Classes to possibly add

It Does What It Says on the Tin: Resolved Issues

Moderators: Moderator, Developer, DM

AlwaysSummer Day
Recognized Donor
Posts: 1170
Joined: Sun Jun 24, 2012 11:27 pm
Location: Detroit, Michigan

Classes to possibly add

Unread post by AlwaysSummer Day »

Hopefully this can be a thread that simply lists classes we could potentially add. Please leave discussions regarding balancing them and whether or not to add them in another thread. List the name of the class, and it's source then in a spoiler list it's book stats/lore/wall text about it. I'll start.

Gray Guard, the complete scoundrel
Hidden: show
Image

Among the ranks of paladins there are some who have seen too much. The archetype of the noble-spirited paladin, resplendent in blessed armor and wielding a holy blade to smite the enemies of goodness, has gotten countless good men and women killed by their enemies' underhanded tactics. Taking a cue from their foes, certain churches have formed semi-secret groups from their most experienced and hard-hearted paladins and clerics, and trained them in the shadowy tactics favored by such worthies as the Church of Shar. These gray guards follow a looser code than the average paladin, and do whatever must be done to protect the innocent and helpless from those who would do them harm.[1]




Background

The vast majority of gray guards are paladins. Only the most realistic and dedicated holy warriors join a church's order of gray guards, knowing that evil runs rampant in the world, always has, and will not be expunged merely by good example. They join out of necessity, not out of resentment for the code of conduct; those who chafe at their responsibilities are unfit to be paladins, let alone gray guards.[1]

Religion

Gray guards typically follow deities concerned with justice, such as Torm, Tyr, or Bahamut.[2]

Skills

Gray guards must be proficient at sensing the intent of others, and must have a great deal of religious knowledge. They must also be able to heal the living by laying on hands. They can easily gain skill at bluffing, mental focus, disguise, forging documents, animal handling, healing, intimidation, local lore, government lore, religious knowledge, riding, and sensing motives.

Outlook

The gray guard has seen the terrible realities of the world: orphaned children starving in gutters while the rich and powerful feast on the other side of a wall, tyrants abusing the law to expand their own power, and the supposedly devout using and abusing those they see as at best, beneath their notice, and at worst, heretics. The worst evil acts outwardly good and righteous, using honeyed words to seduce the unsuspecting masses. The code of a paladin can only go so far, because it forces them to act in the open, placing them at a disadvantage that can get them killed, and an inflexible code often not only allows evil to remain, but aids its spread. The gray guard has earned the right and freedom to do whatever it takes to take out the trash, even if it means committing a lesser evil to uphold the greater good.

Though he works toward the same goals as other members of his faith, he may find himself ostracized by his fellows. At best, he flirts with corruption, and at worst, embraces it. Paladins may see him as weak, for he has not (in their view) the courage to fight for justice with honor.

The gray guard is not proud of what he does, but rather sees it as a necessity forced upon him by the realities of the world. The freedom is not a boon but a loss, a tarnish of darkness on a once-pure soul. He resolves to do what is necessary, to do battle as valiantly as the greatest paladin, but as brutally as the most vile blackguard.[3]

Combat

The gray guard prefers to do battle as a paladin on the field of honor, judging an opponent by his actions. But if the only chance or choice he has is to assassinate a high priest of Bane by knifing him in an alley in a "mugging gone bad," he does it without qualms. His tactics must change to fit the fight.

Mercy is also mutable. Ideally, he would take his foes prisoner, bringing the Thayan slaver operating in the slums before a court of justice in Neverwinter. But if there is no choice but to kill him, such as if he is escaping arrest, or has been acquitted on a technicality, he willingly commits the murder, for some foes simply cannot be allowed to live and rise again. A moment's prayer for both his own soul and his victim's, followed by a quick death, end the lives of many of a gray guard's enemies.[3]

