Wheee, almost done with the Magipunk base classes. As always, this is a WIP. Many thanks to Garryl for allowing me to "borrow" some of his ideas for an unfinished homebrew.
DOMESKIPPERPicture credit: Google Image Search "Let me tell you how this is gonna go. You're gonna buy the equipment I tell you to buy. Then I'm gonna teach you how to use it. You'll sleep with it, eat with it, bring it to your mother's birthday party. Then, when I decide you're ready, I'll take you out into the Wilds, and we'll find us a dragon... and you'll shoot it in the goddamn face. Now is that something you'd be interested in?"-Marcus Darby, domeskipper and big game hunter
A domeskipper can be a glamorous celebrity, leading safaris of nervous rich folk into the Wilds to hunt dangerous creatures. Or, he could be an outcast, exiled from the cities and forced to adapt to life in the wilderness.
MAKING A DOMESKIPPER Short description of play style.
Abilities: The important abilities and why they are important.
Races: Any.
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.
Class SkillsThe Domeskipper's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), Perception (Wis), Profession (Wis), and Stealth (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int
Table: The Domeskipper | HD: d8 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 | +16 | /+11 | /+6 | /+1 | +17 | /+12 | /+7 | /+2 | +18 | /+13 | /+8 | /+3 | +19 | /+14 | /+9 | /+4 | +20 | /+15 | /+10 | /+5 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
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Special | Animal companion, Track, wild empathy | 1st favored enemy | Endurance | Woodland stride | 2nd favored enemy | Surefooted, trained for war | Swift tracker | 3rd favored enemy | Evasion | Trackless step | 4th favored enemy | Good breeding | Camouflage | 5th favored enemy | Improved evasion | Hide in plain sight | 6th favored enemy | Primal awakening | Consummate hunter | 7th favored enemy, stance mastery |
| | | Maneuvers Known | 3 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 | 13 | 13 |
| | | Maneuvers Readied | 3 (2) | 3 (2) | 3 (2) | 4 (2) | 4 (2) | 4 (2) | 4 (2) | 4 (2) | 4 (2) | 5 (3) | 5 (3) | 5 (3) | 5 (3) | 5 (3) | 6 (3) | 6 (3) | 6 (3) | 6 (3) | 6 (3) | 7 (4) |
| | | Stances Known | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
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Weapon and Armor Proficiencies: A domeskipper is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Maneuvers: A domeskipper begins his career with knowledge of three martial maneuvers. The disciplines available to him are
Falling Star, Essence of Gaia (see below), Tiger Claw, and White Raven. At the beginning of each encounter, a domeskipper is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion.
Whenever the domeskipper expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the domeskipper, but is granted as a recovered, readied maneuver to his animal companion. Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the domeskipper.
Only one maneuver each may be granted to the domeskipper and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended. Both the domeskipper and his animal companion may expend a readied, granted maneuver as a swift action with no effect.
Animal companion (Ex): A domeskipper may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the domeskipper on his adventures as appropriate for its kind.
A 1st-level domeskipper's companion is completely typical for its kind except as noted below. As a domeskipper advances in level, the animal’s power increases as shown on the table. A domeskipper's effective level for the purposes of his animal companion is either his domeskipper level (including effects that modify his effective domeskipper level) or his initiator level (including effects that modify his effective initiator level), whichever is greater. If a domeskipper releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours.
A domeskipper of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s domeskipper level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s domeskipper level and compare the result with the domeskipper level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the domeskipper's effective level to 0 or lower, she can’t have that animal as a companion.)
Track: A domeskipper gains Track as a bonus feat.
Wild empathy (Ex): A domeskipper can improve the attitude of an animal. This ability functions just like a Negotiation check made towards a person. The domeskipper rolls 1d20 and adds his domeskipper level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".
To use wild empathy, the domeskipper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A domeskipper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Favored Enemy (Ex): At 2nd level, a domeskipper may select a type of creature from among those given on
this table. The domeskipper gains a +2 bonus on Natural Lore, Negotiation, Persuasion, and Perception checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the domeskipper may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the domeskipper chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the domeskipper's bonuses do not stack; he simply uses whichever bonus is higher.
Endurance: A domeskipper gains Endurance as a bonus feat at 3rd level.
Woodland Stride (Ex): Starting at 4th level, a domeskipper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Trained for war: At 6th level, a domeskipper's animal companion gains the
Warbeast template.
Surefooted (Ex): Beginning at 6th level, a domeskipper is well acquainted with the dangers of unstable ground. He no longer takes any penalty to Acrobatics or Stealth checks from broken terrain or stairs. He also does not need to make a DC 10 Acrobatics check when running or charging down a steep slope.
Swift tracker (Ex): At 7th level, a domeskipper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): Beginning at 9th level, a domeskipper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the domeskipper is not wearing heavy armor. A helpless domeskipper does not gain the benefit of evasion.
Trackless step (Ex): Starting at 10th level, a domeskipper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Good breeding: At 12th level, a domeskipper's animal companion gains the
magebred animal template.
Camouflage (Ex): A domeskipper of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved evasion (Ex): At 15th level, while a domeskipper still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless domeskipper does not gain the benefit of improved evasion.
Hide in plain sight (Ex): While in any sort of natural terrain, a domeskipper of 16th level or higher can use the Hide skill even while being observed.
Primal awakening: At 18th level, a domeskipper's animal companion gains the Feral template (Savage Species pg 115).
Consummate hunter (Ex): Beginning at 19th level, whenever a domeskipper initiates a maneuver against one of his favored enemies, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion. The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the domeskipper when the companion initiates a maneuver against one of the domeskipper's favored enemies.
Stance mastery (Ex): At 20th level, a domeskipper can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.
PLAYING A DOMESKIPPER Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
DOMESKIPPER IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
DOMESKIPPER IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC DOMESKIPPER Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th