Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Pathfinder 2nd Edition playtest will be released tomorrow. I should have my copy within 48 hours after release. I'll do a short write up on how it currently is.

Fun fact, we had to wait so long to get the full AD&D books (I think it was 3 years between their total release, maybe only 2) that we all missed the Dungeon Masters Guide coming out by weeks! The Dragon # (25? I think?) had the critical stuff from it in a Preview so OD&D plus the Player's Handbook plus Monster Manual and Strategic Reviews and The Dragon kept us afloat. We didn't "do" modules, although one guy in our group swore by Judges Guild. Way later when I was in college I got in to the modules (giants, the tomb of horrors, white plume mt., expedition to the barrier peaks and so on) and loved them.

Expedition to the Barrier Peaks is one of my favourite adventures, it tends to be my go to for setting up a homebrew campaign to revolve around if I don't have a lot of time to come up with one.

I do have the The Strategic Review up to the final issue if anyone ever wants a copy.

By this time tomorrow I should have something like 3k new books, almost all of them OSW and various tabletop gaming magazines that have come out throughout the years.
 
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First glaring problem I'm seeing with the playtest. No Half-Elves or Half-Orcs, at least not as their own "race" now they're just a subrace of a human. Humans also no longer get to choose any feat they want at 1st level but instead choose between ancestry feats which they gain at 1st, 5th, 9th, 13th, and 17th level. You can take something like General Training which gives you access to a general feat, or at 1st level take the Half-Elf/ Half-Orc Ancestry Feat (yes, that's what those poor races have been changed to...a simple mechanic). They also lose extra skill points every level.

Races start with more ability bonuses. For instance Humans get a +2 to two abilities.

Next up you have backgrounds, those work exactly like Starfinder. Moving on.

Classes. Every ability a class has is a feat. For instance, a familiar is a 1st level feat for a Wizard. You get new abilities every four levels for a wizard which is the only class I tend to play so the only one I checked.

Spells. This page was such an eye sore that I had to skip. This could have been cleaned up before sending it out to people. Not to mention spells no longer have a lot of information on them. Most of it is just effect. What happens when it fails, when it succeeds and what happens with a critical failure. That part is nice but I do miss all the information for a spell. I expect the spells to look like this so they can sell spell cards.

Skills, well there's only 17 of them but that's not too bad. If you played D&D 5th Edition then you know how this works. Basic skill check is ability modifier plus proficiency modifier plus other bonuses. I'd get more into this but this book is already starting to upset me.

Limited amount of magical items can be used depending on a new stat to keep track of called Resonance Points. Why? Because Pathfinder had an issue with power creep and they had no clue how to fix this. I would have gone the 5th Edition route. Items that say "worn" means that it just needs to be worn and doesn't need RP to activate. Items will say what it needs to be used.
 
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So did pathfinder 2e switch over to a more 5e type game rule set?
 
So did pathfinder 2e switch over to a more 5e type game rule set?

I'd say no. They seem to have a lot more feats vs 5e's feat reduction, they still use the Vancian casting system, there is a much different action economy which can affect how a spell is cast, shields are not just static bonuses.
 
Well, 5e is still using Vancian magic, that's never going away as a central tenent or at least an option, but everything else I'll take your word on it.
 
So, I finally got a hold of the PDF's for the four main supplements to OD&D (Greyhawk, Blackmoor, Eldritch Wizardry, Gods Demigods & Heroes) and the first three issues of Dragon magazine from back in the 70's.

I don't have Swords & Spells, but I already have Chainmail on PDF, and from what I understand, Swords & Spells is just a reprint of a lot of the stuff found in Chainmail, but done under the D&D trade dress.

There's a lot of cool stuff in those books and I like looking into the history and culture of the RPG hobby, especially in its early days during the 70's and very early 80's.

Honestly, if you play OD&D as the White Box rules plus all four supplements, it's a rougher yet also slightly simpler version of AD&D 1E, which is also a favorite of mine.
I'll always be fond of Dragon Magazine, if only for the covers which ranged from 'a fan drew this while drinking' to some nice bit of cheesecake by Larry Elmore.
 
Well, 5e is still using Vancian magic, that's never going away as a central tenent or at least an option, but everything else I'll take your word on it.

It's using a spontaneous/Vancian hybrid. Vancian casters like wizards and clerics select the spells they want to cast at the beginning of the day, and can spontaneously cast them with their spell slots.
 
So did pathfinder 2e switch over to a more 5e type game rule set?
More of a cross between 5th Edition and Starfinder. Only 4th Edition stuff I can really see is the different styles of magic. (There's five of them)

Monster stat blocks feel very 5th Edition. I'm really hating on animal companions. They feel like they're just another attack option.

Oh, and the other 4th Edition thing from this...No more rolling for ability scores. You get Ancestry, background and class ability bonuses.
 
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Pathfinder 2e sounds kind of shitty tbh; at the moment I would much rather play 5e.
As a DM I like what I see. Spells and monsters can be put on cardstock, spells are easy to remember and so are skills and feats. As a player though I don't feel like I have the same amount of options I had back in the day. Plus making a character that will have an 18 in one ability score and a 14 in another then maybe another one at 12 and the rest at 10 or 8 is boring to me. Fells too much like 4th Edition and like the playtesters before release were all munchkin players.

If you want to know about the bestiary, you can fit between four to even six monsters on a page since it has no artwork and no paragraphs on the lore for the monster and even then the bestiary when the full version comes out could have four monster stat blocks per page when you add a paragraph for lore.
 
As a DM I like what I see. Spells and monsters can be put on cardstock, spells are easy to remember and so are skills and feats. As a player though I don't feel like I have the same amount of options I had back in the day. Plus making a character that will have an 18 in one ability score and a 14 in another then maybe another one at 12 and the rest at 10 or 8 is boring to me. Fells too much like 4th Edition and like the playtesters before release were all munchkin players.

If you want to know about the bestiary, you can fit between four to even six monsters on a page since it has no artwork and no paragraphs on the lore for the monster and even then the bestiary when the full version comes out could have four monster stat blocks per page when you add a paragraph for lore.
Thanks for the first look.

I think I'll pass on this shit. I'll stick to Pathfinder 1E, since I like my games full of options and charts and stuff like that.
 
Thanks for the first look.

I think I'll pass on this shit. I'll stick to Pathfinder 1E, since I like my games full of options and charts and stuff like that.
Pathfinder is getting one last adventure path, no new hardcovers and a few last Campaign Setting and Player Companion books. After January the game goes to 2nd edition. You'll either have to pray the good 3rd party companies don't make the switch or they come up with new hardcovers that fill in what Paizo should have added. Such as Epic rules to go along with Mythic rules.
 
Pathfinder is getting one last adventure path, no new hardcovers and a few last Campaign Setting and Player Companion books. After January the game goes to 2nd edition. You'll either have to pray the good 3rd party companies don't make the switch or they come up with new hardcovers that fill in what Paizo should have added. Such as Epic rules to go along with Mythic rules.
I'll just design my own shit. I do a lot of it anyway, I might as well just not worry about it.

From the sounds of it, Paizo wanted to move away from the SRD too. It sounds like enough of a departure that 3PP market is going to be effected.
 
I wouldn't worry about an SRD yet. They wont work on one until the game get's released. Right now it's just the beta playtest. SRD's don't become a thing until months or even years after release.
 
Okay. The classes I have mentioned on here are all done apart from whatever tweaks I make them ready for play at all levels instead of just low level. I'll show them off tomorrow or whatever day after I get the spell schools and spell lists done, which is my last item I'm trying to finish
 
I now have Vampire the Masquerade 5th Edition, time to see if they did a better job than Pazio did with Pathfinder 2nd Edition.

First page in just after the cover and there's already a trigger warning. I can tell I'm not going to have a fun time with this release.

Art work is nice, but I hate the amount of white space in the book. It's 2018, there's no reason to waste pages like this. I can do without the photos of real people.

From what I can see, the game still feels like V:tM. I haven't seen anything that's radically different like say the differences between Pathfinder and Pathfinder 2nd Edition. Predatory types is a nice mechanic, probably one of my favourites.

Fells like the designers watched a little too much Vampire Diaries and The Originals. They even mention the CW in the merits section.

Odd to see Backgrounds be flaws.
 
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So here's the classes I have along with my own thoughts on them. Comments and critiques on each on would be appreciated. They are mostly ready for low level play though getting them fully fleshed out for high level play is my ultimate end goal. All of these are spoilered due to the length of each entry and I will be working on the spell schools and spell lists throughout this week starting monday.

thoughts: a combination of a witch and summoner, I tried to capture the feeling of blue dragon with the mix of abilities and feel like it's nearly all ready for the most part apart from minor tweaks here or there.

Shadow wielder (fusion of witch and summoner


Role: serving as tanks and heavy hitters, they warp the field to their benefit


Alignment: any but tends toward extremes


Class skills: heal, knowledge (planes), knowledge (nobility), knowledge (local), handle animal knowledge (arcana), knowledge (religion), survival, ride, use magic device (knowledge: history), spellcraft


Skill ranks: 5+intelligence modifer


Hit die: d6


Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

5th

6th

1st

+0

+0

+2

+2

Cantrips, shadow, focus

1











2nd

+1

+0

+3

+3

focus

2











3rd

+2

+1

+4

+3

Projection summon monster 1

3











4th

+3

+1

+4

+4


3

1









5th

+3

+1

+4

+4

Summon monster 2

4

2









6th

+4

+2

+5

+5

Change pact

4

3









7th

+5

+2

+5

+5

Summon monster 3

4

3

1







8th

+6/+1

+2

+6

+6


4

4

2







9th

+6/+1

+3

+6

+6

Summon monster 4


focus

5

4

3







10th

+7/+2

+3

+7

+7

Corpreal summon monster 5

5

4

3

1





11th

+8/+3

+3

+7

+7

Summon monster VI

5

4

4

2





12th

+9/+4

+4

+8

+8

focus

5

5

4

3





13th

+9/+4

+4

+8

+8

Summon monster VII

5

5

4

3

1



14th

+10/+5

+4

+9

+9

focus

5

5

4

4

2



15th

+11/+6/+1

+5

+9

+9

Summon monster VIII

5

5

5

4

3



16th

+12/+7/+2

+5

+10

+10

focus

5

5

5

4

3

1

17th

+12/+7/+2

+5

+10

+10

Summon monster IX

5

5

5

4

4

2

18th

+13/+8/+3

+6

+11

+11

focus

5

5

5

5

4

3

19th

+14/+9/+4

+6

+11

+11

Grand focus

5

5

5

5

5

4

20th

+15/+10/+5

+6

+12

+12

Dual shadow

5

5

5

5

5

5



A shadow wielder is proficient in simple and martial weapons and proficient in light shields and armor and may use them without spellcasting failure chance


A shadow wielder casts spells as a witch and summoner, drawing spells from both spell lists and may wear medium armor and a shield when casting spells without a spell failure chance


Summon monster: at the appropriate levels, the shadow wielder may use the summon monster spell as a spell like ability each version useable per day a number of times per day equal to their charisma modifer. At the appropriate level, summoned monsters are modified with the shadow creature template


Shadow: a shadow wielder treats her shadow as a phantom of a spiritualist of her level with a number of spell like abilities per day equal to her pact useable 2 times per day each as a witch’s pact and a base form as a summoner’s eidolon and a number of evolutions of a summoner’s level that can’t move more than 30 feet from the user. Some example shadows are listed below


Phoenix: jealosy phantom, wind pact, starting evolutions, bite, wings, low light vision, wing slap, improved natural armor, improved natural attack wing slap


Killer bat: zeal phantom, shadow pact, starting evolutions, bite, wings, claws, wing slap, darkvision


Blue dragon: wrath phantom, summer pact, starting evolutions, bite, claws, wings, slam, natural armor


Minotaur: dedication phantom, water pact, starting evolutions, gore, darkvision, scent, slam, improved natural attack (gore)


Sabercat: love phantom, earth pact, starting evolutions, low light vision, scent, bite attack, improved attack bite, claws


Focus: a summoner may choose to multiclass in one class feature of her choosing each time she gains this trait of a equal or lower level at the time she gains this trait. These traits do not increase in level depending on her shadow user level


Projection: at 3rd level, a shadow wielder may have their shadow carrying them across pits and up walls by projecting their shadow at a solid surface within their range limit


Change pact: Once per day, when preparing spells, a shadow wielder may change her shadow’s evolutions and pact focus


Corpreal: Up to a number of minutes per day equal to her level, a shadow wielder may have her shadow move more than 30 feet from here and gain a +4 bonus to all ability scores for that duration


Grand focus: at 19th level, a shadow wielder gains three focus traits and may increase three of her focus feats by her shadow user level

tried to mix an oracle's overall theme with various divine add ons called covenants that modified spells in various ways along with having various witch spells to symbolize their pacts as well

Invoker (fusion of oracle and witch)


Role: Serving as more direct agents of the gods, they serve as crusading paladins

Alignment: Any.

Hit Dice: d8.

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

Skill Ranks per Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Mystery, oracle’s curse, orisons, revelation

3

















2nd

+1

+0

+0

+3

Mystery spell

4

















3rd

+2

+1

+1

+3

Revelation

5

















4th

+3

+1

+1

+4

Mystery spell

6

3















5th

+3

+1

+1

+4

covenant

6

4















6th

+4

+2

+2

+5

Mystery spell

6

5

3













7th

+5

+2

+2

+5

Revelation

6

6

4













8th

+6/+1

+2

+2

+6

Mystery spell

6

6

5

3











9th

+6/+1

+3

+3

+6

covenant

6

6

6

4











10th

+7/+2

+3

+3

+7

Mystery spell

6

6

6

5

3









11th

+8/+3

+3

+3

+7

Revelation

6

6

6

6

4









12th

+9/+4

+4

+4

+8

Mystery spell

6

6

6

6

5

3







13th

+9/+4

+4

+4

+8

covenant

6

6

6

6

6

4







14th

+10/+5

+4

+4

+9

Mystery spell

6

6

6

6

6

5

3





15th

+11/+6/+1

+5

+5

+9

Revelation

6

6

6

6

6

6

4





16th

+12/+7/+2

+5

+5

+10

Mystery spell

6

6

6

6

6

6

5

3



17th

+12/+7/+2

+5

+5

+10

covenant

6

6

6

6

6

6

6

4



18th

+13/+8/+3

+6

+6

+11

Mystery spell

6

6

6

6

6

6

6

5

3

19th

+14/+9/+4

+6

+6

+11

Revelation

6

6

6

6

6

6

6

6

4

20th

+15/+10/+5

+6

+6

+12

Final revelation

6

6

6

6

6

6

6

6

6


An invoker is proficient with simple weapons, medium and light armor and light shields


A invoker draws spells from the oracle class list along with adding a number of spells from the witch spell list equal to their intelligence modifer. When selecting a revelation, a invoker can chose one appropriate hex of their level or lower. A Invoker uses a oracle’s curse and revelation feature as normal


Covenant: A number of times per day, a invoker may enter a covenant with their deity that modifies their spells in certain ways


Covenant of wrath: a invoker’s spells deal an additional die of damage and deal a number of extra damage per each die equal to their charisma modifer plus one. Saving throws against their harmful effects take a -2 penalty


Covenant of peace: a invoker’s healing spells heal double the amount of damage and their beneficial effects are extended as per an extend spell feat. They may also channel energy to heal others as a cleric of their level


Covenant of ichor: An invoker’s area spells do not harm allies and instead heal them equal to three times the spell level and grant them the benefits of a magic vestment and magic weapon for d6 rounds. Enemies caught in a area spell take d3 bleed damage per spell level in addition to the spell’s normal effects


Covenant of prophecy: a invoker gains a +5 bonus on skill checks. Once per day, they may reroll a die roll and chose from the results


Covenant of devastation: a invoker deals d8 damage with each spell they cast to enemies affected by that spell or in that spell area


Covenant of knowledge: a invoker gains a +4 bonus to all mental ability scores. Once per day when they cast a spell, they can treat it’s caster level as 2 higher


Covenant of strength: a invoker gains a +4 bonus to all physical ability scores and their speed is not hindered by armor


Covenant of Power: a invoker’s spells deal damage die eqaul to their level and their save dc is increased by +4


Covenant of the arcane: a invoker’s spells have their caster level increased by 3 and you gain a +4 bonus to intelligence


Covenant of the divine: a invoker’s spells have a +5 bonus on checks to penetrate spell resistance and you gain a +4 bonus to wisdom

tried to go for a mix of a inquisitor's abilities with a cavaliers ability to challenge a foe along with dealing massive damage. Haven't really figured out a way to flesh out the class but I do have the idea of hitting multiple targets with a lesser version of the challenge

Avenger (fusion of cavalier and inquisitor)


Hit die: d8


Role: serving as a hard hitting spy, they slaughter enemies of their god and disappear into the shadows


Alignment: an avenger must be within one step of their deity’s alignment


Skills: heal: knowledge: (local, nobility, religion, nature planes, geography, dungeoneering), spellcraft, use magic device, survival, ride, handle animal, disable device, perception, slight of hand, thievery


Skill: eight per level


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Domain, judgment 1/day, oath, monster lore, orisons, sacred striker 1 — — — — —
2nd +1 +2 +3 +3 Cunning initiative, detect alignment, track 2 — — — — —
3rd +2 +1 +3 +3 Solo tactics, teamwork feat 3 — — — — —
4th +3 +1 +4 +4 Judgment 2/day 3 1 — — — —
5th +3 +2 +4 +4 Bane, discern lies 4 2 — — — —
6th +4 +2 +5 +5 Teamwork feat 4 3 — — — —
7th +5 +2 +5 +5 Judgment 3/day 4 3 1 — — —
8th +6/+1 +2 +6 +6 Second judgment 4 4 2 — — —
9th +6/+1 +3 +6 +6 Teamwork feat 5 4 3 — — —
10th +7/+2 +3 +7 +7 Judgment 4/day 5 4 3 1 — —
11th +8/+3 +4 +7 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Greater bane, teamwork feat 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Judgment 5/day 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +11 +10 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 True judgment 5 5 5 5 5 5


Weapon and army proficency: a avenger is proficient in all martial and lower weapons and light shields and light armor


Spells: a avenger may use spells from the inquisitor spell list


Domain: as an inquisitor but only limited to inquisitions


Judgement: as a inquisitor of their level


Teamwork feat: a avenger gains teamwork feats as a inquisitor of their level


Sacred striker: a avenger adds their charisma modifer to their attack, damage rolls and saving throws


Oath: Once per round, when a avenger strikes a foe, they may declare an oath against that foe. Both of them take a -2 penalty to attack rolls against targets not affected by that oath and the oath lasts until the target is slain or a new target is selected. An avenger has a +2 bonus to attack and damage rolls against a target of their oath. When an avenger slays a target of their oath, they heal d4 hit points per avenger level and may select a new oath target as a swift action


Bane: as an inquisitor of their level


Teamwork feat: as an inquisitor of their level


Track: an an inquisitor of their level


Quickened oath: once per day at 9th level and every 4 levels there after, a avenger, may declare an oath against a target they can see as a swift action, even if they have already selected a target for their oath.


