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BaShalor

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I'm looking to design a custom-class. I'm getting my wife into DnD, and she wants to have something akin to the Confessor (Wizard's First Rule I believe? I'm not sure...). Thing is, I remember seeing a table somewhere, it contained the progression for 'good' and 'poor' and I feel like there was a 'standard'? saving throws and base attack bonus. It'd really come in handy, if someone could find it for me... I searched for about 5 hours straight, but for once, Google failed me.

 

Also, any input and help creating the class would be greatly appreciated. Input from fellow gamers is always nice. :rolleyes:

 

(For any interested, I'm heading for basucally, (Su) touch abilities (a high-level one should be able to 'command'/'dominate' to the point where they say 'stop your heart from beating' and the person does it), maybe tempered with some gaze abilities. Low-levels might include a plus to charm/diplomacy checks against the affected individual (or group at higher levels?), good Will and maybe standard fort/ref? Or poor, if there is no 'standard' and my brain is playing tricks on me again... something like Power Word: Command perhaps? And the other Power Words, but delivered in a touch attack... but now I'm babbling. *chuckles*)

 

Thanks again, to any who help! >_<

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I made a quick search but didn't find anything interesting. It's the first time I hear about that class. From which edition does it come from?

 

From what you have been describing, a wizard or a sorcerer could do the work. You could even combine it with one of the numerous prestige classes that provide some boosts to Charisma or something like that. I was thinking of the Heartwarder prestige class from Champions of Faith.

 

On the other hand, someone new to Dnd should start playing with a really simple class: fighter or rogue.

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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I'm looking to design a custom-class. I'm getting my wife into DnD, and she wants to have something akin to the Confessor (Wizard's First Rule I believe? I'm not sure...). Thing is, I remember seeing a table somewhere, it contained the progression for 'good' and 'poor' and I feel like there was a 'standard'? saving throws and base attack bonus. It'd really come in handy, if someone could find it for me... I searched for about 5 hours straight, but for once, Google failed me.

 

Also, any input and help creating the class would be greatly appreciated. Input from fellow gamers is always nice. :rolleyes:

 

(For any interested, I'm heading for basucally, (Su) touch abilities (a high-level one should be able to 'command'/'dominate' to the point where they say 'stop your heart from beating' and the person does it), maybe tempered with some gaze abilities. Low-levels might include a plus to charm/diplomacy checks against the affected individual (or group at higher levels?), good Will and maybe standard fort/ref? Or poor, if there is no 'standard' and my brain is playing tricks on me again... something like Power Word: Command perhaps? And the other Power Words, but delivered in a touch attack... but now I'm babbling. *chuckles*)

 

Thanks again, to any who help! >_<

 

Two questions to help me search:

 

1) What is the "Confessor"? I presume that in this context it does not have the same meaning as in real life.

 

2) Does it have to be touch attacks that do the job?

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there is an existing prestige class in the complete arcane that is set up as a host of domination powers including a high level dominate monster. It's already balanced and will save you alot of work unless she is just really set on this other class idea. Also in D&D 3.5 there are no standard saves only poor and good so you can save your brain the work of looking.

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ramza, I'm hand-crafting it for 3.5. It's actually quite fun to do ;) Interesting class (I found it in Faiths and Pantheons), but not quite what I'm looking for. And I'm confident she can handle something more advanced; she's an avid roleplayer with a great mind.

 

Magister...

1) A type of character from one of her books. http://sot.wikia.com/wiki/Confessor I'm sure I could give you a better example if I'd actually read the book, but I've got one or two others I need to finish before I pick it up off the shelf. Haha.

 

2) They're preferred. I'd like to make it so that all of the spells were touch-based, but I'm sure the odd ranged one here or there wouldn't hurt.

 

Darastrix, did you mean the Mindbender? It's got some interesting parts, but not quite what I'm looking for.

 

 

She wanted something like it, and I couldn't find anything, so I decided to make it for her. It's a project for the both of us; her idea and my expertise (as limited as they are). I'm really not looking much for another class similar to it, except possibly to get ideas from. The Mindbender should work as a template for progression of 'charm' abilities, I should think.

 

 

Oh, and Ramza... Haruhi? Good show. :)

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You could make it a variable of a specialist enchanter. Instead of rolling a saving throw against the spells it could be an opposed roll, i.e. 1d20 + base attack bonus + intelligence (or charisma) modifier vs. the enemy's 1d20 + AC vs. touch attack (ranged or melee) + ability modifier. At the first levels the attacks would be weak though. Use the equivalent specialist wizard or sorcerer table (up to you) for spells per day and enchantment/charm spells out of the 2 arcane and 2 divine spell casting classes. I would suggest the saving throw table to be that of the Wizard/Sorcerer, but the attack bonus of the Cleric/Druid classes, for a little extra edge on her attacks. Hit Die would be a 1D4+Con Modifier.

