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    Maverick
    Alignment: Any non-lawful.
    Hit Die: d8.
    Class Skills: The maverickís class skills (and the key ability for each skill) are Athletics (Str or Dex), Bargain (Cha), Build/Repair (Int), Chat (Cha), Creep (Dex), Deceive (Cha), Heist (Dex), Intimidate (Str or Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Tumble (Dex).
    Skill Points at 1st Level: (6 + Int modifier) x 4.
    Skill Points at Each Additional Level: 6 + Int modifier.
    Table: The Maverick
    Level Base Attack Bonus Fort Save Ref Save Will Save Special AC
    1st +0 +0 +2 +0 Jack of all trades, bonus feats +2
    2nd +1 +0 +3 +0 Evasion, extraordinary luck +3
    3rd +2 +1 +3 +1 Lucky 1/day, uncanny dodge +4
    4th +3 +1 +4 +1 Bonus feat, con job +2 +4
    5th +3 +1 +4 +1 Fast as lightning 2/day, skill focus +5
    6th +4 +2 +5 +2 Improved uncanny dodge +6
    7th +5 +2 +5 +2 Light-fingered +2 +6
    8th +6/+1 +2 +6 +2 Bonus feat, con job +4 +7
    9th +6/+1 +3 +6 +3 Fast as lightning 4/day, skill focus +8
    10th +7/+2 +3 +7 +3 Special ability +9
    11th +8/+3 +3 +7 +3 Lucky 2/day, light-fingered +4 +9
    12th +9/+4 +4 +8 +4 Bonus feat, con job +6 +10
    13th +9/+4 +4 +8 +4 Fast as lightning 6/day, skill focus +11
    14th +10/+5 +4 +9 +4 Special ability +11
    15th +11/+6/+1 +5 +9 +5 Light-fingered +6 +12
    16th +12/+7/+2 +5 +10 +5 Bonus feats, con job +8 +13
    17th +12/+7/+2 +5 +10 +5 Fast as lightning 8/day, skill focus +14
    18th +13/+8/+3 +6 +11 +6 Snake oil salesman +14
    19th +14/+9/+4 +6 +11 +6 Light-fingered +8, luck 3/day, special ability +15
    20th +15/+10/+5 +6 +12 +6 Bonus feats, con job +10 +16
    Class Features
    All the following are class features of the maverick.
    Weapon and Armor Proficiency: Mavericks are proficient with brawling weapons and small & large firearms.
    Jack of All Trades (Ex): Learning comes easy to mavericks. Mavericks receive 8 extra skill points at 1st level, 2 extra skill points every time you go up a class level and can attempt to use any skill untrained, even if it is normally a trained only skill.
    In addition, when a maverick gains this ability, choose one of your class skills. Mavericks gain a +3 class bonus to the chosen skill and you roll two dice, keeping the best result, whenever you attempt skill checks using that skill.
    Bonus Feats: At 1st level, mavericks get a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. Mavericks gained an additional bonus feat at 4th level and every four maverick levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats below. You must still meet all prerequisites for bonus feats, including ability score and base attack bonus minimums.
    Acrobatic, Agile, Alertness, Blind-Fight, Combat Expertise, Deceitful, Deft Hands, Diligent, Dodge, Gift of Tongues, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Investigator, Iron Will, Level Headed, Mobility, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Spring Attack, Stealthy, and Sucker Punch.
    These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the list of gunslinger bonus feats when choosing other feats not granted by this class ability.
    Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
    Extraordinary Luck (Su): At 2nd level, a maverick gains a bonus equal to her Charisma bonus (if any) on all saving throws.
    Lucky (Ex): Mavericks are incredibly lucky. Starting at 3rd level, he may re-roll any die roll once per day. This does not include die rolls made for leveling up, such as gaining a new hit die. At 11th level, you may make 2 re-rolls per day, and at 19th, you may make 3 re-rolls per day.