At 20th level, once per round, or at the start of combat, a avenger may make a oath as a free action, afflicting the target of the oath with a finger of death.

makin a furry themed class was a bit hard but I think I may have found a way by making it fursuit themed and gaining special features based on the weapons and armor though other ideas would work as well to. It's done apart from whatever tweaks I add to it

Furryimal (furry fandom class)


Hit die: d8


Skills: handle animal, heal, appraise knowledge (local, nature, nobility, arcana, religion), slight of hand, ride, perform, profession, perception. Climb swim



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Bonus feat beast speech, fur suit, special weapon, special armor, full body

2nd

+2

+3

+0

+0

Bonus feat, gear mod +1

3rd

+3

+3

+1

+1

Armor training

4th

+4

+4

+1

+1

Bonus feat

5th

+5

+4

+1

+1

Weapon training

6th

+6/+1

+5

+2

+2

Bonus feat, gear mod+2

7th

+7/+2

+5

+2

+2

Armor training

8th

+8/+3

+6

+2

+2

Bonus feat

9th

+9/+4

+6

+3

+3

Weapon training (or advanced weapon training*)

10th

+10/+5

+7

+3

+3

Bonus feat, gear mod +3

11th

+11/+6/+1

+7

+3

+3

Armor training

12th

+12/+7/+2

+8

+4

+4

Bonus feat

13th

+13/+8/+3

+8

+4

+4

Weapon training

14th

+14/+9/+4

+9

+4

+4

Bonus feat, gear mod +4

15th

+15/+10/+5

+9

+5

+5

Armor training

16th

+16/+11/+6/+1

+10

+5

+5

Bonus feat

17th

+17/+12/+7/+2

+10

+5

+5

Weapon training

18th

+18/+13/+8/+3

+11

+6

+6

Bonus feat, gear mod +5

19th

+19/+14/+9/+4

+11

+6

+6

Armor mastery

20th

+20/+15/+10/+5

+12

+6

+6

Bonus feat, Weapon mastery


Bonus feat: any feat may apply to this


Weapon training as a fighter of their level but with the following traits, may add a+1 enhancement bonus for each attack bonus and may add various features that grant a+2 bonus to various rolls and combat manuvers.


Weapon table (used for adding in weapon features)


Bully: +2 bonus to intimadate checks and damage rolls


Babyish: +2 to bluff checks and may deal non lethal damage


Banner: +2 bonus to charisma skill checks and +2 bonus to leadership score


Graceful: +2 bonus to cmb and cmd


Bigger: damage die is one size larger and grants +1 bonus to ac


Depending on the type of weapon, extra bonuses are granted


Brass knuckles: +5 bonus to melee attack and damage rolls


Hook hand: d6 bleed damage or double on a critical hit


Dagger: always returns to you


Punching dager: 18-20 critical threat rate


Short spear: critical hit modifer is 4 and threatens a critical on 18-20


Boarding pike: may make a 5 step with each attack


Weighted spear: also deals slashing damage and damge die is increased by 2 sizes


Dart: threats a critical hit on 15-20


Throwing axe: deals 2d4 bleed damage on a hit


Light pick: ignores hardness and dr adamantine


Flail: deals piercing damage as well and reach increases to 10 feet


Warhammer: damage die increases by 2 sizes and gains the throwing category


Earthbreaker: deals an extra die of damage and is treated as adamantine, magic and piercing


Ogre hook: deals bludgeoing damage as well and threatens a critical hit on a 18-20


Longbow: ignore distance penalties for range in three incremants


Sword breaker dagger: is treated as two sizes larger


Basterd sword: critical hit modifer is x5


Butchering axe: threatens a critical hit on 18-20 and grants use of the cleave feat


Boomerang: always returns to you and threats critical on a 18-20


Gauntlet: gain improved unarmed strike and increase natural attack damage by one size


Club: can’t be sundered and damage die increases by 2 sizes


Cat o nine tails: damage can be lethal and gains grab and constrict abilities


Cutlass: gain a +5 bonus to thievery checks, steal, disarm and overrun combat checks


Longsword: gain lay on hands as a paladin of your level


Armor trainining: as a fighter of their level but their animalistic armor is treated as granting up to two natural attacks and a +1 enhancement bonus for every 5 levels. These natural attacks increase in damage equal to the enhancement bonus. This armor is granted at 1st level and may be repaired as normal. A natural attack is granted at 1st level, then at 5th level and every 5 levels thereafter. It is otherwise an armor of the same type as chosen at 1st level


Armor table (used for adding in armor features)


Thick: +2 ac bonus and dr 1/-


Feral: natural attacks damage die increase by one size


Shelled: +3 natural armor bonus


Depending on the type of armor additional bonuses are gained


Armored kilt: bonus: bagpipe: bardic performance as a bard of your level


Padded: bonus: extra cushy: dr /- equal to half your level


Rosewood armor: fey killer thorns: +1 cold iron armor spikes added at no cost


Chain mail: blood and iron: gain fast healing instead and +2 bonus to attack and damge rolls when bleeding


Armored coat: +4 bonus on checks to conceal weapons


Four mirror: reflect gaze attacks back at source


Full plate: heavy metal: ignore movement penalties and gain a +4 bonus to strength and constitution


Stone plate: gain dr adamantine 5


Buckler: gain a +5 bonus on checks to draw your weapon


Full body: you don’t need to breathe while wearing your armor


Beast speech: may speak with animals

tried to make a paladin esque class but without the heavy alignment restrictions and making the class focused on various virtues and vices seemed like a good way to do so. It's done for the most part apart from whatever final tweaks I add to it, which I am considering to try and flesh out the class

Crusader (a holy warrior dedicated to a god but without the restrictions of a paladin)


Alignment: any


Hit die: d10


Skills: knowledge (religion, nobility, planes, dungeoneering), handle animal, ride, heal, perception, sense motive, spellcraft, profession, craft,


Skill ranks: 3+intelligence modifer


Alignment: is one step related to deity

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal(Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

1st

+1

+2

+0

+2

Aura, detect alignment, smite 1/day virtue/vice









2nd

+2

+3

+0

+3

, lay on hands









3rd

+3

+3

+1

+3

mercy









4th

+4

+4

+1

+4

smite evil 2/day

0







5th

+5

+4

+1

+4


1







6th

+6/+1

+5

+2

+5

Mercy

1







7th

+7/+2

+5

+2

+5

Smite 3/day

1

0





8th

+8/+3

+6

+2

+6

banner

1

1





9th

+9/+4

+6

+3

+6

Mercy leadership

2

1





10th

+10/+5

+7

+3

+7

Smite evil 4/day

2

1

0



11th

+11/+6/+1

+7

+3

+7


2

1

1



12th

+12/+7/+2

+8

+4

+8

Mercy

2

2

1



13th

+13/+8/+3

+8

+4

+8

Smite evil 5/day

3

2

1

0

14th

+14/+9/+4

+9

+4

+9


3

2

1

1

15th

+15/+10/+5

+9

+5

+9

Mercy

3

2

2

1

16th

+16/+11/+6/+1

+10

+5

+10

Smite evil 6/day

3

3

2

1

17th

+17/+12/+7/+2

+10

+5

+10


4

3

2

1

18th

+18/+13/+8/+3

+11

+6

+11

Mercy

4

3

2

2

19th

+19/+14/+9/+4

+11

+6

+11

Smite evil 7/day

4

3

3

2

20th

+20/+15/+10/+5

+12

+6

+12

Holy champion

4

4

3

3


virtue/vice: a crusader draws power from a virtue or vice that grants them strength and spell like abilities. The choices listed are below


Virtues:


Sacrifice: shield other, 1st level, cure moderate wounds, 2nd level, cure serious wounds 3rd level bestow grace of the champion 4th level. Benefit: when you cast a healing spell, you can take 5 damage to double the amount of die used in the spell


Valor: magic weapon: 1st level, inspire courage: 2nd level, heroism 3rd level. Greater magic weapon 4th level benefit: you gain immunity to fear


Humility: remove poison 1st level, deep slumber 2nd level, dispel magic 3rd level, dispel evil. Benefit: when you help an ally, you gain a +4 bonus to ac and cmd for d6 rounds


Chasity: remove disease 1st level, calm emotions 2nd level, break enchantment 3rd level, swallowtail’s grace. Benefit: you grant your allies a +5 bonus when they aid you and vice verse


Temperance: remove poison 1st level, remove disease 2nd level, dispel magic 3rd level, cure critical wounds 4th level. Benefit: you gain a bonus on saving throws equal to your charisma modifer


Wisdom: whispering wind 1st level, good hope 2nd level, break enchantment 3rd level, ressurection 4th level. Benefit: when granting a bonus to allies, they gain a +2 bonus to attack, damage rolls and skill checks


Vice:


Tyranny: command 1st level, inflict moderate wounds 2nd level, inflict serious wounds 3rd level extended demand. Benefit: when you kill an enemy, all foes who can see or hear you take a -2 penalty to attack and damage rolls and a -10 penalty to speed for d4 rounds


Fury: rage 1st level, cause fear 2nd level, greater magic weapon 3rd level, extended greater magic weapon 4th level benefit: you gain a +4 bonus to attack and damage rolls


Pride: raiment of command 1st level, cause fear 2nd level, demand 3rd level, dominate person 4th level benefit: you gain a +3 bonus to attack and damage rolls when under any beneficial effect


Cowardice: bungle 1st level, cause fear 2nd level, haste 3rd level, extended haste 4th level benefit: you gain a +10 bonus to speed when you are at half hit points or lower


Lust: charm person 1st level, modify memory 2nd level, charm monster 3rd level dominate person 4th level. Benefit: you gain a +2 bonus on will saves and enemies take a -2 penalty to saves against your spells


Gluttony: corrosive touch 1st level, heal moderate wounds 2nd level, extended poison 3rd level, animate dead 4th level benefit: when you use a consumable item, you gain the benefits of a faste spell for d3 rounds


Stubborness: mage armor 1st level, extended shield 2nd level, greater magic weapon 3rd level, mass bear’s endurance. Benefit: you gain a +1 bonus on all rolls to a task for each minute it takes to complete it


Holy soul: a number of times equal to their charisma modifier, a crusader may heal d4 damage equal to their level. At 9th level and every 4 levels thereafter the damage die increases by one size. At 5th level, when this ability is used, a crusader gains a +1 bonus to all ability scores for each 5 levels for a number of rounds per damage die healed


Lay on hands: as a paladin of their level


Mercies: as a paladin of their level


Banner: as a cavaliers feature of the same name


Leadership: at 9th level,a crusader gains leadership as a bonus feat

tried to base the concept on having a limited spell pool but access to high level spells along with focusing on riches and various tweaks to the abilities through various bloodlines. It does need a few tweaks here and there but it is ready for low level play

Magical royal


Alignment: any but tends towards extremes


Skill ranks: 6+intelligence modifier


Skills include appraise, bluff, diplomacy, ride, handle animal, heal, perform (any), disguise, knowledge (nobility), knowledge (local), knowledge (arcana), knowledge (planes), knowledge (religion), spellcraft, use magic device, perception, stealth, sleight of hand



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

1st

+1

+0

+2

+2

Royal bloodline, royal riches

3




2nd

+2

+0

+3

+3


4




3rd

+3

+1

+3

+3


5




4th

+4

+1

+4

+4

Maical power +1, 5th level casting

6

3



5th

+5

+1

+4

+4

Clothing enhancement

7

4



6th

+6/+1

+2

+5

+5


8

5



7th

+7/+2

+2

+5

+5

6th level casting

9

6

3


8th

+8/+3

+2

+6

+6

Magical power +2

9

7

4


9th

+9/+4

+3

+6

+6


9

8

5


10th

+10/+5

+3

+7

+7

Clothing enhancement , 7th level casting

9

9

6

3

11th

+11/+6/+1

+3

+7

+7


9

9

7

4

12th

+12/+7/+2

+4

+8

+8

Magical power+3, royal bloodline power

9

9

8

5

13th

+13/+8/+3

+4

+8

+8


9

9

9

6

14th

+14/+9/+4

+4

+9

+9

8th level casting

9

9

9

7

15th

+15/+10/+5

+5

+9

+9

Clothing enhancement

9

9

9

8

16th

+16/+11/+6/+1

+5

+10

+10

Magical power +4

9

9

9

9

17th

+17/+12/+7/+2

+5

+10

+10

9th level casting

9

9

9

9

18th

+18/+13/+8/+3

+6

+11

+11

Magical enhancement +9

9

9

9

9

19th

+19/+14/+9/+4

+6

+11

+11


9

9

9

9

20th

+20/+15/+10/+5

+6

+12

+12

Clothing enhancement, royal bloodline power

9

9

9

9




Spellcasting: a magical royal uses the sorcerer/wizard spell list as her spell pool, casting spells up to 4th level along with a number of spells from 5th to 9th equal to her intelligence modifier at the appropriate levels


Weapon and armor profiency: a magical royal is profienct in simple weapons along with light armor and shields and does not suffer a spellcasting failure chance when wearing light armor or a shield


Royal riches: a number of times per day equal to their charisma modifer, a magical royal can spend 100 gp times their level in addition to their ordinary amount


Magical garments: At 4th level and every 4 levels thereafter, a magical royal gains a +1 bonus to ac and treats their weapons and armor as having a +1 enhancement bonus


Clothing enhancement: at 5th level and every 5 levels thereafter, a magical royal treats their size as one larger for the purpose of applying damage with weapons and for apply cmd and cmb


Royal bloodline


At 1st level a magical royal choses a specific focus for her magic. This focus grants her the spell focus feat in the two schools listed and special powers


-gothic: bonus spell focus: necromancy and abjuration, bonuses: at 4th level, you gain resist 10 cold, electricity and fire. At 12th level, this resistance increases to 20 and at 20th level, those resistances are 30


-victorian: bonus spell focus: enchantment and evocation. Bonuses: at 4th level and every eighth levels there after, you gain a +2 bonus to ability scores and dr 5/magic and piercing


-fairy tale: spell focus: illusion and transmutation. Bonuses: at 4th level and every eight levels thereafter, you gain a +2 bonus to mental ability scores and saving throws


-greek: Spell focus: conjuration and divination. Bonuses: at 4th level and every eight levels therafter, you gain a +4 bonus to strength, constitution and dexterity

tried to make it similar to the vigilante class but with various powers that can be strengthened at higher levels and various features for the costume. I ditched the secret identity, since heroes having public identities is a thing though I may add that concept along with adding more powers and features to the costumes. I also didn't include alignment restrictions to make it open for heroes and villains

Super hero


Role: serving as versatile jacks of all trades, they use various talents to help others or themselves


Alignment: any


Hit die d8


Skill points: 8+intelligence modifer per level


Skills: appraise, acrobatics, disable device, bluff, climb, craft, diplomacy, sleight of hand, disguise, escape artist, intimdate, knowledge (local, nobility, dungeoneering) linguistics, profession, sense motive, stealth, swim



evel

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Super power

2nd

+2

+3

+0

+0

Super power

3rd

+3

+3

+1

+1

costume

4th

+4

+4

+1

+1

Super power

5th

+5

+4

+1

+1


6th

+6/+1

+5

+2

+2

Super power

7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2

Super power

9th

+9/+4

+6

+3

+3

costume

10th

+10/+5

+7

+3

+3

Super power

11th

+11/+6/+1

+7

+3

+3


12th

+12/+7/+2

+8

+4

+4

Super power, costume

13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4

Super power

15th

+15/+10/+5

+9

+5

+5

costume

16th

+16/+11/+6/+1

+10

+5

+5

Super power

17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6

Super power, costume

19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6

Super power

Super powers: At 1st level, 2nd level and every 2 levels, thereafter, a super hero may select a super power to gain or improve


-Super strength: 1st level: you gain a +4 bonus to strength and constitution. 2nd level: your melee attacks are treated as magic and adamantine. 3rd level: you gain a +4 bonus to strength and constituion


-flight:1st level: you are always treated as having a running start when jumping and a +10 bonus to jump checks 2nd level: you gain a fly speed of 30 feet (average manuverability) 3rd level: your fly speed increases to 60 feet (perfect manuverability)


-super speed: 1st level: you gain a +10 bonus to speed and +2 dexterity, 2nd level: you gain a +5 bonus to reflex saves and +2 bonus to dexterity 3rd level: you gain a +30 bonus to all forms of speed


-durability: 1st level: you gain a +2 bonus to natural armor 2nd level: you gain a +4 bonus to constituion and +3 natural armor 3rd level: you are treated as wearing full plate armor for your ac


-fire control: 1st level: you gain resist 5 fire and burning hands as a spell like ability useable once per day. 2nd level: you gain scorching ray and fireball as spell like abilities once per day and your resistance increases to 15 3rd level: you gain immunity to fire and may use your spell like abilities three times per day each


-luck: 1st level: you gain a +2 bonus on all die rolls. 2nd levels: twice per day, you may reroll a die roll. 3rd level: enemies must roll twice against you and take the worst roll


-shape shifting: 1st level, gain a +5 bonus on disguise checks, 2nd level, gain alter self and disguise self useable at will. 3rd level, gain the use of polymorph on self useable 3 times per day


Costume: at 3rd level, a super hero devises a specific identity for themselves, that masks their identity and comes with various add ons. At 3rd level, you gain a +1 bonus to your armor and equipment and every 3 levels thereafter the bonus increases by 1 and allows you to chose one add on


-add ons


Armored: gain a +2 armor bonus: may be taken multiple times


powered: reduce armor check penalty by 2, speed penalty by 5 and gain a +1 bonus to attack and damage rolls when wearing it


Energy shield: gain a constant shield effect


Energy dampeners: gain resist 3 sonic, cold, acid, fire and electricity. May be taken up to two more times, increasing the resistance to 8 the second time and to 15 the third time


Speed booster: gain a +10 bonus to all forms of speed

the sage was meant to be a heavy focus on spells with a limited choice between each and knowledge skills. Feel like it needs a bit of tweaking but can't seem to put my finger on it.

