Krinter
08-17-2007, 08:41 PM
So I was surfing the net when I came across this point based class creation guide, http://rumkin.com/reference/dnd/download/classconstruction.pdf
I got to thinking that I could make my own class for a game I'm going to be making for some NPCs, but the thing is I'm not sure if it is over powered, under powered, or what ever. So if anyone has any sujestions for me please let me know :-)
Level Base Attack Bonus /Fort Save /Reflex Save /Will Save Special
1 1 0 2 2 Charades, Mime Magic, Entertainer’s Privilege, Charm Barrier
2 2 0 3 3 Improved Unarmed Strike
3 3 1 3 3
4 4 1 4 4 Mimicry (Lesser)
5 5 1 4 4
6 6~1 2 5 5
7 7~2 2 5 5 Phantom Arsenal
8 8~3 2 6 6
9 9~4 3 6 6 Mimicry (Greater)
10 10~5 3 7 7 Anti-Magic Attachment
11 11~6~1 3 7 7
12 12~7~2 4 8 8
13 13~8~3 4 8 8
14 14~9~4 4 9 9 Mimicry (Superior)
15 15~10~5 5 9 9 Magi Sidekick
16 16~11~6~1 5 10 10
17 17~12~7~2 5 10 10
18 18~13~8~3 6 11 11 Formation M.I.M.E.
19 19~14~9~4 6 11 11
20 20~15~10~5 6 12 12 Grey Zone
Hit Die 1d6
Weapons All Simple Light Hammer Nunchaku Whip Net
Armor Light
Skills (6) Balance Bluff Climb Concentrate Disguise Escape Artist
Forgery Gather Info. Hide Listen Move Silently Perform (Act)
Spot Tumble UMD Use Rope Sense Motive
Alignment Any
Code Vow of Silence
Restriction Light Armor
Mime Magic
Charm Barrier: Creates a stationary wall one inch thick, five feet wide, and ten feet tall directly in front of the player. The DC to break the wall is 20+ 1 per level of Mime, the hardness is 5+ CHR mod, and it has 10hp/lvl of mime. This wall is completely invisible to everyone but the mime, someone with True Seeing, or someone who makes a Will save vs. the mime’s Perform (Act) +5 +the mime’s level. This wall exists for one minute per level of mime or until the mime is more than fifty feet away. The player must have three ranks in Perform (Act) to use this ability, and activating this ability uses one use of Mime Magic.
Mimicry (Lesser): At this point a Mime can use one of his/her uses of Mime Magic to mimic a friend, ally (sometimes just because they are in your group doesn’t mean you like them…), or even an enemy’s movements to near perfection. In order to use this ability the player must be within five feet of the target, but does not have to see or hear the target. While this affect is in play the mime’s body movements are identical to the target of the ability. If the target uses a skill, save, or ability check the mime may use the outcome as his/her own. (For example a mime targets a rogue and begins to sneak off. While the rogue is sneaking he rolls a spot check and sees an enemy camp. The mime, staying five feet next to the rogue, then uses the rogue’s roll and any ranks/miscellaneous points the rogue has in spot.)
If the mime chooses not to use the target’s outcome the affect of Mimicry ends and the mime must then use his/her own rolls and ranks. (To continue the example… the camp spots the rogue/mime and casts sleep on the two. The mime with the option to use the rogue’s Will Save waits to see what the rogue’s outcome is. He then sees that not only that the rogue rolls a 3, but that his Will Save is -1, and so cancels Mimicry in order to make a better roll and use his better save to stay awake.) The affect of Mimicry ends when the mime cancels the affect/chooses to perform a different action, is knocked out, dead, is out of range of the target, or fails a Concentration check.
A mime only needs to make a concentration check if a spell targets him/her, is in an area affect that would affect him/her, is attacked, hit, or has been mimicking the target for five minutes/three rounds of combat. When using Mimicry the mime takes no action during his or her turn during combat unless he or she wishes to cancel Mimicry as a free action. In order to use Mimicry Lesser a mime needs five ranks in Perform (Act).