Gray Guard Abilities

Spellcasting
At each even-numbered level, a gray guard gains new spells per day (and spells known, if applicable) as if he had gained a level in a previous divine spellcasting class.
Sacrament of Trust
A gray guard takes a vow of allegiance beyond that of a normal paladin. The vow grants him a greater measure of freedom to act in defense of his cause without fear of retribution should such acts violate the code. A dishonorable act still temporarily costs you your paladin and gray guard class abilities, but the infraction is considered less severe than it would be for a paladin.
Whenever a gray guard seeks to atone for ill deeds willingly committed in the name of the faith, a cleric casting atonement on his behalf does not incur the normal 500 XP cost. However, this only applies to acts intended for the greater good. A gray guard who started a bar fight would have to atone normally, but a gray guard who murdered an evildoer because he had no other choice would not incur the XP cost.
Lay on Hands
Like the paladin ability of the same name, this ability lets the gray guard channel positive energy to heal the living and hurt the undead. Gray guard levels stack with levels in other classes that grant this ability in order to determine the gray guard's maximum healing potential.
Debilitating Touch
A 2nd level gray guard can consume 5 points from his daily healing potential from laying on hands in order to perform a painful touch attack. This is useful in interrogation as it reduces the subject's ability to lie convincingly or resist magic. A successful debilitating touch sickens a subject of poor constitution for 30 seconds.
Smite Evil
At 3rd level, a gray guard can channel his innate divinity into his sword arm once per day, boosting the damage he deals to an evildoer on a single attack. Levels of other evil-smiting classes stack with this class to determine the total amount of damage dealt.
Justice Blade
A 4th level gray guard has seen enough to know that injustice is not exclusively the province of evildoers. Instead of smiting an evil opponent, he can choose to smite a chaotic opponent instead. At 9th level, justice blade expands to enable one to smite foes of any alignment.
Devastating Touch
The deity served by the 5th level gray guard shows his approval of his servant's grim work by letting the gray guard channel his lay on hands ability into an offensive attack. Strong-willed non-evil subjects may be able to shrug off part of the damage dealt, but not all of it.
Unbound Justice
At 7th level, the gray guard has gained the trust of his church, and can use unorthodox methods without being restricted by the code of honor. These techniques are even more effective because they are unexpected, improving their competence at bluffing, disguising, and intimidation.
Sacrament of the True Faith
A 10th level gray guard has his order's full confidence, and can act freely (within reason) to uphold the goals and tenets of his faith. He never needs to atone for violating his code of conduct in pursuit of a just cause, nor does he risk losing his class abilities.
Note, however, that this sacrament does not allow wanton slaughter or immoral behavior. The loosening of the code is a privilege, one that can be revoked if the gray guard commits grossly evil or immoral acts. The deity or leaders of the faith may see fit to expel you from the order, costing you both paladin and gray guard powers permanently.[4]
Ex-Gray Guards

Though a gray guard's code is looser than a paladin's, the code does not grant a gray guard carte blanche to do whatever he pleases. He must respect legitimate authority and act with honor and good intent. He must help the needy, may not use poisons, and must punish those who harm the innocent. The central tenet is this: a gray guard may not break the code without good reason.

As previously stated, the power to access one's innate divinity is a privilege, not a right, and unforgivably evil acts (despoiling a temple of his faith, slaying innocents, etc.) will cost the gray guard his abilities. Also not permitted are actions counter to the tenets of your faith, and habitual violation of the code. If at any time his deity or a jury of your faith's leaders finds you guilty of neglecting your responsibilities and abusing your power, you will be expelled from the order, permanently costing you both gray guard and paladin powers. Not even an atonement spell can restore them once lost in this manner.

A fallen gray guard who becomes a blackguard can trade in his gray guard levels for blackguard levels, just as he can trade in his paladin levels.[5]
Last edited by AlwaysSummer Day on Sun Sep 18, 2016 1:18 pm, edited 1 time in total.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
User avatar
Calodan
Posts: 2032
Joined: Fri Apr 19, 2013 12:21 pm
Location: Missoula Montana BIG SKY COUNTRY

Re: Classes to possibly add

Unread post by Calodan »

This looks really neat. Maybe a much needed PRC too. There are so many people who are more interested in exploring a more darker path of a paladin that has been a one way RP street so long here that leads to the same old tired fallen RP of a Pally. Why not have this class instead? How many more players would have been retained that left on sour notes of pally RP? Or just switched mains and left a very good PC unfinished.
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
AlwaysSummer Day
Recognized Donor
Posts: 1170
Joined: Sun Jun 24, 2012 11:27 pm
Location: Detroit, Michigan

Re: Classes to possibly add

Unread post by AlwaysSummer Day »

Deep Warden, Races of Stone
Hidden: show
Deepwarden
Image

While clanwardens guard dwarf cities and clanholds as a last line of defense, deepwardens serve as a living early warning system against threats from both the environment and other creatures. Deepwardens are typically adventurers or retired dwarf militia members who wish to explore the depths of the earth. They travel deep underground and survive on their own, far from civilization. There they search for new resources, threats, or other interesting findings, and send reports back to their city comrades.

