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<blockquote data-quote="Imaginary Flesh" data-source="post: 6738333" data-attributes="member: 6803289"><p>I have a player who really really likes the animate rope cantrip and is always trying to push its limits. I told him he should just become a Rope Mage. He said he'd play that class if I made it. I've never home-brewed a class before and I'd love to hear some opinions before I throw an OP or super wimpy character into my world. </p><p></p><p><strong>Rope Mage</strong></p><p></p><p><strong>HD</strong> d4 </p><p><strong>Weapon Prof</strong> - All Simple, Net, Whip</p><p><strong>Armor Prof</strong> - none, a rope mage may not wear armor</p><p><strong>Skill points</strong> - 2+Int modifier</p><p><strong>Skills</strong> - Bluff, Concentration, Craft, Knowledge (arcana), Profession, Use Magic Device, Use Rope, Escape Artist</p><p><strong>Alignment</strong> - Any, usually chaotic</p><p></p><p>The spell/day/known and saves I stole from the Bard. BAB I kept from the Sorcerer. </p><p></p><p>Class Features</p><p>Animate rope: At lvl 1, as a standard action Rope Mage can cast animate rope. </p><p><em></em></p><p><em>Weaponized Rope</em>: At Lvl 1, as a standard action, animated rope can do 1d3 non-lethal whipping damage on any creature wearing light or no armor. Alternatively an animated rope in a grapple can do 1d2 constricting damage at the end of every turn the creature remains grappled. Rope mage may take any actions during a rope grappling but must make a D.C. 10 concentration check.</p><p><em></em></p><p><em>Returning projectile:</em> At lvl 3, as a standard attack a weapon attached to a rope may make a ranged attack. The weapon must weigh no more than 1lb x CHA modifier. The rope mage must be proficient with this weapon. Add CHA mod as damage bonus. The weapon my be returned as a free action. </p><p><em></em></p><p><em>Create Rope</em>: At lvl 5, once a day a rope mage may summon 10' x lvl of rope. This rope has 4 hit points and can be burst with a DC 24 Strength check. </p><p><em></em></p><p><em>Rope Trap:</em> At lvl 6, once a day a rope mage may cast Snare as if there were a tree in the area</p><p></p><p><em>Rope Armor:</em> At lvl 9, A length of rope at least 20 feet in length wraps around a body magically moving with the body. +3 to AC, no movement or spell restriction</p><p></p><p><em>Improved Rope Grapple</em>: At lvl 12, All grapple checks with animated rope have a +4 bonus.</p><p></p><p><em>Rope Hand: </em>At lvl 15, Rope can deliver touch attacks</p><p></p><p><em>Steadfast Cable</em>: At lvl 18, Summoned rope has a breaking strength DC of 40 and is unaffected by fire, cold or acid damage.</p><p><em></em></p><p><em>Summon Rope Golem: At lvl 20, </em>Can summon a Rope Golem 1x/day. Rope golem will remain animated 10min/lvl.</p><p></p><p>I am going to hold off on the stat block for the Rope Golem as my PC are still low level</p><p>We are pretty chill and into roleplaying, no real powergamers at my table, so I don't necessarily need something %100 balanced. just something that will work.</p></blockquote><p></p>
[QUOTE="Imaginary Flesh, post: 6738333, member: 6803289"] I have a player who really really likes the animate rope cantrip and is always trying to push its limits. I told him he should just become a Rope Mage. He said he'd play that class if I made it. I've never home-brewed a class before and I'd love to hear some opinions before I throw an OP or super wimpy character into my world. [B]Rope Mage[/B] [B]HD[/B] d4 [B]Weapon Prof[/B] - All Simple, Net, Whip [B]Armor Prof[/B] - none, a rope mage may not wear armor [B]Skill points[/B] - 2+Int modifier [B]Skills[/B] - Bluff, Concentration, Craft, Knowledge (arcana), Profession, Use Magic Device, Use Rope, Escape Artist [B]Alignment[/B] - Any, usually chaotic The spell/day/known and saves I stole from the Bard. BAB I kept from the Sorcerer. Class Features Animate rope: At lvl 1, as a standard action Rope Mage can cast animate rope. [I] Weaponized Rope[/I]: At Lvl 1, as a standard action, animated rope can do 1d3 non-lethal whipping damage on any creature wearing light or no armor. Alternatively an animated rope in a grapple can do 1d2 constricting damage at the end of every turn the creature remains grappled. Rope mage may take any actions during a rope grappling but must make a D.C. 10 concentration check. [I] Returning projectile:[/I] At lvl 3, as a standard attack a weapon attached to a rope may make a ranged attack. The weapon must weigh no more than 1lb x CHA modifier. The rope mage must be proficient with this weapon. Add CHA mod as damage bonus. The weapon my be returned as a free action. [I] Create Rope[/I]: At lvl 5, once a day a rope mage may summon 10' x lvl of rope. This rope has 4 hit points and can be burst with a DC 24 Strength check. [I] Rope Trap:[/I] At lvl 6, once a day a rope mage may cast Snare as if there were a tree in the area [I]Rope Armor:[/I] At lvl 9, A length of rope at least 20 feet in length wraps around a body magically moving with the body. +3 to AC, no movement or spell restriction [I]Improved Rope Grapple[/I]: At lvl 12, All grapple checks with animated rope have a +4 bonus. [I]Rope Hand: [/I]At lvl 15, Rope can deliver touch attacks [I]Steadfast Cable[/I]: At lvl 18, Summoned rope has a breaking strength DC of 40 and is unaffected by fire, cold or acid damage. [I] Summon Rope Golem: At lvl 20, [/I]Can summon a Rope Golem 1x/day. Rope golem will remain animated 10min/lvl. I am going to hold off on the stat block for the Rope Golem as my PC are still low level We are pretty chill and into roleplaying, no real powergamers at my table, so I don't necessarily need something %100 balanced. just something that will work. [/QUOTE]
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