handforged
First Post
Here are all of my classes, plus two more, in a complete/revised form. I am still open to suggestions and balance issues.
jmucchiello, the first one is just for you.
Blacksmith
HD: d6
BAB: +0
Saves: Fort +2, Ref +0, Will +0
Skills: 4+Int; Appraise, Craft(armorsmithing, blacksmithing, weaponsmithing)
Permanent Class Skills (Ex): The Blacksmith may choose any two skills from the class skill list for this class to be permanent class skills.
Weapon Proficiency (Ex): The Blacksmith is proficient with any simple or martial hammer-based melee weapon.
Heavy Arm (Ex): The Blacksmith can produce items quicker because of innate talent with metal. The Blacksmith creates Craft check * Item DC silver pieces of product each day, but only with Masterwork tools and a trained assistant (appropriate Craft skill at 6 ranks).
Chosen
HD: d6
BAB: +0
Saves: Fort +0, Ref +0, Will +2
Skills: 2+Int; Craft(any), Knowledge(Religion), and Profession(any)
Permanent Class Skills (Ex): The Chosen may choose any one skill from the class skill list for this class to be a permanent class skill.
Domain (Su): Pick one domain of your deity, you gain the domain ability of that domain.
Divine Gift: Pick one of the following abilities, granted by your deity.
-Four Orisons per day, prepared as a Cleric.(Sp)
-One Level One Spell per day, prepared as a Cleric.(Sp)
-Turn/Rebuke Undead once per day as a cleric of your level.(Su)
Herbalist
HD: d6
BAB: +0
Saves: Fort +2, Ref +0, Will +0
Skills: 4+Int; Heal, Knowledge(Nature), Profession(Herbalist), Survival/Wilderness Lore
Permanent Class Skills (Ex): The Herbalist may choose any two skills from the class skill list for this class to be permanent class skills.
Herbal Remedy (Sp): Twice per day the Herbalist may cast the Goodberry spell as a spell-like ability. All effects are as the spell.
Hearty Resistance (Ex): Due to frequent exposure to harmful natural toxins over the years the Herbalist gains a +4 circumstance bonus to saves against organic poisons, including monster poisons but not mineral poisons or poison gas.
Mason
HD: d6
BAB: +0
Saves: Fort +2, Ref +0, Will +0
Skills: 4+int; Climb, Craft(stonework, brickwork), Knowledge(Architecture), and Profession(Mason)
Permanent Class Skills (Ex): The Mason may choose any two skills from the class skill list for this class to be permanent class skills.
One Eye on the Wall (Ex): The Mason is granted a +2 circumstance bonus to notice unusual stonework and can also automatically tell whether or not a given surface is level. This ability is otherwise identical to the Stonecunning ability of Dwarves. See p14-15 of PHB for Dwarves Stonecunning Ability.
Sturdy Construction (Ex): Any wall or structure that the Mason builds or oversees(with a number of workers equal or less than his level) gains one additional point of hardness and fifteen Hit Points per 10ft by 10ft section. See p107 of DMG for walls stats.
Pirate
HD: d8
BAB: +0
Saves: Fort +1, Ref +1, Will, +0
Skills: 6+Int; Balance, Climb, Jump, Profession (sailor), Rope Use, Swim
Permanent Class Skills (Ex): The Pirate may choose any two skills from the class skill list for this class to be permanent class skills.
Sea Legs (Ex): The Pirate gains a +2 bonus to Balance, Climb, and Jump checks when on board a ship or other water vessel.
Rascally Reputation (Ex): The Pirate's fearsome reputation grants him a +2 bonus to Intimidate checks.
Touched
HD: d6
BAB: +0
Saves: Fort +0, Ref +0, Will +2
Skills: 6+Int; Concentration, Knowledge(any, picked separately), Spellcraft, Scry
Permanent Class Skills (Ex): The Touched may choose any two skills from the class skill list for this class to be permanent class skills.
Susceptibility (Su): Due to the familiarity of mental visions, the Touched suffer a -4 penalty to Will saves against Mind-Affecting Illusions and Enchantments.
Vision (Sp): The Touched may Scry as the spell Scrying once per day for one minute, but cannot cast spells through the vision. The visions come to the Touched as mental images, and require no focus.