Sage: Magical knowledge of various schools and skill training and tricks


Role: serving as experts in knowledge, they also serve as spell casting experts


Alignment: any


Hit die d6


Skill ranks per level 8+ intelligence modifer


Skills: appraise, craft, fly, knowledge (all), linguistics, profession, spellcraft, use magic device



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

cantrips, Scribe Scroll

3

1

















2nd

+1

+0

+0

+3



4

2

















3rd

+1

+1

+1

+3

Arcane trick

4

2

1















4th

+2

+1

+1

+4

Great knowledge

4

3

2















5th

+2

+1

+1

+4

Item crafting expertise, arcane trick

4

3

2

1













6th

+3

+2

+2

+5



4

3

3

2













7th

+3

+2

+2

+5

Arcane trick

4

4

3

2

1











8th

+4

+2

+2

+6

Great knowledge

4

4

3

3

2











9th

+4

+3

+3

+6

Arcane trick

4

4

4

3

2

1









10th

+5

+3

+3

+7

Item crafting expertise, meta magic mastery

4

4

4

3

3

2









11th

+5

+3

+3

+7

Arcane trick

4

4

4

4

3

2

1







12th

+6/+1

+4

+4

+8

Great knowledge

4

4

4

4

3

3

2







13th

+6/+1

+4

+4

+8

Arcane trick

4

4

4

4

4

3

2

1





14th

+7/+2

+4

+4

+9



4

4

4

4

4

3

3

2





15th

+7/+2

+5

+5

+9

Meta magic mastery, item crafting expertise, arcane trick

4

4

4

4

4

4

3

2

1



16th

+8/+3

+5

+5

+10

Great knowledge

4

4

4

4

4

4

3

3

2



17th

+8/+3

+5

+5

+10

Arcane trick

4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11



4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11

Arcane trick

4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12

Meta magic mastery, great knowledge

4

4

4

4

4

4

4

4

4

4



Spellcasting: a sage draws their spells from the wizard and sorcerer list and from the cleric/oracle list but has a limited number of spells they can prepare each day. They can’t use shields with their spell casting and can’t wear armor. The gain bonus spells equal to half their intelligence modifer


Arcane tricks: at 3rd level, and every 2 levels thereafter,a sage may learn a new spell and feat of their choice


Great knowledge: at 5th level and every 5 levels thereafter, a sage gains bonus skill ranks equal to their intelligence modifer and a bonus on intelligence, wisdom and charisma checks equal tto 1/4th of their level


Meta magic power: at 10th level and every 5 levels thereafter, a sage reduces the level increase of a meta magic feat by 1 and the casting time of a spell enhanced by a meta magic feat reduce to no level increase makes the spell take it’s normal casting time if shorting than one full round action


Item crafting expertise: at 4th level and every 4 levels thereafter a sage takes one day less to craft a magic item and gains 2 craft feats

tried to make this work by refferencing the barbarian class and giving the class different branches it could split off into in terms of abilities. Feel like the mechanics could use a bit of work on some level but can't figure out how.

Lolcow (zany shenagins and various types and tricks)


Role: serving as comic relief, they serve as foils to more serious opponents or allies


Alignment: any


Hit die: d12


Skills: acrobatics, climb, swim, intimdate,diplomacy, craft, handle animal, knowledge (local) perception, ride, swim


Skill ranks 2+intelligence modifer



1st

+1

+2

+0

+0

Tard rage

2nd

+2

+3

+0

+0

Rage power,

3rd

+3

+3

+1

+1


4th

+4

+4

+1

+1

Rage power

5th

+5

+4

+1

+1


6th

+6/+1

+5

+2

+2

Rage power,

7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2

Rage power

9th

+9/+4

+6

+3

+3


10th

+10/+5

+7

+3

+3

rage power

11th

+11/+6/+1

+7

+3

+3

Greater rage

12th

+12/+7/+2

+8

+4

+4

Rage power,

13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4

rage power

15th

+15/+10/+5

+9

+5

+5


16th

+16/+11/+6/+1

+10

+5

+5

, rage power

17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6

Rage power,

19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6

rage power


Tard rage: as per a barbarian’s rage but imposes a -1 penalty to intelligence, wisdom and charisma. Once every 2 levels may select one rage power or lolcow trait


Lolcow traits


-general


Great tard rage: you gain a +4 bonus to the associated ability scores a +2 bonus to dexterity and a -1 one penalty to intelligence and wisdom


Supreme tard rage: you have a +6 bonus to strength and constituionm, +4 to dexterity and -1 to wisdom


Grand tard rage, you have a +8 bonus to strength, constitution and dexterity and a +4 bonus to intelligence, wisdom and charisma


-artcow


Crafting: you are treated as having a number of crafting feats equal to your charisma modifer


Spell pool: you can cast spells as a sorcerer of your level


Divine and psychic: you add psychic and divine spells to your spell list for each spell level equal to your charisma modifer plus 3


-dramacow


REEE: you gain a +10 bonus to speed and a +5 bonus to attack and damage rolls at the start of combat


Inspire rage: you gain a skald’s song of rage as a skald of your level


Inspiring critical: when you score a critical hit, all allies who can see you gain a +5 bonus to attack and damage rolls for their next attack


-cultcow


Mysterious: you gain a +5 bonus on disguise, stealth and bluff checks


Legendary skill: you gain two bonus feats of your choice


Mythical crafting: you can craft any item as if you had the necessary feats and spells


-litigious cow


Intimadate: you gain dazzling display as a bonus feat and a +4 bonus on interaction based skill checks


Objection: once per round as a swift action, you can impose a penalty on a opponent’s attack roll by making a weapon attack equal to the damage your attack deals


Crushing blow: when you score a critical hit, you can use dazzling display as a free action and gain a +5 bonus to the check


-porncow


Charm: you gain a +5 bonus on interaction based skill checks


Iron body: you gain a +3 bonus on will, reflexes and fortitude saving throws


Clear body: you gain a +5 bonus on saves against disease, poison and drug effects


-that guy with glasses


Asistant: you gain torchbearer and leadership as bonus feats if you meet the appropriate level


Dazzle n razzle: you gain a number of enchantment and illusion spells as a wizard of your level


Glasses: you gain a +4 bonus on saves against vision based effects and gaze attacks


-skitzcow


madness: you can use your charisma modifer instead of your wisdom your intelligence modifer for related checks


Powered mind: you gain a +4 bonus on will saving throws and a +2 bonus to mental ability scores


Mock insanity: you are treated as already being insane for when it benefits you and gain a +5 bonus on saves against mind affecting effects


-horrowcow


Enduring body: you gain dr/- equal to half your level


Horrorific critical: when you score a critical hit, you can impose a -4 penalty to attack rolls, damage rolls and saving throws to enemies who can see you


Innured: you gain a bonus on all saving throws equal to your charisma modifer. When you succeed on a saving throw, enemies who can see you take a -2 penalty to saving throws


-trainwreck


Determined to win: when you fail a saving throw, you can take d6 damage to reroll the saving throw with a +2 bonus


Soul eater: once per round you can take d4 damage per level to deal d8 damage per level to all enemies within 60 feat


Healing body: at 2nd level, you gain fast healing equal to half your level

tried to go for a mix of summoner/sorcerer to make this class work but it probably needs a fair of bit of tweaks and fleshing out in some capacity.

Mamodo tamer


Role: controlling a powerful outsider, you channel your spells through your mamodo


Alignment: any


Hit die: d6


Class skills: appraise, bluff, craft, profession, fly, diplomacy, knowledge (arcana), knowledge (local), use magic, device, spellcraft


Skill ranks: 2+intelligence modifer



1st

+0

+0

+0

+2

mamaodo cantrips, eschew materials

3

















2nd

+1

+0

+0

+3

Mamado focus

4

















3rd

+1

+1

+1

+3


5

















4th

+2

+1

+1

+4

Mamaodo focus, mamamdo knowledge

6

3















5th

+2

+1

+1

+4


6

4















6th

+3

+2

+2

+5

Mamodo focus

6

5

3













7th

+3

+2

+2

+5


6

6

4













8th

+4

+2

+2

+6

Mamodo focus, mamodo knowledge

6

6

5

3











9th

+4

+3

+3

+6


6

6

6

4











10th

+5

+3

+3

+7

Mamodo focus

6

6

6

5

3









11th

+5

+3

+3

+7


6

6

6

6

4









12th

+6/+1

+4

+4

+8

Mamodo focus, mamodo knowledge

6

6

6

6

5

3







13th

+6/+1

+4

+4

+8


6

6

6

6

6

4







14th

+7/+2

+4

+4

+9

Mamodo focus

6

6

6

6

6

5

3





15th

+7/+2

+5

+5

+9


6

6

6

6

6

6

4





16th

+8/+3

+5

+5

+10

Mamodo focus, mamodo knowledge

6

6

6

6

6

6

5

3



17th

+8/+3

+5

+5

+10


6

6

6

6

6

6

6

4



18th

+9/+4

+6

+6

+11

Mamodo focus

6

6

6

6

6

6

6

5

3

19th

+9/+4

+6

+6

+11


6

6

6

6

6

6

6

6

4

20th

+10/+5

+6

+6

+12

Mamodo focus, mamodo knowledge

6

6

6

6

6

6

6

6

6


Mamado: at first level, you gain a special companion that channels your spells called a mamodo that has d8 hit points per level and a eidolon base form.


Spellcasting: you prepare your spells in a spell book starting at each day and start with a spellbook that has all of your spells you know prepared, drawing upon the wizard/sorcerer spell list. Your spells can be centered around you or your mamodo


Mamado focus: at 2nd level chose a spell school. Your momado gains a +2 bonus to caster level with spells of that school. Also you may choose two spells of that school at 2nd level and every 2 levels thereafter. Reduce the level increase of those spells by 1 when modified with a meta magic feat


Mamodo knowledge: at 4th level and every 4 levels thereafter, you may add two new spells to your spellbook and your mamodo gains 4 evolution points and a +1 bonus to all ability scores

went for the skill focus of a bard for this class along with picking out a few different classes or concepts to give the class powers. Could do with more choices but for now, it's practically ready.

Larper


Role: serving a variety of rolls, they know many secrets to their roles and techniques


Alignment: any


Hit die: d8


Class skills:


Skill ranks: appraise, acrobatics, bluff, diplomacy, disguise, climb, craft, escape artist, intimadate, knowledge (nobility, local, nature), ride, handle animal, perception, sense motive, sleight of hand, stealth, use magic device


Skill ranks: 6+intelligence modifier


1st +0 +0 +2 +2 costume 1 — — — — —
2nd +1 +0 +3 +3 2 — — — — —
3rd +2 +1 +3 +3 costume 3 — — — — —
4th +3 +1 +4 +4 — 3 1 — — — —
5th +3 +1 +4 +4 4 2 — — — —
6th +4 +2 +5 +5 costume 4 3 — — — —
7th +5 +2 +5 +5 4 3 1 — — —
8th +6/+1 +2 +6 +6 4 4 2 — — —
9th +6/+1 +3 +6 +6 costume 5 4 3 — — —
10th +7/+2 +3 +7 +7 5 4 3 1 — —
11th +8/+3 +3 +7 +7 5 4 4 2 — —
12th +9/+4 +4 +8 +8 costume 5 5 4 3 — —
13th +9/+4 +4 +8 +8 — 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 costume 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 — 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 costume 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 5 5 5 5 5 5


Spellcasting: a larper casts spells as a bard of their level drawing upon the bard and skald spell list


Costume: at 1st level and third level and every three levels thereafter, a larper gains a new costume and improves upon an old one with various benefits


Thief: 1st benefit: you gain a rogue’s sneak attack and four bonus skill ranks per level 2nd benefit: you gain a bonus on cmb and cmd to your intelligence and dexterity modifer and add your intelligence modifer to initiative 3rd benefit: you gain rogue talents as a rogue of your level


Fighter: 1st benefit: you gain a +4 bonus to attack and damage rolls. 2nd benefit: you may use heavy armor and shields without penalty 3rd benefit: you gain a +4 bonus to physical ability scores and all saving throws


Mage: 1st benefit: you gain the benefits of using the wizard and sorcerer spell list in addition to the bard/skald spell list 2nd benefit: you gain spell resistance equal to your level plus 6 and a +6 bonus on checks to penetrate spell resistance. 3rd benefit: you gain a +4 bonus to all mental abiliuty scores and skill checks


Priest: 1st benefit: you gain a +2 bonus to saving throws. 2nd benefit: you may channel energy as a cleric of your level and draw a number of spells from the cleric/oracle spell list equal to your wisdom modifer. 3rd benefit: you gain a +5 bonus to saving throws and attack and damage rolls


Paladin: 1st benefit: you gain benefits of a paladin’s lay on hands, mercies, divine grace and dvine bound as a paladin of your level. 2nd benefit: gain access to two cleric domains. 3rd benefit: gain a +10 bonus to attack and damage rolls


Bard: 1st benefit: you gain a bard’s inspire competence and bardic performance 2nd benefit: you gain a +5 bonus to all skill checks. 3rd benefit: you gain access to all of a bard’s modifiers to bardic performance as a bard

In addition to one other class, this is one of the 1st classes I completed so it's one of the most fleshed out of them all apart from various mechanic tweaks to it. Tried a mix of summoner and druid to flesh out the meat and bones of the class

Digimon tamer (forging a bond with your digivice and digimon)


Alignment: any but tends towards lawful or good


Skill ranks: 6+intelligence modifier


Class skills are climb, swim, knowledge (local), knowledge (history), knowledge (planes), handle animal, ride, heal, knowledge (geography), perception, survival



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells Per Day

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+2

+0

+2

Digimon companion, domains

3

1

















2nd

+1

+3

+0

+3


4

2

















3rd

+2

+3

+1

+3


4

2

1















4th

+3

+4

+1

+4

crest

4

3

2















5th

+3

+4

+1

+4

evolution

4

3

2

1













6th

+4

+5

+2

+5


4

3

3

2













7th

+5

+5

+2

+5


4

4

3

2

1











8th

+6/+1

+6

+2

+6


4

4

3

3

2











9th

+6/+1

+6

+3

+6


4

4

4

3

2

1









10th

+7/+2

+7

+3

+7

evolution

4

4

4

3

3

2









11th

+8/+3

+7

+3

+7


4

4

4

4

3

2

1







12th

+9/+4

+8

+4

+8


4

4

4

4

3

3

2







13th

+9/+4

+8

+4

+8


4

4

4

4

4

3

2

1





14th

+10/+5

+9

+4

+9


4

4

4

4

4

3

3

2





15th

+11/+6/+1

+9

+5

+9

evolution

4

4

4

4

4

4

3

2

1



16th

+12/+7/+2

+10

+5

+10


4

4

4

4

4

4

3

3

2



17th

+12/+7/+2

+10

+5

+10


4

4

4

4

4

4

4

3

2

1

18th

+13/+8/+3

+11

+6

+11


4

4

4

4

4

4

4

3

3

2

19th

+14/+9/+4

+11

+6

+11


4

4

4

4

4

4

4

4

3

3

20th

+15/+10/+5

+12

+6

+12


4

4

4

4

4

4

4

4

4

4


Weapon and armor proficiency: a digimon tamer is proficient in all simple weapons, light armor and shields


Spells: a digimon tamer stores their spells in a digivice with a set of cards they use as a focus for spells. A digimon tamer drawls spells from the druid spell list and uses charisma for their ability modifer for spellcasting


At 1st level, the digimon tamer gains an animal companion as a druid equal to their level with the following modifiers. The animal companion is treated as being a native outsider and it’s saves are all good. It is treated as an intelligent creature with an intelligence, wisdom and charisma score of 16. The digimon tamer also may choose from two cleric or animal or terrain domains to use


At 4th level, the user can infuse their animal companion with a crest, increasing their companion’s ability scores by 2 each for up to a number of rounds equal to their character level. Depending on the crest chosen, apply the following effect: courage: animal companion is immune to fear effects, knowledge: animal companion gains two bonus feats. Love: companion gains a immunity to enchantment effects. Friendship: animal companion gains a +10 bonus to speed. Realiability: companion gains a bonus to saves equal to it’s charisma modifier sincerity: companion gains a +4 bonus to attack and damage rolls. Kindness: companion gains fast healing 5. Miracles: creature gains smite evil useable as a paladin of your digimon tamer level


At 5th level and every 5 levels after ending at 15, you may apply a 8 evolution points to your animal companion

went with the barbarian's saves and base attack bonuses to give this class some muscle, plus added some powers you get as time goes on. Could do with a bit more powers to choose from but at the rate the class gains powers, it's not much of an issue for low levels.