 

Of course, my whole idea could be completely stupid ;)

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Great minds think alike I see! Haha. Yes, I was thinking the saving throws of the wizard, the BAB of the cleric/druid. I was thinking slightly raised hit dice, though; after all, since all (or most all) of the spells will be melee touch attacks, you have to get in right close. I like the opposed roll idea. I was thinking Sorcerer table, with the whole cast-any-spell-you-know deal... Of course, this means I have to go and look at the spells and find out which are enchantments, don't I? *laughs* Ah well, such are the sacrifices we make.

 

I was also giving it some specialized abilities (I saw it as them harnessing some sort of inner power, so they wouldn't be 'casting' and thus no AoO from surrounding creatures?)...

 

Key Attributes:

Wisdom: Allows the Confessor to actually use their powers.

Charisma: Makes a number of the Confessor's abilities more powerful.

 

Confessor

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I will justify my selection of Hit Dice as this: a confessor must have spent most of his life focusing on mind bending, therefore leaving him very slightly exposed to the hardships of combat. Also, since the confessor should be able to do both ranged and melee attacks, she doesn't really need to have a high hit dice, what troubles me is the armor proficiencies. Would she be able to wear armor? Should it be restricted to light armor or will she be able to wear medium armor too? Can she use shields? Another thing that came up was whether the attacks will require casting. I'm guessing it's like an innate ability so it shouldn't.

 

I read some of the suggested abilities the confessor should gain and I think that the lvl 15 one is a little abusive, it's a nice idea, don't get me wrong, but it is a little overpowering. No fighter or other warrior class would be able to best it and the whole idea of D&D from the 3rd edition and up is balance. Maybe an aura that affects the attacker with a -2 to attack rolls and damage rolls unless save vs will is made with a DC =confessor lvl + cha modifier.

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I thought it might be a bit overpowered. *chuckles* Like I said, very rough... I was thinking along the lines of 'aura of fear'? But more hesitancy than actual fear. I have to admit that the -2 seems far more reasonable. Perhaps, instead of a lesser effect with the same DC, a similar effect but with a lesser DC? 1/2 Confessor level perhaps? Although even that seems a bit high.

 

Fair enough on the hit dice. It seems to be more of a 'you're born with it' thing, which makes me want to raise the hit dice to at least a d6, but that's a small detail for later. As for armor, you're right, I was thinking innate abilities (giving them less spells, but the bonus of no AoO) so medium armor at most? Light armor most definitely, shields... I'm thinking not? Proficiency with light armor might do it.

 

I think I'll go look up some spells now... divine, arcane, or both? I'm leaning more towards arcane, since I see them as harnessing inner power instead of the power of the Gods.

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Sorc/Wiz (Enchantment school)

 

Cantrips

* Daze: Humanoid creature of 4 HD or less loses next action.

 

1st level

* Charm Person: Makes one person your friend.

* Hypnotism: Fascinates 2d4 HD of creatures.

* Sleep: Puts 4 HD of creatures into magical slumber.

 

2nd lev

* Daze Monster: Living creature of 6 HD or less loses next action.

* Hideous Laughter: Subject loses actions for 1 round/level.

* Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

 

3rd lev

* Deep Slumber: Puts 10 HD of creatures to sleep.

* Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

* Hold Person: Paralyzes one humanoid for 1 round/level.

* Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.

* Suggestion: Compels subject to follow stated course of action.

 

4th lev

* Charm Monster: Makes monster believe it is your ally.

* Confusion: Subjects behave oddly for 1 round/level.

* Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.

* Geas, Lesser: Commands subject of 7 HD or less.

 

5th lev

* Dominate Person: Controls humanoid telepathically.

* Feeblemind: Subject

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Actually, I was thinking that having them be spell-like abilities, or maybe Su abilities, that didn't provoke AoOs was a fair tradeoff. Maybe up the number of times they can be cast per day or some such. Maybe allow the Confessor to cast any of the spells from the list, instead of having to prepare them or pick ones to learn?

 

I was also thinking of adding the Lay On Hands ability, to sort of make up for the limited selection?

 

 

And for Confessor's Presence...

