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<blockquote data-quote="Obly99" data-source="post: 8889523" data-attributes="member: 7035194"><p>Today I will post a class created by my inspired by Gilgamesh of the Fate series (<a href="https://typemoon.fandom.com/wiki/Gilgamesh" target="_blank">Gilgamesh</a>). Its a boss class but imo you can you can use it as a PC option if you does not allow the Two-Weapon Fighting and its feat tree in combination with Gate and reduce to 3 times per day the Gate of Babylon ability. For the rest I hope you like it.</p><h2 style="text-align: center"><strong><span style="font-size: 26px">Herald of Babylon</span></strong></h2><p>There are many ways to fight but one of the strangest is the art of pairing the weapons with which one comes into contact and then using them in turn against enemies. While it is extremely eccentric as an art, it has undoubtedly proved effective for taking down large amounts of enemies in no time. Originated, it is said, by a king of ancient times dressed in gold extremely eccentric, arrogant, narcissistic but with undoubtedly a good taste in terms of alcohol, it has now spread all over the world among those who want to imitate him.</p><p></p><p><strong>Alignment:</strong> Any.</p><p></p><p><strong>Hit Die:</strong> d10.</p><p></p><p><strong>Starting Gold: </strong>3d12×10 gp (190 gp).</p><p></p><p><strong>Starting Age:</strong> As fighter.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The herald of babylon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).</p><p></p><p><strong>Skill Ranks Per Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Table: Herald of Babylon</strong></p><table style='width: 100%'><tr><td><p style="text-align: center">Level</p> </td><td><p style="text-align: center">Base Attack Bonus</p> </td><td><p style="text-align: center">Fort</p> </td><td><p style="text-align: center">Ref</p> </td><td><p style="text-align: center">Will</p> </td><td><p style="text-align: center">Special</p> </td><td><p style="text-align: center">Weapon Bound</p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Ego of the King, Gate, Weapon Bound</p> </td><td><p style="text-align: center">1</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">2</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">2</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">2</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">3</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+6/+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Increase Range, Whirlwind Attack</p> </td><td><p style="text-align: center">3</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+7/+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">3</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+8/+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">3</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+9/+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Celestial Chain, Increase Range</p> </td><td><p style="text-align: center">4</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+10/+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">4</p> </td></tr><tr><td><p style="text-align: center">11th</p> </td><td><p style="text-align: center">+11/+6/+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">5</p> </td></tr><tr><td><p style="text-align: center">12th</p> </td><td><p style="text-align: center">+12/+7/+2</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Bonus Feat, Increase Range</p> </td><td><p style="text-align: center">5</p> </td></tr><tr><td><p style="text-align: center">13th</p> </td><td><p style="text-align: center">+13/+8/+3</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Giant Shooter</p> </td><td><p style="text-align: center">5</p> </td></tr><tr><td><p style="text-align: center">14th</p> </td><td><p style="text-align: center">+14/+9/+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">5</p> </td></tr><tr><td><p style="text-align: center">15th</p> </td><td><p style="text-align: center">+15/+10/+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Deflector, Increase Range</p> </td><td><p style="text-align: center">6</p> </td></tr><tr><td><p style="text-align: center">16th</p> </td><td><p style="text-align: center">+16/+11/+6/+1</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Celestial Prison</p> </td><td><p style="text-align: center">6</p> </td></tr><tr><td><p style="text-align: center">17th</p> </td><td><p style="text-align: center">+17/+12/+7/+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">6</p> </td></tr><tr><td><p style="text-align: center">18th</p> </td><td><p style="text-align: center">+18/+13/+8/+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Increase Range</p> </td><td><p style="text-align: center">7</p> </td></tr><tr><td><p style="text-align: center">19th</p> </td><td><p style="text-align: center">+19/+14/+9/+4</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Bonus Feat</p> </td><td><p style="text-align: center">7</p> </td></tr><tr><td><p style="text-align: center">20th</p> </td><td><p style="text-align: center">+20/+15/+10/+5</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">Gate of Babylon, King's Treasury</p> </td><td><p style="text-align: center">Unlimited</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the herald of babylon.