Conduit (developing various mutant and supernatural powers for your own ends)


Alignment: any but tends towards chaotic


Skill ranks: 4+ intelligence modifer


Skill ranks: appraise, acrobatics, climb, swim, perception, knowledge (local, arcana, religion), ride, handle animal, use magic device, spellcraft, fly



1st

+1

+2

+0

+0

Energy weapon, conduit powers

2nd

+2

+3

+0

+0


3rd

+3

+3

+1

+1


4th

+4

+4

+1

+1

Conduit powers

5th

+5

+4

+1

+1


6th

+6/+1

+5

+2

+2


7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2

Conduit powers

9th

+9/+4

+6

+3

+3


10th

+10/+5

+7

+3

+3


11th

+11/+6/+1

+7

+3

+3


12th

+12/+7/+2

+8

+4

+4

Conduit powers

13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4


15th

+15/+10/+5

+9

+5

+5


16th

+16/+11/+6/+1

+10

+5

+5

Conduit power

17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6


19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6



Energy weapon: starting at 1st level, a conduit can manifest a weapon made out of energy they are proficient with that deals a appropriate damage die of energy damage plus adds a +1 bonus of the conduit’s choice every two levels


Powers: at 1st level, 4th level and every 4 levels thereafter, a conduit gains a special power and improves upon an old one


-lightning manipulation: 1st benefit: a conduit gains shocking grasp as a spell like ability useable three times per day and electricity resistance ten. 2nd benefit: a conduit increases their resistance by 20 and heals d12 damage when hit by electricity damage. 3rd level: a conduit gains electricity immunity and may use shocking grasp and lightnbing bolt at will


-fire manipulation: 1st benefit: a conduit gains burning hands as a spell like ability three times per day and fire resistance 10. 2nd benefit: a conduit improves their resistance by 15 and deals 2d6 fire damage with each attack they make 3rd benefit: a conduit gains immunity to fire, the burn special ability and enemies within 10 feet of them take d8 fire damage


-cold manipulation: 1st bnefit: a conduit gains snowball as a spell like ability three times per day and cold resistance 10. 2nd benefit: a conduit improves their resistance by 20 and dr 5/-magic and bludgeoning 3rd benefit: a conduit gains immunity to cold and dr 5/-

went with a brawler's focus on melee unarmed combat with the omnitrix adding different forms that tweaked a character's abilities and appearance. Perhaps I could have added more choices or have each of the forms it gives gain powers as the character increases in level.

Omnitrix bearer


Alignment: any


Hit die: d10


Class skills: swim, climb, acrobatics, perception,m sense motive, knowledge: arcana, knowledge: local, knowledge: history, knowledge: planes, fly


Skill ranks per level: 4+intelligence modifer



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Damage

Special

1st

+1

+2

+2

+0

1d6

Brawler’s cunning, martial flexibility, martial training, unarmed strike translation, omnitrix

2nd

+2

+3

+3

+0

1d6

Bonus combat feat, brawler’s flurry (Two-Weapon Fighting)

3rd

+3

+3

+3

+1

1d6

Maneuver training 1

4th

+4

+4

+4

+1

1d8

AC bonus +1,

5th

+5

+4

+4

+1

1d8

Bonus combat feat, close weapon mastery

6th

+6/+1

+5

+5

+2

1d8

Martial flexibility (swift action)

7th

+7/+2

+5

+5

+2

1d8

Maneuver training 2

8th

+8/+3

+6

+6

+2

1d10

Bonus combat feat, brawler’s flurry (Improved Two-Weapon Fighting)

9th

+9/+4

+6

+6

+3

1d10

AC Bonus +2,

10th

+10/+5

+7

+7

+3

1d10

Martial flexibility (free action),

11th

+11/+6/+1

+7

+7

+3

1d10

Bonus combat feat, Maneuver training 3

12th

+12/+7/+2

+8

+8

+4

2d6

martial flexibility (immediate action)

13th

+13/+8/+3

+8

+8

+4

2d6

AC bonus +3

14th

+14/+9/+4

+9

+9

+4

2d6

Bonus combat feat

15th

+15/+10/+5

+9

+9

+5

2d6

Brawler’s flurry (Greater Two-Weapon Fighting), Maneuver training 4

16th

+16/+11/+6/+1

+10

+10

+5

2d8


17th

+17/+12/+7/+2

+10

+10

+5

2d8

Bonus combat feat,

18th

+18/+13/+8/+3

+11

+11

+6

2d8

AC bonus +4

19th

+19/+14/+9/+4

+11

+11

+6

2d8

Maneuver training 5

20th

+20/+15/+10/+5

+12

+12

+6

2d10

Bonus combat feat,


Weapon and armor profiency: a omnitrix bearer is profienct in simple and martial weapons along with light or medium armor but not with shields


Unarmed combat: a omnitrix bearer has an unarmed strike as a brawler of their level


Translation: a omnitrix bearer can understand a spoken language and be understood as per the spell tongues


Forms: up to a number of rounds per day equal to 100 times their intelligence modifer, a omnitrix bearer can change into a form listed below


-four arms: +4 bonus to strength and constitution, two extra arms, +2 natural armor bonus, unarmed strike damage die increases by 2 sizes


-rip jaws: +2 bonus to dexterity and constitution, can breathe air and water, swim speed 60 feet, bite attack that deals d10 damage and ignores hardness


-wildmut: +4 bonus to strength and dexterity, scent ability, blind sense 60 feet, climb speed 30 feet, two claw attacks that deal d4 damage and a bite attack that deals d6 damage


-diamondhead: +4 bonus to constitution, unarmed strikes are treated as admantine, bludgeoning, piercing and slashing, dr 10/adamantine, is a crystalline creature


-wildvine: +2 bonus to dexterity and constitution, plant traits, +10 to reach, 6 sporepods that function as alchemist bombs per level


-big chill: +4 bonus to charisma, darkvision 60 feet, no breath trait, resist cold 10, can become incorpreal for one round as a swift action


-swampfire: regeneration 5/acid, resist fire 10, stench ability, may create a line of fire that deals 2d6 damage


-xlr8: fast movement, land speed 50 feet, can mobe on liquids with no penalty


-ditto: once per round, can split into a copy of yourself that doubles your hit points but combines the total between all duplicates


-armadrillo: burrow speed 30 feet, +4 bonus to strength, unarmed strike increases by 2 sizes


-heatblast: fly speed 30 feet, d8 fire damage with attacks, resist fire 15

went with a monster themed class on a whim. Like the one above and the last 5 or so, adding this class was a spur of the moment thing. Might need a bit of an overhaul but I can't decide which way I want to go with it

Daywalker (vampire/lycanthrope/entothrope/dragon class)


Alignment: any


Hit die: d10


Class skills: acrobatics, perception, fly, appraise, knowledge: nobility, knowledge: nature, swim, stealth, survival

Skill points per level: 2+intelligence modifer



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+0

focus

2nd

+2

+3

+3

+0


3rd

+3

+3

+3

+1

focus

4th

+4

+4

+4

+1


5th

+5

+4

+4

+1


6th

+6/+1

+5

+5

+2

focus

7th

+7/+2

+5

+5

+2


8th

+8/+3

+6

+6

+2


9th

+9/+4

+6

+6

+3

focus

10th

+10/+5

+7

+7

+3


11th

+11/+6/+1

+7

+7

+3


12th

+12/+7/+2

+8

+8

+4

focus

13th

+13/+8/+3

+8

+8

+4


14th

+14/+9/+4

+9

+9

+4


15th

+15/+10/+5

+9

+9

+5

focus

16th

+16/+11/+6/+1

+10

+10

+5


17th

+17/+12/+7/+2

+10

+10

+5


18th

+18/+13/+8/+3

+11

+11

+6

focus

19th

+19/+14/+9/+4

+11

+11

+6


20th

+20/+15/+10/+5

+12

+12

+6



Weapon and armor profiency: a daywalker is profienct in all simple and martial weapons and light or medium armor


Focus: a day walker draws their power from a specific form of powerful dark creature. Depending on that focus, they gain some benefits. At 3rd level and every 3 levels thereafter, they gain an additional focus


-vampire: moroi: blood drain attack that deals d4 constituion damage and heals 5 hit points for each point damaged. At 5th level, gain dr 5/wood and piercing and fast healing 5. At 10th level, increase the dr and fast healing to 10


-mummy: gain a constant fear effect on yourself. At 5th level, gain dr 5/- at 10th level gain immunity to sneak attacks and critical hits


-werewolf: two claw attacks and a bite attack that deal d6 damage. At 5th level, gain the scent ability and dark vision 120 feet. At 10th level, gain dr 10/silver and magic


-red dragon: resist fire 10, two claw attacks and bite attack that deal d8 damae at 5th level, gain darkvision 120 feet and a +2 natural armor bonus. At 10th level increase fire resistance to 20 and gain immunity to sleep and paralysis effects


-green dragon: resist acid 10 two claw attacks that deal d6 damage. At 5th level, gain a +4 bonus to intelligence and charisma and a +2 natural armor bonus. At 10th level, acid resistance increases to 20 and you gain a gore attack that deals d10 damage


-sea hag: can breathe air and water and two claw attacks that deal d8 damage. At 5th level, ain the benefits of the water witch pact and at 10th level, gain spell resistance equal to your level plus 6

decided to make this class like the 4th edition dnd warlock and feel like the idea works pretty well, apart from minor tweaks to the concept and mechanics.

Binder (using the abilities of various mystical beings known as patrons of all sorts of notable personalities)


Alignment: any but tends towards neutral


Skill ranks: 6+ intelligence modifer


Skills: knowledge (religion, planes, history, arcana) spellcraft, use magic device, appraise, perception, sense motive


Hit die: d6



1st

+0

+0

+0

+2

Pact, curse, prime shot patron spells,

3

1

















2nd

+1

+0

+0

+3


4

2

















3rd

+1

+1

+1

+3


4

2

1















4th

+2

+1

+1

+4


4

3

2















5th

+2

+1

+1

+4


4

3

2

1













6th

+3

+2

+2

+5


4

3

3

2













7th

+3

+2

+2

+5


4

4

3

2

1











8th

+4

+2

+2

+6


4

4

3

3

2











9th

+4

+3

+3

+6


4

4

4

3

2

1









10th

+5

+3

+3

+7


4

4

4

3

3

2









11th

+5

+3

+3

+7


4

4

4

4

3

2

1







12th

+6/+1

+4

+4

+8


4

4

4

4

3

3

2







13th

+6/+1

+4

+4

+8


4

4

4

4

4

3

2

1





14th

+7/+2

+4

+4

+9


4

4

4

4

4

3

3

2





15th

+7/+2

+5

+5

+9


4

4

4

4

4

4

3

2

1



16th

+8/+3

+5

+5

+10


4

4

4

4

4

4

3

3

2



17th

+8/+3

+5

+5

+10


4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11


4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11


4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12


4

4

4

4

4

4

4

4

4

4



A binder can use simple and martial weapons and can wear light armor and light shields without it interfering with spell casting


A binder draws upon the witch’s spell list for casting spells


Pacts: a bind makes pacts with various entities, drawing upon their power for various abilities. This function works as a witch’s pact but may change as the binder prepares spells for that day. Furthermore, a binder with a pact gains a bonus on saving throws equal to their intelligence modifer


Vestiege: a binder gains a spectral ally that modifies their spells and is chosen when they prepare spells each day


-tikial: gain fast healing equal to your charisma modifer and area spells you cast don’t affect allies


-king eldes: gain a bonus on checks to identify spells and penetrate spell resistance equal to your intelligence modifier


-prince naveem: spells enhance with a meta magic feat have their level modifer reduced by 2


-accerak: gain a +2 bonus to caster level, charisma and intelligence


Prime shot: when you are the closet creature to your attack target, you gain a +2 bonus to the attack and damage roll


Eldritch blast: at 1st level, a binder may create a blast of force energy that deals d8 damage for every 4 levels they have


Curse: when a binder hits an opponent with a spell, they may curse the target. Once per round when they hit the target, they take d8 extra damage for every 4 levels the binder has. When a binder slays an opponent under their curse, they may choose the following benefit that their vestiege also enhances. Teleport 15 feet, heal d10 hit points, gain a +1 bonus on a roll of their choice, deal d12 damage to an enemy

a concept class that needs a fair bit of an overhaul, it lets you customize, your character's abilities in various ways.

Videot (using the abilities of various shows, and computer and video games)


Alignment: any


Hit die: d10


Skill ranks: 8+ modifer


Skills: appraise, diplomacy, intimadate, bluff, perception, acrobatics, spellcraft, use magic device, knowledge (history, nobility, arcana, planes), survival, ride, handle animal, heal, stealth, swim, climb,



1st

+1

+2

+2

+0

Videot talent

2nd

+2

+3

+3

+0

Videot talent

3rd

+3

+3

+3

+1

Videot talent

4th

+4

+4

+4

+1

Videot talent

5th

+5

+4

+4

+1

Videot talent

6th

+6/+1

+5

+5

+2

Videot talent

7th

+7/+2

+5

+5

+2

Videot talent

8th

+8/+3

+6

+6

+2

Videot talent

9th

+9/+4

+6

+6

+3

Videot talent

10th

+10/+5

+7

+7

+3

Videot talent

11th

+11/+6/+1

+7

+7

+3

Videot talent

12th

+12/+7/+2

+8

+8

+4

Videot talent

13th

+13/+8/+3

+8

+8

+4

Videot talent

14th

+14/+9/+4

+9

+9

+4

Videot talent

15th

+15/+10/+5

+9

+9

+5

Videot talent

16th

+16/+11/+6/+1

+10

+10

+5

Videot talent

17th

+17/+12/+7/+2

+10

+10

+5

Videot talent

18th

+18/+13/+8/+3

+11

+11

+6

Videot talent

19th

+19/+14/+9/+4

+11

+11

+6

Videot talent

20th

+20/+15/+10/+5

+12

+12

+6

Videot talent


Videot talent: at 1st level and every level thereafter, a videot may gain one talent or improve upon an old one


-double jump: +10 bonus on checks to jump, 2nd bonus: is always treated as having a running start when jumping


-magic: gain a number of spells equal to double your charisma modifer from any spell list for every 2 levels, one level of spells is gained. At 2nd level, you may choose one set of spells from a different type of magic. 3rd benefit: you gain the benefits from a different type of magic


-water breathing: can breathe air and water 2nd benefit: swim speed 30 feet. 3rd benefit: is no longer affected by water pressure


-flight: 1st benefit: you gain a fly speed of 30 feet. 2nd benefit: your fly speed increases to 60 feet and good manuverability


-beast companion: 1st benefit: you gain an animal companion as a druid of your level 2nd benefit: your animal companion gains a +4 bonus to all ability scores


-sneaky: 1st benefit: you gain training in stealth, disable device, bluff, disguise and sleight of hand, 2nd benefit: you gain sneak atack as a rogue of your level 3rd benefit: you gain rogue talents and advanced rogue talents as a rogue of your level


-hale and hearty: 1st benefit: gain a +4 bonus on saves against fear, poison and disease effects. 2nd benefit: gain a +4 bonus on saves against curse effects and gain a +4 bonus on saving throws. 3rd benefit: gain immunity to fear, poison and disease effects

went with a paladin's stat table to set up the class which would have provided some problems with the spell list, which I manaed to work around. Needs a slight bit of fleshing out but is otherwise fully ready

Valkyrie (magic using mounted warrior)


Alignment: any but tends towards extremes such as lawful good or chaotic evil


Skill ranks: 4+intelligence modifer


Skills: Ride, handle animal, survival, knowledge (nature, planes, religion), perception, heal, sense motive,


Hit die: d10



1st

+1

+2

+0

+2

Aura detect alignment smite 1/da, mounty









2nd

+2

+3

+0

+3










3rd

+3

+3

+1

+3

Aura of courage,









4th

+4

+4

+1

+4

squire smite 2/day

0







5th

+5

+4

+1

+4


1







6th

+6/+1

+5

+2

+5


1







7th

+7/+2

+5

+2

+5

smite 3/day

1

0





8th

+8/+3

+6

+2

+6

Aura of resolve

1

1





9th

+9/+4

+6

+3

+6


2

1





10th

+10/+5

+7

+3

+7

Smite 4/day

2

1

0



11th

+11/+6/+1

+7

+3

+7

Aura of justice

2

1

1



12th

+12/+7/+2

+8

+4

+8


2

2

1



13th

+13/+8/+3

+8

+4

+8

Smite 5/day

3

2

1

0

14th

+14/+9/+4

+9

+4

+9

Aura of faith

3

2

1

1

15th

+15/+10/+5

+9

+5

+9


3

2

2

1

16th

+16/+11/+6/+1

+10

+5

+10

Smite 6/day

3

3

2

1

17th

+17/+12/+7/+2

+10

+5

+10

Aura of righteousness

4

3

2

1

18th

+18/+13/+8/+3

+11

+6

+11


4

3

2

2

19th

+19/+14/+9/+4

+11

+6

+11

Smite 7/day

4

3

3

2

20th

+20/+15/+10/+5

+12

+6

+12

Holy champion

4

4

3

3


Mount: at 1st level, a valkyrie, gains a special mount useable as a steed selected from the animal companions list. At 9th level, your animal companion gains a fly speed of 60 feet (good manuverability) if it hasn’t already


Smite good or evil: you gain smite, good, evil, law or chaos depending on your alignment


Spellcasting: a valkayrie casts spells from the paladin spell list along with a number of sorcerer/wizard spells with two spell levels per every 1 spell level of paladin spells they can cast using their charisma modifer


Sacred aura: at 3rd level, a valkyrie gains a bonus on saving throws equal to their charisma modifer and grants others that bonus as well.