 

Confessor’s Presence (Ex): The Confessor is blah blah blah, well-respected and stuff, as such they exude a presence which effects those around them.

Level 5: Gives a +2 circumstance bonus to any roll made by the Confessor.

Level 10: Gives a -2 circumstance penalty to any hostile creatures within 10 feet of the Confessor.

Level 15: As level 5, but bonus improves to +5.

Level 20: As level 10, but penalty improves to -5.

 

 

And I truly appreciate your help, SP. :sorcerer:

Edited by BaShalor
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I was also thinking... nothing seems much to be based on Wisdom, so it wouldn't really be a key attribute, would it?

 

And I was also thinking of adding another school to the set, simply for more spells (it looks a bit limited now, compared to most others). Possibly Divination or Illusion?

 

I'm also thinking, make them all spell-like abilities that do not provoke attacks of opportunity? And have the spells-per-day of a Favored Soul (less at lower levels, more at higher levels).

 

Methinks I 'also think' too much. >_>

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I was also thinking... nothing seems much to be based on Wisdom, so it wouldn't really be a key attribute, would it?

 

And I was also thinking of adding another school to the set, simply for more spells (it looks a bit limited now, compared to most others). Possibly Divination or Illusion?

 

I'm also thinking, make them all spell-like abilities that do not provoke attacks of opportunity? And have the spells-per-day of a Favored Soul (less at lower levels, more at higher levels).

 

Methinks I 'also think' too much. >_>

 

I believe Illusion would be the better choice, visually altering yourself to something more wicked or more attractive maybe, in accordance to what the situation calls for. What's the point of messing with someone's head if you can't make him/her think you look like something you aren't.

 

Yes, Wisdom doesn't seem to affect anything so it shouldn't be a key attribute.

 

Favored Soul spell progression is actually the same as the Sorcerer's spell progression and since the attacks are mostly gaze and touch attacks, no, I don't think they provoke an AoO since you don't need to chant, move or draw a spell component, it all takes place inside your mind.

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Fair enough. So I'll mix-and-match some illusion spells to that... Make a mark down somewhere about the lack of AoO... and I had something along the line of "Skill Points Per Level; 4 (4 x (4 + int mod at first level). Class skills; any. The Confessor's reliance on charm and the intangible have left her with little experience in many areas, but the diversity of the people she can bring under her thrall allows draw from nearly any pool of knowledge she so choses."

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Revised Confessor Class.

 

Confessor

 

Key Attributes:

Charisma

 

Confessor’s Presence (Ex): The Confessor is blah blah blah, well-respected and stuff, as such they exude a presence which effects those around them.

Level 5: Gives a +2 circumstance bonus to any roll made by the Confessor.

Level 10: Gives a -2 circumstance penalty to any hostile creatures within 10 feet of the Confessor.

Level 15: As level 5, but bonus improves to +5.

Level 20: As level 10, but penalty improves to -5.

 

Confessor’s Touch (Ex ):

Level Four: Confessor’s Touch Once per day, Willful Touch

Level Eight: Confessor’s Touch Twice per day, Enthralling Touch

Level Twelve: Confessor’s Touch Three times per day,

Level Sixteen: Confessor’s Touch Four times per day,

Level Twenty: Confessor’s Touch Five times per day, Devoted Touch

 

Willful Touch: Adds the Confessor’s Caster Level to the DC of the next 1d4 spells.

Enthralling Touch: Stuns one creature (Melee touch attack, will save VS caster level check)

Devoted Touch Command one creature to do anything, and they will or will die trying. Consumes five uses of Devoted Touch.

 

 

 

 

Con Dar:

Level Ten: Ability to use Confessor’s Touch once every 1d4 rounds in an encounter (full-round action)

Level Twenty: Ability to use Confessor’s Touch once every round in an encounter (full-round action)

The Con Dar must be invoked only if an ally has taken damage that round in combat. If the Con Dar is activated, the Confessor loses all of her powers until the next full night of rest.

 

 

Instead of save DC, opposed roll (d20 + bab + cha or wis VS d20 + touch AC + ability mod)

 

HP: d4

Fort save: Poor

Ref save: Poor

Will save: Good

BAB: Med (ends at 15/10/5, see Cleric or Ranger)

 

Light Armor Proficiency, proficiency with all simple weapons

 

A Confessor’s spells are in fact spell-like abilities that, unlike normal spell-like abilities, do not provoke an attack of opportunity. She knows her entire repertoire from the first level, but a Confessor’s casting is limited by her current power, as shown by the following table. At fifteenth level, the Confessor’s spell-like abilities become supernatural abilities. A Confessor also has the Lay On Hands ability (see Paladin entry) from level one.

