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PEACH - Nephilim Sideclass (PF1)


Penchant

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I've got something I'm working on for a potential future game. This is what I call a 'sideclass' which is sort of gestalt except it doesn't give BAB or HD and such. It's like a racial progression. All the PCs would have the sideclass as they follow their path to angeldom. I'd welcome feedback on this because having more eyes on a build is always a good thing.

 

 

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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1. Caster Level = Character level or HD for all abilities, right?

2. Is Resistance supposed to work with more esoteric energy types like Sonic, or Negative Energy damage (I think Aasimar can get these somehow, so it's not like, unusual)? If so, it might be good to mention that or provide a short list, cause it's inobvious and people wouldn't take these ones if they don't realize it's an option.

3. How would an Improved Familiar work out if I took the Sidekick option as soon as 2nd level, instead of a higher one like 5th or 7th as normal? Asking cause I don't really know, but figured I should at least put the question out there.

17 hours ago, Penchant said:

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. Every two levels higher than 4th, the distance the character can jump each day increases by 4. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

4. Wording's a little funny here, and it's kinda unclear. I'm assuming you can use it on both yourself and others, it's used as a standard action and instantly ends your turn as per usual, it provokes AoOs, and that the max distance increases by another 40ft every 2 levels after 4th (which means if you take it at 2nd level, you have to wait until 6th before it increases again, but then just 2 levels per increment later on)? I came up with a rewrite that I think is a little clearer/more concise, though my assumptions might be off.

The character gains the ability to teleport up to 40 feet each day, as Dimension Door. He can teleport his maximum distance in a single use, or choose to split this across multiple smaller jumps over the course of a day, with each use expended in 10-foot increments, rounded up. At 6th level and every 2 levels thereafter, the maximum distance per day increases by an additional 40 feet.

5a. Would having the Quick Draw feat let you summon your Weapon as a Free Action? Also, is the intent for it to restrict exotic weaponry, since you've explicitly mentioned Simple or Martial weapons instead of using more general language.

5b. I'm kinda worried the Weapon series of abilities won't be so good for dual-wielding specialists or switch-hitters, since it requires twice the investment, but I guess regular weapons also require that too, just affecting the wallet instead (I figure this side-progression partially replaces the need for buying weapons, too, making it easier to buy a secondary weapon, but then you can't summon it all dramatic-like). It'd be less taxing if you had to take Weapon twice, but the upgrades apply to every weapon that ability gives you. Also, how does Weapon 2 & 3 work with Double weapons like a Quarterstaff?

6. Does Shapeshift grant any abilities (like Disguise Self or Beast Shape, ignoring the ability score alterations), or does it solely alter your character's appearance? Any bonuses to disguise, or are you assumed to be either instantly recognizable, or perfectly passing with no check required? You probably don't need to put a hard, mechanical implementation here, just tell people how you intend to deal with this sort of thing in your game (like ah, hypothetically, you mention it gives no disguise bonuses, then a disclaimer saying you'll only roll disguise for this if it seems pretty important, or that you'll be rolling disguise checks in secret a lot, or that you won't do it at all so players don't feel the need to put ranks in disguise to pass as a bear or weasel or w/e).

Edited by Niblooey (see edit history)
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This is awesome feedback. Thank you!

 

1. Correct. I'll add that in

2. I'll add a list of options. I hadn't thought of negative energy but that should be an option too.

3. It should be your whole hit die no matter what level you take it at. I will clarify.

4. I was basing it on the writeup of Shadow Jump but I see there was a typo where I didn't fully delete the right part. I'll fix it.

5a. No, but you could also carry your iconic weapon in a sheath and benefit from quickdraw.

5b. Yeah I'll have to noodle on that for a bit. I don't know if maybe two and three should apply to multiple weapons if you bought 1 a couple of times. Maybe that.

6. It should say 'as alter self' Maybe have upgrades available for Beast Shape or Form of the Dragon? Hmm

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