Difference between revisions of "User:Karuma/Sandbox/Incarnum Skillmonkey (3.5e Class)"

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m (Class Features: Essential Restoration, text clarity.)
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:''{{Anchor|Wild Empathy}} {{Ex}}:'' As the Druid Ability. For every point of Essentia invested into Wild Empathy, add +2 to Wild Empathy rolls and Survival, Ride, and Handle Animal skill checks.
 
:''{{Anchor|Wild Empathy}} {{Ex}}:'' As the Druid Ability. For every point of Essentia invested into Wild Empathy, add +2 to Wild Empathy rolls and Survival, Ride, and Handle Animal skill checks.
  
:''{{Anchor|Battle Training}}:'' Gain Proficiency in any one weapon, this choice can be changed when you again can alter the Essentia for this ability. For every point of Essentia invested into Battle Training, add +2 Dodge Bonus to AC and +1 to effective BAB.
+
:''{{Anchor|Battle Training}}:'' Gain Proficiency in any one weapon, this choice can be changed when you again can alter the Essentia for this ability. For every point of Essentia invested into Battle Training, add +2 Dodge Bonus to AC and +1 to effective BAB. Total BAB cannot be greater than the <-class name-> ECL, however <-class name-> may continue to invest up to capacity to add more of the Dodge bonus to AC.
  
 
:''{{Anchor|Craftsman}}:'' You may craft magical items as if you were a caster with a level equal to your class level and are treated as having access to any spells castable by someone at that level. Material and XP costs for crafting must still be paid normally. For every point of Essentia invested into Craftsman, add +2 to Craft and Profession checks.
 
:''{{Anchor|Craftsman}}:'' You may craft magical items as if you were a caster with a level equal to your class level and are treated as having access to any spells castable by someone at that level. Material and XP costs for crafting must still be paid normally. For every point of Essentia invested into Craftsman, add +2 to Craft and Profession checks.

Revision as of 20:06, 19 February 2012

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Author: Karuma (talk)
Date Created: 9/27/11
Status: Not even close.
Editing: Clarity edits only please
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<-class name->

<-general description->.

Making a <-class name->

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: Any race is no more or less likely to become a <-class name-> than any other class.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: 8d4×10 gp (200 gp).

Starting Age: Moderate.

<span id="Table: The <-class name->">Table: The <-class name-></span>

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Essentia Essentia Capacity
Fort Ref Will
1st +0 +2 +2 +2 Collective Knowledge, Increased Capacity 1 2
2nd +1 +3 +3 +3 2 2
3rd +2 +3 +3 +3 Bonus Feat 2 2
4th +3 +4 +4 +4 3 2
5th +3 +4 +4 +4 Collective Insight 3 2
6th +4 +5 +5 +5 4 3
7th +5 +5 +5 +5 Essential Restoration 5 3
8th +6/+1 +6 +6 +6 5 3
9th +6/+1 +6 +6 +6 Collective Power 6 3
10th +7/+2 +7 +7 +7 <-any class features gained at this level-> 7 3
11th +8/+3 +7 +7 +7 <-any class features gained at this level-> 8 3
12th +9/+4 +8 +8 +8 <-any class features gained at this level-> 9 4
13th +9/+4 +8 +8 +8 <-any class features gained at this level-> 10 4
14th +10/+5 +9 +9 +9 <-any class features gained at this level-> 11 4
15th +11/+6/+1 +9 +9 +9 <-any class features gained at this level-> 12 4
16th +12/+7/+2 +10 +10 +10 <-any class features gained at this level-> 13 4
17th +12/+7/+2 +10 +10 +10 <-any class features gained at this level-> 14 4
18th +13/+8/+3 +11 +11 +11 <-any class features gained at this level-> 16 5
19th +14/+9/+4 +11 +11 +11 <-any class features gained at this level-> 18 5
20th +15/+10/+5 +12 +12 +12 <-any class features gained at this level-> 20 5

Class Skills (8 + Int modifier per level, ×4 at 1st level)
All.

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Collective Knowledge: At first level, a <-class name-> can invest Essentia to obtain class abilities from the following list. You may have as many as you have Essentia to invest in. Once Essentia has been invested this way it cannot be reallocated for 24 hours.

Trapfinding: As the Rogue Ability. For every point of Essentia invested into Trapfinding, add +2 to Search and Disable Device checks and +2 to Saving Throws and AC vs Traps.
Bardic Knowledge: As the Bard Ability. For every point of Essentia invested into Bardic Knowledge, add +2 to Bardic Knowledge rolls and Knowledge skill checks.
Wild Empathy (Ex): As the Druid Ability. For every point of Essentia invested into Wild Empathy, add +2 to Wild Empathy rolls and Survival, Ride, and Handle Animal skill checks.
Battle Training: Gain Proficiency in any one weapon, this choice can be changed when you again can alter the Essentia for this ability. For every point of Essentia invested into Battle Training, add +2 Dodge Bonus to AC and +1 to effective BAB. Total BAB cannot be greater than the <-class name-> ECL, however <-class name-> may continue to invest up to capacity to add more of the Dodge bonus to AC.
Craftsman: You may craft magical items as if you were a caster with a level equal to your class level and are treated as having access to any spells castable by someone at that level. Material and XP costs for crafting must still be paid normally. For every point of Essentia invested into Craftsman, add +2 to Craft and Profession checks.
Esoteric Solutions: Choose an Incarnum Feat that can have points invested into it that you do not already have. For the next 24 hours, you gain the benefits of that feat. You may only invest Essentia into the feat at the time you gain it through this ability. If the feat grants you any bonus points of Essentia you do not gain that part of the feat.

Increased Capacity: All of your class abilities and feats that can have Essentia invested into them have +1 Capacity. This bonus is reflected on the class table.

Bonus Feat: At third level, you gain Heart of Incarnum MoI P.38 as a Bonus Feat without having to meet the prerequisites.

Collective Insight: At fifth level, gain a +1 bonus to all skill checks. You may invest Essentia into this ability, gaining a +2 to the bonus for every point of Essentia.

Essential Restoration (Ex): At seventh level, you may invest Essentia into yourself or another creature, granting it Fast Healing for 24 hours equal to the Essentia invested. Your total investment among all creatures cannot exceed your Essentia Capacity. So if your Capacity is 3, you could invest all 3 into one creature, or split the essentia 2-1 or split it three ways giving a trio Fast Healing 1. Once invested the Essentia cannot be reallocated for 24 hours. You may, as a free action, revoke the Fast Healing you have granted to a creature, but the Essentia remains unusable for the full duration and the Capacity remains reserved.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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