New Class Suggestions
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- BlueAce417
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New Class Suggestions
First off, I'd like to say that these are suggestions for possible classes for Baldur's Gate: The Sword Coast Chronicles. I am aware the chances of any of these suggestions is rather slim, and I gladly have spent the time writing it all out anyway. These can be modified appropriately to even out possible over powered qualities or attributes that simply would be best to remain out of the game.
Master of Many Faces
Description: These masters of transmutation can seemlessly alter their very body down to minor details, effectively allowing them to blend into any situation with ease. Though typically these multi-faced individuals are hunted, they are rarely ever caught. It is only through Mask that these mastery of transmutation may exist.
Requirements
Spell focus: Transmutation
Greater Spell focus: Transmutation
Must be of non-lawful alignment
Deity: Mask
8 spellcraft
Able to cast 3rd level spells or higher
Class Features
Hit die: d6
Base Attack Bonus: Low
High Saves: Will and Fortitude
Weapon Proficiencies: simple weapons
Armor Proficientcies: None
Skill Points: 4 + Int Modifier
Class Skills: Bluff, Concentration, Diplomacy, Heal, Lore, Sense Motive, Spot, Use Magic Device.
Spells Per Day/ Spells Known: When a Master of Many Faces gains in new levels, they may attain spells as if he/she had also gain a level in whatever he/she belonged to before they became a Master of Many Faces.
Class Feats:
1: Bodily Enhancment/x1 Per Day
2: Bodily Enhancment/x2 Per Day
3: Minor Body Shaping
4: Bodily Enhandment/x3 Per Day
5: Major Body Shaping
Bodily Enhancment: A Master of Many Faces temporarily alters his/her body. Gaining and losing abilities. These enhancments lasts for 6 seconds per character level.
-Heavy Enhancment: A Master of Many Faces adds unto their body weight, gaining +2 Strength, +2 Constitution but -2 Armor Class.
-Charming Enhancment: A Master of Many Faces sharpens their appearance, gaining +4 Charisma but -2 Constitution and speed is cut in half. ((everyone looks better in slow-mo))
-Nimble Enhancment: A Master of Many Faces becomes thinner, gaining +2 Dexterity, and +2 Armor Class, but -2 Strength and -2 Constitution.
Minor Body Shaping: A Master of Many Faces learns how to turn into a few races through force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Sun Elf, Human, Dwarf, Half-Orc and Half-Elf. Each form gains randomized face, hair and features set onto them.
Major Body Shaping: A Master of Many Faces learns how to turn into many more races through their force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Tiefling, Aasimar, Halfling, Gnome, Goblin, and Grey Orc. Each form gains randomized face, hair and features set onto them.
Fey-Kin Warlock
Description: Akin to the Fey of the woods, some warlocks pact themselves with chaotic entities, to achieve their power. Dominating a different side of their dark magic. Fey-Kin Warlocks specialize in assaults of the mind in addition to the soul. Imbuing their eldritch blasts with potently chaotic energy, they can tear apart the senses of their foes.
Requirements:
Any nonlawful
12 lore, 6 spellcraft, 6 use magic device
Can NOT have levels in Hellfire Warlock or Star-Dusk Warlock
Spellcasting: Charm (invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: Bluff, Concentration, Lore, Spellcraft, Survival, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1. Chaotic Blast +2d6
2. Chaotic Blast +4d6, Call to the Fey, Feyish Resistance
3. Chaotic Blast +6d6, Chaos Shield
Chaotic Blast: Applies sonic damage and a minor stun with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier)
Call to the Fey: The Fey-Kin Warlock beckons for aid, and is quickly answered with a powerful Dryad to protect the Warlock. This Dryad lasts for 1 round equal to Fey-Kin Warlock+1d8+Charisma Modifier.
Feyish Resistance: Grants spell resistance equal to Warlock levels, does not stack with other spell resistance spells, abilities or items.
Chaos Shield: For the next 10 rounds, a Fey-Kin Warlock becomes shrouded in pixie dust. Granting several chances to blind foes beyond 5 feet, and stun foes within 5 feet. Has a DC of (10+Half of character Level (to a max of 15)+Charisma Modifier)
Star-Dusk Warlock
Description: Like the rise and fall of the moon, Star-Dusk Warlocks wax and wane with the dance of time. Unlike many other pacts, Star-Dusk pacts seek intelligent minds, a keen sense of secrecy and of course, those who favor the night. Once a pact is made, these warlocks can imbue their eldritch blasts with the power of the night, the moon and the stars.
Requirements:
12 lore, 6 spellcraft, 6 appraise
Can NOT have levels in Hellfire Warlock or Fey-Kin Warlock
Spellcasting: Beshadowed Blast (Invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 4+ Int modifier
Class Skills: Appraise, Bluff, Concentration, Lore, Spellcraft, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1: Moon Blast +2d6
2: Moon Blast +4d6, Seek the Stars, Nocturnal Desire
3: Moon Blast +6d6, Dusk Shield
Moon Blast: Applies the damage as cold and change to inflict blindness with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier).
Seek the Stars: The Star-Dusk Warlock beckons to the stars, and is quickly answered with a powerful Shadow to fight for the party for a duration equal to 1 round equal to Star-Dusk Warlock+1d8+Charisma Modifier.
Nocturnal Desire: The Star-Dusk Warlock becomes attuned to the night sky, effectively gaining bonuses when in the sight of the moon, and penalties when in the sight of the sun. During the night, a Star-Dusk Warlock receives +2 base Charisma, +2 to attack, and +2 to AC. During the day, a Star-Dusk Warlock receives -2 Charisma, -2 to attack, and -2 to AC.
Dusk Shield: A Star-Dusk Warlock surrounds him/herself with a barrier of shadows and chilling ice. Creatures within melee range suffer 4d6 of cold damage every successful melee attack and the Star-Dusk Warlock themselves receive a damage resistance of 15/- magic for the duration of rounds equal to Star-Dusk Warlock levels+1d8+Charisma Modifier.
Master Enchanter
Description: Unparalleled masters of enchantment, these wand crafters can imbue more power into their wands as well as restore the charges every now and again. Building their knowledge constantly on ways to enhance their grasp of their art.
Requirements:
Craft Wand
skill focus (appraise)
10 spellcraft, 5 appraise
Class Features
Hit die: d4
Base Hit Bonus: low
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: appraise, concentration, lore, search, spellcraft, use magic device
Spells per day/ spells known: A Master Enchanter gains in new spells as if they had taken a level in what ever they were before becoming a Master Enchanter.