Leadership: at 4th level, you gain squire as a bonus feat


Aura of courage, aura of health: as a paladin of your level


Sacred paragon: at 20th level, you can use your smite ability at will, dr 10/ your oppositional alignment, magic and cold iron and your spells function as if maximized and extended

The 1st class I ever did, it may need some work to give a coherrent feel to it, but other than that, it is fully ready to go.

Card battler: (A class that uses all sorts of cards for various spells and effects)


Alignment: any


Hit die: d6


Skill ranks: 4+ intelligence modifier


Skills: acrobats, athletics, diplomacy, knowledge plane, knowledge arcana, knowledge nature, perception, spellcraft, use magic device


Level 1: base attack bonus +0 fortitude save +0 reflex save +2 will save +2, spell talismin, card battler school, familar spells per day: 0: 3 1: 1 2, 3, 4, 5, 6, 7, 8 9


Level 2: base attack bonus +1 fortitude save +0 reflex save +3 will save: +3 spells per day: 0: 4 1: 2, 2, 3, 4, 5, 6, 7, 8 9



Level 3: base attack bonus: +1 fortitude save +1 reflex save: +3 will save: +3 spells per day: 0: 4 1: 2, 2: 1 3, 4, 5, 6, 7, 8 9


Level 4: base attack bonus: +2 fortitude save: +1 reflex save: +4 will save: +4 spells per day: 0: 4 1: 3 2: 2 3, 4, 5, 6, 7, 8 9


Level 5: base attack bonus: +2 fortitude save: +1 reflex save: +4 will save: +4 spells per day: 0: 4 1: 3 2: 2 3: 1 4, 5, 6, 7, 8 9


Level 6: base attack bonus: +3 fortitude save: +2 reflex save: +5 will save: +5 spells per day: 0: 4 1: 3 2: 3 3: 2 4, 5, 6, 7, 8 9


Level 7: base attack bonus,: +3 fortitude save: +2 reflex save: +5 will save: +5 spells per day: 0: 4 1: 4 2: 3 3: 2 4: 1 5, 6, 7, 8 9


Level 8: base attack bonus: +4 fortitude save: +2 reflex save: +6 will save: +6 spells per day: 0: 4 1: 4 2: 3 3: 3 4: 2 5, 6, 7, 8 9


Level 9: base attack bonus: +4 fortitude save: +3 reflex save: +6 will save: +6 spells per day: 0: 4 1: 4 2: 4 3: 3 4: 2 5: 1 6, 7, 8 9


Level 10: base attack bonus: +5 fortitude save: +3 reflex save: +7 will save: +7 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 2 6: 1 7, 8 9


Level 11: base attack bonus: +5 fortitude save: +3 reflex save: +7 will save: +7 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 2 6: 1 7, 8 9


Level 12: base attack bonus: +6/1 fortitude save: +4 reflex save: +8 will save: +8 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 3 6: 2 7, 8 9


Level 13: base attack bonus: +6/1 fortitude save: +4 reflex save: +8 will save: +8 spells per day: 0: 4 1: 4 2, 3: 4 4: 4 5: 3 6: 2 7: 1 8 9


Level 14: base attack bonus: +7/2 fortitude save: +4 reflex save: +9 will save: +9 spells per day: 0: 4 1: 4 2: 4 3: 4 : 4: 4 5: 3 6: 3 7: 2 8 9


Level 15: base attack bonus: +7/2 fortitude save: +5 reflex save: +9 will save: +9 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 2 8: 1 9


Level 16: base attack bonus: +8/3 fortitude save: +5 reflex save: +10 will save: +10 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 3 8: 2 9


Level 17: base attack bonus: +8/3 fortitude save: +5 reflex save: +10 will save: +10 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 3 8: 2 9: 1


Level 18: base attack bonus: +9/4 fortitude save: +6 reflex save: +11 will save: +11 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 3 8: 3 9: 2


Level 19: base attack bonus: +9/4 fortitude save: +6 reflex save: +11 will save: +11 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 4 8: 3 9: 3


Level 20: base attack bonus: +10/5 fortitude save: +6 reflex save: +12 will save: +12 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 4 8: 4 9: 4


-weapon and armor proficiency: a card battler is proficient with all simple weapons as well as long swords, crossbows, short swords, throwing axes, hand axes, hammers and picks. A card battler can wear light armor but not medium or heavy armor as that interferes with their spellcasting. They are not proficient with shields


-spellcasting: a card battler stores spells in their spirit talisman, which can store a number of spells of each level plus an extra number of spells based on the card battler’s chosen school’s ability modifier. At 5th level, the talisman becomes a magic item and can store an extra spell per level that the card battler can swap out with a prepared spell. At 10th level, the talisman becomes an intelligent magic item with a unique form and set of extra abilities. A card battler draws their spells from the cleric/oracle spell list


-types of spell talismins


-ring: grants the user a +1 bonus to saving throws, at 5th level grants the user spells of the abjuration school as bonus spells. At 10th level grants the user and allies within thirty feet a +2 bonus to ac and saves


-tome: +2 bonus to all knowledge checks, at 5th level grants the user spells of the divination school as bonus spells. At 10th level grants the user a focus of divination spells that increase the spell’s caster level by 1


-orb: +3 bonus to hit points, at 5th level grants the user spells of the necromancy school as bonus spells. At 10th level, enemies within 30 feet of the orb, have their ac and saves take a -1 penalty


-staff: grants the user +2 bonus to diplomacy, bluff and intimadate checks, at 5th level grants the user spells of the conjuration school. At 10th level: all conjuration spells have their durations extended by two incriments


-rod: grants the user a +2 bonus to disguise, stealth and sleight of hand checks, at 5th level grants the user spells of the transmutation school, at 10th level: user gains a +1 bonus to all ability scores


-amulet: grants the user a +1 bonus to touch AC, at 5th level grants the user spells of the illusion school. At 10th level: grants the user +5 bonus to bluff and stealth checks


-headband: grants user a +5 bonus to speed, at 5th level grants the user spells of the air school. At 10th level: the user gains a fly speed 30 feet (good manuverability)


-crown: grants the user two skill points, at 5th level, grants the user spells of the universalist school, at 10th level user gains two meta magic feats


-belt: grants the user a +2 bonus to cmb and cmd, at 5th level grants the user spells of the earth school, at 10th level user gains a saving throw and attack of oppurtunity to avoid being tripped or forcibly moved


-weapon: grants the user a +1 bonus to attack rolls. At 5th level grants the user spells of the evocation school. At 10th level: all spells and attacks the user deals have the damage deal 1 point of damage per die


-familiar: a spellcaster can have a familiar that they form a bond with as per the wizard class feature


-Card battler schools: a card battler gains a specific focus on cards with various different effects and ability preferences


-sports trading cards: ability score: strength: 1st level: once per day, the user can increase one of their own ability scores by 2 for a number of rounds equal to their strength modifier plus 3. 4th level: the user adds bull’s strength, cat’s grace and bear’s endurance to list of spells known. At 20th level: the user gains an immunity to ability score damage, does not take penalties due to aging and automatically confirms any critical hit


-playing cards: ability score: dexterity: 1st level: once per day for a number of times equal to their dexterity modifier plus 3, the user can choose to reroll they made or against them but must take the new result, even if it’s worse, at 4th level: the user add’s cat’s grace, extended weapon of faith and extended summon monster 1. At 20th level each time the user rolls a critical threat, natural twenty or natural one, they may choose to treat it as a automatic success and gain a +2 bonus to all die rolls for one hour. Multiple uses of this trait do not stack but they do extend the duration


-pokemon cards: ability score: constitution: at 1st level, any time the user casts a spell of the conjuration (summoning), it is treated as being under the augment summoning feat and the duration is extended by 2 incriments. At 4th level, the user’s conjuration (summonning) abilities are treated as being cast under the extend spell feat and enhanced by one of the following spells: resist energy, magic weapon, shield


-duel monsters: ability score: charisma: at 1st level, for a number of times per day equal to the user’s charisma score plus 3, when the user cast’s a spell, it is empowered by shadow realm energies, increasing damage die rolls by 1 or penalities by 2 or if affecting allies, increasing damage healed by 1 die roll or bonuses by 2 for the duration of the spell. At 4th level the user adds the following spells to their spell list, summon monster 2, extended darkness, extended detect thoughts, at 20th level, you master the shadow realm and gain immunity to death effects, aging, have your summoning spells treated as being enhanced with one template of your choice at the time of the summoning


-tarot cards: ability score: wisdom: at first level once per day, when you cast a divination spell, you can use your deck as a focus, causing the spell to take half the time. At 4th level, all your divination spells are treated as being two caster levels higher. At 20th level the user can never be surprised, is treated as being under haste constantly and once per day may treat one die roll as a natural twenty


-magic the gathering cards: ability score: intelligence: at first level, you add a number of sorcerer wizard spells equal to your intelligence modifier to your list of spells you can prepare for each level at 4th level, when using a spell of the elemental school, you can treat the spell as being cast as two caster levels higher, at 20th level, you master the elements and gain resist 15 acid, cold, fire and electricity and all spells of the elemental subschool you cast are treated as being maximized and extended


-roleplaying game character cards: ability score: all: at 1st level at the start of the day when you prepare spells, you can choose one ability score. That is the score you use for spell checks and all spell related abilities and you gain a +2 bonus to rolls involving that score. At 4th level, you gain a +1 bonus to all ability scores, saves, attack rolls, damage rolls and ac. At 20th level, you master the die and gain a knuckle bone of fickle fortune

Based this class on one I saw in the dand wiki. Likely needs more of the features added in but is effectively ready for low level play.

Pokearmor warrior (A class that focuses on using various techniques based on pokemon types and moves with other abilities related to sonny computer game ability list, kirby powers, mario power ups yugioh types, digimon types, dungeons and dragons 5e terrains and type list, and neopet abilities)


Alignment: any but tends towards good


Skill ranks: 4+intelligence modifer


Heal, handle animal, ride, perception, survival, knowledge (geography, dungeoneering local), sense motive, bluff, diplomacy, climb, swim, acrobathcs


Hit die: d10


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st 2nd 3rd 4th
1st +1 +2 +2 +0 trick — — — —
2nd +2 +3 +3 +0 trick — — — —
3rd +3 +3 +3 +1 1st favored terrain — — — —
4th +4 +4 +4 +1 Hunter’s bond, trick 0 — — —
5th +5 +4 +4 +1 1 — — —
6th +6/+1 +5 +5 +2 trick 1 — — —
7th +7/+2 +5 +5 +2 Woodland stride 1 0 — —
8th +8/+3 +6 +6 +2 trick 2nd favored terrain 1 1 — —
9th +9/+4 +6 +6 +3 Evasion 2 1 — —
10th +10/+5 +7 +7 +3 trick 2 1 0 —
11th +11/+6/+1 +7 +7 +3 1 1 —
12th +12/+7/+2 +8 +8 +4 trick 2 2 1 —
13th +13/+8/+3 +8 +8 +4 3rd favored terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 trick 3 2 1 1
15th +15/+10/+5 +9 +9 +5 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion, trick 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, trick 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 trick


At 1st level and 2nd level every 2 levels thereafter, a pokearmor warrior may focus on a specific ability, learning it’s secrets and gaining an extra spell to prepare


-fire type: resist fire 10 and burning hands as prepared spell


-ice type: resist cold 10 and snowball as prepared spell


-flying type: fly speed 30 feet (good manuverability) and gust of wind as prepared spell


-dragon type: +4 bonus to charisma and resist energy as prepared spell


-beam: +4 bonus to attacks with rays and magic missile as prepared spell


-spark: deal d4 electricity damage to adjacent foes and shocking grasp as prepared spell


-burningL deal d6 fire damage to adjacenet foes and fireball as prepared spell


-beast: speak with animals and mount as prepared spell


-animal: two claw attacks that deal d6 damage feet and magic fang


Spells: a pokearmor warrior draws spells from the ranger spell list and uses charisma to prepare spells.

Maybe adding some extra features and fleshing out old ones for this class to work but it does seem ready for low level play.

Warden: (combining martial and primal might and changing forms)


Alignment: any but tends towards neutral


Hit die d12


Skills: handle animal, knowledge (nature, geography, local dungeoneering), ride, heal, survival, perception, diplomacy, climb, swim, stealth


Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

5th

6th

1st

+0

+2

+2

+0

Font of life

1











2nd

+1

+3

+3

+0


2











3rd

+2

+3

+3

+1

aspect

3











4th

+3

+4

+4

+1


3

1









5th

+3

+4

+4

+1


4

2









6th

+4

+5

+5

+2

aspect

4

3









7th

+5

+5

+5

+2


4

3

1







8th

+6/+1

+6

+6

+2


4

4

2







9th

+6/+1

+6

+6

+3

aspect

5

4

3







10th

+7/+2

+7

+7

+3


5

4

3

1





11th

+8/+3

+7

+7

+3


5

4

4

2





12th

+9/+4

+8

+8

+4

aspect

5

5

4

3





13th

+9/+4

+8

+8

+4


5

5

4

3

1



14th

+10/+5

+9

+9

+4


5

5

4

4

2



15th

+11/+6/+1

+9

+9

+5

aspect

5

5

5

4

3



16th

+12/+7/+2

+10

+10

+5


5

5

5

4

3

1

17th

+12/+7/+2

+10

+10

+5


5

5

5

4

4

2

18th

+13/+8/+3

+11

+11

+6

aspect

5

5

5

5

4

3

19th

+14/+9/+4

+11

+11

+6


5

5

5

5

5

4

20th

+15/+10/+5

+12

+12

+6


5

5

5

5

5

5


Spellcasting: a warden draws spells from the hunter spell table


Font of life: a warden gains a bonus on all saving throws equal to their constitution modifer. When saving against an ongoing condition, a warden may roll twice on the saving throw and take the better result. If both results succeed, it counts as two saves


Aspect: once per day at 3rd level and every three levels thereafter, a warden may take on a specific aspect, gaining a set of bonuses per level along with set ability score bonuses for one hour per level


-aspect of the bear: +3 bonus to constitution and +1 to strength. Two claw attacks tat deal d6 damage


-aspect of the falcon: +3 bonus to dexterity and one to intelligence, fly speed 60 feet (good manuverability)


-aspect of the carp: swim speed 30 feet, can breathe air and water, +2 bonus to constitution and wisdom


-aspect of the elk: + 10 bonus to land speed, +2 bonus to strength and dexterity, gore attack that deals d8 damage


-aspect of the lion: +2 bonus to strength and charisma, two claw attacks and a bite attack that deal d6 damage


-aspect of the shark: +4 constitution, can breathe air and water, scent ability, bite attack that deals d8 damage

Due to a mix up, I thought this class was more completed than it actually was when I made a solid effort to complete the classes. I still got it done, but it does need some heavy work to it to fully complete it for all levels of play.

