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Two Homebrew Classes

Clayness

First Post
I'm an old timer user who's just returned after a long hiatus from not only Enworld, but roleplaying in general. Recently I've returned to the game though, and took up Pathfinder because it seems alot more like the 3.5 I used to play than 4.0 does.

My players are going to play in my old homebrew campaign setting, so I've begun converting some of my old core classes from 3.5 to Pathfinder. I would greatly appreciate any feedback on the two classes if possible. I'm not entirely certain if this is the right forum to post them in, there used to be a Homebrew group on Enworld but I no longer see one.

If you're interested in reading more about the deity these two classes are made for, you can find some additional information on him in the Wiki I've started building for my players.

balmortis [licensed for non-commercial use only] / Thakulion

Anyways, on to the classes...

Theutobite Monk
The Theutobite monks are fierce bare-knuckle fighters who love the thrill of close combat. While often scorned by most of the other monk orders, the Theutobites have often proved useful to the Thakulion church, especially when the need arises for someone to physically remind the heretics of the superiority of the Thakulion faith. In most countries, the Theutobite monks are met with a mixture of fear and admiration. In combat, the Theutobite monks rely on a combination of their specialized martial training and brute strength to take down enemies.
Role: Theutobite monks are fierce melee combatants who prefer light armor, maneuverability and flexibility over the more conventional approach to melee combat. They are also excellent grapplers and competent at taking out enemy casters fast.

Alignment: Any non-evil, non-chaotic

Hit Die: d8

Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The Theutobite Monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (nobility) (int), Knowledge (religion) (int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str)

Dirty Tricks
The Theutobite monk is able to employ a number of dirty tricks to cripple his opponent in combat. At 1st level the Theutobite monk know one dirty trick. At level 6, 11 and 16 the Theutobite monk learns another dirty trick. A dirty trick can replace any normal melee attack. Dirty tricks usually require the Theutobite to make a regular attack against his opponent. Even if this attack hits, the Theutobite causes no damage with his dirty trick.

  • Sand Throw: The Theutobite attempts to throw sand or dirt in the eyes of his opponent. The Theutobite monk makes a regular attack against his opponent. If he hits, the target must roll a Reflex Saving Throw (DC 10 + Theutobite monk level + Dexterity modifier) or be blinded for 1d4+1 rounds.
  • Temple Strike. The Theutobite slams his fists into the temples of his opponent in an attempt to temporarily daze them. The Theutobite monk makes a regular attack against his opponent. If he hits, the target must roll a Fortitude Saving Throw (DC 10 + Theutobite monk level + Strength modifier) or be stunned for 1d2 rounds.
  • Throat Jab: The Theutobite monk makes a swift jab at the throat of his target, temporarily rendering them unable to speak. The Theutobite monk makes a regular attack against his opponent. If he hits, the target must roll a Fortitude Saving Throw (DC 10 + Theutobite monk level + Strength modifier) or be silenced for 1d4+1 rounds.

  • Vicious Knee: The Theutobite monk targets the weak spot of a living foe to temporarily disable them. The Theutobite monk makes a regular attack against his opponent. If he hits, the target must roll a Fortitude Saving Throw (DC 10 + Theutobite monk level + Strength Modifier) or suffer a -2 penalty to all attack rolls, damage rolls, saving throws and skill checks for 1d6+1 rounds.
  • Wrist Lock. The Theutobite monk attempts to grab hold of the hand of his opponent and force it backwards to temporarily disable it. The Theutobite monk makes a regular attack against his opponent. If he hits, the target must roll a Fortitude Saving Throw (DC 10 + Theutobite monk level + Strength modifier) or loose the use of the targeted hand for 1d4+1 rounds. In addition to being unable to use one hand while this dirty trick is in effect, the target also suffers a -2 penalty to his CMD against grapples. It is possible to disable both hands of a foe with two uses of this dirty trick. A foe who has had both hands disabled will suffer a -4 penalty to his CMD against grapples.
Unarmed Strike
The Theutobite monk gains Improved Unarmed Strike as a bonus feat. A Theutobite monk's attacks may be with fist, elbows, knees, and feet. This means that a Theutobite monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Theutobite monk striking unarmed. A Theutobite monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Theutobote monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

Sacred Armor (Su)
At level 2, the Theutobite monk is surrounded by a barrier of divine energy that can repel attacks. He gains a bonus to his Armor Class equal to his Charisma Modifier.