Deepwardens are considered the first line of defense against invasions or other threats, and as such they must be both physically hardy and able to survive in the wilderness for an extended period. A warden's first duty is to find out the nature of any threats to the community, then stay alive long enough to make sure his city is warned and can prepare. If a dwarf can meet these criteria, whether through magic or might, he is welcomed among the deepwardens.

Unlike most dwarf NPCs, a deepwarden spends most of his time away from other dwarves and far from dwarf communities. Many join with adventurers for a time as patrons or guides. Dwarven lore is full of tales of deepwardens who saved a group of lost or imprisoned surface adventurers.

Adaptation: The deepwarden prestige class has many class features suitable for any class whose members spend a long time away from civilization yet still need to communicate with it. Animal messenger, sending, and greater animal messenger would be appropriate class features for other prestige classes that focus on long-range reconnaissance, whether above the ground or below.

Hit Die: d12.

Requirements

To qualify to become a deepwarden, a character must fulfill all the following criteria.

Race: Dwarf.

Base Attack Bonus: +5.

Skills: Climb 5 ranks, Heal 5 ranks, Jump 5 ranks, Knowledge (dungeoneering) 5 ranks, Survival 5 ranks.

Feat: Endurance.

Class Skills

The deepwarden's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the deepwarden.

Weapon and Armor Proficiency: Deepwardens are proficient with all types of simple and martial weapons, all types of armor, and shields (except tower shields).

Track: A deepwarden gains Track as a bonus feat.

Trap Sense (Ex): A deepwarden has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 at every three deepwarden levels thereafter (4th, 7th, and 10th). Trap sense bonuses gained from multiple classes stack.

Stone Warden (Ex): Beginning at 2nd level, a deepwarden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character's Constitution bonus is higher. The deepwarden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the deepwarden would still be considered flat-footed.

Animal Messenger (Sp): From 3rd level on, a deepwarden can compel a Tiny animal to carry a message to his allies at a spot he designates. This ability functions as the animal messenger spell (see page 198 of the Player's Handbook), with a caster level equal to the deepwarden's class level.

Uncanny Dodge (Ex): Starting at 4th level, a deepwarden gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus (if any, or his Constitution bonus, if it's higher) to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity (or Constitution) bonus to AC if immobilized.

If a character gains uncanny dodge from a different class (a deepwarden with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

Stubborn Mind (Ex): Starting at 5th level, a deepwarden has a mental resistance to outside influences. If a deepwarden with the stubborn mind ability is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.

Sending (Sp): Beginning at 6th level, a deepwarden can contact a particular creature with which he is familiar and send a short message of twenty-five words or less. This ability functions as the sending spell (see page 275 of the Player's Handbook), with a caster level equal to the deepwarden's class level.

Swift Tracker (Ex): Beginning at 7th level, a deepwarden 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.

Improved Uncanny Dodge (Ex): At 8th level and higher, a deepwarden can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the deepwarden by flanking him, unless the attacker has at least four more rogue levels than the target has deepwarden levels.

If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Animal Messenger (Sp): At 9th level, a deepwarden gains the greater animal messenger ability. This functions as the animal messenger ability (see above), except the deepwarden can use an animal of up to Small size as his messenger.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
Mallore
Posts: 458
Joined: Wed Jul 06, 2016 3:08 am

Re: Classes to possibly add

Unread post by Mallore »

This sort of class is a weak mans rp. The Grey Guard. Blah!

While it would strike me as an amazing story element, it really is for those who struggle playing a paladin. Now here is the out, you can be the bad dirty cop, but still respected. This idea smacks in the very face of what a Paladin is. Its utterly disgusting and I do not see how in any lore/cannon these monsters where not smite and stricken from their ranks.

I loath these sort of things, because in D&D evil and good are very real, tangible elements, and classes like these allow modern morality and thought to sneak into this very defined world.

Paladins need some love, need some cool PRC's but this is not paladin. This is the person to afraid to play black guard.

This is the character that thinks the ends justify the means, and that is Anti-Paladin.
Jane of Here and There (Jane Price)

...also

Jennifer and A Drow.
NegInfinity
Posts: 2449
Joined: Wed Feb 05, 2014 11:24 am

Re: Classes to possibly add

Unread post by NegInfinity »

I'd love to have alienist or acolyte of the skin.