Mascot Clown (gaining various special powers based on your costume along with various magical dances, songs and physical attacks and various silly toon and clown items)


Alignment: any but tends towards chaotic


Skill ranks: 6+intelligence modifer



Level

BAB

Fort Save

Ref Save

Will Save

Special

Spells Per Day

1st

2nd

3rd

4th

5th

6th

1st

+0

+0

+2

+2

Mascot costume, performance focus bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1

1











2nd

+1

+0

+3

+3

Versatile performance, well-versed masterpiece

2











3rd

+2

+1

+3

+3

Inspire competence +2

3











4th

+3

+1

+4

+4

Toon up, masterpiece

3

1









5th

+3

+1

+4

+4

Inspire courage +2,

4

2









6th

+4

+2

+5

+5

Suggestion, versatile performance masterpiece

4

3









7th

+5

+2

+5

+5

Inspire competence +3

4

3

1







8th

+6/+1

+2

+6

+6

Dirge of doom master piece, toon up

4

4

2







9th

+6/+1

+3

+6

+6

Inspire greatness

5

4

3







10th

+7/+2

+3

+7

+7

Master piece versatile performance

5

4

3

1





11th

+8/+3

+3

+7

+7

Inspire competence +4, inspire courage +3,

5

4

4

2





12th

+9/+4

+4

+8

+8

Soothing performance toon up, masterpiece

5

5

4

3





13th

+9/+4

+4

+8

+8



5

5

4

3

1



14th

+10/+5

+4

+9

+9

Frightening tune, versatile performance masterpiece

5

5

4

4

2



15th

+11/+6/+1

+5

+9

+9

Inspire competence +5, inspire heroics

5

5

5

4

3



16th

+12/+7/+2

+5

+10

+10

Toon up, masterpiece

5

5

5

4

3

1

17th

+12/+7/+2

+5

+10

+10

Inspire courage +4,

5

5

5

4

4

2

18th

+13/+8/+3

+6

+11

+11

Mass suggestion, versatile performance masterpiece

5

5

5

5

4

3

19th

+14/+9/+4

+6

+11

+11

Inspire competence +6

5

5

5

5

5

4

20th

+15/+10/+5

+6

+12

+12

Deadly performance masterpiece

5

5

5

5

5

5


-bardic performance: a mascot clown gains a bardic performance feature as a bard of their level along with casting spells like a bard


-Mascot costume: a mascot clown gains a special set of heavy plate armor they can use with their spell casting. At 3rd level and every 3 levels there after it gains a +1 enhancement bonus


-performance: at 2nd level and every two levels thereafter, a mascot clown may gain access to one masterpiece of an appropriate level, treating it’s skill requirements as if they had them


-Performance focus: starting at 1st level, a mascot clown choses their performance to be modified in various ways


Pierrot: a mascot clown’s performance grants them and their allies dr/- equal to half your level and imposes a -2 penalty to attack and damge rolls for enemies


Mime: a mascot clown’s performance and spells are completely silent, granting allies a constant shield and mage armor effect


-toon up: at 4th level, a mascot clown gains dr 5/magic and may select on feature from the table below and every 4 levels thereafter. At 10th level, the dr changes to 10 and magic and you gain regeneration 5/acid at 15th level, your dr changes to 10/- and your regeneration increases to 10


Toon claws and maw: you gain a bite and claw attack that deal d6 damage plus double your strength modifer


Hypno toon: +4 bonus to charisma and save dc’s of enchanment spells

went with a mix of fighter and bard with this one. It feels fine to me for the most part, though it could do with a slight more focus and some features in my eyes.

Warlord


Hit die: d10


Skills: perform, ride, diplomacy, heal, intimadate, bluff, perception, ride, handle animal, acrobatics, climb, swim, knowledge (local, nobility, nature), survival


Skill ranks per level: 4+intelligence modifer



1st

+1

+2

+0

+0

Presence, inspiring word, tactical advice

2nd

+2

+3

+0

+0


3rd

+3

+3

+1

+1


4th

+4

+4

+1

+1


5th

+5

+4

+1

+1


6th

+6/+1

+5

+2

+2


7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2


9th

+9/+4

+6

+3

+3


10th

+10/+5

+7

+3

+3


11th

+11/+6/+1

+7

+3

+3


12th

+12/+7/+2

+8

+4

+4


13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4


15th

+15/+10/+5

+9

+5

+5


16th

+16/+11/+6/+1

+10

+5

+5


17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6


19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6



Tactical advice: a number of rounds per day, a warlord can grant all allies who can see or hear a bonus to initiative checks and attack rolls equal to her charisma modifier plus additional benefits depending on their presence


Presence: depending on the presence selected, additional benefits are granted to a warlords allies depending on their level. At 5th level and every 5 levels thereafter, allies may gain the benefits of a additional presence


-insightful: +4 bonus on initative checks and cmd


-inspiring: +10 bonus to speed +2 bonus to attack rolls


-baruva: rage effect and +2 bonus to attack and damage rolls


-tactical: allies gain a +5 bonus to cmb and cmd


Inspiring word: a number of times per day equal to their charisma modifer plus half their warlord level, a warlord can heal an ally for d6 damage per warlord level and grant them a attack that turn and allow them to move half their speed. At 4th level and every 4 levels thereafter, a warlord’s use of this ability grants one saving throw

a bit of a newer class, I did my best to try and play around with the concept as much as possible.

Animator


Hit die: d6


Skills: appraise, perception, perform, craft, bluff, diplomacy, intimadate, knowledge (local, nobility), heal, linguistics, perception, sleight of hand, stealth


Skill ranks per level 4+intelligence modifer



1st

+0

+0

+2

+2

creation

1











2nd

+1

+0

+3

+3

creation

2











3rd

+2

+1

+3

+3

creation

3











4th

+3

+1

+4

+4

Creation, school of animation

3

1









5th

+3

+1

+4

+4


4

2









6th

+4

+2

+5

+5

Creation, creation

4

3









7th

+5

+2

+5

+5


4

3

1







8th

+6/+1

+2

+6

+6

Creation, school of animation

4

4

2







9th

+6/+1

+3

+6

+6


5

4

3







10th

+7/+2

+3

+7

+7

Creation, world building

5

4

3

1





11th

+8/+3

+3

+7

+7


5

4

4

2





12th

+9/+4

+4

+8

+8

Creation, creation, school of animation, world building

5

5

4

3





13th

+9/+4

+4

+8

+8



5

5

4

3

1



14th

+10/+5

+4

+9

+9

Creation, world building

5

5

4

4

2



15th

+11/+6/+1

+5

+9

+9

creation

5

5

5

4

3



16th

+12/+7/+2

+5

+10

+10

Creation, world building, school of animation

5

5

5

4

3

1

17th

+12/+7/+2

+5

+10

+10


5

5

5

4

4

2

18th

+13/+8/+3

+6

+11

+11

Creation, world building

5

5

5

5

4

3

19th

+14/+9/+4

+6

+11

+11


5

5

5

5

5

4

20th

+15/+10/+5

+6

+12

+12

School of animation

5

5

5

5

5

5


Weapon and armor profiency: a animator is profienct in simple weapons and light armor


Spellcasting: a animator, cast spells as a bard of their level


Creation: a animator may have a summoner’s eidolon, animal companion or phantom chosen at 1st level that can’t be changed. At 2nd level and every 2 levels thereafter, a animator adds the summon monster and summon nature’s ally spells to their spell list At 3rd level and every three levels thereafter, a animator gains one bonus item crafting feat


World crafting: at 10th, 14th, 16th and 18th level, a animator adds mage’s sanctum, create lesser demiplane, create demiplane and create greater demiplane at the listed levels


-school of animation: at 4th level and every 4 levels thereafter, a animator choses a school of animation to focus on


Flash: +10 bonus to all forms of speed for you and your companion


Disney: +6 bonus on checks to penetrate spell resistance and +2 bonus to charisma


Classic: all your spells are modified by the silent and still spell feat


Cartoon: you gain fast healing 5 and see invisbility


Anime: you gain a number of bonus sorcerer/wizard spells for each level of spells you possess


Claymation: your animal companion gains a dr 5/- and fast healing 5


Puppets: gain a +5 bonus to perform checks along with gaining three bardic masterpieces

went with a psychic version of a hunter though it does need a bit of fine tuning to be fully ready as a whole. Also ran with the idea of using constitution for attacks.

Battlemind


Hit die: d10


Skills: perception, heal, spell craft, use magic device, intimidate, ride


Skill ranks: 2+intelligence modifer



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

5th

6th

1st

+0

+2

+2

+0

aspect

1











2nd

+1

+3

+3

+0


2











3rd

+2

+3

+3

+1

Aspect, iron body

3











4th

+3

+4

+4

+1


3

1









5th

+3

+4

+4

+1

Unshakeable confidence

4

2









6th

+4

+5

+5

+2

aspect

4

3









7th

+5

+5

+5

+2


4

3

1







8th

+6/+1

+6

+6

+2


4

4

2







9th

+6/+1

+6

+6

+3

aspect

5

4

3







10th

+7/+2

+7

+7

+3


5

4

3

1





11th

+8/+3

+7

+7

+3


5

4

4

2





12th

+9/+4

+8

+8

+4

aspect

5

5

4

3





13th

+9/+4

+8

+8

+4


5

5

4

3

1



14th

+10/+5

+9

+9

+4


5

5

4

4

2



15th

+11/+6/+1

+9

+9

+5

aspect

5

5

5

4

3



16th

+12/+7/+2

+10

+10

+5


5

5

5

4

3

1

17th

+12/+7/+2

+10

+10

+5


5

5

5

4

4

2

18th

+13/+8/+3

+11

+11

+6

aspect

5

5

5

5

4

3

19th

+14/+9/+4

+11

+11

+6


5

5

5

5

5

4

20th

+15/+10/+5

+12

+12

+6









Spellcasting: A battle mind casts spells as a psychic of their level


Aspect: at the start of 1st level, third level and every three levels thereafter, a battlemind can enter an aspect that grants them various abilities per level. These aspects last one round per level


-aspect of the dragon: at 1st level, you gain resist 5 fire and a +2 bonus to natural armor. At 5th level, you gain a 30 foot cone of fire breath weapon that deals d6 fire damage per two levels at 10th level, you gain an immunity to sleep and paralysis effects and gain a bite and two claw attacks that deal d8 damage


-aspect of abberation: at 1st level, you gain a tentacle attack with the grabe and constrict ability that deals d6 damage with each. At 5th level, you gain darkvision 120 feet and dr 5/- at 10th level, you gain spell resistance equal to your level plus 16


-aspect of the beast: at 1st level gain a bite attack and two claw attacks that deal d6 damage. At 5th level gain the scent ability and darkvision 60 feet. At 10th level gain a gore attack that deals d8 damage and gain low light vision. Your bite and claw attacks damage die increase by 2 sizes


-aspect of the oak: at 1st level, gain dr 5/slashing and a +2 bonus to natural armor. At 5th level gain fast healing 5 and increase your size by one step. At 10th level, change your dr to slashing and admantine and gain a +4 bonus to strength and constitution


Iron body: at 3rd level a battlemind adds their constitution modifer to ac and attack and damage rolls


Unshakeable confidence: at 5th level a batlemind gains a +3 bonus to will saves

Remembered 4th edition toying with the idea of getting powers from different skills in the 3rd player's handbook. Haven't gotten around to adding in the rest of the skills yet but I am exploring the concept of skills granting more powers with this class

Boyscout/girlscout (gaining special abilities based on various tiers or combinations of skill points along with various support abilities)


Alignment: any but tends towards good


Skills: appraise, acrobatics, climb, swim, knowledge (all), fly bluff, diplomacy, intimadate, heal, craft, perform, profession, diguise, disable device, sleight of hand, perception, escape artist, linguistics, sense motive, spellcraft, use magic device, stealth, ride, handle animal


Skill ranks: 8+intelligence modifer


Hit die: d8



1st

+0

+0

+2

+0

Scout talent

2nd

+1

+0

+3

+0

Scout talent

3rd

+2

+1

+3

+1


4th

+3

+1

+4

+1

Scout talent, merit badge

5th

+3

+1

+4

+1


6th

+4

+2

+5

+2

Scout talent

7th

+5

+2

+5

+2

Merit badge

8th

+6/+1

+2

+6

+2

Scout talent

9th

+6/+1

+3

+6

+3


10th

+7/+2

+3

+7

+3

Scout talent, merit badge

11th

+8/+3

+3

+7

+3


12th

+9/+4

+4

+8

+4

Scout talent

13th

+9/+4

+4

+8

+4

Merit badge

14th

+10/+5

+4

+9

+4

Scout talent

15th

+11/+6/+1

+5

+9

+5


16th

+12/+7/+2

+5

+10

+5

Merit badge, scout talent

17th

+12/+7/+2

+5

+10

+5


18th

+13/+8/+3

+6

+11

+6

Scout talent

19th

+14/+9/+4

+6

+11

+6

Merit badge

20th

+15/+10/+5

+6

+12

+6

Scout talent


Scount talents: At 1st level, 2nd level and every two levels thereafter, a boyscout can select a skill and gain a set of benefits depending on their training in that skill


-acrobatics: 5 ranks: +10 bonus to speed. 10 ranks: is always treated as having a running start when jumping and never takes falling damage. 20 ranks: +20 bonus to all forms of speed


-appraise: 5 ranks: +10 to checks to identify forgeries 10 ranks: can identify the most valuable item in a hoard as a swift action 20 ranks: reduces the costs of buying items by half and doubles the value of items sold and those are sold at full price


-bluff: 5 ranks: +5 bonus to charisma when lying. 10 ranks: charm person as spell like ability useable three times per day 20 ranks: charm monster and dominate person as spell like ability useable three times per day


-climb: 5 ranks: climb speed 30 feet 10 ranks: evasion and uncanny dodge. 20 ranks: improved evasion and uncanny dodge


-craft: 5 ranks: may make items in half the time. 10 ranks: treats craft feats as having taken them 20 ranks: makes items in quarter of the cost


-diplomacy: 5 ranks: +5 bonus on checks to improve attitude. 10 ranks: leadership, torchbearer, squire and recruits as bonus feat. 20 ranks: +20 bonus to leadership score


Merit badge: at 4th level and every three levels thereafter, a scout may select a badge that provides a set of benefits and gain a +1 morale bonus to all skill checks


-red badge of courage: +4 bonus on saves against fear effects and +2 bonus to attack rolls


-scouts honor badge: +4 bonus on will saves and +2 luck bonus to ac


-challenge the game badge: +2 bonus to die rolls and +2 luck bonus on saves

based it on the skald class and tried to flesh it out a bit though it does feel a bit like a class archetype rather than a full class to me.

Disco bandit


Alignment: any


Skills: acrobatics, perform, perception, sleight of hand, appraise, bluff, diplomacy, intimdate, acrobatics, climb, escape artist, sense motive, spellcraft, use magic device, swim,


Skill ranks: 6+intelligence modifer


Hit die: d8



1st

+0

+2

+0

+2

Bardic knowledge, cantrips, inspired rage +1 (+1 Str/dex/cha/Con), raging song, sneak attack d6

1











2nd

+1

+3

+0

+3


2











3rd

+2

+3

+1

+3


3











4th

+3

+4

+1

+4

Inspired rage +2, disco fever ( +2 str/dex/cha/con) sneak attack 2d6

3

1









5th

+3

+4

+1

+4

Evasion, uncanny dodge, dr 1/-

4

2









6th

+4

+5

+2

+5


4

3









7th

+5

+5

+2

+5

Disco fever (+3str/con/dex/cha), sneak attack 3d6

4

3

1







8th

+6/+1

+6

+2

+6


4

4

2







9th

+6/+1

+6

+3

+6


5

4

3







10th

+7/+2

+7

+3

+7

Improved evasion, improved uncanny dodge, disco fever (+4 stre/dex/con/cha), sneak attack 4d6, dr 2/-

5

4

3

1





11th

+8/+3

+7

+3

+7


5

4

4

2





12th

+9/+4

+8

+4

+8


5

5

4

3





13th

+9/+4

+8

+4

+8

Disco fever +5 dex/cha/con/str, sneak attack 5d6

5

5

4

3

1



14th

+10/+5

+9

+4

+9

spirit

5

5

4

4

2



15th

+11/+6/+1

+9

+5

+9

Dr 3/-

5

5

5

4

3



16th

+12/+7/+2

+10

+5

+10

Inspired rage +5 (+6 Str/Con/cha/dex), sneak attack 6d6

5

5

5

4

3

1

17th

+12/+7/+2

+10

+5

+10


5

5

5

4

4

2

18th

+13/+8/+3

+11

+6

+11


5

5

5

5

4

3

19th

+14/+9/+4

+11

+6

+11

Sneak attack 7d6, disco fever (+7 str/con/cha/dex)

5

5

5

5

5

4

20th

+15/+10/+5

+12

+6

+12

Dr 4/-

5

5

5

5

5

5


Disco fever: A number of rounds per day equal to their level plus their charisma modifer, a disco bandit can enter a rage that provides them and allies under their bardic performance, +1 bonus to dexterity, charisma, strength and constitution. At 4th level and every 4 levels thereafter, a disco bandit’s disco fever bonuses increase by 1


Sneak attack: at 1st level, third level and every three levels thereafter, a disco bandit may perform a sneak attack against a target denied their dexterity bonus


Dr: at 5th level and every 5 levels thereafter, you gain dr 1/-


Evasion: at 5th level you gain evasion and uncanny dodge. At 10th level, this increases to improved evasion and improved uncanny dodge


Spirit: at 14th level, when a disco bandit would be reduced to 0 hit points, they can make a fortitude saving throw to remain at one hit point

Focused on making this class as tanky as possible though a few features would flesh it out rather nicely.