Fast Movement
At level 3, the Theutobite monk becomes faster whenever he is unarmored. The Theutobite monk gains a +10 ft. bonus to his movement speed as long as he remains unarmored and is only carrying a light load.

Living Shield
At level 3, the Theutobite monk learns how to use any foe he is grappling as a living shield against attacks. Whenever someone attacks that Theutobite monk while he is grappling, there is a 25% chance that the attack will instead target the foe the Theutobite monk is grappling. At level 9 this chance increases to 50%, and at level 15 it becomes 75%.

Holy Fury (Su)
At level 4, the Theutobite can enter into a state of religious fury. Holy Fury can be used once per day, and gives the Theutobite monk a bonus to his attack and damage rolls equal to his Charisma modifier for a duration of 1 round per Theutobite monk level. While in Holy Fury, the Theutobite monk also bypasses Good Damage Reduction. At level 7, and every 3 levels thereafter (10th, 13th, 16th and 19th), the Theutobite monk gains another daily use of Holy Fury. From level 7, Holy Fury also allows the Theutobite monk to bypass Silver Damage Reduction. From level 10, Holy Fury allows the Theutobite monk to bypass Cold Iron Damage Reduction. From level 13, Holy Fury allows the Theutobite monk to bypass Adamantine Damage Reduction.

Expert Grappler
At level 4, the Theutobite monk gains a +1 bonus to all Grapple checks. This bonus increases by 1 point at level 7 and every three Theutobite monk levels thereafter (10th, 13th, 16th and 19th).

Damage Reduction (Ex)
At level 5, a Theutobite monk gains Damage Reduction. Subtract 1 from the damage the Theutobite monk takes each time she is dealt damage from a weapon or natural attack. At level 8, and every three Theutobite monk levels thereafter (11th, 14th, 17th and 20th), this Damage Reduction rises by 1 point. Damage Reduction can reduce damage to 0, but not below 0.

Dirty Fighting
At level 12, the Theutobite monk has become even more proficient in the use of his dirty tricks. The DC of all his dirty tricks increase by +2, and their duration increases by +1.

Righteous Flame (Su)
At level 18, the Theutobite monk can engulf himself in holy fire. Switching on Righteous Flame is a swift action, and the Theutobite monk can use this ability as often as he likes, for as long as he likes. While Righteous Flame is in effect, anyone touching the Theutobite monk suffers 1d6 points of fire damage. All of the unarmed attacks of the Theutobite will cause this fire damage as well, and anyone grappling the Theutobite monk will suffer this fire damage every round. Undead will suffer double damage from this ability.

Theutobite Master
At level 20, the Theutobite monk has become a master of unarmed combat and grappling. He gains an additional +2 bonus when grappling, and when grappling evil dragons, outsiders or undead, he ignores any size modifiers to the CMD of his opponent. The Theutobite monk also gains a +2 bonus to the DC of his dirty tricks. If used on an evil dragon, outsider or undead, the bonus increases to +4.



War-Herald
The war-heralds are the military arm of the church of Thakulion, mighty warriors who bring the edicts of their god unto the battlefield. Following strict rules in regards to their behavior and daily life, the war-heralds are often looked upon with admiration and respect from the populace of most countries in Balmortis.
Role: War-heralds are natural leaders as well as capable combatants. They often lead adventuring parties into battle in the name of Thakulion. Unlike paladins, the powers of the war-herald are more offensive in nature.

Alignment: Lawful good or lawful neutral

Hit Die: d12

Starting Wealth: 10d6 x 10 gp (average 350 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The war-herald's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spellcraft (Int)

Skill Ranks per Level: 2 + Int modifier


Edicts (Su)
The war-herald gains access to special edict abilities that can be used three times per day at level one. Every level, the war-herald gains an additional edict per day, as listed in the seventh column. Using an edict is a swift action.