Alienist is Complete Arcane page 21.
http://alcyius.com/dndtools/classes/alienist/index.html

Acolyte of the Skin is Complete Arcane page 19.
http://alcyius.com/dndtools/classes/aco ... index.html

Having a binder would be great too, but that would be way too much work.
http://alcyius.com/dndtools/classes/binder/index.html
AlwaysSummer Day
Recognized Donor
Posts: 1170
Joined: Sun Jun 24, 2012 11:27 pm
Location: Detroit, Michigan

Re: Classes to possibly add

Unread post by AlwaysSummer Day »

Runesmith, races of stone
Hidden: show
Runesmith
Image

(Races of Stone variant, p. 118)
A runesmith has learned to harness the power of runes and can fling fireballsand other staple arcane spells even while encased in full plate armor.
Requirements
Race: Dwarf
Skills: Concentration 5 ranks , Craft (stoneworking) 8 ranks
Feats: Armor Proficiency (heavy) , Scribe Scroll
Spells: Able to cast 1st-level arcane spells.

Hit die
d6
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Runesmiths gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level, a runesmith gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one arcane spellcasting class before becoming a runesmith, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Rune Magic (Ex): A runesmith learns to prepare his arcane spells as runes inscribed on solid objects (usually small tablets of stone, but other objects are possible). He prepares spells as normal, except that instead of readying the spells in his mind, he readies them in the form of runes. Preparing daily spells takes the same amount of time as normal preparation and requires the same amount of rest beforehand. A runesmith can leave spell slots unprepared to scribe runes at a later time, just as a wizard can leave spell slots unprepared and fill them later. A runesmith who casts a spell prepared in rune form can cast it with out any somatic component. However, all spells cast from rune form automatically have a material component (the rune itself). In casting the spell, the rune is erased from the tablet, just as a spell cast normally by a wizard is erased from his mind. A runesmith cannot get around the runic material component by means of an ability or feat such as Eschew Materials, although he can use such feats and abilities to waive any other material components for a spell he prepares in rune form, subject to the limitations of the ability. In all other ways, spells prepared in rune form are treated identically to spells prepared in the normal method. A runesmith can still prepare and cast his spells in the regular fashion if he so desires, subject to the normal arcane spell failure chances for any armor worn.
Stonecraft Expertise (Ex): Beginning at 2nd level, a runesmith gains a bonus equal to his class level on Appraise and Craft checks related to objects made of stone.
Share Runes (Ex): At 3rd level and higher, a runesmith can prepare a limited number of rune-form arcane spells such that they can be activated (cast) by any character. The spell's casting time remains the same, and it is just as effective as a spell cast by the runesmith himself. The spell's level is increased by two, much as if a metamagic feat had been applied to it. For example, a 5th-level wizard/4th-level runesmith could prepare a shared rune of the fly spell. This rune would be treated as a 5th-level spell, would require a standard action to cast, and would function as if he had cast the spell himself for the purpose of duration, caster level, and the like. A runesmith can prepare a maximum number of shareable runes each day equal to his Constitution modifier (minimum 1). Each time this ability is used to prepare a sharable rune, that rune takes up one of the runesmith's available spell slots for that day. So in the example above, the fly rune prepared by the runesmith would take up one of his 5th-level spell slots.
Permanent Rune (Ex): A 5th-level runesmith knows the secret of inscribing a permanent rune of a single chosen spell into his flesh. To inscribe a permanent rune, a runesmith must permanently sacrifice an arcane spell slot of one level higher than the spell to be inscribed as a permanent rune, and spend 24 hours inscribing the rune. If the spell has a costly material component, he must expend resources equal to 20 times the gp cost of the material component. If it has a costly focus, he must expend resources equal to the cost of the focus. If the spell has an XP cost, he must spend XP as if he had cast the spell normally. Once he has inscribed a spell as a permanent rune, a runesmith can activate the chosen spell as a spell-like ability (using his arcane caster level as the caster level) twice per day.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
User avatar
Calodan
Posts: 2032
Joined: Fri Apr 19, 2013 12:21 pm
Location: Missoula Montana BIG SKY COUNTRY

Re: Classes to possibly add

Unread post by Calodan »

Paladins need some love, need some cool PRC's but this is not paladin. This is the person to afraid to play black guard.

