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Posted: Sun Jun 22, 2008 1:01 am
We need to make a bunch of fake classes and stuff and have a fake game XD I wont to see hoe creative others can be WIN
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Posted: Sun Jun 22, 2008 3:01 am
Time to get off of my lazy rear end if I want this class to be heard, had to start from scratch and it took me about 3 hours... Any ideas to help ballince this class is a big plus
Title Twilight Walker
Background Many see the world in a very black and White way, good and evil, and most see that the darkness and light are bound to these things... Some people have learned that this is no the only way to look at it, and infact, many things are the same, if one is just the void of the other. Most people only come across this view after seeing both sides, at one time good, and another evil, before they realize its just a moral oblagastion. Some see the world is not a good when something big.... something terrible happens to them, and are never the same again. People who become Twilight Walkers begin to look in to the grey, and watching the ballince of things. They begin to see the world is made up of extreams, both good and evil, both dark and light, both positive and negative, and that all is better when such things remain that way. Most realize that if something sways to much in one direction, it could destroy everything, weather that sway is good OR evil. And one thing most twilight walkers begin to hate is true destruction, Some thing that can ether destroy existence or ones soul, and view everything else is just as is. Over time they can even learn to see the seam of things, and control it, to better what ever purposes they have. They learn the dangers of the extreams, and tend to avoid them. The best even find the connections of the planes, seeing that all planes are part of one thing, and that all planes are in ballince, and learn to walk between them. If you meet one you might never know it, but if there working towerds something, chances are its far beyond a simple matter, for one who has seen the darkest dark and lightest light, does not trifle with simple matters.
Druids tend to become Twilight Walker the easiest based on there skill selection and general views. However any one who has been threw the requirements can become one, a fallen paladin turned death-knight who is rejected redemption makes a prime example of a soon to become Twilight Walker.
As They tend to be loners, most are chaotic over lawful, but not all Hit Die D8 Requirements Base Attack Bonus: +6 Alignment: Special, see below Ability: Wisdom 15 Skill: Concentration 4 Survival 4 (2of3)Knowledge Planes/Religion/Arcana Feats: (2of3) Self-Sufficient / Iron Will / Endurance Special: Most have been both Good at one time and Evil one time for at least a year a piece, or Be Good with many extreamly Tragic Events in a row or Evil with many major good acts done to/with in a row. There alignment become twilight, which is considered neutral for most effects tell later levels Skills All skills are Concentration, Decipher Script, Escape Artist, Handle Animal, Heal, Hide, Knowledge(all taken speriate), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble Skill Points Per Level: 4 + Int Modifier Stuff No new weapons and armor trainings are gained from taking this class 1: At: +0 Fort save: 0 ref save: 0 will save: 2 Energy Mastery +1 2: At: +1 Fort save: 0 ref save: 0 will save: 3 Dark Vision 60 feet / 1mile rift once a day 3: At: +2 Fort save: 1 ref save: 1 will save: 3 Energy Mastery +2 / Twilight Control 4: At: +3 Fort save: 1 ref save: 1 will save: 4 2mile rift once a day /Odd Aura 5: At: +3 Fort save: 1 ref save: 1 will save: 4 Dark Vision 90 feet / Energy Mastery +3 6: At: +4 Fort save: 2 ref save: 2 will save: 5 4mile rift twice a day /Hide in Plane Sight 7: At: +5 Fort save: 2 ref save: 2 will save: 5 Energy Mastery +4 / Spell Energy Mastery 8: At: +6 Fort save: 2 ref save: 2 will save: 6 Dark Vision threw even magic darkness / 8mile rift twice a day 9: At: +6 Fort save: 3 ref save: 3 will save: 6 Energy Mastery +5 10: At: +7 Fort save: 3 ref save: 3 will save: 7 /16mile rift trice a day and out of realm / Diamond Mind
Spells per Day (Wis based) Level: -- 1 -- 2 -- 3 -- 4 - 3 ----- 0 -- X -- X -- X - 4 ----- 1 -- 0 -- X -- X - 5 ----- 1 -- 0 -- X -- X - 6 ----- 1 -- 1 -- 0 -- X - 7 ----- 2 -- 1 -- 0 -- X - 8 ----- 2 -- 1 -- 1 -- X - 9 ----- 2 -- 2 -- 1 -- 0 - 10 ---- 3 -- 2 -- 1 -- 1
A small spell selection, any good/evil spells - any shadow spells - force based - illusions - and summonings, they can use harm/cure light wounds at level 2 and moderate wounds at level 3, and heavy wounds at level 4. Any spell that is deemed appropriate for this class by the DM can also be used. Class Features:
Familiar: half of all Twilight Walker Levels count towards 1 mounts/animal companions/familiars she may have
Spell Secrets: one third of all Twilight Walker Levels count towards any spells per day of 1 past class.
Energy Mastery: At First Level a Twilight Walker can add a +1 holy or unholy (positive/negative energy) bonus to there person weapon, this weapon must be picked at first level, and can only be a weapon made by the twilight walker or one that has been with them for at least a year, also they can not change the type of bonus with out 3 rounds of complete concentration. Every 2 levels this bonus goes up by 1, at level 4 it takes only 2 rounds to change, at level 7 only 1 round, at level 10, they can change at will, but most pick the type of bonus before declaring attack. (this does double towards clerics of the other alignment ect, and good does triple to undead) At level 7 any elemental spell can be replaced with positive or negative energy damage instead.
Dark Vision: At level 2 The Twilight Walker can see up to 60 feet even if there is no light what so ever. If the Twilight walker has any dark vision already, just add 30feet, and add 60feet at level 5. at level 8, she can even see threw magic darkness, something not normal for dark vision. dark vision is colorless.
Rift: At level 2, by bending her slight ties to the positive and negative planes to jump small amounts of space, this doubles every 2 levels, and can be done an extra time a day every 4 levels, this leaves the user fatigued however if done after or before any major activity, like a fight, as it takes much energy. They do not have to go the full distance but suffer all normal penaltys, the rift is not insataneis and takes 1 round to prepare and 1 round to use. They can bring up to two people per normal rift, of coarse not tell level 6 do to they do not have muti rifts a day tell then. At level 10 they can use a rift to go to a connected plane instead, a plane is connected if it borders the plane, or there is a portal within 100 miles of The Twilight Walker. All planes border the Astral Plane. This is garenteed to cause fatigued regardless of any major actions before or after when crossing realms. SPECIAL: If in the astral, ethereal, or material plane, you can cross to the shadow one with out any tiredness
Twilight Control: At level 3, The Twilight Walker can trigger any magic devise or react to any spell based off if one was good or evil in any way she wishes, She can use an item that only good people can use, or ignore protection from evil ect. She can even act as if neutral in these cases. Though things that requite the purest can still not be used, though such things are increadably rare, (ie: artifact books that grant experience)
Odd Aura: At level 4, any spell used to tell there alignment fails, even if its just for law/chaos. Any spells like detect evil/good work only if the twilight walker wants them to, and she can trigger them if she wishes though she is technically not good or evil any longer.
Hide in Plane Sight: At level 6, by bending the light around them, they can make a hide check even when being watched
Diamond Mind: At level 10, Any attempt to read the twilight walkers mind in any way shows nothing, though control attempts are still posable, as well is any non-magical way to get info. Any form of divining spells fail as well.
This class is meant to be more of an extension of the past class, with powers surrounding the characters new out look.
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Posted: Sun Jun 22, 2008 1:08 pm
a Few comments on Twilight Walker:
First, very cool. I really like the concept.
Second, alot of spelling errors. Easy to fix and not a major problem, but noticeable.
Third, at level 1 it says in the "Stuff" section "Dark/Light +1". In the "Class features" explanation, it's called "energy Mastery". Be sure to use the same title for both spots.
At a glance it seems balanced, I'll have to experiment with making a character to see if it's over or under powered.
A character playing this prestige class would have an awesome story. Perhaps I'll experiment with a Druid/Blighter to meet the requirements.
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Posted: Sun Jun 22, 2008 4:24 pm
I agree with Rumble on every aspect, except one. I'd actually say it's underpowered at a glance. The only real combat abilities they seem to have are the innate bonuses to their weapon (which is only a slight advantage at high levels, as anyone who is at the minimum level to meet the prerequisites surely has a stronger than +1 weapon), and the ability to see through magical darkness. The other abilities are cool, but won't help you win a fight, and the HD and BAB are pretty average. It could probably use some more muscle and you'd be okay.
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Posted: Sun Jun 22, 2008 4:45 pm
There was some stuff I cut in a worry I might have over done it..., should I add them? and half the class is the story behind it ^.^. As for the class, its mostly an extension of the class before it, thus its all-aroundness. I will bump up the BAB to high, though its HD is 8 for a reason... perhaps I will add on to the spell casting part for some more pow...
There, I added everything I can remember... its a bit more of a spell casting class, though if a warrior takes it up it still has some nice power behind it, with some fun powers as well ^.^. Also your right on one thing, this class is not meant for kick down the door style of play... rolleyes
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Posted: Sun Jun 22, 2008 5:35 pm
I love teleporting powers, and I love planar travel, so Rift=Awesomeness.
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Posted: Sun Jun 22, 2008 6:12 pm
I realize that we can only submit 1 Prestige class for the contest, but I've got another idea I've been kicking around today and I want to write it down and get feedback, so here it goes.
Animal Skin Prestige Class:
Everyone, and I mean everyone envy's a druid's ability to Wild Shape, but not everyone is willing to take 5 levels in the class to get it. This 3 level prestige is designed for any character to be able to roughly imitate the wild shape ability by changing into 1 animal. (also inspired, but not modeled after, the Bear Warrior Prestige class.)
This prestige is simple, and it's intended to be that way. It may be underpowered, and so I wouldn't mind beefing it up a little. I'm also open to changing the name of the class itself (but keeping the 3rd level ability name). Any and all suggestions are welcome.
EDIT: I've scaled down the BAB from good to fair.
Requirements:
BAB +3
Skills: Knowledge (Nature) 4, Knowledge (Religion) 2, Survival 2, Handle Animal 2
Special: Must have killed in fair combat the animal (non-magical, non-monster, non-templated. Normal animal) you intend to have the ability to change your shape into. You need to consume it's organs in a ritual lasting 24 hours. The choice of animal is up to the player (and the DM's agreement).
HD: d8 Skills: Balance, Climb, Intimidate, Handle Animal, Hide, Jump, Tumble, Knowledge (Nature), Listen, Move Silently, Search, Spot, Sense Motive, Survival, Swim. Skill points per level:4 + Int. Modifier. Weapon and Armor Proficiencies: Proficient with all simple weapons, gains no proficiency with armor or shields.
Lvl.....BAB....Fort....Ref....Will.....Special 1.......0.........2........2.......0.......Wild Empathy, Track 2.......1.........3........3.......1.......Scent, +1 level in existing spellcasting class 3.......2.........3........3.......1.......Animal Skin 1/day
Abilities:
Wild Empathy: as the Ranger ability. If you already have Wild Empathy from another class, add +4 to any checks made with the Wild Empathy ability.
Track: As the Ranger ability. If you already have Track from another class, add +4 to any checks made with the Track ability.
Scent: at level 2, gain the Scent ability. Scent does not stack if you have the ability already.
Animal Skin: once per day as a full round action, you can assume the form of the animal you performed the ritual on. you take the creatures base Hp or your Hp, whichever is higher. You acquire all the str., dex., con., wis. and cha. stats of the base creature while retaining your int. score. You gain all the abilities and skills of the base creature. You can remain in this form for half an hour, or end the effect as a full round action. Each time you Animal Skin, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the Animal Skin melds into the new form and becomes nonfunctional. When the Animal Skin reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Animal Skin's feet.
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Posted: Sun Jun 22, 2008 8:23 pm
o.O would you not get to transform tell level 6 any way?
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Posted: Mon Jun 23, 2008 6:35 am
Rinith Cresent o.O would you not get to transform tell level 6 any way? If you mean by fulfilling the BAB requirement with 3 levels of a class that has the best base attack bonus progression, then yes, you'd have to be level 6 minimum. But lets say you're a level 11 fighter of awesome uber-powerness, and you really wish you had the ability to turn to a critter. Or you're a level 7 Rogue and you think a rat morph would be sweet to get thru the sewers and sneak into houses. Or your a level 9 scout and would love a hawk morph. Perhaps you're a level 6 Warmage and would like the ability to turn into a massive elephant and rampage thru the streets for half an hour each day. etc, etc. The point is, it's a nice BAB progression (maybe to nice, perhaps I should bump it down to fair), spellcasters still get a level up of their spells at 2nd level, and you pick up some handy abilities (scent is useful for anyone). 3 levels in this won't interfere with someone's class career, it can suppliment any plans a player might have for thier character. It's may be more useful for a character who's been around for a while, rather than something a person would plan for when starting a character from level 1.
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Posted: Mon Jun 23, 2008 12:09 pm
I imagine it would be more useful for a lower level character, actually. If i'm level 6 and can turn into an elephant, i've got some serious butt kicking i'm gonna do.
Also, the idea of someone challenging a rat to fair combat makes me giggle. Also, don't druids retain their Con score when they shape shift?
My thoughts on the matter, at any rate, the BAB and the spell level don't seem to mix well, it feels like it's three levels of adrenaline boost. On the flip side, the culmination of those levels seems to be a little bit restricted at higher levels. I can't imagine someone at level 20 ever changing into an ordinary animal. Of course, the conundrum here is how to scale it without just turning it into Druid shape shifting?
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Posted: Mon Jun 23, 2008 2:48 pm
I was considering scaling the BAB back.
It really is three levels of adrenaline boost. Since it really doesn't provide amazing abilities, the growth of basics is what keeps it ok.
Perhaps finding a way to add character level to animal form stats would be useful to keep it valuable to the player and time goes on.
I don't know, it was just the product of random thoughts colliding in my brain. Chaos Warped is my official entry.
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Posted: Mon Jun 23, 2008 8:26 pm
perhaps you can only reach level 4 in the class if you are at character level 10, and level 5 in the class if at character level 20, with dire/celestial/demonic added on based on alignment. and a half draconic/celestial/demonic added on at the level 5. but only if you want.
and the elaphint thing don't work unless you can kill one on your own...
and is my person a bit more ballinced now?
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Posted: Fri Jul 11, 2008 2:05 pm
Okay! After much careful deliberation, I have reviewed the three entries. Official judging starts nao.
I'll begin by saying I like all of the entries I saw. Each one has interesting concepts.
Transcendental One has a lot of good concepts, but it isn't really finished. I'd like to see it refined, but as it stands, all I can say about it is "I want to see more."
Chaos Warped is an excellent piece of work, in my opinion. It definitely feels finished, and has balance. It's definitely an approved piece.
Twilight Walker also has a lot of character, and feels quite interesting to play. There is balance there as well. Also an approved piece. As a side note, while it doesn't affect my judgment, I do appreciate the improvement in spelling that was made to this entry.
So, my final deliberation goes to Chaos Warped and Twilight Walker for first place. I love both of the ideas, and they both work. However, since I have to choose one... I am going to go with Twilight Walker. I admire the gutsiness in making a class that isn't primarily about combat (I know I can't even resist that temptation, i'm such a horrible twink). Congratulations Rinith! Know that it was a very close contest, and could have gone either way. I applaud all of the contestants, and prizes are on the way. 3nodding
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Posted: Sat Jul 12, 2008 10:56 am
That was fun, I enjoy a creative challenge. Congrats Rinith!
Lets have more things like this.
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Posted: Sun Jul 13, 2008 10:25 pm
eek I... won? ... ... ... redface wow... thanks... yeah......... ><
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