Edict of Wrath (Su)
Edict of Wrath imbues the next attack performed by the war-herald with immense holy power. If the target is evil, the war-herald adds his Charisma modifier to his attack roll, and causes additional holy damage with the attack. The extra holy damage caused is 1d4 multiplied by the Charisma modifier of the war-herald. If the attack hits an evil, living creature, the target becomes Shakened for 1d4 rounds. If the attack hits an evil undead, outsider or dragon, the holy damage caused by the attack is doubled. From level 8, Edict of Wrath causes 1d6 points of damage per Charisma modifier of the war-herald, and from level 15 the attack causes 1d8 points of damage per Charisma modifier.

Detect Evil (Sp)
At will, the war-herald can use Detect Evil, as the spell. A war-herald can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the war-herald does not detect evil in any other object or individual within range.

Divine Grace (Su)
From level 2, the war-herald gains a bonus equal to her Charisma bonus (if any) to all Saving Throws.

Edict of Benediction (Su)
From level 2, the war-herald is able to apply a special edict to either himself or an ally within 5 ft. of him. The target of the Edict of Benediction will instantly be healed for an amount of damage equal to the Charisma modifier of the war-herald. At the start of each subsequent round, for a number of rounds equal to the level of the war-herald, the target will be healed again for an amount of damage equal to the Charisma modifier of the war-herald. From level 9, this ability will heal the target for 2 points of damage per Charisma modifier of the war-herald. From level 16, this increases to 3 points of damage per Charisma modifier.

Inquisition (Ex)
From level 3, the war-herald can use his strong personal force of will to extract information from an unwilling target. Using Inquisition takes 10 minutes per question asked, and nothing forces the target to remain with the war-herald while Inquisition is being performed. The war-herald can ask the target any question, and unless they succeed at a Will Saving Throw (DC 12 + war-heralds Intimidate skill), they must answer the question as truthfully as possible. The target must know the language the war-herald is speaking for Inquisition to work. It is possible to use this ability on a hostile target if it is restrained. The war-herald can not ask the same subject the same question multiple times. The war-herald will never know if the subject succeeded their Saving Throw or not, and if the answer was truthful or not.

Vanquish (Su)
From level 3, whenever the war-herald slays an evil undead, outsider or dragon, he will regain one Edict to be used that day. This ability will not allow him to have more Edicts than his maximum per day.

Holy Weapons (Su)
From level 4, the war-herald becomes more proficient with the holy weapons of Thakulion, the flail, heavy flail and warhammer. The war-herald gain a +1 bonus to attack and damage with flails, heavy flails and warhammers, and when wielding one of these weapons, the weapon bypasses Good Damage Reduction. From level 12 this bonus increases to +2, and the weapons also bypass Silver Damage Reduction. From level 18, the bonuses increases to +3, and the weapons also bypass Cold Iron Damage Reduction.

Edict of Martyrdom (Su)
From level 5, the war-herald can apply an Edict of Martyrdom on a foe within 5 ft. The Edict of Martyrdom lasts for a number of rounds equal to the Charisma modifier of the war-herald. While the Edict of Martyrdom is in effect, any damage caused by the affected target against an non-evil foe will also be dealt to the victim of the Edict. Damage reduction and energy resistance will not prevent this damage, but if the target has damage reduction or energy resistance, the target of the Edict will only suffer the actual damage caused. For example, if the target attacks a foe with an attack that causes 14 points of damage, but the target has 5 points of Damage Reduction, both the foe and the target of the Edict will both suffer 9 points of damage. If the target of the Edict uses an ability that harms multiple non-evil targets at one time, he will only suffer the highest damage caused by that ability, not all damage dealt to all targets. For example, if the target of the Edict casts a Fireball spell that causes 20 damage to one foe, 19 damage to another foe and 14 damage to a third foe, he will only suffer 20 points of damage.