 

SpellsPerDay.jpg

 

Cantrips

* Daze: Humanoid creature of 4 HD or less loses next action.

* Ghost Sound: Figment sounds.

 

1st level

* Charm Person: Makes one person your friend.

* Hypnotism: Fascinates 2d4 HD of creatures.

* Sleep: Puts 4 HD of creatures into magical slumber.

* Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

 

2nd lev

* Daze Monster: Living creature of 6 HD or less loses next action.

* Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

* Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

* Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max :ermm:.

* Misdirection: Misleads divinations for one creature or object.

 

3rd lev

* Deep Slumber: Puts 10 HD of creatures to sleep.

* Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

* Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.

* Suggestion: Compels subject to follow stated course of action.

* Illusory Script M: Only intended reader can decipher.

* Invisibility Sphere: Makes everyone within 10 ft. invisible.

 

4th lev

* Charm Monster: Makes monster believe it is your ally.

* Confusion: Subjects behave oddly for 1 round/level.

* Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.

* Geas, Lesser: Commands subject of 7 HD or less.

* Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

* Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.

* Rainbow Pattern: Lights fascinate 24 HD of creatures.

* Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

 

5th lev

* Dominate Person: Controls humanoid telepathically.

* Feeblemind: Subject’s Int and Cha drop to 1.

* Mind Fog: Subjects in fog get -10 to Wis and Will checks.

* Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.

* Dream: Sends message to anyone sleeping.

* False Vision M: Fools scrying with an illusion.

* Nightmare: Sends vision dealing 1d10 damage, fatigue.

* Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

 

6th lev

* Geas/Quest: As lesser geas, plus it affects any creature.

* Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

* Suggestion, Mass: As suggestion, plus one subject/level.

* Symbol of Persuasion M: Triggered rune charms nearby creatures.

* Shadow Walk: Step into shadow to travel rapidly.

* Veil: Changes appearance of group of creatures.

 

7th lev

* Insanity: Subject suffers continuous confusion.

* Power Word Blind: Blinds creature with 200 hp or less.

* Symbol of Stunning M: Triggered rune stuns nearby creatures.

* Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.

 

8th lev

* Antipathy: Object or location affected by spell repels certain creatures.

* Binding M: Utilizes an array of techniques to imprison a creature.

* Demand: As sending, plus you can send suggestion.

* Irresistible Dance: Forces subject to dance.

* Power Word Stun: Stuns creature with 150 hp or less.

* Symbol of Insanity M: Triggered rune renders nearby creatures insane.

* Sympathy F: Object or location attracts certain creatures.

* Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.

* Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.

 

9th lev

* Dominate Monster: As dominate person, but any creature.

* Power Word Kill: Kills one creature with 100 hp or less.

* Shades: As shadow conjuration, but up to 8th level and 80% real.

* Weird: As phantasmal killer, but affects all within 30 ft.

 

Spells were selected for balance and to further the purpose of the class. Con Dar was revised, as well. The only thing I really am having trouble with is the Confessor's Touch...

Edited by BaShalor
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Fair enough. So I'll mix-and-match some illusion spells to that... Make a mark down somewhere about the lack of AoO... and I had something along the line of "Skill Points Per Level; 4 (4 x (4 + int mod at first level). Class skills; any. The Confessor's reliance on charm and the intangible have left her with little experience in many areas, but the diversity of the people she can bring under her thrall allows draw from nearly any pool of knowledge she so choses."

 

*thinks hard about it*

 

Hmmm, well, maybe that's a little too many skills. Basically, a Confessor should have unparalleled speech skills, i.e. Bluff, Diplomacy, Intimidate, and be very "refined", i.e. knowledge(etiquette), maybe a master of disguise, altering his/her appearance by magical means as well as physical. I don't see how she can draw from the experiences of other people, maybe manipulating someone and adding her attribute score or skill ranks to his but that's as far as I'd go.

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I like the idea of a Confessor class, but isn't having spells to do the work

a) gilding the lilly, when CHA is already the central attribute

b) detracting from the roleplaying gold of having Confessors in the party.

 

 

I'd suggest spells which support the main intent, by providing information, sensing fear, or something. Oh, or maybe ones that tack onto roleplaying interrogations. So if a character can talk a thing out of a person then that thing/fact forms the central component of a spell which gives the confessor the ability to - I don't know - trip up the target a lot. Or make teh target less hostile.

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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