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Cannith Elite (10 levels)/Battle Magus(10 levels)
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<blockquote data-quote="CustosObscurus" data-source="post: 2324610" data-attributes="member: 32992"><p>I appreciate your response, although I wish that you had been a little more civil about it. I did mention that this is the first time we've tried to develop classes, and obviously it showed. But I did say that they were rough drafts. So here's an update, to try and fix the problems you had with the original. I'll bold what I changed:</p><p></p><p>Cannith Elite</p><p>Some warforged live life as mercenaries. Others become religious and search for a higher meaning to their life, or start learning as much and as quickly as they can. Still others become fascinated with the arts. Those who are able to accomplish all of these are seen by House Cannith as awesome accomplishments. If they prove that they are loyal to House Cannith, they may choose to take them on as defenders of their House and the members thereof. These paragons are allowed to do whatever they wish, as long as they will protect their patrons to the best of their ability. In return, they recieve special upgrades from Cannith to make them as powerful as they can be.</p><p>Hit Die: d8</p><p></p><p>Requirements:</p><p>Base Attack Bonus: +8</p><p>Feats: Two-weapon Fighting</p><p>Skills: Craft (Any) 8 ranks OR Perform (any) 8 ranks, Knowledge (any) 8 ranks</p><p>Special: Must be a warforged with very high standings with House Cannith leaders and be accepted as an Elite. Also, must have physically saved the life of a member of House Cannith.</p><p></p><p><u><strong>Class Skills:</strong></u> Bluff, Climb, Craft (armorsmithing), Craft (Blacksmithing), Craft (Weaponsmithing) Disable Device, Jump, Listen, Open Lock, Search, Sense Motive, Spot, Use Magic Device</p><p></p><p>Skill Points at Each Level: 2 + INT modifier</p><p></p><p></p><p>Class Features</p><p>Level BAB Fort Ref Will </p><p>1st +1 +2 +0 +2</p><p>2nd +2 +3 +0 +3</p><p>3rd +3 +3 +1 +3</p><p>4th +4 +4 +1 +4</p><p>5th +5 +4 +1 +4</p><p>6th +6/+1 +5 +2 +5</p><p>7th +7/+2 +5 +2 +5</p><p>8th +8/+3 +6 +2 +6</p><p>9th +9/+4 +6 +3 +6</p><p>10th +10/+5 +7 +3 +7</p><p></p><p></p><p>Level Special</p><p>1st Repairman, Tech Sense</p><p>2nd Damage Reduction</p><p>3rd Quick Repair</p><p>4th Metal Familiarity</p><p>5th Quad Armory</p><p>6th Four Weapon Fighting</p><p>7th Improved Damage Reduction</p><p>8th Four Weapon Defense</p><p>9th Greater Damage Reduction </p><p>10th Mammoth Critical</p><p></p><p></p><p> Repairman: You can take 20 on all craft skills used <u><strong>to repair constructs. It only takes twice as long as a regular check.</strong></u></p><p></p><p> Tech Sense: Cannith Elite of a certain skill level pick up an innate sense for how machines work. This allows them a +2 competence bonus on all Appraise, Craft, Disable Device, Knowledge, Open Lock, and Use Magic Device checks involving some sort of mechanical or technological device.</p><p></p><p> Damage Reduction: You gain <u><strong>damage reduction 2/adamantine</strong></u>, or if you already have damage reduction, improve the existing reduction by 1. </p><p></p><p> Quick Repair: You can attempt to repair yourself in combat. You can take a full-round action to try to repair yourself with a -10 penalty to the check. You cannot take 10 or take 20 during a quick repair.</p><p></p><p> Metal Familiarity: You are familiar with the properties of all metals. You gain a +5 competence bonus on all Knowledge checks involving a metal object. Also, when you wield a weapon with the damaging part made of metal, you are considered to have the Improved Critical feat, even if you don't meet the prerequisites. </p><p></p><p> Quad Armory: You have an extra set of arms attached to your body. In addition to the obvious benefits of being able to use extra weapons and manipulate extra objects, you gain a +2 modifier to all Strength, Climb, and Grapple checks. In addition, you can use 2 crossbows at the same time. You cannot use more than 1 double weapon or bow. Both extra hands are considered off hands, and the Elite takes a -6 penalty to attack rolls with those hands (however, you can use your original 2 hands without any additional penalty). <u><strong>If you make a full attack, you may only use your original 2 arms.</strong></u></p><p></p><p></p><p>WIELDING PENALTIES</p><p> L R</p><p>-2 -2</p><p>-8 -8</p><p></p><p> <u><strong>Four Weapon Fighting: The penalties for using your lower hands in combat is lessened by -6. All attacks made by off hands use your lowest base attack bonus.</strong></u></p><p><u><strong></strong></u></p><p><u><strong>WIELDING PENALTIES</strong></u></p><p> <u><strong>L R</strong></u></p><p><u><strong>-2 -2</strong></u></p><p><u><strong>-2 -2</strong></u></p><p><u><strong></strong></u></p><p> Improved Damage Reduction: Your damage reduction is increased to <u><strong>5/adamantine.</strong></u></p><p></p><p> Four Weapon Defense: You gain a +1 shield bonus to your AC for every melee weapon you are wielding after the first (+3 maximum).</p><p></p><p> Greater Damage Reduction: Your damage reduction is increased to <u><strong>10/adamantine.</strong></u></p><p></p><p> Mammoth Critical: After you score <u><strong>a critical hit</strong></u>, roll another attack die. If the <u><strong>attack roll plus your Str modifier</strong></u> is more than 10 over the defender's AC, they must make a fortitude save <u><strong>(DC 20)</strong></u> or die instantly. You may choose not to use this ability.</p></blockquote><p></p>