Class Feats:
1: Efficient Enchanting, Recharge
2: Runed Bomb
3: Risky Imbuing
4:
5: Masterful Enchanting
Efficient Enchanting: Reduces the cost of crafting wands down to 85% of the normal cost. This does not effect the variables which determine the total cost, but lowers the original cost by 15%.
Recharge: A Master Enchanter may attempt to recharge a wand, for a fourth of the price to craft it (Efficient Enchanting does not effect this ability). Recharging takes two rolls. The first roll determines if the wand breaks or not, the second determines how much the wand is charged. Roll one works as the following DC of (15+3d6) as the wand and the Master Alchemist's roll for (Twice the Master Alchemist Levels+the appraise skill+1d20). Roll two recharges a total of (Intelligence modifier+Master Enchanter Level+1d20). The price of recharging equals the standard rate, as per the use of a recharging station.
Runed Bomb: Once per day, a Master Enchanter may craft a specialized Runed explosive. The explosive stuns all targets within the blast with a DC of 22. These cost 135 gp per grenade.
Risky Imbuing: A Master Enchanter may take a chance at adding additional charges, to a maximum charge of 75. This is however a very difficult task, as the wand will not only break upon failure, but deal tremendous damage to the Enchanter proportionate to how far the roll was lost by. The DC of successfully adding more charges functions as the following (20+a fourth of the current charges on the wand rounded down+1d10) and the Master Enchnter's roll as (Twice the Master Alchemist Levels+the appraise skill+1d20). The amount recharged is half of (Intelligence modifier+Master Enchanter Level+1d20). Should the Master Enchanter fail this roll, they are dealt Xd6 points of magic damage, where X=the amount they had missed. A wand can only be overcharged if it is FULLY charged first. The cost of overcharging is half of the price to craft it.
Masterful Enchanting: Further lowers the price to craft wands by an additional 15%, this adds unto Efficient Enchanting. Note that this efficiency only functions with crafting a wand, not recharging and not overcharging.
Master Smith
Description: Through fire and steel many warriors are born, but not a single of them would succeed without a sturdy hammer or a sharp blade in hand. These craftsmen can modify weapons, armors and shields to better suit any situation. Making any blade sharper, making any armor thicker, and making any shield sturdier.
Requirements
Skill Focus (Craft Weapon)
Skill Focus (Craft Armor)
10 Craft Weapon, 10 Craft Armor
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Fort
Weapon Proficiencies: Simple Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 2+ Int modifier
Spells per Day/ Spells Known: A Master Smith does not progress in any spell progression.
Class Feats:
1: Tempering /x1
2:
3: Smithy's Fire, Tempering /x2
4:
5: Masterful Tempering, Tempering /x3
Tempering: Once per day, a Master Smith may take this time to bolster any of three items at a time, it them on himself, or another. If a Master Smith chooses to Temper his/her armor, he/she would receive +2 armor AC, stacks with in place AC bonus. If a weapon is chosen, the weapon would receive +2 enhancement bonus and the KEEN trait. If a shield is chosen, the shield would receive +2 shield AC, stacks with in place AC bonus. Tempering on items lasts for 1 hour per Master Smith Level. A Master Smith may use this ability twice at Master Smith level 3, and three times at Master Smith level 5.
Smithy's Fire: Brandishing themselves with a zealous grin of the craft, a Master smith may ignite either themselves or their weapon with perilous flames. If a Master Smith chooses to ignite themselves, it would act as the Body of Sun druid spell for half of the duration. If a Master Smith chooses to ignite their weapon, it would act as Blades of Fire ranger spell for the same duration. REQUIRES THE USE OF A TORCH OR A TORCH-LIKE OBJECT IN HAND!
Masterful Tempering: In addition to what Tempering affects, Masterful Tempering increase this effect slightly. Armor would receive +3 AC instead of +2. Weapons would receive +3 enhancement and Keen instead of +2 enhancement and Keen. Shields would receive +3 shield AC instead of +2.
Jester
Description: Typically seen as a joke and a mockery of the world, Jesters actually are experts of manipulation. Behind the insidious grin lies a plot, behind the miraculous tricks lies a poisoned blade, behind the laughter lies the madness. Unpredictable and ruthless, Jesters are never an easy target to hit, either with a blade or with humor.
Requirements
Any chaotic or evil
Alertness
Feint
8 parry, 8 perform
6 base attack bonus
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Reflex and Will
Weapon Proficiencies: Simple Weapons and Martial Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 6+ Int modifier
Spells per Day/ Spells Known: A Jester does not progress in any spell progression.
Class Feats:
1: Unstable Mind
2:
3: Use Poison
4: Hide in Plain Sight
5:
6: Cackling Swordplay
7:
8: Maddening Zeal
9:
10: Jester's Trick
Unstable Mind: Grants the Jester a +4 on will saves vs mind effecting spells and immunity to confusion and dominate.
Use Poison: The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.
Hide in Plain Sight: The character can use the hide skill when being observed. This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.
Cackling Swordplay: Once per day, the Jester begins to break into an uncontrollable laughter at the sight of an enemy, disheartening them and doubling the speed of the Jester's attack for 10 rounds. Targets within 5 feet suffer -2 to AC and their attack speed is cut in half.
Maddening Zeal: The lower the Jester's hit points are as opposed to their maximum hit points, the stronger they become. At less than 75% health, a Jester receives +2 attack. At less than 50% health, a Jester receives +2 AC and an additional +2 attack. At less than 25% health, a Jester receives immunity to movement impeding effects, an additional +2 AC, and an additional +2 attack. To a total of +4 AC and +6 attack.
Jester's Trick: A Jester pull's their last trick out of their sleeve, cutting their health in half (damage equal to their MAX HEALTH, not current health) to deal 20d10 points of irresistible damage to a single target. This trick can only be used once a day, and leaves the Jester with a -4 AC and -6 attack due to the expense of the damage he/she had dealt to themselves. the debuff lasts for 2 minutes and can not be removed upon resting.
*Edited to fix a mistake of grammar
Master of Many Faces
Description: These masters of transmutation can seemlessly alter their very body down to minor details, effectively allowing them to blend into any situation with ease. Though typically these multi-faced individuals are hunted, they are rarely ever caught. It is only through Mask that these mastery of transmutation may exist.
Requirements
Spell focus: Transmutation
Greater Spell focus: Transmutation
Must be of non-lawful alignment
Deity: Mask
8 spellcraft
Able to cast 3rd level spells or higher
Class Features
Hit die: d6
Base Attack Bonus: Low
High Saves: Will and Fortitude
Weapon Proficiencies: simple weapons
Armor Proficientcies: None
Skill Points: 4 + Int Modifier
Class Skills: Bluff, Concentration, Diplomacy, Heal, Lore, Sense Motive, Spot, Use Magic Device.
