User:Havvy/Farmer

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10:34 13	<HolisticHavvy>: Also, idea for a base class. You choose to know X amount of counters, strikes, boosts, ect. and then when refreshing, you choose that you refresh to have "3 Strikes, 1 counter, 2 boosts, and 1 rush" and then when you use a rush, you choose any rush from your known rushes list.
10:35 06	<HolisticHavvy>: A fluid class that calls for the right maneuver at the right time...
10:37 27	*** Seerow quit (Ping timeout) [email protected]
10:40 22	<Complete_Sublime>: Hmm, so like... sorcerer instead of wizard.
10:40 34	<Complete_Sublime>: With the whole list available, but refresh doesn't refresh everything?
10:40 45	<Complete_Sublime>: An/dor you only have X refreshed at once.
10:41 08	<HolisticHavvy>: Yeah, would need to be a single refresh mechanic.
10:41 22	<Complete_Sublime>: I am interested.
10:42 20	<HolisticHavvy>: Now I just need a theme to surround him with.
10:43 23	<Complete_Sublime>: Well, they seem spontaneously driven, and I had this idea I had nothing to use it on. "They channel the spirit of warriors, but can only fit X ghosts in at once." Binder-flavored initiators.
10:44 14	<HolisticHavvy>: That could work...move essence between the different maneuver types.
10:44 46	<HolisticHavvy>: So the Binder/Sorcerer/Initiator combo?
10:45 07	<Complete_Sublime>: Flavorwise anyway, yes.
10:45 54	<HolisticHavvy>: Main stats would be Dex, Str, and Cha.
10:46 21	<Complete_Sublime>: I agree, Cha seems right.
10:46 53	<HolisticHavvy>: I shall save this, and work upon it.
10:48 57	<HolisticHavvy>: For disciplines...Shadow Hand + Desert Wind + Surreptitious Bandit + Anima River + Dancing Goddess?
10:49 31	<Complete_Sublime>: You can either have that, or given how it channels spirits, say "pick X disciplines, these are your disciplines known".
10:49 57	<Complete_Sublime>: Gives them versitility over their brothers, though perhaps they have less disciplines accessable than normal.
10:50 04	<HolisticHavvy>: Well, the initiator side is that you are fluid in all actions.
10:50 28	<Complete_Sublime>: In that case there's a definate flavor, so yes, Dexy disciplines like those work.
10:50 41	<HolisticHavvy>: And, for example, one with Stone Dragon just doesn't feel like it fits.
10:51 11	<HolisticHavvy>: High Ref & Will?
10:51 29	<Complete_Sublime>: Also sounds right. Fluid grace and dealing with the supernatural.
10:51 31	<HolisticHavvy>: Ref = Fluid; Will = Ghosts
10:52 01	<HolisticHavvy>: Full BAB for being pure melee...
10:52 18	<Complete_Sublime>: d8s?
10:52 43	*** peepingjotz quit (Quit: http://www.mibbit.com ajax IRC Client) [email protected]
10:52 51	<HolisticHavvy>: Yeah, d8s works.
10:53 43	<HolisticHavvy>: Any of the sublime classes give a knowledge bonus yet?


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Author: Havvy (talk)
Date Created: June 13th, 2011
Status: 20%
Editing: Go ahead.
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Warbinder[edit]

<-general description->.

Making a Warbinder[edit]

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

Abilities: Charisma is the prime mental stat, allowing you to better channel the warrior ghosts of the past. Dexterity is needed for acting nimble, and strength makes your attacks more damaging.

Races: Elves, Dwarfs, Aboleths.

Alignment: Any, warriors venerate all alignments.

Starting Gold: YDZ×10 gp (<-average starting gold->)

Starting Age: As fighter

Table: The Warbinder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special EssentiaMoI ManeuversToB
Fort Ref Will Strikes Known Rushes Known Covers Known Boosts Known Other Maneuvers Known
1st +1 + + + <-class features gained at this level-> 1 3 1 1 1 1
2nd +2 + + + <-class features gained at this level-> 1 3 1 2 1 1
3rd +3 + + + <-class features gained at this level-> 2 3 1 2 1 1
4th +4 + + + <-class features gained at this level-> 2 3 1 2 2 1
5th +5 + + + <-class features gained at this level-> 2 3 1 2 2 1
6th +6 + + + <-class features gained at this level-> 3 3 2 2 2 1
7th +7 + + + <-class features gained at this level-> 3 3 2 2 2 1
8th +8 + + + <-class features gained at this level-> 3 4 2 2 2 1
9th +9 + + + <-class features gained at this level-> 4 4 2 2 2 1
10th +10 + + + <-class features gained at this level-> 4 4 2 2 2 2
11th +11 + + + <-class features gained at this level-> 4 4 2 2 2 2
12th +12 + + + <-class features gained at this level-> 5 4 2 3 2 2
13th +13 + + + <-class features gained at this level-> 5 4 2 3 2 2
14th +14 + + + <-class features gained at this level-> 5 4 2 3 3 2
15th +15 + + + <-class features gained at this level-> 6 4 2 3 3 2
16th +16 + + + <-class features gained at this level-> 6 4 3 3 3 2
17th +17 + + + <-class features gained at this level-> 6 4 3 3 3 2
18th +18 + + + <-class features gained at this level-> 7 5 3 3 3 2
19th +19 + + + <-class features gained at this level-> 7 5 3 3 3 2
20th +20 + + + <-class features gained at this level-> 8 5 3 3 3 3

Class Skills (4 + Int modifier per level.
Appraise (Int), Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Warbinder.

Weapon and Armor Proficiency: A warbinder is proficient with all simple and martial weapons along with light and medium armor.

Maneuvers: At every other level, you gain a new maneuver known from the <- Disciplines allowed to gain maneuvers from ->. You must meet a maneuver’s prerequisite to learn it. You add your full Warbinder levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.

<- Spiel over using essence for maneuvers readied ->

'Stances Known: At <- Levels giving a stance->, you learn a new martial stance from <- Disciplines allowed to gain stances from ->. You must meet a stance’s prerequisite to learn it.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels->

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

<-Lather, rinse...->

<-... repeat as necessary.->

<-Sample race of your choice-> Warbinder Starting Package[edit]

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

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

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

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

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

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

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

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

Campaign Information[edit]

Warbinders in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: The columns for boosts, counters, and rushes known may be switched around. The spirits bound to allow for maneuvers



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