashing damage in a 30 ft. Cone (Reflex Save for half damage, Save DC is 10 plus half Hit Dice plus Con Modifier).

Gatling Cannon: Does piercing damage in a 60 ft. Line (Reflex Save for half damage, Save DC is 10 plus half Hit Dice plus Con Modifier).

Sniper Cannon: Requires an attack roll, takes no penalties for range Modifier, maximum range is 1000 ft.  Damage is bludgeoning.

Additionally the Forgecrafted gains +1 Str and +2 Con, and the Endurance Feat whether it meets the prerequisites or not.

Mechanical Defenses (Ex): The Forgecrafted gains Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.

Mechanical Upgrade II (Ex): The Forgecrafted gains a primary Slam Attack doing 1d4 plus Str Modifier damage, with 2 Slam attacks during a Full Attack Action.  It's Slam Attack is considered both Magic and Adamantine for purposes of overcoming DR.  Additionally it gains +2 Str and +1 Con.

Apotheosis: Your type permanently changes to Construct with the Living Subtype and you no longer naturally age. Your footsteps are heavier now, and you gain no movement penalty for moving through difficult terrain or obstacles that do not totally block movement.  Skill checks to circumvent obstacles are unnecessary for you, and your base land speed increases by +30 ft.  In addition . You can cast an Unyielding Form of Inevitable Death spell once per day.  Caster level is equal to hit dice. 
« Last Edit: August 14, 2015, 09:43:04 PM by bhu »