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| theHermit12-29-04, 08:31 PM | Hello all. In order to see what the system can do, your friendly neighborhood hermit is sponsoring the "UberGenerics Class Creation" Competition! UberGenerics Info (http://boards1.wizards.com/showthread.php?t=282481) EDIT: Whoops, link fixed. Prizes will include recognition, fame, and respect ;) Scoring will be based on the following: 1-10 Points for Rules Usage 1-10 Points for Completeness 1-10 Points for Uniqueness 1-10 Points for Usability Virtual Medals will be awarded to the top 3 classes. Rules: 1. No editing posts 2. Contest will end Jan. 6th Good luck! An Example: Feature Points 3/4 BAB 1 Two Saves 2 d8 2 Wild Shape 5 Unarmored Speed 2 – 1 * Divine Student (Nature) 2 – 1 * Light Combatant (All M) 1 Remove Disease 1 Skillful 1 Lawless Bound * Total = 15 Class Skills: Skillful = 12 1. Concentration (Free) Craft 2. Diplomacy 3. Disguise 4. Handle Animal 5. Heal 6. Knowledge (nature), Knowledge (arcana) 7. Knowledge (the planes), Knowledge (religion) 8. Listen (Free) Profession 9. Ride 10. Spellcraft 11. Survival 12. Swim Feats: 1st Nature Sense 2nd Wlid Shape (animal) 5th Open 10th Open 15th Wild Shape (tiny) 20th Open Notes: Wild Shape (animal) was taken at 2nd level so that the Shaper could be effective before 5th level. This feat would have been obtained for free (as of 5th level), but this way te Shaper isn’t a combat liability till then. The suggested bonus feats are (assuming the character meets the prerequisites): 5th: Wild Shape(Humanoid), 10th Wild Shape (Elemental), 20th: Wild Shape (Dragon). These feats could be taken earlier (if the character has feats that are open at the normal open feat levels) Shaper of the Wild The woods are a dark and fearful place. Only the shapers find comfort there. Masters of the wild, and Chameleons of Nature, the shapers stride through the woodlands as if they were home. Frightening indeed is an angry shaper. Characteristics shapers usually adventure to protect their homeland or territory. They are also known to go on crusades to save wild areas from “corruption” by civilized cultures. While they tend to be a bit standoff-ish, shapers form lasting relationships with people who get to know them, and easily befriend druids and clerics of like-minded gods. shapers are always chaotic in temperment, and they tend towards chaotc-neutral. Game Rule Information Armor and Weapon Proficiencies: shapers are proficient with all martial weapons, but not armor or shields. Alignment: Any non-lawful Hit Die: d12 Skills Per level: 4+Int (4x first level) Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Level BAB Fort Ref Will Special Unarmored Speed Bonus 1st +0 +2 +0 +2 Wild Empathy, Animal Companion, Nature Sense +0 ft. 2nd +1 +3 +0 +3 Wild Shape (Animal), Wild Shape(1x/day) +0 ft. 3rd +2 +3 +1 +3 +10 ft. 4th +3 +4 +1 +4 +10 ft. 5th +3 +4 +1 +4 Bonus Feat +10 ft. 6th +4 +5 +2 +5 Wild Shape (2x/day), Remove disease 1/week +20 ft. 7th +5 +5 +2 +5 Wild Shape (3x/day) +20 ft. 8th +6/+1 +6 +2 +6 Wild Shape (4x/day) +20 ft. 9th +6/+1 +6 +3 +6 Remove disease 2/week +30 ft. 10th +7/+2 +7 +3 +7 Wild Shape (Large), Wild Shape(5x/day) +30 ft. 11th +8/+3 +7 +3 +7 +30 ft. 12th +9/+4 +8 +4 +8 Wild Shape (Plant), Remove disease 3/week +40 ft. 13th +9/+4 +8 +4 +8 +40 ft. 14th +10/+5 +9 +4 +9 Wild Shape(6x/day) +40 ft. 15th +11/+6/+1 +9 +5 +9 Wild Shape(Huge), Wild Shape (Tiny), +50 ft. Remove disease 4/week 16th +12/+7/+2 +10 +5 +10 +50 ft. 17th +12/+7/+2 +10 +5 +10 +50 ft. 18th +13/+8/+3 +11 +6 +11 Remove disease 5/week +60 ft. 19th +14/+9/+4 +11 +6 +11 +60 ft. 20th +15/+10/+5 +12 +6 +12 Bonus Feat +60 ft. shaper Spells per Day Level 1st 2nd 3rd 4th 1 - - - - 2 - - - - 3 - - - - 4 0 - - - 5 0 - - - 6 1 - - - 7 1 - - - 8 1 0 - - 9 1 0 - - 10 1 1 - - 11 1 1 0 - 12 1 1 1 - 13 1 1 1 - 14 2 1 1 0 15 2 1 1 1 16 2 2 1 1 17 2 2 2 1 18 3 2 2 1 19 3 3 3 2 20 3 3 3 3 Animal Companion: A shaper may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the shaper on his adventures as appropriate for its kind. A 1st-level shaper’s companion is completely typical for its kind except as noted below. As a shaper advances in level, the animal’s power increases as shown on the table. If a shaper releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Nature Sense (Ex): A shaper gains a +2 bonus on Knowledge (nature) and Survival checks. Remove Disease (Sp): At 6th level, a shaper can produce a remove disease effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth). Spells: Beginning at 4th level, a shaper gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A shaper must choose and prepare his spells in advance (see below). To prepare or cast a spell, a shaper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaper’s spell is 10 + the spell level + the shaper’s Wisdom modifier. Like other spellcasters, a shaper can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The shaper Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The shaper Spells per Day indicates that the shaper gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The shaper does not have access to any domain spells or granted powers, as a cleric does. A shaper prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A shaper may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a shaper has no caster level. At 4th level and higher, his caster level is one-half his shaper level. Spontaneous Casting: A shaper can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Fast Movement (Ex): At 3rd level, a shaper gains an enhancement bonus to his speed, as shown on Table: The shaper. A shaper in armor or carrying a medium or heavy load loses this extra speed. Illiteracy: Shapers do not automatically know how to read and write. A shaper may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A shaper who gains a level in any other literate class automatically gains literacy. Any other character who gains a shaper level does not lose the literacy he or she already had. Wild Empathy (Ex): A shaper can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shaper rolls 1d20 and adds his shaper level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shaper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A shaper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Wild Shape (Su): At 2nd level, a shaper gains the ability to turn herself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaper level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the shaper is familiar with. A shaper loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A shaper can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The shaper. In addition, he gains the ability to take the shape of a Large animal at 8th level, and a Tiny or Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s shaper level. At 12th level, a shaper becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A shaper can’t use this ability to take the form of a plant that isn’t a creature.) Ex-Shapers A shaper who becomes lawful loses the ability to wild shape and remove disease and cannot gain further levels as a shaper. He retans all other benefits of the class. THE SHAPER’S ANIMAL COMPANION A shaper’s animal companion is different from a normal animal of its kind in many ways. A shaper’s animal companion is superior to a normal animal of its kind and has special powers, as described below. Class Bonus Natural Str/Dex Bonus Special Level HD Armor Adj. Tricks Adj. 1st–2nd +0 +0 +0 1 Link, share spells 3rd–5th +2 +2 +1 2 Evasion 6th–8th +4 +4 +2 3 Devotion 9th–11th +6 +6 +3 4 Multiattack 12th–14th +8 +8 +4 5 15th–17th +10 +10 +5 6 Improved evasion 18th–20th +12 +12 +6 7 Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes. Class Level: The character’s shaper level. The shaper’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character. Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a shaper of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus. Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores. Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the shaper might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The shaper selects these bonus tricks, and once selected, they can’t be changed. Link (Ex): A shaper can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The shaper gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): At the shaper’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the shaper before the duration expires. Additionally, the shaper may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. A shaper and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. |
| theHermit12-30-04, 11:29 PM | does the :bump:ty dance No takers? |
| Crave01-02-05, 11:20 PM | I'll also help judge. Come on peeps, join in. |
| theHermit01-06-05, 01:42 PM | Well, as the competition closed with no entries, I will extend the deadline if ANYONE wants to compete. If not, nevermind. |