Turtle summoner


Alignment: any


Skills: knowledge (arcana, nature, geography), handle animal, heal, spellcraft, use magic device, perception, ride


Skill ranks: 4+ intelligence modifer


Hit die: d8



1st

+0

+2

+0

+2

Shelled companion

3

1

















2nd

+1

+3

+0

+3


4

2

















3rd

+2

+3

+1

+3


4

2

1















4th

+3

+4

+1

+4

Dr adamantine 3, natural armor bonus +2

4

3

2















5th

+3

+4

+1

+4

Aquatic adaptation

4

3

2

1













6th

+4

+5

+2

+5


4

3

3

2













7th

+5

+5

+2

+5


4

4

3

2

1











8th

+6/+1

+6

+2

+6

Dr adamantine 6/natural armor bonus +4

4

4

3

3

2











9th

+6/+1

+6

+3

+6


4

4

4

3

2

1









10th

+7/+2

+7

+3

+7


4

4

4

3

3

2









11th

+8/+3

+7

+3

+7


4

4

4

4

3

2

1







12th

+9/+4

+8

+4

+8

Dr adamantine 9, natural armor bonus +6

4

4

4

4

3

3

2







13th

+9/+4

+8

+4

+8


4

4

4

4

4

3

2

1





14th

+10/+5

+9

+4

+9


4

4

4

4

4

3

3

2





15th

+11/+6/+1

+9

+5

+9


4

4

4

4

4

4

3

2

1



16th

+12/+7/+2

+10

+5

+10

Dr adamantin 12 , natural armor bonus +8

4

4

4

4

4

4

3

3

2



17th

+12/+7/+2

+10

+5

+10


4

4

4

4

4

4

4

3

2

1

18th

+13/+8/+3

+11

+6

+11


4

4

4

4

4

4

4

3

3

2

19th

+14/+9/+4

+11

+6

+11


4

4

4

4

4

4

4

4

3

3

20th

+15/+10/+5

+12

+6

+12

Dr adamantine 15/, natural armor bonus +10

4

4

4

4

4

4

4

4

4

4


Spellcasting: a turtle summoner casts spells as a druid of their level, not needing to prepare spells as a spontaneous caster


Shelled companion: a turtle summoner has an animal companion as a druid of their level with the following modifiers. Natural armor bonus is +3 higher and speed is reduced by 10 feet if speed is thirty or higher or 5 feet if 20 or lower


Steelskin: once per round a turtle summoner can enhance a healing spell causing it to heal d12 damage instead of the usual die amount and grant a +6 natural armor bonus for d6 rounds. This ability can be used a number of times per day equal to a turtle summoner’s wisdom modifer plus half their level


At 4th level and every 4 levels thereafter, a turtle summoner gains a +2 bonus to natural armor and dr 3/admantine


At 5th level, a turtle summoner gains a swim speed of 30 feet and can breathe air and water

Felt like this one went rather well despite being worked on later. The last feature got left blank since I wasn't likely to use it in my own campaign, though I could add it in later when I get my current work focus done.

Pokemon trainer


Alignment: any but tends towards extremes such as chaotic good or lawful evil


Skills: swim, climb, perception, ride, handle animal, heal, acrobatics, appraise, diplomacy, knowledge (nature, geography, history, local, nobility), sense motive, bluff, stealth, survival


Skill ranks: 6+ intelligence modifer


Hit die: d8



1st

+0

+0

+2

+0

Starter pokemon, catch

2nd

+1

+0

+3

+0

Power boost

3rd

+2

+1

+3

+1


4th

+3

+1

+4

+1

Starter pokemon, catch

5th

+3

+1

+4

+1

Power boost

6th

+4

+2

+5

+2

Gym badge/victory symbol

7th

+5

+2

+5

+2


8th

+6/+1

+2

+6

+2

Starter pokemon, catch, gym badge/victory symbol, power boost

9th

+6/+1

+3

+6

+3


10th

+7/+2

+3

+7

+3

Gym badge/victory symbol

11th

+8/+3

+3

+7

+3

Catch, power boost

12th

+9/+4

+4

+8

+4

Gym badge/victory symbol, starter pokemon

13th

+9/+4

+4

+8

+4


14th

+10/+5

+4

+9

+4

Gym badge/victory symbol, power boost, catch

15th

+11/+6/+1

+5

+9

+5


16th

+12/+7/+2

+5

+10

+5

Gym badge/victory symbol, starter pokemon

17th

+12/+7/+2

+5

+10

+5

Power boost, catch

18th

+13/+8/+3

+6

+11

+6

Victory symbol/gym badge

19th

+14/+9/+4

+6

+11

+6


20th

+15/+10/+5

+6

+12

+6

Victory symbol/gym badge, starter pokemon, catch, power boost


Starter pokemon: at 1st level, a pokemon trainer selects from the animal companion, eidolon or phantom list and at 4th level and every 4 levels thereafter, they chose again from that list


Catch: at 1st level and every 3 levels thereafter, a pokemon trainer may encourage a creature to join them provided it is a non native outsider or a animal or vermin creature of intelligence 2 or lower


Power boost: at 2nd level and every three levels thereafter, a pokemon trainer can grant their creature companion a +4 bonus to all ability scores for d8 rounds


Victory symbol: at 6th level and every 2 levels thereafter, a pokemon trainer gains either a gym badge or a frontier symbol. A gym badge grants each of their creatures a special trait and ability while a frontier symbol grants a pokemon trainer the use of a partciular skill

Not really satisfied with this one as I can't think of the devil fruits and their own powers and quirks to be fully used in a way that isn't a minor one off feature.

Devil fruit user


Alignment: any


Skills: perception, appraise, climb, acrobatics, diplomacy, disguise, escape artist, fly, handle animal, knowledge (local, nobility, nature, geography history), perception, sense motive,, sleight of hand, stealth, survival


Skill ranks: 6+ intelligence modifer


Hit die: d10



1st

+0

+0

+2

+0

Devil fruit, roukishi

2nd

+1

+0

+3

+0


3rd

+2

+1

+3

+1

roukishi

4th

+3

+1

+4

+1


5th

+3

+1

+4

+1


6th

+4

+2

+5

+2

Roukishi haki

7th

+5

+2

+5

+2


8th

+6/+1

+2

+6

+2


9th

+6/+1

+3

+6

+3

Roukishi, haki

10th

+7/+2

+3

+7

+3


11th

+8/+3

+3

+7

+3


12th

+9/+4

+4

+8

+4

Roukishi, haki

13th

+9/+4

+4

+8

+4


14th

+10/+5

+4

+9

+4


15th

+11/+6/+1

+5

+9

+5

Roukishi, haki

16th

+12/+7/+2

+5

+10

+5


17th

+12/+7/+2

+5

+10

+5


18th

+13/+8/+3

+6

+11

+6

Roukishi, haki

19th

+14/+9/+4

+6

+11

+6


20th

+15/+10/+5

+6

+12

+6



Devil fruit: starting at 1st level, a devil fruit user selects a devil fruit from the list below, gaining it’s abilities


-gumo gumo no mi: dr 5/slashing, improved unarmed strike as a bonus feat


-baku baku no mi: bite attack that deals d12 damage, fabricate as a extraordinary ability useable at will


-suke suke no mi: invisbility or silent image as spell like ability useable a number of times per day equal to level


-kobu kobu no mi: leadership as bonus feat and bonus to leadership score equal to your level times your charisma modifer


-mane mane no mi: can copy any race’s exact humanoid form at will


-bane bane no mi: +20 on checks to jump and may jump from surface to surface, when charing or moving.


-inu inu no mi model: jackal: bite attack that deals d8 damage, treats hot climates as one degree lower


-tori tori no mi: model eagle: fly speed 30 feet (good), two claw attacks that deal d6 damage


-hito hito no mi: you are treated as both a animal or human for effects related to both. Gain the stats of an animal companion with 3d6s for your mental ability scores and natural attacks


-mogu mogu no mi: dig speed 60 feet and two claw attacks that deal d8 damage


-mera mera no mi: burn ability with all melee attacks and any opponent who strikes in melee


-moku moku no mi: constant spectral hand and dr 5/magic


Haki: At 6th level and every three levels thereafter, a devil fruit user gains a set of bonuses depending on their haki type


-kenbushoku haki: 1st level: detect magic, 2nd level: darkvision 120 feet and low light vision 3rd level: see in darkness 4th level: arcane sight and see invisbility 5th level: foresight and true sight


-bushoku haki: 1st level: attacks are treated as magic. 2nd level: attacks are treated as cold iron, silver and adamantine 3rd level: attacks are treated as epic 4th level: attacks damage die increases by 2 sizes 5th level: attacks ignore regeneration, dr, spell resistance, hardness and armor bonuses


-haoshoku haki: 1st level: speak with animals 2nd level: knock enemies unconcious who fail a will save


Rokugan: at 1st level, third level and every three levels thereater, a devil fruit user may gain the benefits of one of the rokugan traits


-geppo: 1st benefit: +10 bonus to checks to jump and is always treated as having a running start when jumping 2nd: fly speed 30 feet (good maneuverability)


-tekkai: 1st benefit: gain a +5 bonus to melee attack and damage rolls 2nd benefit: dr 10/adamantine 3rd benefit: dr 5/-


-shigan: 1st benefit: as a touch attack you may deal d4 damage per character level. 2nd benefit: the damage die of this ability increases by two sizes. 3rd benefit: the ability functions as if affected by spectral hand


-ranyaku: 1st benefit: your melee attacks also deal 2d6 slashing damage 2nd benefit: the damage caused by this ability deals 2d3 bleed damage 3rd benefit: the damage caused by this ability ignore hardness


-soru: 1st benefit: +15 bonus to all forms of speed 2nd benefit: you are invisible while moving 3rd level +30 bonus to all forms of speed


-kami-e: 1st benefit: +4 bonus to dodge ac 2nd benefit: squeeze ability 3rd benefit: +5 bonus to dexterity and reflex saves


-rokuogan: once per day deal d12 damage per level to one opponent in a adjacent square. You take 6 damage per level upon using this ability

Mostly satisfied with this one though feel like I could tweak some aspects of it to be better.

Toa


Alignment: any good or neutral alignment


Skills: acrobatics, appraise, bluff, climb, diplomacy, disguise, escape artist, fly, heal, knowledge (local, nobility, history, religion, arcana), linguistics, perception, ride, sense motive, stealth, swim, survival


Skill ranks: 6+ intelligence modifer


Hit die: d12



1st

+1

+2

+0

+2

Toa tool, great mask, elemental power









2nd

+2

+3

+0

+3










3rd

+3

+3

+1

+3

Great mask









4th

+4

+4

+1

+4


0







5th

+5

+4

+1

+4


1







6th

+6/+1

+5

+2

+5

Great mask

1







7th

+7/+2

+5

+2

+5


1

0





8th

+8/+3

+6

+2

+6


1

1





9th

+9/+4

+6

+3

+6

Great mask

2

1





10th

+10/+5

+7

+3

+7


2

1

0



11th

+11/+6/+1

+7

+3

+7


2

1

1



12th

+12/+7/+2

+8

+4

+8

Great mask

2

2

1



13th

+13/+8/+3

+8

+4

+8


3

2

1

0

14th

+14/+9/+4

+9

+4

+9


3

2

1

1

15th

+15/+10/+5

+9

+5

+9

Great mask

3

2

2

1

16th

+16/+11/+6/+1

+10

+5

+10


3

3

2

1

17th

+17/+12/+7/+2

+10

+5

+10


4

3

2

1

18th

+18/+13/+8/+3

+11

+6

+11

Great mask

4

3

2

2

19th

+19/+14/+9/+4

+11

+6

+11


4

3

3

2

20th

+20/+15/+10/+5

+12

+6

+12


4

4

3

3


Elemental power: starting at 1st level, a toa selects an element that provides a set of benefits and abilities for themselves


-fire: adds spells of the fire descriptor to their spell list, resist fire 20


-water: adds spells of the water descriptor to their spell list. Swim speed 30 feet


-air: adds spells of the wind descriptor to their spell list. Fly speed 30 feet (good manuverability)


-stone: adds spells of the earth descriptor to their spell list. +10 bonus to land speed


-earth: adds the deep earth sorcerer bloodline to themselves. Burrow speed 30 feet


-ice: adds the ice domain to themselves resist cold 20


-light: adds spells from the paladin spell list. Can shed bright natural sunlight at will in a 60 feet radius


-jungle: adds spells on the druid spell list to their spell list climb speed 30 feet


-iron: adds the metal wizard school abilities to self. +4 bonus to armor


-sonics: casts spells as a bard in addition to spell casting. Resist sonic 20


-psionics: casts spells as a psychic and +6 bonus to will saves


-gravity: is always treated as having a running start when jumping and ignores carrying capacity and armor check penalty


-plasma: adds the fire sorcerer bloodline to their spell list. Resist electricity 20


-vo: adds the stormborn bloodline to their spell list resist electricity 20


-fa: adds the electricity domain to their spell list. Can’t be directionally confused


-bo: verdant sorcerer bloodline. Can cast spells of the wood descriptor


Great mask: starting at 1st level and every three levels thereafter, a toa gains a special mask that grants a set of benefits listed in it’s entry


-great mask of strength: +6 bonus to strength for a number of rounds equal to double level


-great mask of water breathing: can breathe air and water


-great mask of shielding: constant shield effect


-great mask of x-ray vision: constant x-ray vision effect


-great mask of concealment: +15 bonus to stealth checks


-great mask of translation: constant true speech and understands all written and spoken languages


-great mask of night vision: see in darkness trait


Great mask of flight: fly speed 60 feet (good manuverability)


Toa tool: a toa’s armor and weapons are treated as magic items. At 2nd level and every 2 levels thereafter, your armor and weapons gain a +1 enhancement bonus

Part of some classes I added at the last minute, this one likely needs more features that I can likely add in later. Also plan to flesh out the possible companions a bit more.

Construct crafter



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

5th

6th

1st

+0

+0

+0

+2

Construct companion

1











2nd

+1

+0

+0

+3


2











3rd

+2

+1

+1

+3


3











4th

+3

+1

+1

+4


3

1









5th

+3

+1

+1

+4


4

2









6th

+4

+2

+2

+5

Craft construct, bonus craft feats

4

3









7th

+5

+2

+2

+5


4

3

1







8th

+6/+1

+2

+2

+6

Rapid crafting

4

4

2







9th

+6/+1

+3

+3

+6


5

4

3







10th

+7/+2

+3

+3

+7

Construct mastery

5

4

3

1





11th

+8/+3

+3

+3

+7


5

4

4

2





12th

+9/+4

+4

+4

+8

Rapid crafting

5

5

4

3





13th

+9/+4

+4

+4

+8


5

5

4

3

1



14th

+10/+5

+4

+4

+9


5

5

4

4

2



15th

+11/+6/+1

+5

+5

+9

Crafting mastery

5

5

5

4

3



16th

+12/+7/+2

+5

+5

+10

Speed crafting

5

5

5

4

3

1

17th

+12/+7/+2

+5

+5

+10


5

5

5

4

4

2

18th

+13/+8/+3

+6

+6

+11


5

5

5

5

4

3

19th

+14/+9/+4

+6

+6

+11


5

5

5

5

5

4

20th

+15/+10/+5

+6

+6

+12

Speed crafting, construct mastery

5

5

5

5

5

5


Weapon and armor profiency: a construct crafter is profienct in simple and martial weapons. They can’t wear armor or use shields


Spellcasting: a construct crafter casts spells as a sorcerer wizard with a number of bonus 7th, 8th and 9th level spells equal to double their inteligence modifer


At 1st level, a construct crafter gains a construct companion that function as a animated object of their level with a number of construct points equal to a summoner’s eidolon


At 6th level, a construct crafter gains craft construct as a bonus feat alongside 2 craft feats


At 8th level and every 4 levels thereafter, a construct crafter chooses one type of construct. They may decrease the crafting time and necessary materials by half


At 10th level and every 5 levels thereafter, a construct may choose one form of construct such as a stone golem. They master all the necessary skill checks and feats to create that type of construct

like the ones in the last minute additions, I plan on heavily fleshing out this in the future and already have some ideas for it. 1st on that list is giving the class some teeth other than spells to fight with.

Master builder



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Great building, crafting mastery

3

1

















2nd

+1

+0

+0

+3



4

2

















3rd

+1

+1

+1

+3

relic

4

2

1















4th

+2

+1

+1

+4

Meta mastery

4

3

2















5th

+2

+1

+1

+4


4

3

2

1













6th

+3

+2

+2

+5

relic

4

3

3

2













7th

+3

+2

+2

+5



4

4

3

2

1











8th

+4

+2

+2

+6

Meta mastery

4

4

3

3

2











9th

+4

+3

+3

+6

relic

4

4

4

3

2

1









10th

+5

+3

+3

+7

Craft mastery

4

4

4

3

3

2









11th

+5

+3

+3

+7



4

4

4

4

3

2

1







12th

+6/+1

+4

+4

+8

Relic, meta mastery

4

4

4

4

3

3

2







13th

+6/+1

+4

+4

+8



4

4

4

4

4

3

2

1





14th

+7/+2

+4

+4

+9



4

4

4

4

4

3

3

2





15th

+7/+2

+5

+5

+9

relic

4

4

4

4

4

4

3

2

1



16th

+8/+3

+5

+5

+10

Meta mastery

4

4

4

4

4

4

3

3

2



17th

+8/+3

+5

+5

+10



4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11

relic

4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11



4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12

Meta mastery

4

4

4

4

4

4

4

4

4

4


Weapon and armor profiency: a master builder is profienct in simple weapons and cast spells with light armor and shields


Spellcasting: a master builder casts spells as a sorcerer/wizard


Great building: a master builder is treated as having all craft feats and training in all craft skills


Meta master: at 4th level and every 4 levels thereafter, a master buolder chooses a school of magic. That school of magic’s spells have their level modifier reduced by 2 when enhanced with a metamagic spell


Relic mastery: at 3rd level and every three levels thereafter, a master builder creates a relic from the list below with the following benefits


Craft mastery: at 10th level, a master bulder can create things in half the time

a technology focused class, I already have some plans to flesh it out starting with more fighting and defensive options to choose from.

