couple I made up
Here's a couple of advanced classes I made up one day, sort of demi superheroeish but theoretically balanced with current classes.
If you have feedback I'd Ilike to hear it
Shocker
Requirements
Bab- +2
Feats Focused
Disable Device 6 Ranks
Hit Die
1d8
Actions Points
6+1/2 level (round down)
Class Skills
Climb (Str), Concentration (Con), Disable Device(Int), Drive (Dex), Gamble (Wis), Hide (Dex), Intimidate (Cha), Jump(Str), Knowledge(Current events, Pop Culture, Streetwise), Move Silently(Dex), Read/Write Languages(none), Search (Int), Speak Languages (none), Spot(Wis)
Skill Points at each level: 5+int modifier
Level BAB Fort Ref Wil Def Rep Charge pts/day Special
1 0 2 2 0 1 0 2 Electric Charge, Electrical Spark
2 1 3 3 0 2 0 3 Shocking touch, Paralytic Jolt
3 2 3 3 1 2 0 4 Bonus Feat
4 3 4 4 1 3 0 5 EMP Strike
5 3 4 4 1 4 1 8 Electrical Strike
6 4 5 5 2 4 1 11 Bonus Feat
7 5 5 5 2 5 1 16 EMP Blast
8 6 6 6 2 6 1 21 Ball Lightning
9 6 6 6 3 6 2 26 Bonus Feat
10 7 7 7 3 7 2 33 Electrical Storm
Charge Points
Your number of daily charge points is given in the above chart with a bonus for high charisma as follows.
Charisma Bonus Cp
12-13 1
14-15 3
16-17 5
18-19 7
20-21 9
22-23 11
Electrical Charge
You can generate and electrical charge in your hands as a move action as long as you have at least 1 charge point remaining. Doing so provokes an attack of opportunity (can generate a charge defensively, count spell level as 0). You can maintain the electrical charge for a number of rounds equal to your Shocker level before it disperses. While holding an electrical charge you gain a +4 circumstance bonus to intimidation checks. You must be holding an a charge to use any electrical special abilities. Due to your ability to generate and hold an electrical charge you gain electricity resistance of 5 and are immune to your own electrical attacks.
Electrical Spark
You can use an electrical spark to help with disabling an electronic device. The bonus to your Disable device check is equal to your shocker level. This ability uses 1 CP
Shocking Touch
When dealing an unarmed strike you deal 1d3 electrical damage(ref save for none dc is 10+1/2 shocker level). This ability uses up 1 CP
Paralytic Jolt
When making any Damaging electrical attack you can double the CP cost to cause temporary paralysis in your targets. If a living creature takes damage form a paralytic jolt they must make a fort save(dc 10 +1/2 shockers level) or be paralyzed for 1d6 rounds.
EMP Strike
You can launch an EMP strike an electrical Device to disable it[Range touch attack, gets a fortitude save dc 10+1/2shocker level). The range increments is 10 feet, with a max range increment equal to your shocker level. Uses 3 CP
Electrical Strike
You can launch a focused Electrical blast at a target dealing up to your shocker level D4 points of electrical damage(ref save for half- dc 10+1/2 shocker level). The range increments is 10 feet, with a max range increment equal to your shocker level. Uses 3 CP
EMP Blast
You launch an Area effect EMP strike (10x10 feet) disabling all electrical equipment within it.(Ranged attack vs. AC 10, all electrical EQ makes a fort save vs. DC of 10 + ½ shocker level). The range increments is 10 feet, with a max range increment equal to your shocker level. Uses 5 CP.