Mimicry (Greater): As Mimicry Lesser, but is now able to mimic attacks rolls (if using the same kind weapon as the target) and any physical special/feat such as trip, evasion, fast movement, and so forth. Mimicry Greater replaces Mimicry Lesser and the concentration timer is increased to ten minutes/five rounds of combat. The mime may now also be ten feet away from the target. If a mime decides to mimic an enemy in combat, the mime must then face the enemy targeted. When this happens the mime is like a mirror image and hits the same location that he or she would be hit. If being attacked with a ranged weapon and the mime is using the same weapon, then both projectiles will hit each other and cancel out. If the mime is combining Phantom Arsenal with Mimicry against someone using multiple projectiles then the single returning projectile the mime creates splits into as many projectiles being used against him/her. In order to use Mimicry Greater a mime needs ten ranks in Perform (Act).
Mimicry (Superior): As Mimicry Greater, but the mime is now able to use his/her own rolls and/or ranks/miscellaneous (ranks and miscellaneous count as a single factor, which means the mime cannot use his/her roll, own ranks, and the targets miscellaneous) and not break the mimicry. The mime may now be fifteen feet away and the timer to make a concentration check is increased to fifteen minutes/seven rounds of combat. Mimicry Superior replaces Mimicry Greater. In order to use Mimicry Superior a mime needs fifteen ranks in Perform (Act).
Phantom Arsenal: A mime may use one of his/her uses of Mime Magic to create an imaginary weapon that he or she is proficient with. The weapon is completely invisible to everyone but the mime, someone who makes a Will Save vs. the mime’s Perform (Act) check +5 +1 for each level of mime, or someone who has True Seeing cast on them. The weapon has a +2 Deception Bonus against those who cannot see the weapon, and the weapon stays real as long as the mime is within twenty feet of it, is awake, and as long as the mime wills it to be real (as in the mime can cancel it at any time).
A mime that uses Phantom Arsenal to create a ranged weapon such as a bow or crossbow also gets one returning arrow/bolt that returns to them at the beginning of the next round. A mime may use any number of his or her uses of Mime Magic to create an equal amount of weapons. Anyone may attempt to make another save to see the weapon as a free action during their turn (in which case the mime would have to roll a Perform (Act) DC again). In order to use Phantom Arsenal a mime needs ten ranks in Perform (Act).
Magi Sidekick: A mime with fifteen ranks in Perform (Act) may use one of his or her uses of Mime Magic to help any kind of spell caster with his or her next spell. When using this ability the mime must be within five feet of the caster and does not take any actions until the spell is cast. The mime then decides whether to add to the DC of the spell (by adding his or her CHR mod), increase the duration (by his/her CHR mod • one minute), or by increasing spells that heal or damage (by adding 1d3 for each point of CHR mod he or she has).
Grey Zone: In order to use Grey Zone a mime must have twenty ranks in Perform (Act). When a mime uses one use of Mime Magic to activate this affect he or she creates an alternate zone of silence. The zone looks identical in everyway to the location it was performed except it is completely grey with no wind, no sun, no sound, no temperature (sound and temperature can not be created within the zone), and any bodies of liquid type structure, such as rivers of water or lava, are completely solid. The zone is created in a twenty foot radius for the location of the mime, and for each additional use of Mime Magic put into it an additional twenty feet are added into it. The zone is a perfect sphere and does go through walls and solid objects.
While in the zone every other creature, besides the mime, must make a Fort Save DC 10 +CHR Mod or suffer from feeling despair throughout their body. For every additional use of Mime Magic put into Grey Zone, the DC raises and additional 5points. The feeling of despair gives the person a -1 to all attacks, saves, skills, and a -10ft movement pace. For each additional use of Mime Magic put into Grey Zone the feeling of Despair gives an additional -1 to attacks, saves, and skills and an additional -10ft to the movement pace. For every ten minutes in the Grey Zone another save must be rolled, and for every three failed saves the creature receives a -1 to Constitution, Dexterity, Strength, and Charisma for each use of Mime Magic put into the affect.
If a creature loses all of their Ability Scores they disappear from existence. These affects remain constant as long as they remain in the Grey Zone and once they are out of the area their loss of stats recover at one point every hour. Anything that hit zero or below in any of their ability scores due to Grey Zone does not die but slowly fades away, and when all four scores are loss the creature can not recover even after leaving the area.
Grey Zone lasts for 36 hours exactly and cannot be used within the same radius for 72 hours after the affect wears. Grey Zone is also removed from the area if the mime that created it leaves the area. When using this ability it takes five minutes for every ten feet of Grey Zone to spread. Any and all uses of Mime Magic must be declared at the same time before the ability takes place. Creatures unaffected by the despair of Grey Zone are constructs, oozes, plants, and elementals.