| Mind Rogue01-06-05, 06:50 PM | I guess I'll bite the hook. Thinblade Swordsman HD: d8 (two points) Two Saves: Fort and Ref (two points) x1 BaB: (three points) Skill Points: 4 + Int Modifier (one point) Class Skills: balance, bluff, craft, diplomacy, disguise, gather information, jump, knowledge [nobility and royalty], knowledge [local], profession, sense motive, sleight of hand, spot, tumble Expert Bonus Feats (6 points) Light Combatant (light armor, rapier, short sword, longbow, whip) (one point) Lv Bab F/R/W Special 1 +1 2/2/0 Bonus Feat(Two-Weapon Fighting) 2 +2 3/3/0 Bonus Feat(Evasion) 3 +3 3/3/1 4 +4 4/4/1 Bonus Feat(Uncanny Dodge) 5 +5 4/4/1 6 +6 5/5/2 Bonus Feat(Fast Movement) 7 +7 5/5/2 8 +8 6/6/2 Bonus Feat(Combat Reflexes) 9 +9 6/6/3 10 +10 7/7/4 Bonus Feat(Improved Evasion) 11 +11 7/7/4 12 +12 8/8/5 Bonus Feat(Opportunist) 13 +13 8/8/5 14 +14 9/9/5 Bonus Feat(Defensive Roll) 15 +15 9/9/6 16 +16 10 /6 Bonus Feat(Slippery Mind) 17 +17 10 /6 18 +18 11 /7 Bonus Feat(Skill Mastery) 19 +19 11 /7 20 +20 12 /8 Bonus Feat(Damage Reduction 1/-) Note: Past level 15, I combined fort and reflex into one value, since they are the same anyway, and space became a commodity. Thinblade swordsmen are masters of the blade. Faster and more maneuverable than armored knights, they make more use of skill than raw strength. Many swordsmen are lesser nobles who take up fencing at a young age, but many more are members of other classes who use it as a way of life. Regardless of their station, most live as much by their tongues as they do by their swords. Game Rule Information HD: d8 Class Skills: See above Skill Points per Level: 4 + Int (x4 at first level) Weapon and Armor Proficiency: Thinblade swordsmen are proficient with all simple weapons, light armor, as well as the shortsword, rapier, longbow, and whip. Two-Weapon Fighting: The thinblade swordsman is highly skilled at using two weapons at one time, othen a rapier combined with either a dagger, shortsword, or whip, and thus recieves two-weapon fighting as a bonus feat. Evasion(Ex): At second level, the swordsman takes no damage on a successful reflex save against abilities that allow it. Uncanny Dodge(Ex): At fourth level, he can not be flanked and is never caught flat-footed. An opponent at least four levels higher can flank the swordsman. Fast Movement(Ex): At sixth level, the swordsman's base speed increases by 10 ft Combat Reflexes: At eighth level, the swordsman can take advantage of multiple openings in his opponents defenses (he gains combat reflexes as a bonus feat). Improved Evasion(Ex): At tenth level, the swordsman takes only half damage on a failed save against abilities that allow a reflex save for half damage. Opportunist(Ex): At 12th level, the swordsman can take advantage of an opening caused by an opponent's recoil. 1/round, when an opponent is struck for melee damage by another character, the swordsman can take an attack of opportunity against that opponent. The combat reflexes feat does not increase the number of opportunistic attacks allowed each round. Defensive Roll(Ex): At 14th level, the swordsman can cheat death. If an attack would drop the swordsman to fewer than 0 Hp, he can attempt a reflex save for half damage. This ability cannot be combined with evasion. Slippery Mind(Ex): At sixteenth level, the swordsman is better able to shrug off hostile magic. Whenever, exposed to a mind-affecting ability, the swordsman gets another saving throw on his following turn. Skill Mastery(Ex): At eighteenth level, the swordsman becomes so accustomed to his skills, that he can use them reliably, even in difficult times. Choose 3+Int skills. He can take 10 on those skills, even when pressing circumstances would deny it. Damage Reduction(Ex): At twentieth level, the swordsman can shrug off a small amount of damage. He gains DR 1/- I really briefly summarized each of the abilities granted by the thinblade swordsman as bonus feats. They may not be entirely complete or accurate (I did this without the books handy). |
| theHermit01-06-05, 10:47 PM | E-gads! An entry! I'll score it soon, and the competition deadline is officialy extended to the 10th. That's 4 days! come on people, get into the competition spirit! :) |
| theHermit01-10-05, 09:14 PM | Mind Rogue: Score: 8.25 And, by default, you're the winner! congratulations. LOL GOLD Medal Winner in the UG Class Competition goes to Mind Rogue |
| Nani?01-14-05, 08:01 AM | I think I would like to see a contest useing the real generic rules from UA. That is something I would enter. All the Best, Nani? |