Sell me on your class, Veeky Forums

d&d, pathfinder, whatever.

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wizard dnd 3.0

nuff said senpai

Convert or die, heathen.

I don't have a class

Roll with the punches and punch back harder.
Fighters. (tm)

Steamborg.
ARE YOU MAN ENOUGH TO STICK A STEAM ENGINE IN YOUR ASS AND USE IT TO POWER A RAILGUN? ARE YOU MAN ENOUGH TO FACE THE HORRORS OF NEVER FULLY BEING HUMAN AGAIN, OF ALWAYS HAVING THE SHARP TASTE OF IRON IN YOUR MOUTH? OF ALWAYS HAVING THAT SLIGHT HESITATION BEFORE YOU MOVE, OF BEING ABLE TO RIP A DRAGONS HEAD FROM IT'S SHOULDERS BUT NEVER FEELING YOUR LOVERS SKIN AGAIN?

WELL, ARE YOU?

Merchant

A class about maximizing loot, swindling enemies, getting frankly ridiculous amounts of resources, and knowing exactly how to use the macguffin.

The Merchant is a Cha & Int focused nonmagic class designed to be a relatively poor (though functional and passable) combatant, but a massive boon to the party's income, adventuring, and survivability. At low levels the Merchant gets bonuses to appraisal, a form of Bardic Knowledge centered around rare loot/items, and slowly increases the abilities of a basic ability called "Procurement" which functions as "once/twice/three times/etc. per day you may produce an item that you don't currently own, but have the resources to buy, as if you had bought it prior" with increasing improvements and features allowing greater and more useful things to be procured. The merchant is also great in social campaigns, focusing on all manner of charisma and intelligence skills to keep the party on their toes, and particular bonuses to selling and buying loot, getting discounts and marking up prices. Higher Level Merchants can learn to use magic items and gear, apply almost supernatural negotiating pressure, and in the rarest cases make gold appear as if from thin air.

Incarnate (and technically Totemist)

It's a class all about taking the errant soulstuff out of the air, taking the fragments that used to be a master archer or a manticore or whatever, and then fusing it into a magical temporary piece of equipment called a Soulmeld. Charge it with a resource called Essence, and the soulmeld gets more effective. If you're in a dark dungeon, take some Essence out of your flying soulmeld and shove it into a diadem that makes light- Like taking the batteries out of your TV remote so that you can use a flashlight.

Basically means that you can be any kind of character. Grab Mage's Spectacles for a ton of UMD. Grab Keen Lenses for outragous Spot and True Seeing. Grab a bunch of damage boosts and buffs for a melee combatant.

I honestly love the mechanics. With small counters or tokens as 'essence', and with index cards as each individual soulmeld, you could have it as a very visceral sheet, where each round you take some essence out of one meld and toss it into another. Totemists get less soulmelds, but more combat ability and a ton of more awesome melds to choose from. Then there's the Soulborn, which is shit. All it's got going for it is a full BAB. Doesn't get enough soulmelds to matter, and doesn't get enough of anything else to matter either.

D&D3.5, Magic of Incarnum.

5e cleric.

Depending on what archetype you take you can mix it up with the fighters, be a blaster-caster, or any mix of the two you like. You have access to a shitton of prepared spells that you get to swap out every long rest, which is SUPER versatile. Their spell list is nothing to sneeze at either, and while they aren't great at low levels, you can literally call on your god to help you out. You can channel the powers of light, healing, storm, fire&steel, nature itself, or war, pray to just about any god you like, and make most undead your BITCH.

I like clerics.

Also,
youtube.com/watch?v=mG78M7g9wRo

This movie was a mess, but it had gems like this sprinkled in with all the shit. The Cain speeches were badass.

Tinker Pathfinder 3rd party

Do you like doing manual labor all the time? Would you prefer to have something do it for you with just a simple command? Build yourself some automatons then and get them to do stuff for you. Have them do stuff while you do other stuff, like sleep. If you stick with it long enough you'll make a new friend who will never leave your side. Make it further and you get some nanobots to manufacture any 3 things in a day if you have the resources.