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Herald of babylon are proficient with all simple weapons. Herald of babylon are not proficient with armor or shields of any kind.</p><p></p><p><strong>Ego of the King (Ex)</strong></p><p>At 1st level, when unarmored and unencumbered, the herald of babylon adds his Charisma bonus (if any) to his AC and his CMD. In addition, a herald of babylon gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four herald of babylon levels thereafter, up to a maximum of +5 at 20th level.</p><p></p><p>These bonuses to AC apply even against touch attacks or when the herald of babylon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.</p><p></p><p>The herald of babylon can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.</p><p></p><p><strong>Gate (Su)</strong></p><p>At 1st level, the herald of babylon learns the art of recalling the weapons to which he is bound. By connecting to its armory, it summon weapons to attack. He can pull out weapons from directly behind him, or prepare numerous weapons midair, loaded like bullets. Activate the gate is a free action, which create a number of visual weapons equal to 10 per herald level, the gate attacks must use the type of bound weapons appearance (ex: if you have a greatsword, a longbow and a greataxe as bound weapons and you have only longbow and greataxe appear in the images, you can only make attacks with longbow and greataxe, not with the greatsword). The items passing through the gate behind him form gold-glowing energy ripples in the empty air as they appear instantly for strike. Regardless of which weapon is recalled, it is always considered a ranged weapon with the following differences:</p><p></p><p>- the range of the weapon is 30 ft. without any range increment</p><p></p><p>- ammo is created autonomously and automatically reloads after each shot</p><p></p><p>- any weapons with the automatic, misfire, semi-automatic, slow-firing and touch property no longer have it (mainly firearms)</p><p></p><p>- he gains a bonus equal to his Charisma modifier on damage rolls when using this weapons (a composite longbow does not add Strength but the gun training feature of the gunslinger and similar abilities stack)</p><p></p><p>- in place of Dexterity, the herald uses Charisma for the attack roll</p><p></p><p>- the herald do not provoke attacks of opportunity when firing with gate while threatened</p><p></p><p>While the portal is active the herald is always considered armed, threatens the area in which his gate has range and can make attack of opportunity with the bound weapons through the gate. The herald can make iterative attacks with bound weapons, choosing the same weapon for each attack or in any combination he wants. Weapons (or bullets) after hitting or missing immediately dissolve. All the weapons and projectiles are always golden (this is a simple visual effect). Gate create multiple copies of the same originary bound weapon, which are used for striking (all attacks use a different copy, the same copy is never used for more than one attack since it dissolves immediately afterwards). As a swift action the materialized copies can be changed, allowing different weapon bound. Even if it is a supernatural, once the weapons are materialized for striking (after the attack roll his rolled) they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields except for the fact that any magical weapons do not function magically within the area. The herald can use haste and Two Weapon Fighting (and its feat tree) with gate, in this case, all the weapons count as light weapon for calculate the penalty and because he does not have an “off-hand”, he always add his full Charisma modifier to damage. If the herald is in an area of Dimensional Lock or other area effect that block planar travel, he cannot use gate (he can still use gate while under non-area effect that block planar travel like dimensional anchor).</p><p></p><p><strong>Weapon Bound (Su)</strong></p><p>The herald can bound with a weapon by carrying it for at least a week. A 1st level herald start the adventure with a weapon already bound. Bounding to a weapon causes its essence to appear within the arsenal: an extradimensional space linked to the herald. This essence is used to create perfect replicas of the weapon in question (see gate), even their magial property (other than the speed weapon ability which cannot be used). The herald has a limit on how many weapon essences he can have stored in the arsenal, this limit is shown in the <strong>column: Weapon Bound</strong>. As an 8-hours ritual, the herald can "lose" an essence to free up a place in the arsenal. The herald cannot bount to an unique weapon like artifact. The herald is always proficient with the bound weapons (but not automatically the real ones) and ignore ability score prerequisite for use the weapon. Weapons must be the appropriate size for the herald to be able to bond with them.