Formation M.I.M.E.: A mime with twenty ranks in Perform (Act) is able to use this ability. A mime that uses this ability creates an alternate persona of himself or herself. This alternate self is a completely different person with the same exact personality as the mime who created it. When creating the secondary mime the ability scores do not have to be identical, but the numerical values can not be split.
For example, if Mime A decides to use this ability he would create Mime B. Before he uses it, however, he decides that this secondary mime should be a power house and not a pretty-boy. So what Mime A does is simple, he switches the base score of his Charisma with his base score of his Strength.
The secondary mime has the same skill ranks and can do everything that the original mime can do. Any ability, however, that can be done a certain number of times a day is linked between the two mimes. For example, Mime A has five uses of Mime Magic left and uses one to create Mime B leaving four uses left between the two. Then Mime A goes to help the wizard with a Fireball (Magi Sidekick), and Mime B creates a Charm Barrier. After these two affects go off it leaves the two with two uses of Mime Magic. The secondary mime remains existent until either Mime A wills it to disappear, Mime A is knocked out, or until Mime B is knocked out.
Not Mime Magic
Charades: Because mimes cannot talk they need a way to communicate with their teammates. So when ever a mime tries to communicate with anyone he or she adds his or her Perform (Act) skill to a Sense Motive check made by the person. The DC varies on how difficult it would be to communicate something, below is a mini table that gives some examples. Because the mime does not need to talk he can communicate with any living creature that can see and understand him, but cannot understand what is said back unless he knows the language.
Entertainer’s Privilege: As an entertainer a mime is not seen as a threat, therefore in combat he is given the upper hand of improved AC. A mime receives a +1 bonus to AC for each point of CHR modifier he or she has, but a limit to only +1 per level of Mime.
Improved Unarmed Strike: Feat
Anti-Magic Attachment: At this point the Charm Barrier a mime can produce has magic damage reduction equal to that of the mime’s CHR modifier.
Difficulty Example DC
Easy Telling ally to open the door 10
Difficult Telling Ally not to eat the pie 15
Hard Telling an enemy you like his socks 20
Very Hard Giving Direction from one location to a decently far indirect town 25
Extreme Telling someone that the only way to break the spell cast upon them is to dance to salsa music 30
I got to thinking that I could make my own class for a game I'm going to be making for some NPCs, but the thing is I'm not sure if it is over powered, under powered, or what ever. So if anyone has any sujestions for me please let me know :-)
Level Base Attack Bonus /Fort Save /Reflex Save /Will Save Special
1 1 0 2 2 Charades, Mime Magic, Entertainer’s Privilege, Charm Barrier
2 2 0 3 3 Improved Unarmed Strike
3 3 1 3 3
4 4 1 4 4 Mimicry (Lesser)
5 5 1 4 4
6 6~1 2 5 5
7 7~2 2 5 5 Phantom Arsenal
8 8~3 2 6 6
9 9~4 3 6 6 Mimicry (Greater)
10 10~5 3 7 7 Anti-Magic Attachment
11 11~6~1 3 7 7
12 12~7~2 4 8 8
13 13~8~3 4 8 8
14 14~9~4 4 9 9 Mimicry (Superior)
15 15~10~5 5 9 9 Magi Sidekick
16 16~11~6~1 5 10 10
17 17~12~7~2 5 10 10
18 18~13~8~3 6 11 11 Formation M.I.M.E.
19 19~14~9~4 6 11 11
20 20~15~10~5 6 12 12 Grey Zone
Hit Die 1d6
Weapons All Simple Light Hammer Nunchaku Whip Net
Armor Light
Skills (6) Balance Bluff Climb Concentrate Disguise Escape Artist
Forgery Gather Info. Hide Listen Move Silently Perform (Act)
Spot Tumble UMD Use Rope Sense Motive
Alignment Any
Code Vow of Silence
Restriction Light Armor
Mime Magic
Charm Barrier: Creates a stationary wall one inch thick, five feet wide, and ten feet tall directly in front of the player. The DC to break the wall is 20+ 1 per level of Mime, the hardness is 5+ CHR mod, and it has 10hp/lvl of mime. This wall is completely invisible to everyone but the mime, someone with True Seeing, or someone who makes a Will save vs. the mime’s Perform (Act) +5 +the mime’s level. This wall exists for one minute per level of mime or until the mime is more than fifty feet away. The player must have three ranks in Perform (Act) to use this ability, and activating this ability uses one use of Mime Magic.