You start off being absurdly rich and you get your own small city of a spaceship.

With a few tweeks the Shadowcaster could be a formidable class and could shutdown spell casters

D&D 4e Swordmage
I can throw my long sword and teleport it back to me or teleport myself to it
If an ally is attacked by an enemy, I can teleport to that enemy and hit them first

But mostly I just teleport and wreck shit.

Shadowcasters a shit. Classic 2e Shadow Magea best. 3.5 Wizaed (Illusionist) has means to be customized via Unearthed Arcana, Transversed Arcana, feats, and Prestige classes such as Master Specialist that you can effectively have MORE benefits in shadow than a fucking shadowcaster and almost all of the benefits of a fucking Shade, effectively havings class features identical to the old 2e kits but broken as fuck.

The thing about shadowcasters is that they traded their spells for spell like abilities and supernatural abilities as they got stronger, which made them powerful in comparison when you couldn't counterspell or interrupt supernatural effects that applied massive debuff to your casting and physical stats.

Oh wow, I didn't know Shabazik still did fetish art

Yeah, the enjoyable aspect of a shadowcaster was the fact that they actually knew what spells they were casting, but the endgame of not needing food and the like pales in comparison to the rewards other modes of class-based progression offers a PC.

Shadow Mages were essentially Incredibly specialized illusionists who shared the same temperment and even characterization that the Shadowcasters were based on, but didn't translate over too well to 3.5 Not that it matters because UA and TA literally allows you to make them via the variant class ability swap-outs

Class: ForeverGM

Advantages: You are never without a game when you want one

Need to level with wizards power wise for martials, give them a flintlock.

Sure it loads like shit, might explode in your face and miss past 30 meters but hey it does 3d6 damage.

This subclass fight like a paladin, cast like a wizard, have the spell slots of ranger, spam cantrip like a warlock, have another limited pool of resouce like the sorceress, hard to kill like a cleric, versatile like a rogue, resourceful as the barb, and boring like the druid. Limited spell selection too. D&D 5e subclass.

eldritch knight

This man knows my pain.

>Cutting their ears
>Not just cutting them down
guessity fucking do what abel wanted to do?

youtube.com/watch?v=GJoM7V54T-c

Dark Knight (Final Fantasy style) homebrew for 5e.

Hits like a truck made of biceps, wears heavy armour. Can imbue his weapon with necrotic damage for 1 minute (starts at 1d6, grows to 2d6 later, caps at 3d6), but if he wants to do it more than once per day, has to reduce his max HP by his level. Can fire off a cone of necrotic damage, but if he wants to do it more than once per day, takes damage equal to half of what he rolled. Eventually gains the ability to ignore resistance to necrotic damage, and gains resistance to it himself (just not self-inflicted damage, like from overusing dark wave).

Later on, can scare the shit out of people with just a mean look, max HP can't be reduced, and creatures that gain some benefit from draining blood or lifeforce don't get anything if they drain from him. Way later, deals dark sword damage even on a miss.

Has two archetypes: blood knight and hexer.

Blood knight is about being strong as fuck in a world full of shit. Has self-heals, ignores damage, and gains a buffer of temporary hit points after short and long rests. If he gets knocked down to 0 HP, can heal for half his HP, get back up, and immediately counterattack all at once.

Hexer combines debuffs with weapon attacks, and if the enemy resists the debuff, the ability isn't treated as spent. Can cast Bane a few times a day, but at higher levels and powered up so the enemy rolls a bigger die and subtracts it from their rolls.

Glamour Bard
imagine medieval david bowie

My next character will probably be a Mechanic in Starfinder, probably with an exocortex rather than a drone. I'll be great at all the technology stuff and with my own personal Cortana's help, I should more than hold my own in combat.

Brothers.

Pick your poison.

Pathfinder, Super Special Snowflake Gestalt-Deluxe. I have a bard casting progression (but focused on enchantment instead of illusion), ability to cast spells while making it look like allies are doing it, full sneak attack progression, a death attack, teleportation, crazy high social skills, ability to put trigger-able effects on allies, ability to debuff enemies infinitely as a swift action, deal str or dex damage on hit, can get Greater Invisibility as a swift action, Mirror Image as an immediate... It's a complicated mess, but a blast to play.

tfw you have the coolest character builds but no one else will DM.

