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| Damarkos02-20-04, 04:27 AM | Hi all, I just picked up my copy of Unearthed Arcana and let me tell you the forward was right... Get ready to drink from the fire hose! This book was so worth the money. But I'm not going to go on a rant about how awesome this book is, no I'm here to ask you all to do something for me. I want you to make your own class, now this is assuming you like the basic class system and what not. Now before I post my own little creation I would like to say a few things. 1. Before you post your class please post the rule variants you used in the making of this class. 2. If you do not like someone class do not insult them or put them down (Oh Gond I sound like one of the WizO). 3. If you do not agree with the use of a variant rule say your disagreement and move on. I do not want this room to turn in to a big argument board, though I really can't stop you guys from arguing I'm just asking nicely. Ok well now that thats all out of the way and I have stopped sounding like a pompous butt head I'm going to post my class, The Spellsoul. First off, I made this character using the basic class variant (duh), as well the spell points system, defense bonus variant and the weapon group variant. It is based of the "Spellcaster" core class. Spellsoul Alignment: Any. Hit Die: d4. Class Skills The sorcerers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (All) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int), Spot (Wis). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table: The Spellsoul Level BAB Fort Ref Will Special SP DB 1st +0 +0 +2 +0 Bloodline of Magic 3 +2 2nd +1 +0 +3 +0 5 +2 3rd +1 +1 +3 +1 8 +3 4th +2 +1 +4 +1 14 +3 5th +2 +1 +4 +1 Mettle 19 +3 6th +3 +2 +5 +2 29 +4 7th +3 +2 +5 +2 37 +4 8th +4 +2 +6 +2 51 +4 9th +4 +3 +6 +3 63 +5 10th +5 +3 +7 +3 Arcane Resistance 81 +5 11th +5 +3 +7 +3 97 +5 12th +6/+1 +4 +8 +4 115 +6 13th +6/+1 +4 +8 +4 131 +6 14th +7/+2 +4 +9 +4 149 +6 15th +7/+2 +5 +9 +5 Arcane Soul 165 +7 16th +8/+3 +5 +10 +5 183 +7 17th +8/+3 +5 +10 +5 199 +7 18th +9/+4 +6 +11 +6 217 +8 19th +9/+4 +6 +11 +6 233 +8 20th +10/5 +6 +12 +6 Awakening 249 +8 Table: Spellsoul Spells Known Spells Known Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 2nd 5 2 3rd 5 3 4th 6 3 1 5th 6 4 2 6th 7 4 2 1 7th 7 5 3 2 8th 8 5 3 2 1 9th 8 5 4 3 2 10th 9 5 4 3 2 1 11th 9 5 5 4 3 2 12th 9 5 5 4 3 2 1 13th 9 5 5 4 4 3 2 14th 9 5 5 4 4 3 2 1 15th 9 5 5 4 4 4 3 2 16th 9 5 5 4 4 4 3 2 1 17th 9 5 5 4 4 4 3 3 2 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 Class Features All of the following are class features of the spellsoul. Weapon Group Proficiency: Basic, Crossbows Armor Proficiency: None Spells: A spellsoul casts arcane spells, which are drawn from the cleric, druid and sorcerer/wizard spell lists. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a spellsoul must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellsouls spell is 10 + the spell level + the spellsouls Wisdom modifier. Like other spellcasters, a spellsoul receives only a certain number of spell points per day. His base daily spell point allotment is given on Table: The Spellsoul. In addition, he receives bonus spell points per day if he has a high Wisdom score. A spellsoul begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new spellsoul level, he gains one or more new spells, as indicated on Table: Spellsoul Spells Known. These new spells can be common spells chosen from the cleric, druid and sorcerer/wizard spell lists. Bloodline of Magic: For the purpose of determining bonus spell points, the spellsoul is treated as if the Wisdom score is 2 points higher then its actual value. As well the spellsoul receives a plus 1 to all spell DC of a chosen school of magic, the school must be chosen at first level and cannot be change after that point. These effects are only applied to the spellsoul and no other class (such as the cleric). Mettle: At 5th level and higher, a spellsoul can resist magical and unusual attacks with willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping spellsoul does not gain the benefit of mettle. Arcane Resistance: At 10th level, a spellsoul gains a bonus equal to his to Wisdom bonus (minimum +1) on saving throws against spells and spell-like effects. Arcane Soul: At 15th level, a spellsoul gains spell resistance equal to his current spellsoul level + 10. Awakening: At 20th level, the spellsouls type changes to Outsider (native). |