[QUOTE="CustosObscurus, post: 2324610, member: 32992"] I appreciate your response, although I wish that you had been a little more civil about it. I did mention that this is the first time we've tried to develop classes, and obviously it showed. But I did say that they were rough drafts. So here's an update, to try and fix the problems you had with the original. I'll bold what I changed: Cannith Elite Some warforged live life as mercenaries. Others become religious and search for a higher meaning to their life, or start learning as much and as quickly as they can. Still others become fascinated with the arts. Those who are able to accomplish all of these are seen by House Cannith as awesome accomplishments. If they prove that they are loyal to House Cannith, they may choose to take them on as defenders of their House and the members thereof. These paragons are allowed to do whatever they wish, as long as they will protect their patrons to the best of their ability. In return, they recieve special upgrades from Cannith to make them as powerful as they can be. Hit Die: d8 Requirements: Base Attack Bonus: +8 Feats: Two-weapon Fighting Skills: Craft (Any) 8 ranks OR Perform (any) 8 ranks, Knowledge (any) 8 ranks Special: Must be a warforged with very high standings with House Cannith leaders and be accepted as an Elite. Also, must have physically saved the life of a member of House Cannith. [u][b]Class Skills:[/b][/u] Bluff, Climb, Craft (armorsmithing), Craft (Blacksmithing), Craft (Weaponsmithing) Disable Device, Jump, Listen, Open Lock, Search, Sense Motive, Spot, Use Magic Device Skill Points at Each Level: 2 + INT modifier Class Features Level BAB Fort Ref Will 1st +1 +2 +0 +2 2nd +2 +3 +0 +3 3rd +3 +3 +1 +3 4th +4 +4 +1 +4 5th +5 +4 +1 +4 6th +6/+1 +5 +2 +5 7th +7/+2 +5 +2 +5 8th +8/+3 +6 +2 +6 9th +9/+4 +6 +3 +6 10th +10/+5 +7 +3 +7 Level Special 1st Repairman, Tech Sense 2nd Damage Reduction 3rd Quick Repair 4th Metal Familiarity 5th Quad Armory 6th Four Weapon Fighting 7th Improved Damage Reduction 8th Four Weapon Defense 9th Greater Damage Reduction 10th Mammoth Critical Repairman: You can take 20 on all craft skills used [u][b]to repair constructs. It only takes twice as long as a regular check.[/b][/u] Tech Sense: Cannith Elite of a certain skill level pick up an innate sense for how machines work. This allows them a +2 competence bonus on all Appraise, Craft, Disable Device, Knowledge, Open Lock, and Use Magic Device checks involving some sort of mechanical or technological device. Damage Reduction: You gain [u][b]damage reduction 2/adamantine[/b][/u], or if you already have damage reduction, improve the existing reduction by 1. Quick Repair: You can attempt to repair yourself in combat. You can take a full-round action to try to repair yourself with a -10 penalty to the check. You cannot take 10 or take 20 during a quick repair. Metal Familiarity: You are familiar with the properties of all metals. You gain a +5 competence bonus on all Knowledge checks involving a metal object. Also, when you wield a weapon with the damaging part made of metal, you are considered to have the Improved Critical feat, even if you don't meet the prerequisites. Quad Armory: You have an extra set of arms attached to your body. In addition to the obvious benefits of being able to use extra weapons and manipulate extra objects, you gain a +2 modifier to all Strength, Climb, and Grapple checks. In addition, you can use 2 crossbows at the same time. You cannot use more than 1 double weapon or bow. Both extra hands are considered off hands, and the Elite takes a -6 penalty to attack rolls with those hands (however, you can use your original 2 hands without any additional penalty). [u][b]If you make a full attack, you may only use your original 2 arms.[/b][/u] WIELDING PENALTIES L R -2 -2 -8 -8 [u][b]Four Weapon Fighting: The penalties for using your lower hands in combat is lessened by -6. All attacks made by off hands use your lowest base attack bonus. WIELDING PENALTIES L R -2 -2 -2 -2 [/b][/u] Improved Damage Reduction: Your damage reduction is increased to [u][b]5/adamantine.[/b][/u] Four Weapon Defense: You gain a +1 shield bonus to your AC for every melee weapon you are wielding after the first (+3 maximum). Greater Damage Reduction: Your damage reduction is increased to [u][b]10/adamantine.[/b][/u] Mammoth Critical: After you score [u][b]a critical hit[/b][/u], roll another attack die. If the [u][b]attack roll plus your Str modifier[/b][/u] is more than 10 over the defender's AC, they must make a fortitude save [u][b](DC 20)[/b][/u] or die instantly. You may choose not to use this ability. [/QUOTE]
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