Mimicry (Lesser): At this point a Mime can use one of his/her uses of Mime Magic to mimic a friend, ally (sometimes just because they are in your group doesn’t mean you like them…), or even an enemy’s movements to near perfection. In order to use this ability the player must be within five feet of the target, but does not have to see or hear the target. While this affect is in play the mime’s body movements are identical to the target of the ability. If the target uses a skill, save, or ability check the mime may use the outcome as his/her own. (For example a mime targets a rogue and begins to sneak off. While the rogue is sneaking he rolls a spot check and sees an enemy camp. The mime, staying five feet next to the rogue, then uses the rogue’s roll and any ranks/miscellaneous points the rogue has in spot.)
If the mime chooses not to use the target’s outcome the affect of Mimicry ends and the mime must then use his/her own rolls and ranks. (To continue the example… the camp spots the rogue/mime and casts sleep on the two. The mime with the option to use the rogue’s Will Save waits to see what the rogue’s outcome is. He then sees that not only that the rogue rolls a 3, but that his Will Save is -1, and so cancels Mimicry in order to make a better roll and use his better save to stay awake.) The affect of Mimicry ends when the mime cancels the affect/chooses to perform a different action, is knocked out, dead, is out of range of the target, or fails a Concentration check.
A mime only needs to make a concentration check if a spell targets him/her, is in an area affect that would affect him/her, is attacked, hit, or has been mimicking the target for five minutes/three rounds of combat. When using Mimicry the mime takes no action during his or her turn during combat unless he or she wishes to cancel Mimicry as a free action. In order to use Mimicry Lesser a mime needs five ranks in Perform (Act).
Mimicry (Greater): As Mimicry Lesser, but is now able to mimic attacks rolls (if using the same kind weapon as the target) and any physical special/feat such as trip, evasion, fast movement, and so forth. Mimicry Greater replaces Mimicry Lesser and the concentration timer is increased to ten minutes/five rounds of combat. The mime may now also be ten feet away from the target. If a mime decides to mimic an enemy in combat, the mime must then face the enemy targeted. When this happens the mime is like a mirror image and hits the same location that he or she would be hit. If being attacked with a ranged weapon and the mime is using the same weapon, then both projectiles will hit each other and cancel out. If the mime is combining Phantom Arsenal with Mimicry against someone using multiple projectiles then the single returning projectile the mime creates splits into as many projectiles being used against him/her. In order to use Mimicry Greater a mime needs ten ranks in Perform (Act).
Mimicry (Superior): As Mimicry Greater, but the mime is now able to use his/her own rolls and/or ranks/miscellaneous (ranks and miscellaneous count as a single factor, which means the mime cannot use his/her roll, own ranks, and the targets miscellaneous) and not break the mimicry. The mime may now be fifteen feet away and the timer to make a concentration check is increased to fifteen minutes/seven rounds of combat. Mimicry Superior replaces Mimicry Greater. In order to use Mimicry Superior a mime needs fifteen ranks in Perform (Act).
Phantom Arsenal: A mime may use one of his/her uses of Mime Magic to create an imaginary weapon that he or she is proficient with. The weapon is completely invisible to everyone but the mime, someone who makes a Will Save vs. the mime’s Perform (Act) check +5 +1 for each level of mime, or someone who has True Seeing cast on them. The weapon has a +2 Deception Bonus against those who cannot see the weapon, and the weapon stays real as long as the mime is within twenty feet of it, is awake, and as long as the mime wills it to be real (as in the mime can cancel it at any time).
A mime that uses Phantom Arsenal to create a ranged weapon such as a bow or crossbow also gets one returning arrow/bolt that returns to them at the beginning of the next round. A mime may use any number of his or her uses of Mime Magic to create an equal amount of weapons. Anyone may attempt to make another save to see the weapon as a free action during their turn (in which case the mime would have to roll a Perform (Act) DC again). In order to use Phantom Arsenal a mime needs ten ranks in Perform (Act).
Magi Sidekick: A mime with fifteen ranks in Perform (Act) may use one of his or her uses of Mime Magic to help any kind of spell caster with his or her next spell. When using this ability the mime must be within five feet of the caster and does not take any actions until the spell is cast. The mime then decides whether to add to the DC of the spell (by adding his or her CHR mod), increase the duration (by his/her CHR mod • one minute), or by increasing spells that heal or damage (by adding 1d3 for each point of CHR mod he or she has).