Battlemaster fighter in 5e.

Things I've done include disarming a dragon that picked me up and was trying to drop me from high distance. Killed 30 soldiers in a lighthouse using little more than a horn, lots of caltrops, ball bearings, and some rope (I'll admit that I also had the settings only invisibility cloak on my side). Punched out an equal level orc barbarian who had a souped up version of blackrazor. Was the Paladins escort to a fancy pants dinner ball and socialized for over two hours using nothing but intimidate. Chased down and beheaded the avatar of a minor diety after leading the defense on a gate against a couple dozen pissed off battle nuns.
Cleared a bunch of specters out of the bad side of town while pissed drunk and high on mushrooms.

The shit you can get away with using action surge, maneuvers, and mundane items is near limitless.

Build the characters and then throw evil versions of them at your party.

Magnate, a social-combat exclusive class which focuses on networking and gaining influence, and then using influence to get shit done. There's something really satisfying about setting up a chain of events to topple entire empires without ever leaving the comfort of your bedroom. And yet something very challenging and dynamic too to cultivate your connections and maintain them and make deals with all the important people in the setting. If any class really let me feel I was in control of the world, it was this one. I'm hoping to go for domains in police, crime, and labour as a holy trinity that I'm very excited by.

Use police connections to terminate investigations, micromanage prison setups, and so on to cultivate favour with the mafia. Use the mafia to influence labour unions that they have traditional owned, and set up smuggling rings with dock workers, dispose bodies with taxi drivers that take it to an ally-owned junk yard, contract construction crews to build bunkers off the city records.

>MONSTER
Hybrid base class that uses sorcerer and psychic as the two parent classes.

>Fluff
Through some means, this person has the power of the supernatural flowing through them. They are oddities in the shape of more civilized creatures, but that is not what they are. They are wolves in sheep's clothing, and something about them is just wrong. They adventure to pursue their own goals, but even with the noblest of intentions, the goals end up...twisted.

>Crunch
The MONSTER is a caster which can cast from all lists as psychic spells, and prepares a number of spells per day. They can use their spell points to cast any spell prepared in their slots, as long as they have enough spell points to use it. Monsters use charisma AND constitution as their key ability score, and uses the lowest common denominator as the score. (If a monster has an 18 Con and a 16 Cha, the key ability score is 16.)

Monsters also choose a bloodline, either from sorcerer or bloodrager and have all the benefits granted by those bloodlines. The spells in the bloodline lists are considered always prepared by the Monster.

-Fugue, As wild shape, but instead of animals, Monster can shape change into a monster related to the bloodline that the Monster has.

The Monster can only transform into monsters that they have consumed a part of, blood, bone, meat or, some form of essence.
When in fugue state, the monster also gains a number of temporary spell points equal to their level, gains a bonus to concentration equal to their level, and becomes immune to mind effecting spells.

-Paradigm Shift
At first level the monster gains 1 shift equip. This can either bestow one natural attack, or one point of natural armor AC.

At 5th, 10th, and 15th level they obtain one more shift point, which can be changed flexibly with a full round action. So at 15th level, the Monster can have one extra natural attack and +3 natural armor, or 4 natural attacks, or any combination of the two.

my party learned that without me theyd have been in the digestive tract of two ancient red dragons right now

pic so goddamn related

here, I've done exactly that once or twice. Players have shat bricks. Especially against the "Jackie Chan's Evil Sister" Tao. It took a very lucky teleport to get rid of her.
>mfw she's still alive, pissed, and gunning for a rematch.

>Anal Spelunker
You can never be killed after level 4, which is when you can enchant your asshole to be a bag of holding but only for you and your spelunking gear. By crawling into your own asshole you can survive an encounter with a terrasque by pulling your entire body into your own asshole. The only risk is that you have to make a survival check to escape the massive cavernous entity that is your own asshole.