Spells Per Day/ Spells Known: When a Master of Many Faces gains in new levels, they may attain spells as if he/she had also gain a level in whatever he/she belonged to before they became a Master of Many Faces.
Class Feats:
1: Bodily Enhancment/x1 Per Day
2: Bodily Enhancment/x2 Per Day
3: Minor Body Shaping
4: Bodily Enhandment/x3 Per Day
5: Major Body Shaping
Bodily Enhancment: A Master of Many Faces temporarily alters his/her body. Gaining and losing abilities. These enhancments lasts for 6 seconds per character level.
-Heavy Enhancment: A Master of Many Faces adds unto their body weight, gaining +2 Strength, +2 Constitution but -2 Armor Class.
-Charming Enhancment: A Master of Many Faces sharpens their appearance, gaining +4 Charisma but -2 Constitution and speed is cut in half. ((everyone looks better in slow-mo))
-Nimble Enhancment: A Master of Many Faces becomes thinner, gaining +2 Dexterity, and +2 Armor Class, but -2 Strength and -2 Constitution.
Minor Body Shaping: A Master of Many Faces learns how to turn into a few races through force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Sun Elf, Human, Dwarf, Half-Orc and Half-Elf. Each form gains randomized face, hair and features set onto them.
Major Body Shaping: A Master of Many Faces learns how to turn into many more races through their force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Tiefling, Aasimar, Halfling, Gnome, Goblin, and Grey Orc. Each form gains randomized face, hair and features set onto them.
Fey-Kin Warlock
Description: Akin to the Fey of the woods, some warlocks pact themselves with chaotic entities, to achieve their power. Dominating a different side of their dark magic. Fey-Kin Warlocks specialize in assaults of the mind in addition to the soul. Imbuing their eldritch blasts with potently chaotic energy, they can tear apart the senses of their foes.
Requirements:
Any nonlawful
12 lore, 6 spellcraft, 6 use magic device
Can NOT have levels in Hellfire Warlock or Star-Dusk Warlock
Spellcasting: Charm (invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: Bluff, Concentration, Lore, Spellcraft, Survival, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1. Chaotic Blast +2d6
2. Chaotic Blast +4d6, Call to the Fey, Feyish Resistance
3. Chaotic Blast +6d6, Chaos Shield
Chaotic Blast: Applies sonic damage and a minor stun with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier)
Call to the Fey: The Fey-Kin Warlock beckons for aid, and is quickly answered with a powerful Dryad to protect the Warlock. This Dryad lasts for 1 round equal to Fey-Kin Warlock+1d8+Charisma Modifier.
Feyish Resistance: Grants spell resistance equal to Warlock levels, does not stack with other spell resistance spells, abilities or items.
Chaos Shield: For the next 10 rounds, a Fey-Kin Warlock becomes shrouded in pixie dust. Granting several chances to blind foes beyond 5 feet, and stun foes within 5 feet. Has a DC of (10+Half of character Level (to a max of 15)+Charisma Modifier)
Star-Dusk Warlock
Description: Like the rise and fall of the moon, Star-Dusk Warlocks wax and wane with the dance of time. Unlike many other pacts, Star-Dusk pacts seek intelligent minds, a keen sense of secrecy and of course, those who favor the night. Once a pact is made, these warlocks can imbue their eldritch blasts with the power of the night, the moon and the stars.
Requirements:
12 lore, 6 spellcraft, 6 appraise
Can NOT have levels in Hellfire Warlock or Fey-Kin Warlock
Spellcasting: Beshadowed Blast (Invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 4+ Int modifier
Class Skills: Appraise, Bluff, Concentration, Lore, Spellcraft, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1: Moon Blast +2d6
2: Moon Blast +4d6, Seek the Stars, Nocturnal Desire
3: Moon Blast +6d6, Dusk Shield
Moon Blast: Applies the damage as cold and change to inflict blindness with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier).
Seek the Stars: The Star-Dusk Warlock beckons to the stars, and is quickly answered with a powerful Shadow to fight for the party for a duration equal to 1 round equal to Star-Dusk Warlock+1d8+Charisma Modifier.
Nocturnal Desire: The Star-Dusk Warlock becomes attuned to the night sky, effectively gaining bonuses when in the sight of the moon, and penalties when in the sight of the sun. During the night, a Star-Dusk Warlock receives +2 base Charisma, +2 to attack, and +2 to AC. During the day, a Star-Dusk Warlock receives -2 Charisma, -2 to attack, and -2 to AC.
Dusk Shield: A Star-Dusk Warlock surrounds him/herself with a barrier of shadows and chilling ice. Creatures within melee range suffer 4d6 of cold damage every successful melee attack and the Star-Dusk Warlock themselves receive a damage resistance of 15/- magic for the duration of rounds equal to Star-Dusk Warlock levels+1d8+Charisma Modifier.
Master Enchanter
Description: Unparalleled masters of enchantment, these wand crafters can imbue more power into their wands as well as restore the charges every now and again. Building their knowledge constantly on ways to enhance their grasp of their art.
Requirements:
Craft Wand
skill focus (appraise)
10 spellcraft, 5 appraise
Class Features
Hit die: d4
Base Hit Bonus: low
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: appraise, concentration, lore, search, spellcraft, use magic device
Spells per day/ spells known: A Master Enchanter gains in new spells as if they had taken a level in what ever they were before becoming a Master Enchanter.
Class Feats:
1: Efficient Enchanting, Recharge
2: Runed Bomb
3: Risky Imbuing
4:
5: Masterful Enchanting
Efficient Enchanting: Reduces the cost of crafting wands down to 85% of the normal cost. This does not effect the variables which determine the total cost, but lowers the original cost by 15%.
Recharge: A Master Enchanter may attempt to recharge a wand, for a fourth of the price to craft it (Efficient Enchanting does not effect this ability). Recharging takes two rolls. The first roll determines if the wand breaks or not, the second determines how much the wand is charged. Roll one works as the following DC of (15+3d6) as the wand and the Master Alchemist's roll for (Twice the Master Alchemist Levels+the appraise skill+1d20). Roll two recharges a total of (Intelligence modifier+Master Enchanter Level+1d20). The price of recharging equals the standard rate, as per the use of a recharging station.
Runed Bomb: Once per day, a Master Enchanter may craft a specialized Runed explosive. The explosive stuns all targets within the blast with a DC of 22. These cost 135 gp per grenade.
Risky Imbuing: A Master Enchanter may take a chance at adding additional charges, to a maximum charge of 75. This is however a very difficult task, as the wand will not only break upon failure, but deal tremendous damage to the Enchanter proportionate to how far the roll was lost by. The DC of successfully adding more charges functions as the following (20+a fourth of the current charges on the wand rounded down+1d10) and the Master Enchnter's roll as (Twice the Master Alchemist Levels+the appraise skill+1d20). The amount recharged is half of (Intelligence modifier+Master Enchanter Level+1d20). Should the Master Enchanter fail this roll, they are dealt Xd6 points of magic damage, where X=the amount they had missed. A wand can only be overcharged if it is FULLY charged first. The cost of overcharging is half of the price to craft it.
Masterful Enchanting: Further lowers the price to craft wands by an additional 15%, this adds unto Efficient Enchanting. Note that this efficiency only functions with crafting a wand, not recharging and not overcharging.
Master Smith
Description: Through fire and steel many warriors are born, but not a single of them would succeed without a sturdy hammer or a sharp blade in hand. These craftsmen can modify weapons, armors and shields to better suit any situation. Making any blade sharper, making any armor thicker, and making any shield sturdier.
Requirements
Skill Focus (Craft Weapon)
Skill Focus (Craft Armor)
10 Craft Weapon, 10 Craft Armor
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Fort
Weapon Proficiencies: Simple Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 2+ Int modifier
Spells per Day/ Spells Known: A Master Smith does not progress in any spell progression.
Class Feats:
1: Tempering /x1
2:
3: Smithy's Fire, Tempering /x2
4:
5: Masterful Tempering, Tempering /x3
Tempering: Once per day, a Master Smith may take this time to bolster any of three items at a time, it them on himself, or another. If a Master Smith chooses to Temper his/her armor, he/she would receive +2 armor AC, stacks with in place AC bonus. If a weapon is chosen, the weapon would receive +2 enhancement bonus and the KEEN trait. If a shield is chosen, the shield would receive +2 shield AC, stacks with in place AC bonus. Tempering on items lasts for 1 hour per Master Smith Level. A Master Smith may use this ability twice at Master Smith level 3, and three times at Master Smith level 5.
Smithy's Fire: Brandishing themselves with a zealous grin of the craft, a Master smith may ignite either themselves or their weapon with perilous flames. If a Master Smith chooses to ignite themselves, it would act as the Body of Sun druid spell for half of the duration. If a Master Smith chooses to ignite their weapon, it would act as Blades of Fire ranger spell for the same duration. REQUIRES THE USE OF A TORCH OR A TORCH-LIKE OBJECT IN HAND!
Masterful Tempering: In addition to what Tempering affects, Masterful Tempering increase this effect slightly. Armor would receive +3 AC instead of +2. Weapons would receive +3 enhancement and Keen instead of +2 enhancement and Keen. Shields would receive +3 shield AC instead of +2.
Jester
Description: Typically seen as a joke and a mockery of the world, Jesters actually are experts of manipulation. Behind the insidious grin lies a plot, behind the miraculous tricks lies a poisoned blade, behind the laughter lies the madness. Unpredictable and ruthless, Jesters are never an easy target to hit, either with a blade or with humor.
Requirements
Any chaotic or evil
Alertness
Feint
8 parry, 8 perform
6 base attack bonus
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Reflex and Will
Weapon Proficiencies: Simple Weapons and Martial Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 6+ Int modifier
Spells per Day/ Spells Known: A Jester does not progress in any spell progression.
Class Feats:
1: Unstable Mind
2:
3: Use Poison
4: Hide in Plain Sight
5:
6: Cackling Swordplay
7:
8: Maddening Zeal
9:
10: Jester's Trick
Unstable Mind: Grants the Jester a +4 on will saves vs mind effecting spells and immunity to confusion and dominate.
Use Poison: The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.
Hide in Plain Sight: The character can use the hide skill when being observed. This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.
Cackling Swordplay: Once per day, the Jester begins to break into an uncontrollable laughter at the sight of an enemy, disheartening them and doubling the speed of the Jester's attack for 10 rounds. Targets within 5 feet suffer -2 to AC and their attack speed is cut in half.
Maddening Zeal: The lower the Jester's hit points are as opposed to their maximum hit points, the stronger they become. At less than 75% health, a Jester receives +2 attack. At less than 50% health, a Jester receives +2 AC and an additional +2 attack. At less than 25% health, a Jester receives immunity to movement impeding effects, an additional +2 AC, and an additional +2 attack. To a total of +4 AC and +6 attack.
Jester's Trick: A Jester pull's their last trick out of their sleeve, cutting their health in half (damage equal to their MAX HEALTH, not current health) to deal 20d10 points of irresistible damage to a single target. This trick can only be used once a day, and leaves the Jester with a -4 AC and -6 attack due to the expense of the damage he/she had dealt to themselves. the debuff lasts for 2 minutes and can not be removed upon resting.
*Edited to fix a mistake of grammar
Last edited by BlueAce417 on Fri Oct 16, 2015 4:02 pm, edited 2 times in total.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- DM Golem
- Posts: 8842
- Joined: Mon Apr 07, 2014 6:00 pm
Re: New Class Suggestions
I approved this post, but moved it to Suggestions
- BlueAce417
- Posts: 173
- Joined: Thu Jul 23, 2015 5:58 pm
- Location: Pff, idk. Some sorta room, maybe?
Re: New Class Suggestions
Thank you, Golem! I wasn't completely sure where to post this, as I mostly view the Lore and Guild tabs. 
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- DM Golem
- Posts: 8842
- Joined: Mon Apr 07, 2014 6:00 pm
Re: New Class Suggestions
No problem!
- Thorsson
- Posts: 1293
- Joined: Thu Jul 02, 2009 4:17 pm
Re: New Class Suggestions
Given that there are numerous new classes that have been in progress for years without ever seeing the light of day, your chances of success are somewhere between slim and none. And Slim just left town.
Life is far too important a thing ever to talk seriously about it
- BlueAce417
- Posts: 173
- Joined: Thu Jul 23, 2015 5:58 pm
- Location: Pff, idk. Some sorta room, maybe?
Re: New Class Suggestions
Once more, I'm aware of my chances, But I find it enjoyable to just come up with something like this and share it. 
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- BlueAce417
- Posts: 173
- Joined: Thu Jul 23, 2015 5:58 pm
- Location: Pff, idk. Some sorta room, maybe?
Re: New Class Suggestions
Some more class suggestions!