Grey Zone: In order to use Grey Zone a mime must have twenty ranks in Perform (Act). When a mime uses one use of Mime Magic to activate this affect he or she creates an alternate zone of silence. The zone looks identical in everyway to the location it was performed except it is completely grey with no wind, no sun, no sound, no temperature (sound and temperature can not be created within the zone), and any bodies of liquid type structure, such as rivers of water or lava, are completely solid. The zone is created in a twenty foot radius for the location of the mime, and for each additional use of Mime Magic put into it an additional twenty feet are added into it. The zone is a perfect sphere and does go through walls and solid objects.
While in the zone every other creature, besides the mime, must make a Fort Save DC 10 +CHR Mod or suffer from feeling despair throughout their body. For every additional use of Mime Magic put into Grey Zone, the DC raises and additional 5points. The feeling of despair gives the person a -1 to all attacks, saves, skills, and a -10ft movement pace. For each additional use of Mime Magic put into Grey Zone the feeling of Despair gives an additional -1 to attacks, saves, and skills and an additional -10ft to the movement pace. For every ten minutes in the Grey Zone another save must be rolled, and for every three failed saves the creature receives a -1 to Constitution, Dexterity, Strength, and Charisma for each use of Mime Magic put into the affect.
If a creature loses all of their Ability Scores they disappear from existence. These affects remain constant as long as they remain in the Grey Zone and once they are out of the area their loss of stats recover at one point every hour. Anything that hit zero or below in any of their ability scores due to Grey Zone does not die but slowly fades away, and when all four scores are loss the creature can not recover even after leaving the area.
Grey Zone lasts for 36 hours exactly and cannot be used within the same radius for 72 hours after the affect wears. Grey Zone is also removed from the area if the mime that created it leaves the area. When using this ability it takes five minutes for every ten feet of Grey Zone to spread. Any and all uses of Mime Magic must be declared at the same time before the ability takes place. Creatures unaffected by the despair of Grey Zone are constructs, oozes, plants, and elementals.
Formation M.I.M.E.: A mime with twenty ranks in Perform (Act) is able to use this ability. A mime that uses this ability creates an alternate persona of himself or herself. This alternate self is a completely different person with the same exact personality as the mime who created it. When creating the secondary mime the ability scores do not have to be identical, but the numerical values can not be split.
For example, if Mime A decides to use this ability he would create Mime B. Before he uses it, however, he decides that this secondary mime should be a power house and not a pretty-boy. So what Mime A does is simple, he switches the base score of his Charisma with his base score of his Strength.
The secondary mime has the same skill ranks and can do everything that the original mime can do. Any ability, however, that can be done a certain number of times a day is linked between the two mimes. For example, Mime A has five uses of Mime Magic left and uses one to create Mime B leaving four uses left between the two. Then Mime A goes to help the wizard with a Fireball (Magi Sidekick), and Mime B creates a Charm Barrier. After these two affects go off it leaves the two with two uses of Mime Magic. The secondary mime remains existent until either Mime A wills it to disappear, Mime A is knocked out, or until Mime B is knocked out.
Not Mime Magic
Charades: Because mimes cannot talk they need a way to communicate with their teammates. So when ever a mime tries to communicate with anyone he or she adds his or her Perform (Act) skill to a Sense Motive check made by the person. The DC varies on how difficult it would be to communicate something, below is a mini table that gives some examples. Because the mime does not need to talk he can communicate with any living creature that can see and understand him, but cannot understand what is said back unless he knows the language.
Entertainer’s Privilege: As an entertainer a mime is not seen as a threat, therefore in combat he is given the upper hand of improved AC. A mime receives a +1 bonus to AC for each point of CHR modifier he or she has, but a limit to only +1 per level of Mime.
Improved Unarmed Strike: Feat
Anti-Magic Attachment: At this point the Charm Barrier a mime can produce has magic damage reduction equal to that of the mime’s CHR modifier.
Difficulty Example DC
Easy Telling ally to open the door 10
Difficult Telling Ally not to eat the pie 15
Hard Telling an enemy you like his socks 20
Very Hard Giving Direction from one location to a decently far indirect town 25
Extreme Telling someone that the only way to break the spell cast upon them is to dance to salsa music 30