~hf
jmucchiello, the first one is just for you.
Blacksmith
HD: d6
BAB: +0
Saves: Fort +2, Ref +0, Will +0
Skills: 4+Int; Appraise, Craft(armorsmithing, blacksmithing, weaponsmithing)
Permanent Class Skills (Ex): The Blacksmith may choose any two skills from the class skill list for this class to be permanent class skills.
Weapon Proficiency (Ex): The Blacksmith is proficient with any simple or martial hammer-based melee weapon.
Heavy Arm (Ex): The Blacksmith can produce items quicker because of innate talent with metal. The Blacksmith creates Craft check * Item DC silver pieces of product each day, but only with Masterwork tools and a trained assistant (appropriate Craft skill at 6 ranks).
Chosen
HD: d6
BAB: +0
Saves: Fort +0, Ref +0, Will +2
Skills: 2+Int; Craft(any), Knowledge(Religion), and Profession(any)
Permanent Class Skills (Ex): The Chosen may choose any one skill from the class skill list for this class to be a permanent class skill.
Domain (Su): Pick one domain of your deity, you gain the domain ability of that domain.
Divine Gift: Pick one of the following abilities, granted by your deity.
-Four Orisons per day, prepared as a Cleric.(Sp)
-One Level One Spell per day, prepared as a Cleric.(Sp)
-Turn/Rebuke Undead once per day as a cleric of your level.(Su)
Herbalist
HD: d6
BAB: +0
Saves: Fort +2, Ref +0, Will +0
Skills: 4+Int; Heal, Knowledge(Nature), Profession(Herbalist), Survival/Wilderness Lore
Permanent Class Skills (Ex): The Herbalist may choose any two skills from the class skill list for this class to be permanent class skills.
Herbal Remedy (Sp): Twice per day the Herbalist may cast the Goodberry spell as a spell-like ability. All effects are as the spell.
Hearty Resistance (Ex): Due to frequent exposure to harmful natural toxins over the years the Herbalist gains a +4 circumstance bonus to saves against organic poisons, including monster poisons but not mineral poisons or poison gas.
Mason
HD: d6
BAB: +0
Saves: Fort +2, Ref +0, Will +0
Skills: 4+int; Climb, Craft(stonework, brickwork), Knowledge(Architecture), and Profession(Mason)
Permanent Class Skills (Ex): The Mason may choose any two skills from the class skill list for this class to be permanent class skills.
One Eye on the Wall (Ex): The Mason is granted a +2 circumstance bonus to notice unusual stonework and can also automatically tell whether or not a given surface is level. This ability is otherwise identical to the Stonecunning ability of Dwarves. See p14-15 of PHB for Dwarves Stonecunning Ability.
Sturdy Construction (Ex): Any wall or structure that the Mason builds or oversees(with a number of workers equal or less than his level) gains one additional point of hardness and fifteen Hit Points per 10ft by 10ft section. See p107 of DMG for walls stats.
Pirate
HD: d8
BAB: +0
Saves: Fort +1, Ref +1, Will, +0
Skills: 6+Int; Balance, Climb, Jump, Profession (sailor), Rope Use, Swim
Permanent Class Skills (Ex): The Pirate may choose any two skills from the class skill list for this class to be permanent class skills.
Sea Legs (Ex): The Pirate gains a +2 bonus to Balance, Climb, and Jump checks when on board a ship or other water vessel.
Rascally Reputation (Ex): The Pirate's fearsome reputation grants him a +2 bonus to Intimidate checks.
Touched
HD: d6
BAB: +0
Saves: Fort +0, Ref +0, Will +2
Skills: 6+Int; Concentration, Knowledge(any, picked separately), Spellcraft, Scry
Permanent Class Skills (Ex): The Touched may choose any two skills from the class skill list for this class to be permanent class skills.
Susceptibility (Su): Due to the familiarity of mental visions, the Touched suffer a -4 penalty to Will saves against Mind-Affecting Illusions and Enchantments.
Vision (Sp): The Touched may Scry as the spell Scrying once per day for one minute, but cannot cast spells through the vision. The visions come to the Touched as mental images, and require no focus.
~hf
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