| Banpai02-20-04, 07:04 AM | Nice class, i looks to me like a mixture of Sorcerer, Evangelist and something else I can΄t describe jet. I like it though the Defense bonus thing is vey campaign specific (in a Knights campaign almost absolutely impossible) so you might want to add with which the class is proficent with. I like it so take a :cookie: :D |
| aldymnor02-20-04, 07:05 AM | :twitch: I love this thread. I'll make one later. |
| Damarkos02-20-04, 07:10 AM | I take your :cookie: with pride, but what do you mean concerning the proficient comment? |
| Banpai02-20-04, 07:15 AM | If your class woud not have the Defense Bonus (perhaps in a campaign that does not use the Varant Rules (such ones might sill exist ;) ) what armors and shields could the class use with out suffering armor check penality to attack rolls. Well you deserved the :cookie: for your ideas allone but chause the class is so perfect formated take another one :cookie: |
| Damarkos02-20-04, 07:26 AM | Well thank you, Well hmm lets see her because this class is a arcane spell caster wearing any armor would most likely give a spell chance failure but then again one could argue that because the Spellsoul cast both arcane and divine the class should not be hindered by arcane spell chance failure. In my opinion I do not think the Spellsoul should have the ability to were armor. As it goes the campaign I will be running in will be using armor as well as the armor as damage reduction variant. In truth the only reason I have the defense bonus on there is because we will be using it in that campaign. So all in all I say that Spellsoul has no armor proficiency. Thats just my opinion though. Thanks, Damarkos |
| Damarkos02-21-04, 04:22 PM | Yeah though I hate to do this, I would hate even more to see this thread disappear... :bump: |
| Damarkos02-23-04, 04:23 AM | Deleted |
| Damarkos02-23-04, 04:49 AM | Deleted |
| Damarkos02-23-04, 05:12 AM | Ok came up with a new one (not that anyway really cares, but hey I do it for my own enjoyment ;) ), The Brawler. It is based of the warrior class and I used all the same rules that I made the Spellsoul with. So tell me what you all think (If you responed). The Brawler Alignment: Any. Hit Die: d10. Class Skills The brawler's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), and Swim (Str). Skill Points at 1st Level: (2 + Int modifier) + 4. Skill Points at Each Additional Level: 2 + Int modifier. Table: The Brawler Level Base Attack Bonus Fort Save Ref Save Will Save Special DB 1st +1 +2 +0 +0 Brawling +6 2nd +2 +3 +0 +0 Mettle +6 3rd +3 +3 +1 +1 +7 4th +4 +4 +1 +1 Bonus feat +7 5th +5 +4 +1 +1 +7 6th +6/+1 +5 +2 +2 Improved Brawling +8 7th +7/+2 +5 +2 +2 +8 8th +8/+3 +6 +2 +2 Bonus feat +8 9th +9/+4 +6 +3 +3 +9 10th +10/+5 +7 +3 +3 Fight On +9 11th +11/+6/+1 +7 +3 +3 +9 12th +12/+7/+2 +8 +4 +4 Greater Brawling +10 13th +13/+8/+3 +8 +4 +4 +10 14th +14/+9/+4 +9 +4 +4 Damage Reduction 2/- +10 15th +15/+10/+5 +9 +5 +5 +11 16th +16/+11/+6/+1 +10 +5 +5 Damage Reduction 4/- +11 17th +17/+12/+7/+2 +10 +5 +5 +11 18th +18/+13/+8/+3 +11 +6 +6 Brawling Mastery +12 19th +19/+14/+9/+4 +11 +6 +6 +12 20th +20/+15/+10/+5 +12 +6 +6 Bonus feat +12 Class Features All of the following are class features of the brawler. Weapon Groups: Basic Weapons, plus any other four Armor Proficiency: A brawler is proficient in light and medium Bonus Feats: At certain levels a brawler receives bonus feats, these feats can be any feat. Brawling: At 1st level a brawler has been trained to strike with great force. The brawler receives the Improved unarmed feat for free and does 1d8 with his unarmed strike. Mettle: At 5th level and higher, a brawler can resist magical and unusual attacks with willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping brawler does not gain the benefit of mettle. Improved Brawling: At 6th level the brawlers unarmed damage becomes 1d10 Fight On: At 10th level, a brawler is no longer becomes unconscious upon reaching 0 hit points. A brawler who is below 0 hit points still loses 1 hit point a round until the are stabilized. Once the brawler reaches -10 hit points he still dies. Greater Brawling: At 12th level a brawler's unarmed damage increases to 2d6. Damage Reduction: At 14th level a brawler gains damage reduction 2/-. This increases to 4/- at 16th. Brawling Mastery: At 18th level a brawler has becomes so skilled at striking unarmed their unarmed strike becomes 2d8. -------------------------------------------------------------------------------- Thanks, Damarkos |
| JohnSnow02-24-04, 08:26 PM | I like your Spellsoul. It reminds me of something I was trying. Which I'll post in a bit... |
| Damarkos02-25-04, 05:17 AM | Thanks. |