This is the character that thinks the ends justify the means, and that is Anti-Paladin.
This is Lawful Neutral - Lawful Good Hoarite Pally RP actually. :twisted:
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
AlwaysSummer Day
Recognized Donor
Posts: 1170
Joined: Sun Jun 24, 2012 11:27 pm
Location: Detroit, Michigan

Re: Classes to possibly add

Unread post by AlwaysSummer Day »

Guild Wizard of Waterdeep, magic of Faerun
Hidden: show
The Watchful Order of Magists and Protectors is one of the most powerful guilds in Waterdeep, but most Waterdhavians are barely aware of its existence. The Lady Master of the Order, Mhair Szeltune, chooses to take a strictly neutral stance in the political and economic affairs of the city. She encourages the wizards of the order to pursue the art of magic and leave politics to others. The wizards of the order study and exchange information, create magic items to help support the guild's financial independence, and offer their services to others in the city as watch-wizards or fire guards (wizards armed with spells and magic items to combat fires). The order's strict political neutrality and assistance to others in the city has paid dividends, for although the populace may not know much about the order's members, neither do they have cause to fear them.
The majority of the order's members are wizards, but other arcane spellcasters are welcome as well. Sorcerers are drawn to the order and bards are occasionally associate members, gaining access to much the same information as do the wizards, but deriving less immediate benefit from it, since they acquire their spells differently from wizards.
Guild wizards of Waterdeep are most likely permanent residents of or long-term visitors to the city of that name, though they can be found wandering across the lands. As many different personalities among the Order exist as there are wizards.
This prestige class can serve as a model for the DM to develop similar prestige classes for other possible guilds in the Forgotten Realms. A member of the Arcane Brotherhood in Luskan may share some of the abilities of a member of the Watchful Order of Magists and Protectors in Waterdeep (most likely, access to a spellpool), but in other ways will be very different.
Requirements
To qualify to become a guild wizard, a character must fulfill all the following criteria.
To qualify to become a Guild Wizard of Waterdeep, a character must fulfill all the following criteria:
Skills: Craft (alchemy) 4 ranks, Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Feats: Scribe Scroll, any one metamagic feat, and either Spell Penetration or Spell Focus (choice of school).
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 gp.
Class Skills
The guild wizard's class skills are Concentration, Craft, Knowledge (any), Profession, and Spellcraft.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the guild wizard prestige class.
Weapon and Armor Proficiency: Guild wizards gain no proficiency with any weapon or armor.
Spells per Day: A guild wizard's training focuses on magic. Thus, when a character gains a new level of guild wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).
If a character had more than one spellcasting class before she became a guild wizard, she must decide to which class she adds each level of guild wizard for purposes of determining spells per day when she adds the new level.
Membership: The character becomes a full member of the Watchful Order of Magists and Protectors. She is entitled to vote on issues before the entire membership, use the order's library and workrooms (though access to these facilities is based upon seniority), and replenish her store of material components (common components are usually free or carry a nominal fee, while components that carry a gold piece value are available "at cost").
Membership in the order incurs the following duties and responsibilities:
Monthly membership dues of 25 gp (payable up to 1 year in advance);
Obedience to the rulings of the masters;
Aid to other members in time of need (this normally means aiding other order members who are in danger, but can mean aiding them in their other endeavors as well);
Defense of the city of Waterdeep when called upon by the Masters or legitimate authorities of the Waterdhavian government; and
Devotion of personal time and energy to the order (10% XP penalty).
This last is usually considered the most onerous requirement of membership in the order. Each season, a member must spend ten days directly aiding the order. This can mean anything the Masters deem it to mean: working with the city guard, serving as an arcane guardian for a private concern, taking a turn as city fire watch, creating magic items, performing administrative duties, and so on. The form this aid takes need not be detailed unless the DM and player wish to do so. Regardless of its form, it results in an XP penalty of 10%, cumulative with any other penalty the character has incurred (such as from multiclassing). This represents the cost of creating magic items solely for the order, XP costs for spellcasting, and other personal energies contributed to the order. (The character still pays full gp and XP costs for any items created solely for her own use.)
Improved Spell Acquisition: At each level of advancement in the guild wizard prestige class, a character gains three spells of her choice of any level she can cast to add to her spellbook.
Spellpool (Sp): Beginning at 2nd level, members of the Watchful Order of Magists and Protectors can call 1st-through 3rd-level spells from a common source known as a spellpool. At 6th level, they may call up to 6th-level spells from the spellpool, and at 10th level they may call spells of up to 9th level from the spellpool.
Bonus Item Creation Feat: At 3rd level, a member of the order may select a bonus Item Creation feat (she must still meet the prerequisites for gaining the feat).
Bonus Language: Members of the order study the Art across cultural boundaries. As such, they pick up other languages so that they may enhance their studies. The character may add one additional language to the list of those she already knows. She may include ancient languages (see the section on Language).
Improved Counterspell Feat: At 5th level, the character gains the Improved Counterspell feat. City officials call upon the order to assist in preventing widespread destruction when rogue spellcasters threaten the city. As a result, the order has perfected its ability to use counterspell techniques to eliminate the threat of such reckless magic use. The Masters feel that this is preferable to harming the irresponsible magic user, leaving the punishment of such a person to the city authorities.
Focused Dispel: Sometimes members of the order must deal with lingering magical effects. Over the years, its members have developed more effective dispelling skills. Beginning at 7th level, they may add +2 to any caster level checks made to dispel magic.
Break Enchantment Spell: At 9th level, the break enchantment spell is added to the 4th-level spell list of the guild wizard of Waterdeep. He or she must still learn the spell in order to cast it, just as with any other spell.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
Boddynock
Posts: 838
Joined: Mon Apr 12, 2010 1:30 am