Robotecher



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Tech mastery

3

1

















2nd

+1

+0

+0

+3

Tech effects

4

2

















3rd

+1

+1

+1

+3



4

2

1















4th

+2

+1

+1

+4

Robot companion

4

3

2















5th

+2

+1

+1

+4


4

3

2

1













6th

+3

+2

+2

+5



4

3

3

2













7th

+3

+2

+2

+5



4

4

3

2

1











8th

+4

+2

+2

+6



4

4

3

3

2











9th

+4

+3

+3

+6



4

4

4

3

2

1









10th

+5

+3

+3

+7


4

4

4

3

3

2









11th

+5

+3

+3

+7



4

4

4

4

3

2

1







12th

+6/+1

+4

+4

+8



4

4

4

4

3

3

2







13th

+6/+1

+4

+4

+8



4

4

4

4

4

3

2

1





14th

+7/+2

+4

+4

+9



4

4

4

4

4

3

3

2





15th

+7/+2

+5

+5

+9


4

4

4

4

4

4

3

2

1



16th

+8/+3

+5

+5

+10



4

4

4

4

4

4

3

3

2



17th

+8/+3

+5

+5

+10



4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11



4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11



4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12


4

4

4

4

4

4

4

4

4

4


Weapon and armor profiency: a robotecher is profienct in light and medium armor with their spellcasting and can use simple and martial weapons


spellcasting a robotecher casts spells as a wizard and treats their spells as psychic spells


At 1st level, a robotecher is treated as having profiency in technology enough to treat all skill checks related to it as having a dc 5 lower than normal


At 2nd leverl a robotecher treats all magical effects tthey create as extraordinary abilities and treats all magic items they create as technological items


At 4th level, a robotecher gains a animal companion as a druid of their level but treats the animal companion as a construct

Likely needs some more features to fully flesh it out and I do have a few ideas on that front.

Monster hunter



1st

+1

+2

+2

+0

1st favored enemy, monster hunting









2nd

+2

+3

+3

+0










3rd

+3

+3

+3

+1

1st favored terrain









4th

+4

+4

+4

+1

Hunter’s bond

0







5th

+5

+4

+4

+1

2nd favored enemy

1







6th

+6/+1

+5

+5

+2


1







7th

+7/+2

+5

+5

+2


1

0





8th

+8/+3

+6

+6

+2

2nd favored terrain

1

1





9th

+9/+4

+6

+6

+3


2

1





10th

+10/+5

+7

+7

+3

3rd favored enemy,

2

1

0



11th

+11/+6/+1

+7

+7

+3


2

1

1



12th

+12/+7/+2

+8

+8

+4


2

2

1



13th

+13/+8/+3

+8

+8

+4

3rd favored terrain

3

2

1

0

14th

+14/+9/+4

+9

+9

+4


3

2

1

1

15th

+15/+10/+5

+9

+9

+5

4th favored enemy

3

2

2

1

16th

+16/+11/+6/+1

+10

+10

+5


3

3

2

1

17th

+17/+12/+7/+2

+10

+10

+5


4

3

2

1

18th

+18/+13/+8/+3

+11

+11

+6

4th favored terrain,

4

3

2

2

19th

+19/+14/+9/+4

+11

+11

+6


4

3

3

2

20th

+20/+15/+10/+5

+12

+12

+6

5th favored enemy,

4

4

3

3


-weapon and armor profiency: a monster hunter is profienct in light and medium armor and simple, martial and military weapons


-spellcasting: a monster hunter casts spells as a ranger of their level


-monster hunting: a monster hunting gains a +4 bonus on attack and damage rolls against undead, outsiders, abberants, oozes, dragons, beasts, magical beasts and giant vermin


-favored enemy: as a ranger of their level


-favored terrain: as a ranger of their level


-companions: a monster hunter must choose companions at 4th level

focusing on providing food for the group, I already have the concept I want locked done and just need the free time to finish it.

Gourmet hunter



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Harvest, cooking

2nd

+2

+3

+0

+0


3rd

+3

+3

+1

+1


4th

+4

+4

+1

+1

cooking

5th

+5

+4

+1

+1


6th

+6/+1

+5

+2

+2


7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2

cooking

9th

+9/+4

+6

+3

+3


10th

+10/+5

+7

+3

+3


11th

+11/+6/+1

+7

+3

+3


12th

+12/+7/+2

+8

+4

+4

cooking

13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4


15th

+15/+10/+5

+9

+5

+5


16th

+16/+11/+6/+1

+10

+5

+5

cooking

17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6


19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6

cooking


Weapon and armor profiency: a gourmet hunter is profienct in light and medium armor and simple, martial and military weapon


-expert cooking: at 1st level, when cooking food for the group a gourmet hunter’s meals grant a +1 bonus to all ability scores along with certain traits for 24 hours. At 4th level and every 4 levels thereafter, select a new trait and increase the ability score bonus by one


-speed boost: all forms of speed increase by +10


-armor grace: ignore check penalty and spellcasting restrictions on armor


-lucky: gain a +4 luck bonus on all rolls


-strong brew: +4 bonus to attack and damage rolls


-saver: gain a +5 bonus to saving throws


Harvest: a gourmet hunter is proffienct in making trophies out of slain enemies

Another one that needs some heavy editing, it focuses on dealing death to multiple foes at once. death knight



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

1st

+1

+2

+0

+2

Undead blade soul eater 1/day









2nd

+2

+3

+0

+3










3rd

+3

+3

+1

+3










4th

+4

+4

+1

+4

Soul eater 2/day

0







5th

+5

+4

+1

+4

Fortification 25%

1







6th

+6/+1

+5

+2

+5


1







7th

+7/+2

+5

+2

+5

Soul eater 3/day

1

0





8th

+8/+3

+6

+2

+6


1

1





9th

+9/+4

+6

+3

+6


2

1





10th

+10/+5

+7

+3

+7

Soul eater 4/day, fortification 50 %

2

1

0



11th

+11/+6/+1

+7

+3

+7


2

1

1



12th

+12/+7/+2

+8

+4

+8


2

2

1



13th

+13/+8/+3

+8

+4

+8

Soul eater 5/day,

3

2

1

0

14th

+14/+9/+4

+9

+4

+9


3

2

1

1

15th

+15/+10/+5

+9

+5

+9

Fortification: 75 %

3

2

2

1

16th

+16/+11/+6/+1

+10

+5

+10

Soul eater 6/day

3

3

2

1

17th

+17/+12/+7/+2

+10

+5

+10


4

3

2

1

18th

+18/+13/+8/+3

+11

+6

+11


4

3

2

2

19th

+19/+14/+9/+4

+11

+6

+11

Soul eater 7/day

4

3

3

2

20th

+20/+15/+10/+5

+12

+6

+12

fortification

4

4

3

3


Weapon and armor profiency: a death knight is profiency in simple, martial and military weapons, light, medium and heavy armor and shields


Spellcasting: a death knight casts spells as a paladin of their level


Undead blade: a death knight is treated as a undead creature and their melee attacks deal d4 negative energy damage to living creatures harmed by negative energy


Soul eater: once per day as a melee touch attack a death knight can deal d6 damage per level to a target they can touch and then deal damage to all other enemies in a 60 feet radius around that enemy equal to d4 damage per level


Fortification: at 5th level anf every 5 levels thereafter, a death knight gains a 25 percent chance to negate a critical hit or a sneak attack

Not sure how I did with this one but I tried to make a divine spell caster class that was heavily focused on a specific god. chosen



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Chosen, angelic nature

3

















2nd

+1

+0

+0

+3


4

















3rd

+2

+1

+1

+3


5

















4th

+3

+1

+1

+4


6

3















5th

+3

+1

+1

+4


6

4















6th

+4

+2

+2

+5

Angellic mystery

6

5

3













7th

+5

+2

+2

+5


6

6

4













8th

+6/+1

+2

+2

+6

Angellic wing

6

6

5

3











9th

+6/+1

+3

+3

+6


6

6

6

4











10th

+7/+2

+3

+3

+7


6

6

6

5

3









11th

+8/+3

+3

+3

+7


6

6

6

6

4









12th

+9/+4

+4

+4

+8

Angellic mystery

6

6

6

6

5

3







13th

+9/+4

+4

+4

+8


6

6

6

6

6

4







14th

+10/+5

+4

+4

+9


6

6

6

6

6

5

3





15th

+11/+6/+1

+5

+5

+9


6

6

6

6

6

6

4





16th

+12/+7/+2

+5

+5

+10


6

6

6

6

6

6

5

3



17th

+12/+7/+2

+5

+5

+10


6

6

6

6

6

6

6

4



18th

+13/+8/+3

+6

+6

+11

Angellic mystery

6

6

6

6

6

6

6

5

3

19th

+14/+9/+4

+6

+6

+11


6

6

6

6

6

6

6

6

4

20th

+15/+10/+5

+6

+6

+12


6

6

6

6

6

6

6

6

6


-weapon and armor profiency: a chosen is profienct in simple and martial weapons and profiency with light armor


-spellcasting: a chosen casts spells as a cleric/oracle


-chosen: a chosen choses two domains of their specific god and gains the powers of both domains along with their spells


-angellic nature: a chosen has a bonus on saving throws equal to their charisma modifer


-angellic mystery: at 6th level and every 6th levels thereafter, a chosen may choose one oracle mystery to add to their spell list


-angel wings: at 8th level a chosen gains a fly speed of 60 feet (good manuverability) and the see in darkness trait

remembered seeing the name in a comic book add for the rpg rifts and thought it sounded cool. Went for a type of futuristic paladin sort of vibe. Will add more features to it on my next pass.

Cyber knight



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

2nd

3rd

4th

1st

+1

+2

+0

+2

Smite construct 1/day









2nd

+2

+3

+0

+3










3rd

+3

+3

+1

+3










4th

+4

+4

+1

+4

Smite construct 2/day, tech blessing

0







5th

+5

+4

+1

+4


1







6th

+6/+1

+5

+2

+5


1







7th

+7/+2

+5

+2

+5

Smite construct 3/day

1

0





8th

+8/+3

+6

+2

+6

Tech blessing

1

1





9th

+9/+4

+6

+3

+6


2

1





10th

+10/+5

+7

+3

+7

Smite construct 4/day

2

1

0



11th

+11/+6/+1

+7

+3

+7


2

1

1



12th

+12/+7/+2

+8

+4

+8

Tech blessing

2

2

1



13th

+13/+8/+3

+8

+4

+8

Smite construct 5/day

3

2

1

0

14th

+14/+9/+4

+9

+4

+9


3

2

1

1

15th

+15/+10/+5

+9

+5

+9


3

2

2

1

16th

+16/+11/+6/+1

+10

+5

+10

Smite construct 6/day

3

3

2

1

17th

+17/+12/+7/+2

+10

+5

+10


4

3

2

1

18th

+18/+13/+8/+3

+11

+6

+11


4

3

2

2

19th

+19/+14/+9/+4

+11

+6

+11

Smite construct 7/day

4

3

3

2

20th

+20/+15/+10/+5

+12

+6

+12

Tech blessing

4

4

3

3


Weapon and armor profiency: a cyberknight is profienct in simple, martial and military weapons, all forms of armor and shields


Smite construct: as smite evil but only works on constructs


At 4th level and every 4th levels thereafter, a cyberknight gains a piece of technology that functions as a magic item and that can’t be dispelled


Spellcasting: a cyberknight casts spells as a paladin of their level


At 6th level a cyber knight gains a +5 bonus on saves against effects created by constructs or technology


Armor grace: at 8th level, a cyber knight ignores the check penalty for their armor and along with ignoring sped penalties it grants

Another 4th edition dnd psychic class, I didn't have much of an idea of where I should go with the class on my 1st two passes and do plant to try and get it right on my 3rd pass.

ardent



Level

BAB

Fort Save

Ref Save

Will Save

Special

Spells Per Day

1st

2nd

3rd

4th

5th

6th

1st

+0

+0

+2

+2

Soothing aura, power boost

1











2nd

+1

+0

+3

+3


2











3rd

+2

+1

+3

+3


3











4th

+3

+1

+4

+4



3

1









5th

+3

+1

+4

+4

influencer

4

2









6th

+4

+2

+5

+5


4

3









7th

+5

+2

+5

+5


4

3

1







8th

+6/+1

+2

+6

+6


4

4

2







9th

+6/+1

+3

+6

+6


5

4

3







10th

+7/+2

+3

+7

+7


5

4

3

1





11th

+8/+3

+3

+7

+7


5

4

4

2





12th

+9/+4

+4

+8

+8


5

5

4

3





13th

+9/+4

+4

+8

+8



5

5

4

3

1



14th

+10/+5

+4

+9

+9


5

5

4

4

2



15th

+11/+6/+1

+5

+9

+9


5

5

5

4

3



16th

+12/+7/+2

+5

+10

+10



5

5

5

4

3

1

17th

+12/+7/+2

+5

+10

+10


5

5

5

4

4

2

18th

+13/+8/+3

+6

+11

+11


5

5

5

5

4

3

19th

+14/+9/+4

+6

+11

+11


5

5

5

5

5

4

20th

+15/+10/+5

+6

+12

+12


5

5

5

5

5

5


Spellcasting: a arden casts spells as a psychic and may draw upon spells from the bard spell list


Weapon and armor profiency: a ardent is profienct in simple and martial weapons and light armor and shields


Presence: a ardent may shed bright light like a torch. This light acts as a bless/bane spell and the bonus/penalty is equal to their charisma modifer


Soothing aura: a ardent grants allies in their presence a bonus on saving throws equal to their charisma modify


Power boost: when you spend a power point to augment a psychic spell, all allies in your presence gain a +2 bonus to attack and damage rolls equal to half your level


At 5th level and every 5 levels thereafter, you gain a +4 bonus on checks made to influence others

the last class I have made, it is the one in most need of a tune up. It is intended to be a all physical class focused on versatility and different forms of sports. Definetely plan to tune this one up after I get the spell schools and spell lists done.

Athlete



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Damage

Special

1st

+1

+2

+2

+0

1d6

Brawler’s cunning, martial flexibility, martial training, unarmed strike core, fast movement, athletic strength

2nd

+2

+3

+3

+0

1d6

Bonus combat feat, brawler’s flurry (Two-Weapon Fighting)

3rd

+3

+3

+3

+1

1d6

Maneuver training 1

4th

+4

+4

+4

+1

1d8

AC bonus +1, knockout 1/day

5th

+5

+4

+4

+1

1d8

Bonus combat feat, brawler’s strike (magic), close weapon mastery armong strength

6th

+6/+1

+5

+5

+2

1d8

Martial flexibility (swift action)

7th

+7/+2

+5

+5

+2

1d8

Maneuver training 2

8th

+8/+3

+6

+6

+2

1d10

Bonus combat feat, brawler’s flurry (Improved Two-Weapon Fighting)

9th

+9/+4

+6

+6

+3

1d10

AC Bonus +2, brawler’s strike (cold iron and silver)

10th

+10/+5

+7

+7

+3

1d10

Martial flexibility (free action), knockout 2/day

11th

+11/+6/+1

+7

+7

+3

1d10

Bonus combat feat, Maneuver training 3

12th

+12/+7/+2

+8

+8

+4

2d6

Brawler’s strike (alignment), martial flexibility (immediate action)

13th

+13/+8/+3

+8

+8

+4

2d6

AC bonus +3

14th

+14/+9/+4

+9

+9

+4

2d6

Bonus combat feat

15th

+15/+10/+5

+9

+9

+5

2d6

Brawler’s flurry (Greater Two-Weapon Fighting), Maneuver training 4

16th

+16/+11/+6/+1

+10

+10

+5

2d8

Awesome blow, knockout 3/day

17th

+17/+12/+7/+2

+10

+10

+5

2d8

Bonus combat feat, brawler’s strike (adamantine)

18th

+18/+13/+8/+3

+11

+11

+6

2d8

AC bonus +4

19th

+19/+14/+9/+4

+11

+11

+6

2d8

Maneuver training 5

20th

+20/+15/+10/+5

+12

+12

+6

2d10

Bonus combat feat, improved awesome blow, martial flexibility (any number)


Weapon and armor profiency: an athlete is profienct in simple, martial and military weapons, light, medium, heavy armor, shields and tower shields


Athletic strength: at 1st level, a athlete adds their dexterity and constitution modifer to their attack and damage rolls


Unarmed strike: a athlete has an unarmed strike of a brawler of their level


Core: an athlete adds their strength modifer to their saving throws and ac


Fast movement: an athlete gains a +10 bonus to land speed


Armor power: an athlete reduces an armor’s check penalty by their strength modifer at 5th level
 
Last edited:
Death Knight has specific connotations in D&D. The reason you don't see it in Pathfinder or any other 3PP supplement is it was one of the few things that WotC set off to the side for themselves (Along with beholders, mind flayers, and a couple of others) as distinct IP of WotC. (You could get permissions just by writing in. It was more to catch those who really violated the SRD than anything they had planned to do)

I'd name it something else, since Death Knight brings to mind Lord Soth more than an armored death dealer.
 
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