I would like some helpful hints and tips, along with anything anyone sees as a problem or ideas to make the concept better.
Now, this was done a very long time ago just after 3.0 came out, I'll try to update it a little on the fly for 3.5, but like I said, it needs some work.
Thanks for the help!
This class simulates to some degree the race from starcraft, the protoss. If you have played the game then some of the questions at the end will make more sense.
A large amount of personal willpower is needed to become a member of this class. Its powers are from a great deal of concentration and personal internal power. They practice tuning into and tapping personal reserves, focusing and powering them until they are able to externalize these amazing abilities. This forms a shield of protection around themselves and a set of 'claws' as weapons.
HD: d4
Skill points: 6+int mod
Skills: Autohypnosis, balance, climb, concentration, intimidate, jump, listen, move silently, spot, tumble, use magic device
BAB: Good
Saves: F: poor, R: poor, W: good
Weapon and armor proficiency: none except for the claws.
1st: Shields (basic), claws, bonus feat
2nd: Shield charge, resistant shields
3rd: Bonus feat, increased claws
4th: Claws (+1)
5th: Jump ability (feat)
6th: Bonus feat, increased claws
7th: Shields (DR)
8th: Claws (+2)
9th: Bonus feat, increased claws
10th: Aligned claws (if the character already has this feat as many times as they can then choose a new feat for the previous slot)
11th:
12th: Bonus feat, Claws (+3),
13th:
14th: increased claws,
15th: Bonus feat
16th: Claws (+4),
17th:
18th: Bonus feat
19th: increased claws,
20th: Claws (+5)
Shields: (Su, in an antimagic field they are supressed to just below skin level. Half of the damage taken at this time goes to the shields and the other half goes to hp. A dispel targetted specifically on them has a chance of supressing the shields for 1 round/level of caster. The caster must beat a check of 11+levels in this class + cha modifier.)
-Double damage from energy attacks (from the 5 energy types in d&d).
-Armor worn does not count towards AC while shields are up (it does however count in an antimagic field, but only the better of the two values matters)
-Invisible except when struck. Under the influence of invisibility purge or see invisible the shields look like the shimmering of oil on top of water.
-Normally grants an armor bonus to AC of 2 + 1/2 levels in this class (when supressed in an antimagic field this bonus is reduced to 2).
-Deflection bonus to AC equal to cha bonus.
-Shields get 8 points at each level of the class.
-At each level shields are modified by wisdom much like hp are modified by con
-While the shields surround the character (move action to supress and they reform automatically the next round) they act as the characters primary defense. All damage done that does not bypass the shields damages them before hp.
-Shields are not healed by cure spells, instead they regenerate 1 point/level/hour
-Shields are a force effect and so count against incoporeal touch attacks.
-Nonlethal damage done to the shields takes just as many points away as regular damage. It is not counted seperately, it does not heal at a different rate.
Claws: (Su, in an antimagic field they are supressed and extend to a maximum of an amount of inches according to the minimum damage possible for them. In this state they do minimum damage with each strike. They may be dispelled in the same manner as the shields.)
-Dex applies to attack rolls instead of str
-Cha applies to extra damage instead of str
-Counts as both a natural and manufactured weapon for spells and effects
-Claws initially do d4 damage (d4 for medium, modified by size)
-When the shields are down the claws lose two steps in their damage (ie if they did d8 while shields were up then they will do d4 when they are down)
-Claw length can be anywhere from 0 inches up to their max damage in inches, this never provides extra reach in and of itself. This may be changed as a free action, but only once per round.
-Claws can be sundered. They have a hardness rating of character level + cha bonus +2 per enhancement modifier, an hp total of 1/3 the shields maximum amount, and regain hp back at the rate of 1/level/hour.
-The claws may count as slashing, piercing, or bludgeoning but only one at a time. Changing the type counts as a swift action and cannot be done on the same round that the claw length is changed.
-Claws count as a force effect.
-Claws are considered light weapons and so gain no bonus from power attack.
-Claws are treated as the same size as the character.
-A claw can be formed on each hand. Twf penalties apply as normal when they are both used.
-It takes a move action to extend or retract the claws, both can be extended or retracted at the same time without need for an extra action. This does not provoke an aoo.
-Claws count as a magical weapon.
Bonus feats:
-Energy resistant shields: Resistance to (all) 3. May be taken multiple times. It is only active when the characters shields are active.
-Damage Reduction: 1/- or adds 1/- to any already existing DR. The character cannot have a DR of higher than 1+level/3 from taking this feat multiple times. This DR only works while the shields are active.
