Homebrew Classes. Advice needed. [Archive] - Wizards Community

Post/Author/DateTimePost
Arnkel

09-11-05, 07:59 PM
I created a few classes. They are described below. Looking for feedback.

Wokani
The wokani is a mix of the Adept, Spirit shaman, Greenbound, Druid, and the 2e Red Steel Wokani kit.
Hit dice: d6
Class Skills
The Wokani's Class skills are Concentration, Craft, Handle Animal, Heal, Knowledge(Nature), Knowledge(Spirits), Spellcraft, Perform, and Survival
Skill points at 1st level: (2+Int mod) x4
Skill Points at Each Additional Level: 2 + Int mod
Class Features
Weapon and Armor Proficiency: Wokani are skilled with all simple and martial weapons. They are skilled in all Light armors and all shields except tower. They do suffer from arcane spell failure for wearing armor.
Spells: A Wokani must have a Wisdom score of at least 10 to cast a spell. Unlike other casters however, the Wokani must make 2 perform(1 Dancing and 1 Singing) checks which count as a standard action in addition to the normal casting time of any spell due to his methods of casting. The DC is the Level of the Spell plus 16. A Wokani may ONLY learn spells from other wokani or from spirits. In addition, the Wokani must have access to his fetish, which functions as his spell focus and spellbook. A Wokani must prepare his spells, but is unable to learn metamagic feats. Wokani spells count as Arcane for spell failure, but are technically divine in nature.
Nature Sense(Ex): At first level the Wokani gains the ability to accurately identify any natural animal, plant, rock, fungus, bug, etc. native to his area.
Totem: At 1st Level a Wokani must choose a Totem creature or spirit.
Illiteracy: As barbarian class Feature.
Animal Companion: Gained at 1st level. As the Druid Class feature except that the creature may be larger than standard for level depending on the Wokani's totem. The trade off is that for each level difference, the Wokani must spend 1 feat slot.
Spirit Guide: Gained at 2nd level. As the Spirit Shaman Class Feature. However, the Spirit must be a spirit representation of the Wokani's Totem.
Peripience(Su): Gained at 3rd level. As the Greenbound Class Feature.
Blessing of the Spirits(Sp): Gained at 4th level. As the Spirit Shaman Class Feature.
Follow the Guide(Su): Gained at 5th level. As the Spirit Shaman Class Feature.
Ghost Warrior(Su) Gained at 6th level. As the Spirit Shaman Class Feature.
Warding of the Spirits(Sp): Gained at 7th level. As the Spirit Shaman Class Feature.
Speak With Spirits(Su): Gained at 8th level. As the Greenbound Class Feature.
Recall Spirit(Sp): Gained at 11th level. As the Spirit Shaman Class Feature.
Exorcism(Su): Gained at 13th level. As the Spirit Shaman Class Feature.
Spiritform(Sp) Gained at 17th level. As the Spirit Shaman Class Feature.
Spirit who Walks(Ex): Gained at 20th level. As the Spirit Shaman Class Feature.


Next Installment: The High Wizard.
Arnkel

09-11-05, 08:49 PM
High Wizard
The High Wizard is a mix of the Wizard, Magister, and the 2e Blooded Wizards of the Birthright setting. This class is used instead of the normal Wizard class. The alternate class, the Magician(also from the Birthright campaign) is also present.
Hit dice: d4
Class Skills
The High Wizard's Class skills are Concentration, Craft, Decipher Script, Intimidate, Knowledge(All skills taken individually), Search, Spellcraft, Speak Language(All), and Use Magic Device.
Skill points at 1st level: (2+Int mod) x4
Skill Points at Each Additional Level: 2 + Int mod
Class Features
Weapon and Armor Proficiency: As magister except that the High Wizard is also proficient in dagger at 1st level.
Spells: As wizard, except where noted below and that he may also cast Realm spells.
Familiar: As Wizard Class Feature. Gained at 1st level. The Familiar is required to be within 10' in order for the Wizard to cast any spell.
Staff: As the Magister's Staff Magister Class Feature. In addition, the High Wizard may add spells to the staff, storing them for later. He may add 1 spell level per caster level, 0 level spells counting as 1/2 levels. Like the Familiar, the wizard must have this on his person in order to cast his spells.
Scribe Scroll: Gain the Scribe Scroll feat for free at 1st level.
Detect Ley Lines: Gained at 2nd level. The Magister may detect ley lines or a nexus if they are within 30' of him by performing a DC 20 search check. The searcher has a +2 bonus to his roll for every level of the Ley line or nexus.
Bonus Feats: Gained at 5th, 10th, 15th, and 20th levels. As the Wizard Class Feature.
Familiarity with Magic(Ex): Gained at 6th level. As the Magister Class Feature.
Anchoring Mastery(Su): Gained at 7th level. The High Wizard gains a +5 to his checks made to Anchor a Nexus.
Lesser Aspect of Power(Su): Gained at 12th level. As the Magister Class Feature.
Lesser Mind Over Matter(Sp): Gained at 14th level. As the Magister Class Feature.
Greater Aspect of Power(Su): Gained at 18th level. As the Magister Class Feature.
Power Nexus(Su): The High Wizard becomes a being of magic, and by expending permanant spell slots he may make himself into a mobile nexus, create a nexus, or boost the level of any nexus or leyline. All these effects are permanant unless damaged(but the spell slot loss is irreversible barring divine intervention or epic level magic).


Notes:
Leylines and the Nexus
A Nexus is place of power, usually a stationary permanant edifice(such as an ancient tree that has long been Fey ground, a Tower blasted with epic magic, or an awakened landform). Each Nexus has a level depending on how much magic it has stored and how fast it regenerates its power(inversely proportional). A Nexus is used to power realm spells, or make spells more powerful. Any being that can sense a Nexus may anchor it, meaning, that only that creature may tap into its power and may do so from anywhere within 10 miles per caster level. The DC for this spellcraft check is 15 + the Nexus Level + the combined levels of the Ley lines attached to it. To contest a Nexus, the Two creatures must make their spellcraft checks. If the contender does not beat the DC hit by the defender, the defender remains in control. If the Contender beats the Defender but not by more than 5, the Nexus breaks free of control and is no longer anchored to anyone. If however, the contender beats the Defender by at least 5, the Nexus automatically moves to the control of the contender. The other benefit of a Nexus is that any structure made to be a part of the Nexus grants those anchored to it control over all magic(save divine and Epic) even to the point of nullifying it for all others within 10' of the Nexus per caster level.
Ley lines allow those who create them(and many are created spontaneously regardless of whether a nexus is anchored or not) to feed off of a Nexus from a distance. For each additional Nexus added by the Ley lines, the Primary Nexus level goes up by 1, but the regeneration rate remains at its original level. The other, secondary nexus points function as if anchored by the person who is anchored to the primary Nexus. Ley lines also function as if they were a non-anchorable nexus for those who travel near them, with a level equal to the average of the nexus points it connects(sometimes more than 2!).
Magic also tends to work better along a Ley line, and casters find their spells more powerful(+1 caster level per level of Ley Line, +5 per level of Unanchored Nexus or one to which the individual is anchored) while within 10' per level of them(this degrades, a Level 5 Nexus would provide a +25 caster level bonus within 10', +20 within 20', +15 within 30' etc.).