Fire Mage
Bound by rage and grown with hunger, Fire Mages are one of the most fearsome Magus', blasting apart their foes with combustive blasts and burning the individual against them down to their core. Many of those wishing to perfect their fiery arts most commonly travel to volcanoes and parts where lava and heat are easily reached. All Fire Mages eventually become so adept at using fire, that their body follows suit. They learn to harness their natural or magically enhanced molten environment to empower their own spells
Requirements
Feats: Spell Penetration
Skill: 8 Lore
Spellcasting: 1st level Arcane magic.
Restriction: Cannot possess any levels in Frost Mage or Lightning Mage and can no longer take levels in Frost Mage or Lightning Mage.
Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficienies: None
Armor Proficiencies: None
Skill Points: 2 +INT modifier
Class Skills: Bluff, Concentration, Craft Alchemy, Craft Weapon, Craft Armor, Lore, Search, Spellcraft, Survival.
Class Feats:
1: Arms of Fire (1d6), Spellcasting Progression
2: Resistance to Fire 10
3:
4: Arms of Fire (2d6)
5:
6: One with Fire
7: Arms of Fire (3d6)
8:
9:
10: Arms of Fire (4d6), Seering Flames
Class Abilities
Arms of Fire: The Fire Mage becomes adept at lashing their anger at those that hit them, effectively dealing fire damage in the form of 1d6 per successful melee attack (2d6 at Fire Mage level 4, 3d6 at Fire Mage level 7, and 4d6 at Fire Mage level 10).
Spellcasting: At every level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Fire Mage, you must decide which class gains the increased casting ability.
Fire Resistance 10: Starting at 2nd level, the Fire Mage's affinity for fire grants him/her a resistance to Fire 10.
One with Fire: The Fire Mage has become so adept at utilizing fire, that their body begins to mimic their use of it. He/she gains the Fire subtype, granting him/her immunity to fire. But the Fire Mage becomes susceptible to the harsh winter's kiss, gaining 50% vulnerability to cold energy.
Seering Flames: The Fire Mage's uncontrollable rage seeps further into their spells, allowing them to ignore and fire resistance or immunity with his fire energy spells. Affected spells include: _______________*

Lightning Mage
Bound endlessly in a shocking electric loop, Lightning Mages are among the most impatient of them all. Constantly seeking conflict, entertainment or what ever that amuses them until they eventually undo themselves. Lightning Mages are known for being chaotic in nature, as their very element is difficult to control, the best of lightning mages make a choice of sacrificing their sanity or themselves to better their electrical art. Many of those wishing to perfect their storm driven arts most commonly travel to the highest peaks they can reach, mostly during lightning storms. Eventually they learn to harness their natural or magically enhanced surging environment to empower their own spells.
Requirements
Feats: Spell Penetration
Skill: 8 Lore
Spellcasting: 1st level Arcane magic.
Restriction: Cannot possess any levels in Frost Mage or Fire Mage and can no longer take levels in Frost Mage or Fire Mage.
Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will and Reflex
Weapon Proficienies: None
Armor Proficiencies: None
Skill Points: 2 +INT modifier
Class Skills: Concentration, Craft Alchemy, Craft Weapon, Craft Armor, Lore, Intimidate, Search, Spellcraft, Survival.
Class Feats:
1: Spreading Storm (5 feet), Spellcasting Progression
2: Resistance to Lightning 10
3:
4: Spreading Storm (10 feet)
5:
6: One with Lightning
7: Spreading Storm (15 feet)
8:
9:
10: Spreading Storm (20 feet), Unrelenting Surge
Class Abilities
Spreading Storm: Whenever the Lightning Mage casts a lightning energy spell, they chain the lightning to themselves and spread it 5 feet around them (10 feet at Lightning Mage level 4, 15 at Lightning Mage level 7, and 20 feet at Lightning Mage level 10). The damage equals half of the damage the lightning energy spell dealt with the same DC as the spell itself. Affected spells include: _____*.
Spellcasting: At every level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Lightning Mage, you must decide which class gains the increased casting ability.
Lightning Resistance 10: Starting at 2nd level, the Lightning Mage's affinity of lightning grants him/her a resistance to electricity 10.
One with Lightning: The Lightning Mage becomes so adept at utilizing lightning energy that their body becomes as a lightning rod in a heavy storm. Gaining the electric subtype, granting immunity to electricity. But the Lightning Mage becomes 50% vulnerable to acid.
Unrelenting Surge: The chaotic energies built up from years of study have finally grown to a point of true potential. The Lightning Mage may now effectively breach any and all resistances or immunity to lightning with his lightning spells. Affected spells include:____*.

((For the life of me, I can't think of any way to work an Acid Mage or an Earth Mage out into words that would seem appealing, so instead I'll skip it. No point in wasting already thin time.))
*Items with an asterisk next to them will be added at a later date if and when requested. It would be far too much work to list EVERY fire/lightning spell there is so for the mean time, just assume EVERY fire and lightning spell is affected... by the corresponding class feats.
Fire Mage
Bound by rage and grown with hunger, Fire Mages are one of the most fearsome Magus', blasting apart their foes with combustive blasts and burning the individual against them down to their core. Many of those wishing to perfect their fiery arts most commonly travel to volcanoes and parts where lava and heat are easily reached. All Fire Mages eventually become so adept at using fire, that their body follows suit. They learn to harness their natural or magically enhanced molten environment to empower their own spells
Requirements
Feats: Spell Penetration
Skill: 8 Lore
Spellcasting: 1st level Arcane magic.
Restriction: Cannot possess any levels in Frost Mage or Lightning Mage and can no longer take levels in Frost Mage or Lightning Mage.
Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficienies: None
Armor Proficiencies: None
Skill Points: 2 +INT modifier
Class Skills: Bluff, Concentration, Craft Alchemy, Craft Weapon, Craft Armor, Lore, Search, Spellcraft, Survival.
Class Feats:
1: Arms of Fire (1d6), Spellcasting Progression
2: Resistance to Fire 10
3:
4: Arms of Fire (2d6)
5:
6: One with Fire
7: Arms of Fire (3d6)
8:
9:
10: Arms of Fire (4d6), Seering Flames
Class Abilities
Arms of Fire: The Fire Mage becomes adept at lashing their anger at those that hit them, effectively dealing fire damage in the form of 1d6 per successful melee attack (2d6 at Fire Mage level 4, 3d6 at Fire Mage level 7, and 4d6 at Fire Mage level 10).
Spellcasting: At every level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Fire Mage, you must decide which class gains the increased casting ability.