Edict of Rallying (Su)
From level 6, the war-herald can use the Edict of Rallying to cure all allies within 30 ft. of 2d6 + 1 per Charisma Modifier points of damage, and remove all negative Morale effects on them. Additionally, all affected allies will gain a +2 Morale bonus to hit and damage that lasts one round. At level 12, the healing done increases to 3d6 and 2 additional points per Charisma modifier, and the Morale bonus lasts for 2 rounds. At level 18, the healing done increases to 4d6 and 3 additional points per Charisma modifier, and the Morale bonus lasts for 3 rounds.

Edict of Suffering (Su)
From level 7, the war-herald can apply an Edict of Suffering on any allied target within 30 ft. For a number of rounds equal to the level of the war-herald, the war-herald will suffer any damage taken by the target of the Edict. Any damage reduction or energy resistance on the target that reduces the damage taken will also reduce the damage taken by the war-herald, but any damage reduction or energy resistance the war-herald possesses will not affected the damage taken.

Scarlet Robe (Ex)
From level 8, the war-herald gets admitted into the inner circle of the war-heralds, the scarlet robes, if he has performed all missions given to him by the church. This grants the war-herald the permission to wear the prestigious scarlet robe. Wearing the scarlet robe gives the war-herald a +2 class bonus to his Diplomacy and Intimidate checks towards followers of Thakulion, and a +1 class bonus to anyone who recognizes the robe (which includes the majority of sentient races of Balmortis).

Tireless Zeal (Ex)
From level 9, the war-herald is so strongly imbued with the zeal of Thakulion that he no longer needs sleep. He also becomes immune to any negative Morale effects. Tireless Zeal grants immunity to the following effects: Broken, Cowering, Exhausted, Fatigued, Frightened, Panicked and Shaken.

Edict of Might (Su)
From level 10, the war-herald can give himself or any ally within 5 ft. an Edict of Might. Edict of Might gives the target a +4 Sacred bonus to Strength, Constitution and Charisma. Edict of Might lasts a number of rounds equal to the war-heralds level. From level 16, the bonus granted by Edict of Might increases to +6.

Holy Scars (Su)
From level 11, all the scars on the body of the war-herald have been imbued with the blessing of Thakulion, granting the war-herald Fast Healing 1. From level 19, this increases to Fast Healing 2.

Edict of Resilience (Su)
From level 13, the war-herald can empower himself with a protective Edict of Resilience. Edict of Resilience lasts one round per level of the war-herald. While Edict of Resilience is in effect, any damage dealt to the war-herald that isn't melee damage is reduced to half. The war-herald also receives a +2 bonus to his Saving Throw to resist any ranged ability used on him that requires a Saving Throw.

Zealous Will (Ex)
From level 14, the war-herald gains a +4 bonus to resist any mind-affecting effects.

Edict of Resurrection (Su)
From level 17, the war-herald can bring any slain ally back to life, as per the spell True Resurrection. As per the spell, the war-herald must expend a diamond worth 25.000 gold pieces to use this Edict.

Holy Juggernaut (Su)
At level 20, the war-herald becomes an unstoppable engine of holy destruction, permanently increasing his Strength, Constitution and Charisma by +2. He also inflicts an additional 2d6 points of holy damage with all attacks.
 
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Unless you're using something other than the standard progressions for BAB or Saves you could just say
Good BAB (+1/level), Medium BAB (+15 over 20 levels) or Poor BAB +1/2 levels and Good or Poor for each save

Also weapon and armour proficiencies would be useful
 

Thanks Hamish.

Theutobite Monk - Good BAB, Good Fort, Good Ref, Good Will, Unarmed Die progression is every 3rd level instead of the typical every 4th level for a monk, but it doesn't have Flurry of Blows.

War-Herald - Good BAB, Good Fort, Bad Ref, Good Will.
 


Ok, some opinions about the War Herald.

Holy Weapons should have the damage reduction overcoming reversed. Cold Iron is naturally overcomed with a +3 weapon, so gaining that at 18th level isn't really necessary. Same with silver. DR/Good requires a +5 weapon. Still, it is probably gained too later to matter.

Edict of Martyrdom probably needs a saving throw.

Edict of Suffering should clarify that the target does not take the damage.

All the edicts are standard actions? It should be clarified if they aren't. Also, 3 per day may be too few, even with Vanquish

Hope it helps!
 

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