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Nephilim sideclass (Pathfinder 1e)


Penchant

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I'm working on a level based racial class that kindof works like a gestalt. At each level you get your class abilities and the ability from the Nephilim class. I did this once for devils for a private game, but I want to get this to possibly run an angel-centric game this year.

 

Current version below:

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The Nephilim progression is a level based class that is designed to be taken along side a traditional class. At each level you gain both what the Nephilim gives you and what the class gives you. Nephilim does not provide BAB, Saves, skill points or hit dice. You also have a base race to start with which represents your mortal half. 

 

Unless otherwise stated, Caster Level is based upon the character's full Hit Dice.

 

1 Aura of Good, Detect Evil

2 Special Ability

3 Ability Score Increase

4 Special Ability

5 Darkvision 60', Low-light vision

6 Special Ability

7 Ability Score Increase

8 Special Ability

9

10 Special Ability

11 Ability Score Increase

12 Special Ability

13

14 Special Ability

15 Ability Score Increase

16 Special Ability

17

18 Special Ability

19 Ability Score Increase

20 Special Ability, Angel Apotheosis

 

Aura of Good (Su) - The character is an Aligned Creature with the Good subtype

Detect Evil (Su) - The character can cast Detect Evil as an At-will supernatural ability

Ability Score Increase - At 3rd level and every four levels after, the character gains +2 to a physical ability score and +2 to a mental ability score.

Special Ability - The character may choose one ability from the list below as long as they meet the requirements.

Angel Apotheosis - The character becomes a full angel. His type changes to Outsider but does not recalculate BAB or Hit Dice. He gains the Angel Subtype.

 

 

Special Abilities:

Cherub wings - Requirements: None

The character grows a small pair of wings. These are not large or strong enough to give full flight, but instead give the Glide ability. The character falls at a rate of 20 feet per round, and for every 5 feet fallen in this way, can move horizontally 20 feet, up to a maximum of 80 feet per round. Regardless of the circumstances, the character can never gain elevation with this ability.


Angel wings - Requirements: Cherub wings

The character's wings grow to full size. They gain a fly speed of 30 with a maneuverability of Good.


Archangel wings - Requirements: 10 Hit Dice, Angel Wings, Cherub Wings

The character gains two additional pairs of wings. Their fly speed increases to 60ft with a maneuverability of Perfect.


Resistance - Requirements: None

The character gains Energy Resistance 5 to Electricity and one other energy type. Options are Fire, Acid, Cold and Negative Energy.


Resistance 2 - Requirements: Resistance

The character gains Damage Reduction 5/evil and energy resistances from Resistance increase to 10


Resistance 3 - Requirements: 10 Hit Dice, Resistance, Resistance 2

The character's Damage Reduction increases to 10/evil and gains one additional energy resistance at 10

 

Skin - Requirements: None

The character gains +4 natural armor.

 

Skin 2 - Requirements: Skin

The character's natural armor bonus increases to +8 and gains Fast Healing 1

 

Skin 3 - Requirements: 10 Hit Dice, Skin, Skin 2

The character's Fast Healing changes to Regeneration 1 with Evil damage doing normal damage.


Transport - Requirements: None

The character gains the ability to use Dimension Door as a spell like ability. He can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. At 6th level and every 2 levels thereafter, the maximum distance each day the character can jump each day doubles. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.


Communication - Requirements: None

The character gains the Tongues ability as a Supernatural effect


Sidekick - Requirements: None

The character gains a Cassian Angel or a Harbinger Archon as if they were an Improved Familiar based upon your full hit die. If the sidekick is killed in combat it is banished for 24 hours and can be then resummoned as a standard action.


Iconic Weapon - Requirements: None

The character gains an iconic weapon. It can be a simple or martial melee or ranged weapon. This weapon is an extension of their soul and can be banished and summoned to the hand as a move action. If sundered, the weapon can be remanifested as a standard action. The weapon is +1 and damage it does has the Good descriptor. This option can be taken multiple times adding another weapon to the character's repertoire. This option must be taken twice to cover both ends of a double weapon.


Iconic Weapon 2 - Requirements: Weapon

The character's weapon increases in power. It becomes +3 and gains +2 in special abilities. This applies to all iconic weapons the character has chosen.


Iconic Weapon 3 - Requirements: 10 Hit Dice, Weapon, Weapon 2

The character's weapon increases in power. It becomes +5 and gains another +2 in special abilities (for a total of +4) The existing special abilities can be reselected. This applies to all iconic weapons the character has chosen.


Shapeshift - Requirements: None

The character gains the shapeshifter subtype and gains an alternate form of either a small or medium animal or a mortal human. This functions as Alter Self. This is an at-will ability and can be activated as a Standard Action.

 

Shapeshift 2 - Requirements: Shapeshift

The character gains the ability to use Beast Shape II as an At-Will Spell Like Ability

 

Shapeshift 3 - Requirements: 10 Hit Dice, Shapeshift, Shapeshift 2

The character gains the ability to use Beast Shape IV as an At-Will Spell Like Ability
 

Bane - Requirements: None

The character gains the bane ability on melee and ranged weapon attacks against a specific type of creatures. Once chosen this cannot be changed. This ability can be chosen multiple times, each time a different creature type is selected.

Edited by Penchant (see edit history)
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  • 2 weeks later...

Are you looking for feedback on this? It seems fairly straightforward and nothing too “out there”, though I’m not sure about the balance between the abilities (Skin seems way out of line with most of them!). It’s maybe a little lumpy depending on which level you’re at, too. And, with quite a few of the abilities being attacker-focused, there’s not actually a lot of choice for spellcasters or the like, so by high levels they’ll all probably be picking up the same things.

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