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Pathfinder 1E homebrew rough draft class needs help

Lastoutkast

First Post
Goal is to build a full casting, verital nature class. Needs a lot of reskining and rewording but what I have is the idea.The SavageAlignment: Any Neutral, non lawfulHit Dice: 1d8Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.Class SkillsThe Savage's class skills are Acrobatics (Dex), Climb (Str), Craft (Int),Intimidate (Cha), Fly (Dex), Handle Animal(Cha), Knowledge (nature) (Int), Perception (Wis), Perform (Cha),Profession (Wis),Ride, Stealth (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).Skill Ranks per Level: 2 + Int modifier.Weapon Proficiency Druids are proficient with the following weapons: longbow,short-bow, light crossbow, heavy crossbow, club, great club, short spear and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shapeArmor ProficiencyLight armor and Shields.SpellsThe savage draws from the Shaman spell list, the spells are spontaneous, divine and wisdom based. In addition to the spells gained by savages as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the savage is capable of casting them.LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells1st2nd3rd4th5th6th7th8th9th1st+0 +0 +2+0Rage, Battle trance, animal focus3————————2nd+1+0+3+0combat style,4————————3rd+2+1+3+15————————4th+3+1+4+1Wild shape63———————5th+3+1+4+164———————6th+4+2+5+2combat style, wild shapex2653——————7th+5+2+5+2Damage reduction 1/—664——————8th+6/+1+2+6+22nd animal focus, mutagen bramble armor/woad.Wild shapex36653—————9th+6/+1+3+6+36664—————10th+7/+2+3+7+3Damage reduction 2/—, combat style,wild shapex466653————11th+8/+3+3+7+3Greater rage. 66664————12th+9/+4+4+8+4greater mutagenwild shapex5666653———13th+9/+4+4+8+4Damage reduction 3/—666664———14th+10/+5+4+9+4combat style, wild shapex66666653——15th+11/+6/+1+5+9+56666664——16th+12/+7/+2+5+10+5Damage reduction 4/—, grand mutagen,wild shapex766666653—17th+12/+7/+2+5+10+5Tireless rage, 66666664—18th+13/+8/+3+6+11+6combat stylewild shapex866666665319th+14/+9/+4+6+11+6Damage reduction 5/—66666666420th+15/+10/+5+6+12+6Mighty rage, wild shape at will666666666Dendrite Mutagen (Su) woad.At 1st level, a bramble brewer's mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature;. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).This ability otherwise works like the standard mutagen class feature and replaces that ability.A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light.This ability otherwise works like the greater mutagen discovery and replaces that ability.A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's fast healing increases to 5 as long as he is within an area of bright light.This ability otherwise works like the grand mutagen discovery and replaces that ability.Animal FocusMouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.Second Animal Focus (Su)At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.Controlled Rage (Ex)When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.Rage (Ex)A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution Modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.Damage Reduction (Ex)At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.Greater Rage (Ex)At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.Tireless Rage (Ex)Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.Mighty Rage (Ex)At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.Battle DanceA dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.Rain of Blows (Su)At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.Razor’s Kiss (Su)At 8th level, a dervish dancer can use his battle dance to improve his weapons’ critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.Dance of Fury (Su)At 12th level, a dervish dancer can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal. This ability replaces soothing performance.Leaf on the Wind (Su)At 14th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces frightening tune.Combat Style Feat (Ex)At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.If Core Rules only: archery or two-weapon combat.If Advanced Player's Guide allowed: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.Combat Style OptionsArcheryIf the ranger selects archery style, he can choose from the following list whenever he gains a combat style feat:Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master And Manyshot to the list.At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.CrossbowIf the character selects crossbow style, he can choose from the following list whenever he gains a combat style feat:Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list.At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.Mounted CombatIf the character selects mounted combat style, he can choose from the following list whenever he gains a combat style feat:Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.At 6th level, he adds Mounted Shield and Spirited Charge to the list.At 10th level, he adds Mounted Skirmisher and Unseat to the list.Natural WeaponIf the character selects natural weapon style, he can choose from the following list whenever he gains a combat style feat:Aspect of the Beast, Improved Natural Attack, Rending Claws, and Weapon Focus.At 6th level, he adds Eldritch Claws and Vital Strike to the list.At 10th level, he adds Multiattack and Improved Vital Strike to the list.Thrown WeaponSource Advanced Class GuideIf the character selects thrown weapon style, he can choose from the following list whenever he gains a combat style feat:Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting.At 6th level, he adds Close-Quarters Thrower and False Opening to the list.At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.Two-Handed WeaponIf the character selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:Cleave, Power Attack, Pushing Assault, and Shield of Swings.At 6th level, he adds Furious Focus and Great Cleave to the list.At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.Two-Weapon CombatIf the ranger selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat:Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.Weapon and ShieldIf the character selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat:Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.At 6th level, he adds Saving Shield and Shield Master to the list.At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.Wild Shape (Su)At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
 

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Your post is in dire need of formatting. I'm seeing a couple of phrases, like 'mutagen' and 'rage' and 'wild shape', which lead me to believe that this class is just taking the most powerful parts of some other classes and putting them together. Without being able to read in detail, I'm guessing that it's overpowered.
 

Lastoutkast

First Post
Yeah, I tried posting from phone, I'll reformat it soon.
After reading your post I took a look at the ferial hunter archetype and its close to what I want but I full casting and ranger feats. So I was thinking maybe dropping down to 2+int for skills and lowering the saves to match a rogues. Do you think that would be an even trade off ?
 

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