-Jump ability: Whenever a jump is about to be made (nonaction) the character may spend a number of shield points equal to or less than their class level. This amount x2 is added to the jump check roll. This feat may be taken twice, if so the multiplier is increased by 1. This extra distance is not restricted by height. (gained as a bonus feat at level 5)
-Extra attacks: On a full round attack action the character may add an extra amount of attacks equal to his dexterity bonus. All attacks made until the following turn are at -2*# of extra attacks (these extra attacks must be made with a claw). Useing this ability costs 2 shield points for each extra attack made. This ability may only be used when the shields are active and with enough points remaining to take the damage.
-Extra claw damage: The claws do an extra d4 damage.
-Extra claw attack bonus: The claws gain a +2 bonus to attack rolls using the claws.
-Fast movement: For each 3 points spent from the shields to improve movement by 10' for a number of minutes = cha bonus (to a maximum expenditure of 15)
-Aligned claws: Claws gain one of your alignment descriptors and work as an appropriate weapon enhancment. Extra damage dice are half of the norm (d6 instead of 2d6) This can be taken up to twice, but neutral alignment cannot be chosen. (gained as a bonus feat at level 10)
-Tough shields: Shields are at +1 point/character level. This may be taken multiple times.
-Will of stone: Gain a natural armor bonus to shields equal to wisdom bonus.
Shield charge: Class level x Cha bonus to shield strength 1/day. May be taken multiple times. (much like the paladins lay on hands, but useable on self only) Standard action that does provoke an aoo. A concentration check of DC 15 removes the aoo.
Resistant shields: The shields provide a resistance bonus to all saves equal to the characers charisma bonus.
Increased claws: At levels 3, 6, 9, 14, 19 the claws increase by one step of damage. While the claws do not change size they do get a +2 bonus each time for any checks that ask for a size modifier.
Claws (+#): At levels 4, 8, 12, 16, 20 the claws gain an enhancement bonus to attack and damage.
This is all very rough of course. Help would be appreciated
The rest of the levels need to be fleshed out, anything confusing needs to be clarified, and anything inherantly broken must be fixed.
Possible ideas: other weapon enhancements? something akin to hallucination perhaps? anything else from the protoss race tossed in? some use like 'shield other'?
Edit: changed around a few things. Still need more ideas for the upper levels though
Edit: more changes, will hopefully add in some higher level stuff. The lower level things should work pretty well now hopefully.
Now, this was done a very long time ago just after 3.0 came out, I'll try to update it a little on the fly for 3.5, but like I said, it needs some work.
Thanks for the help!
This class simulates to some degree the race from starcraft, the protoss. If you have played the game then some of the questions at the end will make more sense.
A large amount of personal willpower is needed to become a member of this class. Its powers are from a great deal of concentration and personal internal power. They practice tuning into and tapping personal reserves, focusing and powering them until they are able to externalize these amazing abilities. This forms a shield of protection around themselves and a set of 'claws' as weapons.
HD: d4
Skill points: 6+int mod
Skills: Autohypnosis, balance, climb, concentration, intimidate, jump, listen, move silently, spot, tumble, use magic device
BAB: Good
Saves: F: poor, R: poor, W: good
Weapon and armor proficiency: none except for the claws.
1st: Shields (basic), claws, bonus feat
2nd: Shield charge, resistant shields
3rd: Bonus feat, increased claws
4th: Claws (+1)
5th: Jump ability (feat)
6th: Bonus feat, increased claws
7th: Shields (DR)
8th: Claws (+2)
9th: Bonus feat, increased claws
10th: Aligned claws (if the character already has this feat as many times as they can then choose a new feat for the previous slot)
11th:
12th: Bonus feat, Claws (+3),
13th:
14th: increased claws,
15th: Bonus feat
16th: Claws (+4),
17th:
18th: Bonus feat
19th: increased claws,
20th: Claws (+5)
Shields: (Su, in an antimagic field they are supressed to just below skin level. Half of the damage taken at this time goes to the shields and the other half goes to hp. A dispel targetted specifically on them has a chance of supressing the shields for 1 round/level of caster. The caster must beat a check of 11+levels in this class + cha modifier.)
-Double damage from energy attacks (from the 5 energy types in d&d).
-Armor worn does not count towards AC while shields are up (it does however count in an antimagic field, but only the better of the two values matters)
-Invisible except when struck. Under the influence of invisibility purge or see invisible the shields look like the shimmering of oil on top of water.
-Normally grants an armor bonus to AC of 2 + 1/2 levels in this class (when supressed in an antimagic field this bonus is reduced to 2).
-Deflection bonus to AC equal to cha bonus.
-Shields get 8 points at each level of the class.
-At each level shields are modified by wisdom much like hp are modified by con
-While the shields surround the character (move action to supress and they reform automatically the next round) they act as the characters primary defense. All damage done that does not bypass the shields damages them before hp.
-Shields are not healed by cure spells, instead they regenerate 1 point/level/hour
-Shields are a force effect and so count against incoporeal touch attacks.
-Nonlethal damage done to the shields takes just as many points away as regular damage. It is not counted seperately, it does not heal at a different rate.
Claws: (Su, in an antimagic field they are supressed and extend to a maximum of an amount of inches according to the minimum damage possible for them. In this state they do minimum damage with each strike. They may be dispelled in the same manner as the shields.)
-Dex applies to attack rolls instead of str
-Cha applies to extra damage instead of str
-Counts as both a natural and manufactured weapon for spells and effects
-Claws initially do d4 damage (d4 for medium, modified by size)
-When the shields are down the claws lose two steps in their damage (ie if they did d8 while shields were up then they will do d4 when they are down)
-Claw length can be anywhere from 0 inches up to their max damage in inches, this never provides extra reach in and of itself. This may be changed as a free action, but only once per round.
-Claws can be sundered. They have a hardness rating of character level + cha bonus +2 per enhancement modifier, an hp total of 1/3 the shields maximum amount, and regain hp back at the rate of 1/level/hour.
-The claws may count as slashing, piercing, or bludgeoning but only one at a time. Changing the type counts as a swift action and cannot be done on the same round that the claw length is changed.
-Claws count as a force effect.
-Claws are considered light weapons and so gain no bonus from power attack.
-Claws are treated as the same size as the character.
-A claw can be formed on each hand. Twf penalties apply as normal when they are both used.
-It takes a move action to extend or retract the claws, both can be extended or retracted at the same time without need for an extra action. This does not provoke an aoo.
-Claws count as a magical weapon.
Bonus feats:
-Energy resistant shields: Resistance to (all) 3. May be taken multiple times. It is only active when the characters shields are active.
-Damage Reduction: 1/- or adds 1/- to any already existing DR. The character cannot have a DR of higher than 1+level/3 from taking this feat multiple times. This DR only works while the shields are active.
-Jump ability: Whenever a jump is about to be made (nonaction) the character may spend a number of shield points equal to or less than their class level. This amount x2 is added to the jump check roll. This feat may be taken twice, if so the multiplier is increased by 1. This extra distance is not restricted by height. (gained as a bonus feat at level 5)
-Extra attacks: On a full round attack action the character may add an extra amount of attacks equal to his dexterity bonus. All attacks made until the following turn are at -2*# of extra attacks (these extra attacks must be made with a claw). Useing this ability costs 2 shield points for each extra attack made. This ability may only be used when the shields are active and with enough points remaining to take the damage.
-Extra claw damage: The claws do an extra d4 damage.
-Extra claw attack bonus: The claws gain a +2 bonus to attack rolls using the claws.
-Fast movement: For each 3 points spent from the shields to improve movement by 10' for a number of minutes = cha bonus (to a maximum expenditure of 15)
-Aligned claws: Claws gain one of your alignment descriptors and work as an appropriate weapon enhancment. Extra damage dice are half of the norm (d6 instead of 2d6) This can be taken up to twice, but neutral alignment cannot be chosen. (gained as a bonus feat at level 10)
-Tough shields: Shields are at +1 point/character level. This may be taken multiple times.
-Will of stone: Gain a natural armor bonus to shields equal to wisdom bonus.
Shield charge: Class level x Cha bonus to shield strength 1/day. May be taken multiple times. (much like the paladins lay on hands, but useable on self only) Standard action that does provoke an aoo. A concentration check of DC 15 removes the aoo.
Resistant shields: The shields provide a resistance bonus to all saves equal to the characers charisma bonus.
Increased claws: At levels 3, 6, 9, 14, 19 the claws increase by one step of damage. While the claws do not change size they do get a +2 bonus each time for any checks that ask for a size modifier.
Claws (+#): At levels 4, 8, 12, 16, 20 the claws gain an enhancement bonus to attack and damage.
This is all very rough of course. Help would be appreciated

Possible ideas: other weapon enhancements? something akin to hallucination perhaps? anything else from the protoss race tossed in? some use like 'shield other'?
Edit: changed around a few things. Still need more ideas for the upper levels though

Edit: more changes, will hopefully add in some higher level stuff. The lower level things should work pretty well now hopefully.
Last edited: