Howdy! Another class, im afraid. This one was created by request when one of my players finally roped me into creating a Predator inspired class. I decided that the race and class should be seperate, and this that this comes as close to a Planescape conversion of it as possible without making it too powerful.
Enjoy the hunt!
Acheronian Deathsmith
A small group of hunters from the war-ridden Plane of Acheron, The Deathsmiths have studied the art of crafting weapons that combine simple tools of war and magic. The Deathsmith uses these devices to stealthily track down, and destroy, creatures powerful enough to pose a true challenge.
Adventures: The Deathsmith lives for the honor gained by the hunt, and travel the planes searching for challenges. But they do learn caution. The Deathsmith works its way up the ranks, rarely exposing itself to a danger that it truly believes to be insurmountable. It is not uncommon for Deathsmiths to collect trophies of their most important kills. Few Deathsmiths collect trophies of all their kills, most simply pick creatures which are very rare, notoriously powerful, or carry a personal significance. For example, most Deathsmiths carry of trophy of their very first kill. A trophy can by anything from a tooth, claw, or bone to a strip of skin or an enemies weapon.
Characteristics: Most Deathsmiths are antisocial, lone travelers who usually only enter towns to show off their trophies or buy supplies. While they do respect the laws of most cities, they rarely refuse a direct challenge that is not obviously undoable. They often form pacts with others that they come to respect. If you manage to beat it in combat, it will usually ally itself with you out of respect for your power. But even when they are friendly towards you, they always seem to be sizing you up. Trying to decide exactly how hard you would be to kill.
Alignment: While it is possible to be a Deathsmith of any alignment, most drift toward lawful (because of their rigid code of honor) or evil (because they have no qualms about hunting sentient beings, even members of their own race)
Religion: There is no specific patron god to Deathsmiths, but when they do choose to pray, they usually pick a god of war, death, or strength.
Background: While the group originally hails from Acheron, a Deathsmith can come from nearly any hostile environment. Of the planes, they usually prefer Acheron, Ysguard, and sometimes the Beastlands.
Races: Any race may become an Acheronian Deathsmith, but Teiflings, Bladelings, Githyanki, Yaungi and Khaasta are the most common.
Other Classes: The Deathsmith can work well with nearly any class. They hold a deep respect for the combat prowess of the Barbarian and Fighter. They are slightly less tolerable of Paladins, who have the annoying habit of trying to stop the hunt. They also respect the powers of spellcasters, holding them in slightly lower regard then melee fighters, and the have nothing but the utmost respect for the users of Psionics. They do, however, not hold Bards in high regard, but find then useful all the same.
Role: The Acheronian Deathsmith can be a handy replacement for artificers, and at higher level they work well as scouts. They work equally well as both melee and ranged combatants, often using a wall of force to split the group of enemies into smaller, manageable units.
Class features:
HD: d10
Abilities: Strength and Dexterity to bring down prey, Constitution to survive combat, and intellegince to create their weapons of choice.
Weapon proficieanies: All simple weapons, Razordisk, Combistick and net.
Armor: Light and Medium, No shields.
Skills: Appraise, Climb, Concentration, Craft, disable device, heal, intimidate, jump, listen, profession, spellcraft, survival, swim, Use Magic device
Skill points at first level: (2+ int mod)x4
Skill point at every level after: 2+int mod
Level bab fort ref will special
1 1 2 2 0
2 2 3 3 0 uncanny dodge
3 3 3 3 1 craft wondrous item, Forge Item
4 4 4 4 1
5 5 4 4 1 craft magical arms and armor, Forge Weapon
6 6/1 5 5 2 Forge Weapon
7 7/2 5 5 2 improved uncanny dodge
8 8/3 6 6 2
9 9/4 6 6 3 Forge Item
10 10/5 7 7 3 Weapon Mastery
11 11/6/1 7 7 3
12 12/7/2 8 8 4
13 13/8/3 8 8 4 Trackless step
14 14/9/4 9 9 4
15 15/10/5 9 9 5 Forge Item
16 16/11/6/1 10 10 5
17 17/12/7/2 10 10 5
18 18/13/8/3 11 11 6 Improved Combat
19 19/14/9/4 12 11 6
20 20/15/10/5 12 12 6 Combat Mastery
Uncanny Dodge: At second level, the Deathsmith gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dex bonus ( if any) to AC, even if flat-footed or struck by an invisible opponent. However, he still loses his Dex bonus to AC if immobilized. If The Deathsmith already had Uncanny dodge from another class, it immediately become Improved Uncanny Dodge ( see below).
Craft Wondrous Item: Allows the Deathsmith to use the craft wondrous item feat, even if the Deathsmith would normally not have the prerequisites for that feat.
Forge Item: The Deathsmith has to choose one of three items to create, the Force caster, the Wrist Device, or the Mask.
The Mask: A metal faceplate with glass over the eyes, each Deathsmith’s mask is unique in appearance. It takes a full day to craft, costing 600gp and 14 XP. The Mask automatically gives the wearer the ability to use darkvision at will, and a + 2 enhancement bonus to spot and listen, and + 1 to all ranged attack rolls due to advanced targeting. If the Deathsmith can obtain a scroll of See Invisible or Arcane Sight, studies it for an hour, and then spends another hour (and 50 GP) upgrading his mask, he can use See Invisible or Arcane Sight as per the spell for a total time allotment of three hours per day. The time may be divided up at will.
The Wrist Device: This magical mechanism allows for the casting of spells, that have already been studied as scrolls and a crafted into small gems. While the wrist device ( at first) has no powers, it can be upgraded to cast Good Hope, Feather fall, Improved Invisibility, jump, shield, disguise self, or wall of force. Crafting the wrist device itself costs 500 GP, 10 XP, and takes a day. Creating the spell gem requires a scroll of that spell, a small gem of 50 GP or more worth, and half an hour. The wrist device can store up to four gems for ready usage, and the gems can be switched easily, requiring a full round action. A spell gem stored in the wrist device allows the spell to be case twice per day.
The Force Caster: This small, black hemisphere of metal sits on a tiny platform attached to the Deathsmith’s shoulder. It can fire, in any direct except directly below the wearer, a small blue bolt of force which deals 2d10 force damage. Crafting it requires 1000 GP, 20 XP, and a scroll of magic missile. Firing the Force Bolt requires a ranged touch attack against the target. After firing, roll a 1d3. The number of round you roll is the number of rounds you have to wait before you can fire again.
Rapid-fire mode allows the firing of the Force caster every round, but it can only deal 1d6 damage. The Force caster is controlled by the wearer’s thoughts, and firing it is a free action, it can even be fired at a separate opponent while the Deathsmith is currently fighting melee.
The first device is chosen at level 3, the next at level nine, and the final one at level 15.
*Note: new spells may be chosen for the wrist device, but they must be arcane, have an area of effect, and can not deal damage. Gaining them must be done in a similar way to any other spell.
Craft Magical Arms and Armor: Allows the Deathsmith to craft magical arms and armor, as per the feat, even if the Deathsmith would normally not have the prerequisites for that feat.
Forge weapon: Similar to the Forge item ability, Forge weapon allows a Deathsmith to craft a deadly exotic weapon. The two weapons available are the Combistick and the Razordisk.
Combistick: Resembling a metal, double-ended glaive or spear, the Combistick is the cornerstone of Deathsmith melee combat. Usually made of the strongest metal available (as a matter of pride), The Combistick deals 1d8/1d8, with a 19-20(x2) crit. It normally weighs 6 pounds, and can be used as a reach weapon (10 ft), but also allows for close combat with no penalty.
Razordisk: A sharp edged, round disk of metal with handholds in the center, the Razordisk can be thrown with a range increment of 20, and deals 1d10 damage with an 18-20 (x2)crit. If a scroll of mage hand or telekinesis can be found and used in the crafting, then it will return to the throwers hand, and can be used to hit a target on the way back (with a –4 circumstance penalty). If a scroll of dimension door is used, then it will teleport back to the throwers hand, with no chance to hit on the way back.
Crafting either requires a DC 20 craft check, and 10 GP worth of materials ( unless more expensive metals are used). One may be crafted at level 5, the other at level 6.
Improved Uncanny Dodge: As uncanny dodge, plus the Deathsmith can no longer be flanked. He can react to opponents on opposite sides as easily as a single opponent. A Rouge can no longer sneak attack due to flanking, unless it is four levels higher.
Weapon Mastery: The Deathsmith chooses either melee or ranged as its favored method of combat. If it chooses melee, then it gains the bonus of the Great Cleave feat. If it chooses ranged, it gains the bonus of the Point Blank Shot feat.
Trackless Step: The Deathsmith, should it choose, no longer leaves a trackable trail when moving in a natural envoirnmnet. However, such a trial can be left if the Deathsmith so chooses.
Improved Combat: Depending on what was chosen at level 10 (melee or ranged) It gains the benefit of the spring attack feat(melee) or the precise shot feat(ranged). Even if they would normally not fit the prerequisites.
Combat Mastery: Having trained in its preferred style of combat, it becomes supremely adept at its chosen method. If it choose melee combat at level 10, then it gains the benefit of the Whirlwind Attack feat. If Ranged was choosen, then it gains the effect of Improved Precise Shot.
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So, should I increase the price for item creation? Should I give the items a dc, and if so what would you recomend? Are the planes not ready for this?
now for the race:
Yaungi
Originally from a tropical prime world, the Yaungi are a fearsome race who travels the planes only to prove themselves as great warriors. They have a long lifespan of, on average, 600-800 years, though it should be said that very few Yaungi live to be that age. Constantly battling dangerous beasts is a point of honor among the Yaungi. What few settlements they have on the planes are hidden in the Beastlands, where they make occasional hunting trips to the lower planes, usually Acheron.
Appearance: They have thick, leathery skin, which becomes almost scaly on the hands and near the face. Most Yaungi have eyes ranging from golden yellow to forest green. In addition to a mouth they have four small mandibles. While frightening, they don't seem to actually benefit the Yaungi in any way. They stand between 5'8 to 7'2 ft tall, and rather than hair the back of their head is covered by a mass of thick, rubbery tendrils. A ring of bony protrusions crowns its head.
Roleplay: Life is for the hunt. Alliances with others are only when they don't end up in your way. Any who can match you strength or cunning is to be respected. To die on the hunt is a good death, but the grandest death of all is to hunt until your own body buckles before your will. The more powerful beast you slay, the more honor you can claim to your name. Killing a creatures that stands no chance of harming you is not of the true hunt, it is the way a coward hunts, but a weakling who attacks you is still rewarded with death. To deny an enemy a complete victory is the best means to continue the hunt, even to death.
Names: (Uh.... leave that till later)
Racial stats:
+2 Str, +2 Int, -2 Cha. While strong and cunning, the Yaungi are antisocial
and unpleasant to most races.
Medium sized
Yaungi have a base land speed of 35 feet.
Racial skills: +2 jump, + 2 climb, + 2 craft (trapsmaking). They are skilled in chasing their prey through trees, and find simple traps surprisingly useful for taking down large prey.
Special ability: Cry of the Hunt(EX): Once per day, by letting out a loud roar, a Yaungi can frighten its enemies and bolster the forces of the rest of the clan. It gains a + 4 bonus on its intimidate check for 1 min per every two character levels, and all allies within 50ft gain a +1 moral bonus to attack rolls and saving throws against fear effects (similar to a bless spell) which lasts for the same amount of time.
Automatic Languages: Yaungi, common. Bonus: infernal, abyssal, draconic, thri-kreen, gith, undercommon, and celestial
Favored class: Acheronian Deathsmith
Level adjustment: +1
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any problems there?