Fire Resistance 10: Starting at 2nd level, the Fire Mage's affinity for fire grants him/her a resistance to Fire 10.
One with Fire: The Fire Mage has become so adept at utilizing fire, that their body begins to mimic their use of it. He/she gains the Fire subtype, granting him/her immunity to fire. But the Fire Mage becomes susceptible to the harsh winter's kiss, gaining 50% vulnerability to cold energy.
Seering Flames: The Fire Mage's uncontrollable rage seeps further into their spells, allowing them to ignore and fire resistance or immunity with his fire energy spells. Affected spells include: _______________*

Lightning Mage
Bound endlessly in a shocking electric loop, Lightning Mages are among the most impatient of them all. Constantly seeking conflict, entertainment or what ever that amuses them until they eventually undo themselves. Lightning Mages are known for being chaotic in nature, as their very element is difficult to control, the best of lightning mages make a choice of sacrificing their sanity or themselves to better their electrical art. Many of those wishing to perfect their storm driven arts most commonly travel to the highest peaks they can reach, mostly during lightning storms. Eventually they learn to harness their natural or magically enhanced surging environment to empower their own spells.
Requirements
Feats: Spell Penetration
Skill: 8 Lore
Spellcasting: 1st level Arcane magic.
Restriction: Cannot possess any levels in Frost Mage or Fire Mage and can no longer take levels in Frost Mage or Fire Mage.
Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will and Reflex
Weapon Proficienies: None
Armor Proficiencies: None
Skill Points: 2 +INT modifier
Class Skills: Concentration, Craft Alchemy, Craft Weapon, Craft Armor, Lore, Intimidate, Search, Spellcraft, Survival.
Class Feats:
1: Spreading Storm (5 feet), Spellcasting Progression
2: Resistance to Lightning 10
3:
4: Spreading Storm (10 feet)
5:
6: One with Lightning
7: Spreading Storm (15 feet)
8:
9:
10: Spreading Storm (20 feet), Unrelenting Surge
Class Abilities
Spreading Storm: Whenever the Lightning Mage casts a lightning energy spell, they chain the lightning to themselves and spread it 5 feet around them (10 feet at Lightning Mage level 4, 15 at Lightning Mage level 7, and 20 feet at Lightning Mage level 10). The damage equals half of the damage the lightning energy spell dealt with the same DC as the spell itself. Affected spells include: _____*.
Spellcasting: At every level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Lightning Mage, you must decide which class gains the increased casting ability.
Lightning Resistance 10: Starting at 2nd level, the Lightning Mage's affinity of lightning grants him/her a resistance to electricity 10.
One with Lightning: The Lightning Mage becomes so adept at utilizing lightning energy that their body becomes as a lightning rod in a heavy storm. Gaining the electric subtype, granting immunity to electricity. But the Lightning Mage becomes 50% vulnerable to acid.
Unrelenting Surge: The chaotic energies built up from years of study have finally grown to a point of true potential. The Lightning Mage may now effectively breach any and all resistances or immunity to lightning with his lightning spells. Affected spells include:____*.

((For the life of me, I can't think of any way to work an Acid Mage or an Earth Mage out into words that would seem appealing, so instead I'll skip it. No point in wasting already thin time.))
*Items with an asterisk next to them will be added at a later date if and when requested. It would be far too much work to list EVERY fire/lightning spell there is so for the mean time, just assume EVERY fire and lightning spell is affected... by the corresponding class feats.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- BlueAce417
- Posts: 173
- Joined: Thu Jul 23, 2015 5:58 pm
- Location: Pff, idk. Some sorta room, maybe?
Re: New Class Suggestions
Some more class suggestions!
Been a while but I was playing on another server and found one distinctly entertaining class. One I was almost violently gleeful to play as:
Psion (note that this is a copy and paste description from Sigil - City of Doors, save for a few qualities I feel were necessary)
The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing self-study. His aggressive powers do not freely scale as do the spells of arcane and divine casters, but he enjoys supreme flexibility in accessing those powers. A psion must choose one discipline in which to focus, at the cost of losing access to the signature powers found in other disciplines -so in a sense the psion character class is six classes rather than one. A shaper (a psion who has selected meta creativity as her discipline) is a very different character from a telepath (a psion whose discipline is telepathy).
Requirements
Minimum Intelligence 18
Alignment Restriction: Any non-chaotic
Class Features
Hit Dice: d4
Base Attack Bonus: Low
High Saves: Will
Proficiencies: Simple Weapons, Light Armor. Any shields, medium- or heavy armors interfere with power manifestation with arcane spell failure chances.
Skill Points: 2 + Int Modifier (4 + Int Modifier at Lvl 1)
Class Skills: Concentration, Lore, (any others you think should be listed here, feel free to say them)
Class Feats:
Power Manifestation: A psion does not cast arcane spells or draw upon the powers of gods or eldritch beings, but rather manifests psionic powers drawn from their own mental prowess. Manifesting such powers is not impeded by the use of light armor, but any armor of a class heavier than light, and shields of any sort will incur power failure in a similar manner to arcane spell failure. A psion gains two powers at first level, dictated by the discipline chosen, and may choose two new powers to manifest at each level thereafter. New power levels are accessed at every odd level until level 17, whereapon 2 level 9 powers are acquired at level 18 and 20 respectively (no powers are granted at 17 or 19). Note: Once chosen, a psion's power cannot be un-learned or exchanged for another save through de-leveling with the Styx Oarsman. A psion's casting progression is controlled by a feat which updates every even level until level 20. If attempting to level a psion and the power selection menu is blank, try resting to update the casting progression feat.
Power Point Pool: When a psion manifests a power, he does so by spending 'power points'. Metapsionics modify the power's cost, and a psion cannot manifest a power that costs more power points than he or she has levels in a manifesting class. A psion's power point pool increases with each level taken in the class, and can be modified or enhanced by several feats. A psion's Intelligence score grants them additional power points equal to their INT modifier * your manifester level * 1/2.
Psionic Disciplines: At first level, a psion must choose the discipline of psionics they wish to specialize in. While less restrictive than arcane specialization, with no 'forbidden' disciplines, there are nonetheless powers that a 'Telepath' (for example) can master that a psion of a different specialization will never be able to learn.The disciplines and their specialties are as follows:
Clairsentience (Seer) - Seeing the future and gathering information.
Metacreativity (Shaper) - Creating constructs and crystals out of raw Astral matter.
Psychokinesis (Kineticist) - Harnessing the raw energy of the mind.
Psychoportation (Nomad) - Manipulating space and time.