    Uncanny Dodge (Ex): At 3rd level, a maverick retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a maverick already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
    Con Job (Ex): Starting at 4th level, a maverick receive a +2 class bonus to Deceive checks. This bonus increases to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.
    Fast as Lightning (Ex): Starting at 5th level, twice per day, mavericks may take an extra attack or move action immediately after you act during the round. Mavericks do not have to declare the use of this ability until his normal turn has been resolved. They may do this four times per day at 9th level, six times per day at 13th level, and eight times per day at 17th level. You may never use this ability more than once per round.
    Skill Focus: At 5th level, the maverick gains the bonus feat Skill Focus. The maverick gains this feat again at 9th, 13th, and 17th level. This feat may only be applied to maverick class skills and he may not select the same skill twice.
    Improved Uncanny Dodge (Ex): At 6th level and higher, a maverick can no longer be flanked. This defense denies a scout the ability to sneak attack the maverick by flanking him, unless the attacker has at least four more scout levels than the target has maverick levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
    Light-Fingered (Ex): Upon reaching 7th level, the maverick receives a +2 bonus to any Build/Repair or Heist checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level,
    Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a maverick gains a special ability of her choice from among the following options.
    Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive rollóif she is denied her Dexterity bonus to AC, she canít use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogueís evasion ability does not apply to the defensive roll.
    Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
    Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
    Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    Slippery Mind (Ex)
    This ability represents the rogueís ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
    Sneak Attack
    A maverick with this ability is able to take advantage of ill-prepared opponents and strike at vital spots for extra damage. Any time the maverickís target is denied his Dexterity bonus to his armor class (such as when heís caught flat-footed or he has flanked him), the maverickís attack does an additional +3d6 points of damage. Ranged attacks count as sneak attacks only if the maverick is within 30 feet of her target. Beyond that distance, she canít strike with deadly accuracy,
    The maverick can only make a sneak attack against living creatures with discernible. Also any target immune to critical hits is immune to sneak attacks as well. The maverick must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He canít sneak attack while striking a target with concealment or striking the limbs of a creature whose vitals are beyond reach.
    Snake Oil Salesman (Ex): Once a maverick reaches 18th level, his tongue is so silver that he can get away with even the most outrageous lies. Once per day he can use this ability to force an NPC to make a Will save (DC 20 + the maverickís Cha modifier) or totally believe the lie. The GM may apply a modifier of up to + or -8, depending on how believe he feels the lie is. However, if the lie is demonstrably disproved, then the save is automatically succeeds.


    Gunslinger
    Alignment: Any.
    Hit Die: d10.
    Class Skills: The raiderís class skills (and the key ability for each skill) are Athletics (Str or Dex), Handle Animal (Wis), Intimidate (Str or Cha), Profession (Wis), Ride (Dex), Senses (Wis), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level: (2 + Int modifier) x 4.
    Skill Points at Each Additional Level: 2 + Int modifier.
    Table: The Gunslinger
    Level Base Attack Bonus Fort Save Ref Save Will Save Special AC
    1st +1 +2 +2 +2 True grit, bonus feat +0
    2nd +2 +3 +3 +3 Greased lightning +2 +1
    3rd +3 +3 +3 +3 Wing him 1/day +1
    4th +4 +4 +4 +4 Bonus feat, gut feeling (-10%) +2
    5th +5 +4 +4 +4 True killer 1/day +2
    6th +6/+1 +5 +5 +5 Greased lightning +3 +2
    7th +7/+2 +5 +5 +5 Deadly aim +1 +3
    8th +8/+3 +6 +6 +6 Bonus feat, gut feeling (-20%) +3
    9th +9/+4 +6 +6 +6 True killer 2/day +4
    10th +10/+5 +7 +7 +7 Greased lightning +4 +4
    11t +11/+6/+1 +7 +7 +7 Wing him 2/day, deadly aim +2 +4
    12th +12/+7/+2 +8 +8 +8 Bonus feat, gut feeling (-30%) +5
    13th +13/+8/+3 +8 +8 +8 True killer 3/day +5
    14th +14/+9/+4 +9 +9 +9 Greased lightning +5 +6
    15th +15/+10/+5 +9 +9 +9 Deadly aim +3 +6
    16th +16/+11/+6/+1 +10 +10 +10 Bonus feat, gut feeling (-40%) +6
    17th +17/+12/+7/+2 +10 +10 +10 True killer 4/day +7
    18th +18/+13/+8/+3 +11 +11 +11 Greased lightning +6 +7
    19th +19/+14/+9/+4 +11 +11 +11 Wing him 3/day, deadly aim +4 +8
    20th +20/+15/+10/+5 +12 +12 +12 Bonus feat, gut feeling (ignore) +8
    Class Features
    All the following are class features of the gunslinger.