Re: Classes to possibly add

Unread post by Boddynock »

Oh my god Deepwood Sniper, plox! Weapon Masters for archers!

https://www.dandwiki.com/wiki/Deepwood_ ... ige_Class)
Hidden: show
Deepwood Sniper

An arrow flies from a high mountain aerie, unerringly striking a paladin's mount. Expecting only a flesh wound, the paladin is stunned to watch his companion of many adventures crumple to the earth. This unfortunate knight has trespassed into the domain of the deepwood sniper, and he may not make it out alive.

A deepwood sniper is patient, careful, quiet, and deadly accurate. She is a stealtly, long-range terminator whose arrows sail accurately from much longer ranges than those of other archers. In addition, she has magical abilities to help her shafts fly true.

Because of their alertness, dexterity, patience, and affinity for the bow, elves of almost any character class make excellent deepwood snipers. For a long time, elves would train only those of their own race in these techniques, but more recently some half-elves, Halflings, and humans have joined the ranks of the deepwood sniper.


Hit Die: d8.
Requirements

To qualify to become a deepwood sniper, a character must fulfill all the following criteria.

Base Attack Bonus: +6
Skills: Hide: 8 Ranks, Move Silently: 8 Ranks, Spot: 9 Ranks, Survival: 5 Ranks
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow)

Class Skills

The Deepwood Sniper’s class skills (and the key ability for each skill)are: Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Craft(Bowmaking) (Int), Knowledge(Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Escape Artist (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Skill Points at Each Level: 4 + Int modifier

Table: The Deepwood Sniper Level Base
Attack
Bonus Saving Throws Special Range
Increment
Bonus
Fort Ref Will
1st +1 +0 +2 +0 Keen Arrows,Range Increment 10ft
2nd +2 +0 +3 +0 Concealment reduction 10%, Greater Magic weapon, Projectile Improved Critical +1 20ft
3rd +3 +1 +3 +1 Poison use, Bonus Feat 30ft
4th +4 +1 +4 +1 Take Aim +2 40ft
5th +5 +1 +4 +1 Consistent Aim 1/day 50ft
6th +6 +2 +5 +2 Concealment reduction 20%, Keen Edge, Bonus Feat 60ft
7th +7 +2 +5 +2 Consistent Aim 2/day, Projectile Improved Critical +2 70ft
8th +8 +2 +6 +2 Take Aim +4 80ft
9th +9 +3 +6 +3 Consistent Aim 3/day, Bonus Feat 90ft
10th +10 +3 +7 +3 True Shoot, Concealment reduction 30% 100ft
Class Features

All the following are Class Features of the deepwood sniper prestige class.

Weapon and Armor Proficiency: Deepwood Snipers gain no proficiency with any weapon or armor.

Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers).

Keen Arrows: At 1st level, all projectiles the deepwood sniper looses gain the keen enhancement in addition to any other properties they might possess. Thus, a normal arrow loosed by a deepwood sniper has a threat range of 19—20 instead of 20. This effect does not stack with any other keen effect.

Projectile Improved Critical (Ex): At 2nd level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals damage ×3 on a critical hit instead does damage ×4 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1.

Concealment reduction (Ex): When the deepwood sniper reaches 2nd level her miss chance against opponents with concealment drops by 10%. Thus, she has miss chance of 10% rather than 20% against an opponent with one-half concealment. Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.

Greater Magic Weapon (Sp): At 2nd level, the character can produce an effect identical to that of a greater magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on bows or crossbows only. Using this ability is a standart action that inclues firing the the arrow, if the arrow tag attemp misses, its use is wasted for that day.

Poison Use (Ex):At third level a Deepwood Sniper can use poison without any chance of poisoning herself (see Perils of Using Poison in Chapter 3 of the Dungeon Master's Guide).

Bonus Feat (Ex): At 3rd level the deepwood sniper gains a bonus feat, selected from the following list: Alertness, Crossbow Sniper, Deadeye Shot, Improved Initiative, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Precise Shot, Quick Reconnoiter, Ranged Disarm, Ranged Pin, Ranged Weapon Mastery, Rapid Reload, Able Sniper, Sharp-Shooting, Shot on the Run, and Stealthy. She must still meet the prerequisites as normal. She gains an additional bonus feat at 6th and 9th levels.

Take Aim (Ex): A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls and deal 2d8 points of extra precision damage against a stationary target by aiming carefully. Taking aim is a full-round action and if the target moves more than 5 feets over that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 and 4d8 points of precision damage at 8th-level.

Consistent Aim (Su): Once per day, a 5th-level deepwood sniper can re-roll one attack roll that she has just made with a projectile weapon. She must keep that result, even if it is worse than the original roll. She can use this ability twice per day at 7th level and three times per day at 9th level, though each use must relate to a different attack roll.

Keen Egde (Ex): At 6th level, the threat range of her bow or crossbow becomes double its original value and stacks with the effect of Keen Arrows. So a crossbow's critical would become 15-20x3, and a bow's would become 18-20x4. This ability is applied to the bow or crossbow with which she aplied the Weapon Focus feat only. This does not stack with Improve Critical feat or others Keen effects or abilities.

True Shoot (Sp): At 10th level, the deepwood sniper can produce an effect identical to the True Strike spell cast by a cleric of her deepwood sniper level and if hits the attack be always a critical. This ability is usable once per day with proyectile weapons only and cannot be stopped by the Snatch Arrows or Deflect Arrows feat. Using this ability is a standart action that inclues firing the the arrow, if the arrow tag attemp misses, its use is wasted for that day.
Liam the Golden
Illdraen, Guerilla Skirmisher of Sshamath
Guy "Knife-Ears" Masterson
Boddynock Namfoodle, Illusionist Extraordinaire! (temporary leave of absence, again)

"Liam the Golden, so I have heard,
Yet truly none can polish a...
" - Ameris Santraeger, 2016
User avatar
AlexBnt
Posts: 177
Joined: Thu Jan 28, 2016 2:56 pm

Re: Classes to possibly add

Unread post by AlexBnt »

Yes! More archer builds! Darkfeather would be so much fun (Just maybe a little nerfed as it is really OP)

http://www.dandwiki.com/wiki/Darkfeathe ... ige_Class)
Hidden: show
Darkfeathers

“ You can never run far enough from me, undead scum! ”
—Lillypons Haberdasher, elven Darkfeather
Darkfeathers are the archer-warriors of the Church of Modroben, specializing in the use of ranged weapons - mainly but not entirely limited to longbows - to snipe at undead creatures from afar. They focus on Modroben's guise as Buzzard-King, and, as they grow in experience and talent, they are blessed with increasingly powerful eyes, granting them a range commensurate with that of a buzzard. Darkfeather's all keep pet buzzards, and even travel with them as much as possible.
Becoming a Darkfeather[edit]

Darkfeathers are typically drawn from the ranks of the Swordclaine, the Fighter-based class of Claine. However, any of the Claine classes are potentially eligible to join.
Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +7.
Race: Any with normal or better vision.
Feats: Weapon Proficiency (longbow or other ranged weapon), Weapon Focus (ranged weapon of your choice)
Patron: Modroben.
Special: Must keep pet buzzards (see below).
Table: The Deathwright

Hit Die: d10

Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 +1 Buzzard Brood, Eyes of the Buzzard
2nd +2 +3 +0 +3 +1 Buzzard Brood, Weapon Specialization
3rd +3 +3 +1 +3 +1 Buzzard Brood, Quick Draw
4th +4 +4 +1 +4 +1 Buzzard Brood, Quick Shoot
5th +5 +4 +1 +4 +1 Buzzard Brood, Second Range of the Buzzard
6th +6 +5 +2 +5 +1 Buzzard Brood, Speak With Brood
7th +7 +5 +2 +5 +1 Buzzard Brood, Horizon of the Buzzard
8th +8 +6 +2 +6 +1 Buzzard Brood, Celestial Buzzard
9th +9 +6 +3 +6 +1 Buzzard Brood
10th +10 +7 +3 +7 +1 Buzzard Brood, Sight of the Buzzard
Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).
Class Features[edit]
Like all members of the Church of Modroben, Darkfeathers are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Darkfeather powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Darkfeather.
Buzzard Brood: Every level, starting at first, the Darkfeather receives a new normal buzzard follower. These buzzards follow her wherever possible. They do not attack unless provoked but otherwise are trainable. They have 15 hp, AC 21, 2 attacks, claw/bite, +7/+5, 2d4/1d6+1.
Eyes of the Buzzard: Beginning at first level, the Darkfeather can cast Eyes of the Vulture once per day. They call it Eyes of the Buzzard, however.
Range of the Buzzard: Beginning at first level, once per day, the Darkfeather can magically enhance her weapon for ten rounds. This enhancement triples the range increment, so a longbow can reach up to 300' with no minus.
Weapon Specialization: At second level, the Darkfeather gains Weapon Specialization in the bow or chosen ranged weapon. If he already has that feat, he may choose any feat that has it as a prerequisite instead.
Quick Draw: At third level, the Darkfeather gains Quick Draw in the bow or chosen ranged weapon. If he already has that feat, he may choose any other Fighter Bonus Feat.
Quick Shoot: At fourth level, the Darkfeather can shoot one additional time per round at his highest attack bonus.
Second Range of the Buzzard: At fifth level, the Darkfeather can magically enhance her range three times per day.
Speak With Brood: At sixth level, the Darkfeather can telepathically communicate with his brood of buzzards at will. They need only be on the same planet and in the same universe. The buzzards still do not have more than an animal intelligence, so they can not communicate anything complex.
Horizon of the Buzzard: At seventh level, the Darkfeather's range increment with her weapon of choice doubles. Thus, a Darkfeather using the longbow now has a range of 600' with no minus. This enhancement can still only be activated three times a day for ten rounds at a time.
Celestial Buzzard: At eighth level, the Darkfeather can transform her brood into Celestial Buzzards for one hour. This power can only be used one time per week.
Sight of the Buzzard: At tenth level, the Darkfeather's eyes literally transform into those of a buzzard (giving her constant Eyes of the Vulture), and her enhanced range increment now becomes permanent.
Mathias Vakkari - Quartermaster of House Blackrose
Xelarian Cannister - Guard of Candlekeep Probably dead in a ditch somewhere
Sir Johnri Ghyrsora - Knight of Thay Gone and forgotten
User avatar
Bobthehero
Posts: 467
Joined: Mon Sep 19, 2011 2:45 am

Re: Classes to possibly add

Unread post by Bobthehero »

I was quite sad when I saw that the Elemental Warrior was taken away while the Elemental Archer was kept in. Maybe add it back?.

Otherwise, I'd be all for the addition of the Antipaladin from Pathfinder (especially the Knight of the Sepulcher archetype)
Aurelien Amon: Human fighter, member of the Whitewood Vanguard, Hoarite

Lotrik: Not a wise Genasi, probably stronger than you tho, a master of longswords. Fully retired

Bob Thairo: Dreadknight of Bane, Back on the Coast, tyranning away with his wife
User avatar
Lockonnow
Posts: 3116
Joined: Fri Oct 15, 2010 12:10 pm

Re: Classes to possibly add

Unread post by Lockonnow »

Guild Wizard of Waterdeep sound odd
User avatar
Kauaiian
Recognized Donor
Posts: 337
Joined: Sun Jun 12, 2016 5:59 am
Location: Europe

Re: Classes to possibly add

Unread post by Kauaiian »

User avatar
Flasmix
Posts: 2504
Joined: Mon Jun 29, 2009 9:22 am
Location: Cult of Skebbeton HQ

Re: Classes to possibly add

Unread post by Flasmix »

New school of magic - Beemancy. Select it to become a Beemancer.

You summon bees and produce honey that heals.

I really want this to be implemented. Please.

I have always wanted to become a mighty Beemancer.
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."
Post Reply

Return to “Solved Problems”