</p><p></p><p><strong>Bonus Feat</strong></p><p>At the following levels the herald gains the following feats without the need to meet their prerequisites. If the herald already have the feat, he can chose another combat feat for which he meets the prerequisite.</p><p></p><p>2nd: Point-Blank Shot</p><p></p><p>3rd: Precise Shot</p><p></p><p>4th: Rapid Shot</p><p></p><p>5th: Deadly Aim</p><p></p><p>7th: Combat Reflexes (use Charisma in place of Dexterity for the addition number of attacks of opportunity)</p><p></p><p>8th: Cut from the Air (using your bound weapon even if normally only melee attack can be used)</p><p></p><p>10th: Smash from the Air</p><p></p><p>12th: Improved Precise Shot</p><p></p><p>14th: Clustered Shot</p><p></p><p>17th: Pinpoint Targeting</p><p></p><p>19th: Spellcut</p><p></p><p><strong>Increase Range</strong></p><p>At 6th level and every 3 level thereafter the range of gate increase by 30 ft.</p><p></p><p><strong>Whirlwind Attack (Su)</strong></p><p>At 6th level, when the herald use the full-attack action, he can give up his regular attacks and instead make one ranged attack at his highest base attack bonus against each opponent within reach of gate. All attacks are made with a -2 penalty. He must make a separate attack roll against each opponent. When he use the Whirlwind Attack ability, he also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. This ability can be used once per encounter.</p><p></p><p><strong>Celestial Chain (Su)</strong></p><p>At 9th level, the herald can make as a standard action a ranged grapple combat maneuver without provoke attack of opportunity against a creatune within the reach of gate. He add his Charisma bonus to his base attack bonus and size bonus when determining his Combat Maneuver Bonus instead of his Strength bonus for this special maneuver. If he succeed the target is grapple from golden chains that appear from portals around him but the herald do not gain the grappled condition. The grapple continues in the following rounds with the ordinary rules with the difference that the herald never gains the grappled condition and the target cannot reverse the grapple.</p><p></p><p><strong>Giant Shooter (Su)</strong></p><p>At 13th level, the herald can bound and use, without penalty, with weapons one size larger than he could normally use. At 20th level he can use weapons two size larger than he could normally use and siege weapon. Bound siege weapons use the rules of gate with the following additions:</p><p></p><p>- he does not need a crew for use it</p><p></p><p>- bound siege weapons never mishap or misfire</p><p></p><p>- the herald his always proficient in bound siege weapons even if normally is not possible (like the Ram)</p><p></p><p>- bound siege weapons reaim as a free action</p><p></p><p>To summarize many other rules that would come too: bound siege weapons behave like normal ranged weapons in the hands of the herald. A normal attack roll against the enemy or square's AC (in the case of machines that make area attacks like the catapult) hits and does damage, the weapon automatically reloads as free without the need for check(s) (as in the case of the catapult) or crew and the herald never takes penalties to hit or damage for the type of weapon (as in the case of the ballista).</p><p></p><p><strong>Deflector (Ex)</strong></p><p>At 15th level, the herald can use Cut from the Air and Smash from the Air against melee attacks, not only ranged attacks.</p><p></p><p><strong>Celestial Prison (Su)</strong></p><p>At 16th level, the herald can use celestial chain against all enemies in the area of gate. The herald make one combat maneuver: any enemy in the area whose CMD is equal to or lower than the result are grappled. The grapple continues in the following rounds with the ordinary rules with the difference that the herald make only one CMB check against all enemies, never gains the grappled condition, the targets cannot reverse the grapple and if one or more enemies free themselves, this does not affect the others still grappled. This ability can be used a number of times per day equal to 3 + Charisma modifier.</p><p></p><p><strong>Gate of Babylon (Su)</strong></p><p>At 20th level, the herald has proved himself worthy of having access to the ancient king's treasury, which is said to contain all the weapons of the ancient world. The herald can chose from three option:</p><ul> <li data-xf-list-type="ul">effect an area around himself of 10 ft. per herald level wide, 30 ft. per herald level in height</li> <li data-xf-list-type="ul">effect a line in front of him of 20 ft. per herald level long, 5 ft. per herald level wide, 5 ft. per herald level in height</li> <li data-xf-list-type="ul">effect a single enemy within 10 ft. per herald level</li> </ul><p>In the first two options a tempest of weapons hit the area and all creatures within takes 2d6 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. The herald can choose to exclude a number of creature in the area equal to his Charisma modifier. In the third option the storm of weapons target a single enemy which takes 3d6 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. Targets that have total cover from the point of origin of the effect (from the sky for the first option, from the herald himself for the second and third) are immune to Gate of Babylon. Even if it is a supernatural, once the weapons are materialized they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields. This ability can be used once every hour, with a maximum number of time per day equal to the herald Charisma modifier (every time he can chose any option, not only the one that he used the last time). If the herald is under an effect that block planar travel (like dimensional anchor and dimensional lock), he cannot use Gate of Babylon.</p><p></p><p><strong>King's Treasury (Su)</strong></p><p>At 20th level, the herald can now bound with an unlimited number of weapons. He can now bound as a standard action with all weapons, even artifacts. The range of gate is now equal to 10 ft. per herald level.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8889523, member: 7035194"] Today I will post a class created by my inspired by Gilgamesh of the Fate series ([URL='https://typemoon.fandom.com/wiki/Gilgamesh']Gilgamesh[/URL]). Its a boss class but imo you can you can use it as a PC option if you does not allow the Two-Weapon Fighting and its feat tree in combination with Gate and reduce to 3 times per day the Gate of Babylon ability. For the rest I hope you like it. [HEADING=1][CENTER][B][SIZE=7]Herald of Babylon[/SIZE][/B][/CENTER][/HEADING] There are many ways to fight but one of the strangest is the art of pairing the weapons with which one comes into contact and then using them in turn against enemies. While it is extremely eccentric as an art, it has undoubtedly proved effective for taking down large amounts of enemies in no time. Originated, it is said, by a king of ancient times dressed in gold extremely eccentric, arrogant, narcissistic but with undoubtedly a good taste in terms of alcohol, it has now spread all over the world among those who want to imitate him. [B]Alignment:[/B] Any. [B]Hit Die:[/B] d10. [B]Starting Gold: [/B]3d12×10 gp (190 gp). [B]Starting Age:[/B] As fighter. [B]Class Skills[/B] The herald of babylon’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha). [B]Skill Ranks Per Level:[/B] 4 + Int modifier. [B]Table: Herald of Babylon[/B] [TABLE] [TR] [TD][CENTER]Level[/CENTER][/TD] [TD][CENTER]Base Attack Bonus[/CENTER][/TD] [TD][CENTER]Fort[/CENTER][/TD] [TD][CENTER]Ref[/CENTER][/TD] [TD][CENTER]Will[/CENTER][/TD] [TD][CENTER]Special[/CENTER][/TD] [TD][CENTER]Weapon Bound[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Ego of the King, Gate, Weapon Bound[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+6/+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Increase Range, Whirlwind Attack[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+7/+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+8/+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+9/+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Celestial Chain, Increase Range[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+10/+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11th[/CENTER][/TD] [TD][CENTER]+11/+6/+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]5[/CENTER][/TD] [/TR] [TR] [TD][CENTER]12th[/CENTER][/TD] [TD][CENTER]+12/+7/+2[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Bonus Feat, Increase Range[/CENTER][/TD] [TD][CENTER]5[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13th[/CENTER][/TD] [TD][CENTER]+13/+8/+3[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Giant Shooter[/CENTER][/TD] [TD][CENTER]5[/CENTER][/TD] [/TR] [TR] [TD][CENTER]14th[/CENTER][/TD] [TD][CENTER]+14/+9/+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]5[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15th[/CENTER][/TD] [TD][CENTER]+15/+10/+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Deflector, Increase Range[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]16th[/CENTER][/TD] [TD][CENTER]+16/+11/+6/+1[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Celestial Prison[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]17th[/CENTER][/TD] [TD][CENTER]+17/+12/+7/+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]18th[/CENTER][/TD] [TD][CENTER]+18/+13/+8/+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Increase Range[/CENTER][/TD] [TD][CENTER]7[/CENTER][/TD] [/TR] [TR] [TD][CENTER]19th[/CENTER][/TD] [TD][CENTER]+19/+14/+9/+4[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Bonus Feat[/CENTER][/TD] [TD][CENTER]7[/CENTER][/TD] [/TR] [TR] [TD][CENTER]20th[/CENTER][/TD] [TD][CENTER]+20/+15/+10/+5[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]Gate of Babylon, King's Treasury[/CENTER][/TD] [TD][CENTER]Unlimited[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the herald of babylon. [B]Weapon and Armor Proficiency[/B] Herald of babylon are proficient with all simple weapons. Herald of babylon are not proficient with armor or shields of any kind. [B]Ego of the King (Ex)[/B] At 1st level, when unarmored and unencumbered, the herald of babylon adds his Charisma bonus (if any) to his AC and his CMD. In addition, a herald of babylon gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four herald of babylon levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the herald of babylon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. The herald of babylon can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws. [B]Gate (Su)[/B] At 1st level, the herald of babylon learns the art of recalling the weapons to which he is bound. By connecting to its armory, it summon weapons to attack. He can pull out weapons from directly behind him, or prepare numerous weapons midair, loaded like bullets. Activate the gate is a free action, which create a number of visual weapons equal to 10 per herald level, the gate attacks must use the type of bound weapons appearance (ex: if you have a greatsword, a longbow and a greataxe as bound weapons and you have only longbow and greataxe appear in the images, you can only make attacks with longbow and greataxe, not with the greatsword). The items passing through the gate behind him form gold-glowing energy ripples in the empty air as they appear instantly for strike. Regardless of which weapon is recalled, it is always considered a ranged weapon with the following differences: - the range of the weapon is 30 ft. without any range increment - ammo is created autonomously and automatically reloads after each shot - any weapons with the automatic, misfire, semi-automatic, slow-firing and touch property no longer have it (mainly firearms) - he gains a bonus equal to his Charisma modifier on damage rolls when using this weapons (a composite longbow does not add Strength but the gun training feature of the gunslinger and similar abilities stack) - in place of Dexterity, the herald uses Charisma for the attack roll - the herald do not provoke attacks of opportunity when firing with gate while threatened While the portal is active the herald is always considered armed, threatens the area in which his gate has range and can make attack of opportunity with the bound weapons through the gate. The herald can make iterative attacks with bound weapons, choosing the same weapon for each attack or in any combination he wants. Weapons (or bullets) after hitting or missing immediately dissolve. All the weapons and projectiles are always golden (this is a simple visual effect). Gate create multiple copies of the same originary bound weapon, which are used for striking (all attacks use a different copy, the same copy is never used for more than one attack since it dissolves immediately afterwards). As a swift action the materialized copies can be changed, allowing different weapon bound. Even if it is a supernatural, once the weapons are materialized for striking (after the attack roll his rolled) they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields except for the fact that any magical weapons do not function magically within the area. The herald can use haste and Two Weapon Fighting (and its feat tree) with gate, in this case, all the weapons count as light weapon for calculate the penalty and because he does not have an “off-hand”, he always add his full Charisma modifier to damage. If the herald is in an area of Dimensional Lock or other area effect that block planar travel, he cannot use gate (he can still use gate while under non-area effect that block planar travel like dimensional anchor). [B]Weapon Bound (Su)[/B] The herald can bound with a weapon by carrying it for at least a week. A 1st level herald start the adventure with a weapon already bound. Bounding to a weapon causes its essence to appear within the arsenal: an extradimensional space linked to the herald. This essence is used to create perfect replicas of the weapon in question (see gate), even their magial property (other than the speed weapon ability which cannot be used). The herald has a limit on how many weapon essences he can have stored in the arsenal, this limit is shown in the [B]column: Weapon Bound[/B]. As an 8-hours ritual, the herald can "lose" an essence to free up a place in the arsenal. The herald cannot bount to an unique weapon like artifact. The herald is always proficient with the bound weapons (but not automatically the real ones) and ignore ability score prerequisite for use the weapon. Weapons must be the appropriate size for the herald to be able to bond with them. [B]Bonus Feat[/B] At the following levels the herald gains the following feats without the need to meet their prerequisites. If the herald already have the feat, he can chose another combat feat for which he meets the prerequisite. 2nd: Point-Blank Shot 3rd: Precise Shot 4th: Rapid Shot 5th: Deadly Aim 7th: Combat Reflexes (use Charisma in place of Dexterity for the addition number of attacks of opportunity) 8th: Cut from the Air (using your bound weapon even if normally only melee attack can be used) 10th: Smash from the Air 12th: Improved Precise Shot 14th: Clustered Shot 17th: Pinpoint Targeting 19th: Spellcut [B]Increase Range[/B] At 6th level and every 3 level thereafter the range of gate increase by 30 ft. [B]Whirlwind Attack (Su)[/B] At 6th level, when the herald use the full-attack action, he can give up his regular attacks and instead make one ranged attack at his highest base attack bonus against each opponent within reach of gate. All attacks are made with a -2 penalty. He must make a separate attack roll against each opponent. When he use the Whirlwind Attack ability, he also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. This ability can be used once per encounter. [B]Celestial Chain (Su)[/B] At 9th level, the herald can make as a standard action a ranged grapple combat maneuver without provoke attack of opportunity against a creatune within the reach of gate. He add his Charisma bonus to his base attack bonus and size bonus when determining his Combat Maneuver Bonus instead of his Strength bonus for this special maneuver. If he succeed the target is grapple from golden chains that appear from portals around him but the herald do not gain the grappled condition. The grapple continues in the following rounds with the ordinary rules with the difference that the herald never gains the grappled condition and the target cannot reverse the grapple. [B]Giant Shooter (Su)[/B] At 13th level, the herald can bound and use, without penalty, with weapons one size larger than he could normally use. At 20th level he can use weapons two size larger than he could normally use and siege weapon. Bound siege weapons use the rules of gate with the following additions: - he does not need a crew for use it - bound siege weapons never mishap or misfire - the herald his always proficient in bound siege weapons even if normally is not possible (like the Ram) - bound siege weapons reaim as a free action To summarize many other rules that would come too: bound siege weapons behave like normal ranged weapons in the hands of the herald. A normal attack roll against the enemy or square's AC (in the case of machines that make area attacks like the catapult) hits and does damage, the weapon automatically reloads as free without the need for check(s) (as in the case of the catapult) or crew and the herald never takes penalties to hit or damage for the type of weapon (as in the case of the ballista). [B]Deflector (Ex)[/B] At 15th level, the herald can use Cut from the Air and Smash from the Air against melee attacks, not only ranged attacks. [B]Celestial Prison (Su)[/B] At 16th level, the herald can use celestial chain against all enemies in the area of gate. The herald make one combat maneuver: any enemy in the area whose CMD is equal to or lower than the result are grappled. The grapple continues in the following rounds with the ordinary rules with the difference that the herald make only one CMB check against all enemies, never gains the grappled condition, the targets cannot reverse the grapple and if one or more enemies free themselves, this does not affect the others still grappled. This ability can be used a number of times per day equal to 3 + Charisma modifier. [B]Gate of Babylon (Su)[/B] At 20th level, the herald has proved himself worthy of having access to the ancient king's treasury, which is said to contain all the weapons of the ancient world. The herald can chose from three option: [LIST] [*]effect an area around himself of 10 ft. per herald level wide, 30 ft. per herald level in height [*]effect a line in front of him of 20 ft. per herald level long, 5 ft. per herald level wide, 5 ft. per herald level in height [*]effect a single enemy within 10 ft. per herald level [/LIST] In the first two options a tempest of weapons hit the area and all creatures within takes 2d6 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. The herald can choose to exclude a number of creature in the area equal to his Charisma modifier. In the third option the storm of weapons target a single enemy which takes 3d6 damage per herald level with a Reflex save DC 10 + ½ herald level + Charisma modifier for half damage. Targets that have total cover from the point of origin of the effect (from the sky for the first option, from the herald himself for the second and third) are immune to Gate of Babylon. Even if it is a supernatural, once the weapons are materialized they are real, even if only for a brief moment: they ignore the effect of dead magic zones or antimagic fields. This ability can be used once every hour, with a maximum number of time per day equal to the herald Charisma modifier (every time he can chose any option, not only the one that he used the last time). If the herald is under an effect that block planar travel (like dimensional anchor and dimensional lock), he cannot use Gate of Babylon. [B]King's Treasury (Su)[/B] At 20th level, the herald can now bound with an unlimited number of weapons. He can now bound as a standard action with all weapons, even artifacts. The range of gate is now equal to 10 ft. per herald level. [/QUOTE]
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