    Weapon and Armor Proficiency: A Gunslinger is proficient with all simple weapons and small & large firearms. Raiders who wear heavy or medium armor lose the following class abilities: fast movement, endurance, uncanny dodge, improved uncanny dodge, quiet movement, woodland stride, and swift tracker.
    True Grit (Ex): You are able to shrug off things that would kill or incapacitate most folks. You are immune to fear effects, morale penalties, and you cannot be affected by the Intimidate skill unless the person using it is at least 4 levels (or HD) higher than you.
    In addition, when you gain this ability, choose one type of save: Fort, Ref, or Will. You gain a +2 class bonus to the chosen save and you roll two dice, keeping the best result, whenever you attempt saves of that type.
    Bonus Feats: At 1st level, you get a bonus gunslinger feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. You gain an additional bonus feat at 4th and every for gunslinger levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats below. You must still meet all prerequisites for bonus feats, including ability score and base attack bonus minimums.
    Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Good Cover, Good Shot, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Iron Gut, Iron Will, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Shot on the Run, Spirited Charge, Spring Attack, Toughness, Trample, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack
    These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the list of gunslinger bonus feats when choosing other feats not granted by this class ability.
    Greased Lightning (Ex): A gunslinger gets a +2 bonus to his Quick Draw roll a 2nd level and an additional +1 at 6th, 10th, 14th, and 18th. Quick draw doesnít normally require a roll except in duels (see below). Thatís when this bonus applies. The character who slaps leather first has a much better chance at surviving these deadly showdowns.
    Winged Him (Ex): Starting at 3rd level, once per day, you can convert a missed attack roll to a hit using this ability. Any hit dealt using ability automatically deals minimum damage. For example, a weapon that deals 2d10+6 damage would inflict 8 damage when hitting because of this ability. At 11th level, you can use this ability twice per day. At 19th level, you can use this ability three times per day.
    Gut Feeling (Ex): Some gunslingers acquire an amazing sense of their surroundings that lets them find their enemies even when those enemies are concealed or invisible. Starting at 4th level, any miss chance you suffer when attacking an enemy is reduced by 10%. This reduction increases to 20% at 8th level, 30% at 12th level, 40% at 16th level, and you are able to completely ignore miss chances at 20th level. This ability functions even if you are deafened or blinded.
    True Killer (Ex): Starting at 5th level, you may automatically convert a threat you score into a critical hit once per day without rolling to back it up. You may use this ability twice per day at 9th level, three times per day at 13th level, four times per day at 17th level.
    Deadly Aim (Ex): Upon reaching 7th level, choose one type of weapon. You can also choose unarmed strike. Your aim with the selected weapon is so deadly that your threat range with it is increased by 1. If it is a ranged weapon, this only applies if your target is within one range increment of you. This bonus increases to 2 at 11th level, 3 at 15th level, and 4 at 19th level.
    Death Incarnate (Ex): Once a gunslinger reaches 20th level, he is one of the sharpest shots in the Territories. Your critical multiplier is increased by x2 when attacking with the weapon you selected for deadly aim, above. If it is a ranged weapon, this ability only applies if your target is within one range increment of you. So, a pistol with a x3critical multiplier is increased to x5 in your hands when attacking a target within one range increment of you, assuming it is the weapon you selected for deadly aim.
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