Ball Lightning
You launch an area effect electrical attack (10x10 foot area) dealing up to your shocker level D4 electrical damage to everyone in the area of effect(ref save dc of 10 +1/2 shocker level for half damage). (use auto fire rules with a range increment of 10 and max range increment equal to your shocker level. Cost 7 CP
Electrical Storm
You generate an Area effect electrical and EMP attack with a 30 foot radius centered on yourself. Everyone inside takes up to 1d4xshocker level in damage (ref save dc of 10+1/2 shocker level for half) and all Electronic equipment makes a fort save(DC 10+1/2 shocker level +) or is disabled. Cost is 9 CP
Bonus Feats
Combat Martial Arts, Low Profile, Alertness, Cautious, Personal Firearms Proficiency, , Stealthy, Point Blank Shot, Far Shot, Elusive Target, Dead Aim
Feral
Requirements
Bab- 3
Feats Toughness, Alertness
Hit Die
1d8
Actions Points
6+1/2 level (round down)
Class Skills
Balance (Dex), Climb (Str), Drive (Dex), Escape Artist(Dex), Hide (Dex), Intimidate (Cha), Jump(Str), Knowledge(Current events, Pop Culture, Streetwise), Listen(wis), Move Silently(Dex), Read/Write Languages(none), Speak Languages (none), Spot(wis), Swim (Str), Tumble(Dex)
Skill Points at each level: 3+int modifier
Level BAB Fort Ref Wil Def Rep Special
1 1 2 0 0 1 0 Feral Genes
2 2 3 0 0 2 0 Feral Genes
3 3 3 1 1 2 0 Bonus Feat
4 4 4 1 1 3 0 Feral Genes
5 5 4 1 1 4 1 Feral Genes
6 6 5 2 2 4 1 Bonus Feat
7 7 5 2 2 5 1 Feral Genes
8 8 6 2 2 6 1 Feral Genes
9 9 6 3 3 6 2 Bonus Feat
10 10 7 3 3 7 2 Feral Genes
Feral Genes Choose 1 every time you get the feral genes ability
Scent
Develop the Scent ability
Low Light Vision
Develop low light vision
Melee Smash
The Feral receives a +1 bonus on melee damage.
Improved Melee Smash
The Feral receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash
The Feral receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, Improved melee smash.
Increased Speed
The Feral’s base speed increases by 5 feet.
Improved Increased Speed
The Feral’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed
The Feral’s base speed increases by 5 feet. This talent stacks with increased speed and Improved increased speed (15 feet total).
Prerequisites: Increased speed, Improved increased speed.
Remain Conscious
The Feral gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Feral’s hit points reach -1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches -10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Robust
The Feral becomes especially robust, gaining a number of hit points equal to his or her Feral level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Feral he or she gains.
Second Wind
The Feral can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Feral’s hit points beyond the character’s full normal total.
Stamina
The Feral recovers twice as feral as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
Prerequisite: Robust.
Increased Strength
The Feral receives a +1 enhancement bonus to strength
Improved Increased Strength
The Feral receives an additional +1 enhancement bonus to strength (+2 total).
Prerequisite: Increased Strength
Advanced Increased Strength
The Feral receives an additional +1 enhancement bonus to strength (+3 total).
Prerequisites: Increased Strength, Improved Increased Strength
Increased Dexterity
The Feral receives a +1 enhancement bonus to dexterity
Improved Increased Dexterity
The Feral receives an additional +1 enhancement bonus to dexterity (+2 total).
Prerequisite: Increased Dexterity
Advanced Increased Dexterity
The Feral receives an additional +1 enhancement bonus to dexterity (+3 total).
Prerequisites: Increased Dexterity, Improved Increased Dexterity
Increased Constitution
The Feral receives a +1 enhancement bonus to constitution
Improved Increased Constitution
The Feral receives an additional +1 enhancement bonus to constitution (+2 total).
Prerequisite: Increased Constitution
Advanced Increased Constitution
The Feral receives an additional +1 enhancement bonus to constitution (+3 total).
Prerequisites: Increased Constitution, Improved Increased Constitution
Natural Armour
The Feral receives a +1 bonus natural armour
Improved Natural Armour
The Feral receives an additional +1 bonus natural armour (+2 total).
Prerequisite: Natural Armour
Advanced Natural Armour
The Feral receives an additional +1 bonus natural armour (+3 total).
Prerequisites: Natural Armour, Improved Natural Armour
Slow Fall
The First 10 feet of a fall aren’t counted towards determining falling damage
Improved Slow Fall
The Next 10 feet of a fall aren’t counted towards determining falling damage(20 feet total)
Advanced Slow Fall
The Next 10 feet of a fall aren’t counted towards determining falling damage(30 feet total)
Uncanny Moves
Choose either Jump, Climb, Move Silently, Swim, Balance, Escape Artist, Hide, or Tumble. The Feral gains a bonus to the chosen skill equal to his Feral Level.
The Feral Gene can be taken multiple times, but each time with a different skill.
Bonus Feats
Animal Affinity, Athlete, Blind Fight, Brawl, Improved Brawl, Combat Martial Arts, Improved Combat Martial Arts, Advanced Combat Martial Arts, Dodge, Agile Riposte