Psychometabolism (Egoist) - Transforming, healing, and enhancing the body.
Telepathy (Telepath) - Influencing, controlling, and attacking the mind.
Psionic Lash: A crude, but effective telepathic attack that all psions regardless of discipline learn. At will a psion may hurl a bundle of psychic energy directly into the mind of their foe. To creatures not immune to mind-effecting abilities, this deals 1d4 damage + 1d4 per every 3 levels of the Psion class. To non-psions, a failed will save causes 1d2 rounds of confusion in addition to the damage. To psions, a failed will save results in power point loss equal to double the amount of physical damage sustained by the lash.
Augment Power: Starting at level 1, a psion gains the ability to generally augment his powers in a manner similar to a wizard's metamagic. This basic metapsionic ability has a variety of effects depending on the power augmented. A power that is augmented costs 50% more power points than the base power cost, with a minimum of 1 extra power point cost.
Note: For a list of available powers take a look here: http://sigil-nwn2.wikia.com/wiki/Psionic_Powers
Again, this was a copy and paste version of the class from another Server. A class I was particularly ecstatic about, and one I hope sees others' use. Now, back to the ones that AREN'T copied:
Keeper of Knowledge
Throughout the centuries, individuals have gained knowledge and expanded vast pools of magic. The Keepers of Knowledge record the gain knowledge, either by others or themselves, and hold them tight. Keepers specialize in memorizing more and more information than that of a typical Wizard or Cleric, though some dedicated Sorcerers have been known to perform adequately as a Keeper. Keepers learn to harness and maintain a large pool of magical energy, though which they may empower themselves, allies, or their spells.
Requirements
Feats: One Metamagic of any kind and Scribe Scroll
Skill: 8 Lore, 8 Concentration.
Spellcasting: 3rd level Arcane or Divine Magic.
Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 6 +INT Modifier
Class Skills: Concentration Craft Alchemy, (All of the Lore Skills), Search, Spellcraft, Use Magic Device.
Class Feats:
1: Spellcasting, Expanded Pool (1,2,3)
2: Write into Being
3:
4: Bonus Spell casting Feat
5: Expanded Pool (4,5,6)
6:
7: Script Together
8:
9: Stroke of the Pen
10: Expanded Pool (7,8,9)
Class Abilities
Spellcasting: At every level you gain, save for the first, you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Keeper of Knowledge, you must decide which class gains the increased casting ability.
Expanded Pool: A Keeper of Knowledge gains extra memorization slots in their spell book. At level 1, they gain 1 extra slots in circles (1,2,3). At level 5, they gain 1 extra slots in circles (4,5,6). And at level 10, they gain 1 extra slots in circles in (7,8,9).
Write into Being: A Keeper of Knowledge may scribe scrolls at 50% of the cost typically set for standard inscribing techniques.
Script Together: A Keeper of Knowledge may convert mundane books into lightly magical ones. The cost of this crafting ability is 10 fold the price of scribing a scroll of the designated spell. Magical Books written by Script Together gain the ability to cast the spell 1 time per day.
(Formula: Caster Level * Spell Level * 250 gp.)
(Formula for Scribing a scroll is Caster Level * Spell Level * 25 gp.)
Stroke of the Pen: A Keeper of Knowledge may spontaneously convert any given spell (much like a Cleric, a Druid, or an Archmage), into a temporary buff. Stroke of the Pen tears apart the veil of a spell to heighten the processing power of the user, enabling them to act quickly, counter spells seamlessly, and increase the DC of the Keeper of Knowledge's next few spells over the course of 5 rounds. The DC increase is equal to the level of the spell sacrificed. While in this state, a Keeper of Knowledge may lash at other castings that occur nearby him, much like the feat Improved Counter Spell. Once a Keeper of Knowledge exits this state, they suffer major fatigues, penalizing their body as well as impeding their ability to cast. Since the nature of this ability rebukes the safety guards that allow natural flow of magical energy, all magical effects are lost at the end of this state.
((If you think my suggestions are bias and lean more towards magic, particularly Arcane, that's cause I 90% of the time play as one. Only from time to time do thoughts of other classes spark up enough thought to construct a full-fledged idea))
Been a while but I was playing on another server and found one distinctly entertaining class. One I was almost violently gleeful to play as:
Psion (note that this is a copy and paste description from Sigil - City of Doors, save for a few qualities I feel were necessary)
The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing self-study. His aggressive powers do not freely scale as do the spells of arcane and divine casters, but he enjoys supreme flexibility in accessing those powers. A psion must choose one discipline in which to focus, at the cost of losing access to the signature powers found in other disciplines -so in a sense the psion character class is six classes rather than one. A shaper (a psion who has selected meta creativity as her discipline) is a very different character from a telepath (a psion whose discipline is telepathy).
Requirements
Minimum Intelligence 18
Alignment Restriction: Any non-chaotic
Class Features
Hit Dice: d4
Base Attack Bonus: Low
High Saves: Will
Proficiencies: Simple Weapons, Light Armor. Any shields, medium- or heavy armors interfere with power manifestation with arcane spell failure chances.
Skill Points: 2 + Int Modifier (4 + Int Modifier at Lvl 1)
Class Skills: Concentration, Lore, (any others you think should be listed here, feel free to say them)
Class Feats:
Power Manifestation: A psion does not cast arcane spells or draw upon the powers of gods or eldritch beings, but rather manifests psionic powers drawn from their own mental prowess. Manifesting such powers is not impeded by the use of light armor, but any armor of a class heavier than light, and shields of any sort will incur power failure in a similar manner to arcane spell failure. A psion gains two powers at first level, dictated by the discipline chosen, and may choose two new powers to manifest at each level thereafter. New power levels are accessed at every odd level until level 17, whereapon 2 level 9 powers are acquired at level 18 and 20 respectively (no powers are granted at 17 or 19). Note: Once chosen, a psion's power cannot be un-learned or exchanged for another save through de-leveling with the Styx Oarsman. A psion's casting progression is controlled by a feat which updates every even level until level 20. If attempting to level a psion and the power selection menu is blank, try resting to update the casting progression feat.
Power Point Pool: When a psion manifests a power, he does so by spending 'power points'. Metapsionics modify the power's cost, and a psion cannot manifest a power that costs more power points than he or she has levels in a manifesting class. A psion's power point pool increases with each level taken in the class, and can be modified or enhanced by several feats. A psion's Intelligence score grants them additional power points equal to their INT modifier * your manifester level * 1/2.
Psionic Disciplines: At first level, a psion must choose the discipline of psionics they wish to specialize in. While less restrictive than arcane specialization, with no 'forbidden' disciplines, there are nonetheless powers that a 'Telepath' (for example) can master that a psion of a different specialization will never be able to learn.The disciplines and their specialties are as follows:
Clairsentience (Seer) - Seeing the future and gathering information.
Metacreativity (Shaper) - Creating constructs and crystals out of raw Astral matter.
Psychokinesis (Kineticist) - Harnessing the raw energy of the mind.
Psychoportation (Nomad) - Manipulating space and time.
Psychometabolism (Egoist) - Transforming, healing, and enhancing the body.
Telepathy (Telepath) - Influencing, controlling, and attacking the mind.
Psionic Lash: A crude, but effective telepathic attack that all psions regardless of discipline learn. At will a psion may hurl a bundle of psychic energy directly into the mind of their foe. To creatures not immune to mind-effecting abilities, this deals 1d4 damage + 1d4 per every 3 levels of the Psion class. To non-psions, a failed will save causes 1d2 rounds of confusion in addition to the damage. To psions, a failed will save results in power point loss equal to double the amount of physical damage sustained by the lash.
Augment Power: Starting at level 1, a psion gains the ability to generally augment his powers in a manner similar to a wizard's metamagic. This basic metapsionic ability has a variety of effects depending on the power augmented. A power that is augmented costs 50% more power points than the base power cost, with a minimum of 1 extra power point cost.
Note: For a list of available powers take a look here: http://sigil-nwn2.wikia.com/wiki/Psionic_Powers
Again, this was a copy and paste version of the class from another Server. A class I was particularly ecstatic about, and one I hope sees others' use. Now, back to the ones that AREN'T copied:
Keeper of Knowledge
Throughout the centuries, individuals have gained knowledge and expanded vast pools of magic. The Keepers of Knowledge record the gain knowledge, either by others or themselves, and hold them tight. Keepers specialize in memorizing more and more information than that of a typical Wizard or Cleric, though some dedicated Sorcerers have been known to perform adequately as a Keeper. Keepers learn to harness and maintain a large pool of magical energy, though which they may empower themselves, allies, or their spells.
Requirements
Feats: One Metamagic of any kind and Scribe Scroll
Skill: 8 Lore, 8 Concentration.
Spellcasting: 3rd level Arcane or Divine Magic.
Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 6 +INT Modifier
Class Skills: Concentration Craft Alchemy, (All of the Lore Skills), Search, Spellcraft, Use Magic Device.
Class Feats:
1: Spellcasting, Expanded Pool (1,2,3)
2: Write into Being
3:
4: Bonus Spell casting Feat
5: Expanded Pool (4,5,6)
6:
7: Script Together
8:
9: Stroke of the Pen
10: Expanded Pool (7,8,9)
Class Abilities
Spellcasting: At every level you gain, save for the first, you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Keeper of Knowledge, you must decide which class gains the increased casting ability.
Expanded Pool: A Keeper of Knowledge gains extra memorization slots in their spell book. At level 1, they gain 1 extra slots in circles (1,2,3). At level 5, they gain 1 extra slots in circles (4,5,6). And at level 10, they gain 1 extra slots in circles in (7,8,9).
Write into Being: A Keeper of Knowledge may scribe scrolls at 50% of the cost typically set for standard inscribing techniques.
Script Together: A Keeper of Knowledge may convert mundane books into lightly magical ones. The cost of this crafting ability is 10 fold the price of scribing a scroll of the designated spell. Magical Books written by Script Together gain the ability to cast the spell 1 time per day.
(Formula: Caster Level * Spell Level * 250 gp.)
(Formula for Scribing a scroll is Caster Level * Spell Level * 25 gp.)
Stroke of the Pen: A Keeper of Knowledge may spontaneously convert any given spell (much like a Cleric, a Druid, or an Archmage), into a temporary buff. Stroke of the Pen tears apart the veil of a spell to heighten the processing power of the user, enabling them to act quickly, counter spells seamlessly, and increase the DC of the Keeper of Knowledge's next few spells over the course of 5 rounds. The DC increase is equal to the level of the spell sacrificed. While in this state, a Keeper of Knowledge may lash at other castings that occur nearby him, much like the feat Improved Counter Spell. Once a Keeper of Knowledge exits this state, they suffer major fatigues, penalizing their body as well as impeding their ability to cast. Since the nature of this ability rebukes the safety guards that allow natural flow of magical energy, all magical effects are lost at the end of this state.
((If you think my suggestions are bias and lean more towards magic, particularly Arcane, that's cause I 90% of the time play as one. Only from time to time do thoughts of other classes spark up enough thought to construct a full-fledged idea))
Last edited by BlueAce417 on Mon Mar 07, 2016 6:13 pm, edited 1 time in total.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- TheKai
- Recognized Donor
- Posts: 1096
- Joined: Wed Oct 30, 2013 12:53 pm
- Location: Paradise
- BlueAce417
- Posts: 173
- Joined: Thu Jul 23, 2015 5:58 pm
- Location: Pff, idk. Some sorta room, maybe?
Re: New Class Suggestions
I was playing on Sigil for a while and noticed there was a new class. The child in me was all too happy to try it out.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- Flasmix
- Posts: 2504
- Joined: Mon Jun 29, 2009 9:22 am
- Location: Cult of Skebbeton HQ
Re: New Class Suggestions
Where's the Social Justice Warpriest?
Wirg to Pug: "Iz lat dun?"
Pugratix to a snarky militia man: "Mmmm. Not yet. I will live for hundreds of years and be heralded as one of the greatest forces of destruction on the face of the world. The only thing you can destroy is the outhouse."
Pugratix to a snarky militia man: "Mmmm. Not yet. I will live for hundreds of years and be heralded as one of the greatest forces of destruction on the face of the world. The only thing you can destroy is the outhouse."
- Darradarljod
- Posts: 795
- Joined: Sat Jan 22, 2011 7:15 pm
Re: New Class Suggestions
Commoner class plz.
- Thorsson
- Posts: 1293
- Joined: Thu Jul 02, 2009 4:17 pm
Re: New Class Suggestions
Failed Novelist Class.
Life is far too important a thing ever to talk seriously about it
- Duster47
- Retired Staff
- Posts: 3727
- Joined: Mon Nov 16, 2009 7:57 pm
- Location: Florida, USA
Re: New Class Suggestions
Y'all just stop. We have way too much to do, much less think about, already. 
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
- BlueAce417
- Posts: 173
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Re: New Class Suggestions
Mine are just suggestions. The other three are kinda like those Seagulls from Nemo.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist