12-10-2012, 10:33 PM
(This post was last modified: 12-26-2012, 08:16 PM by ZeronosVega.)
EDIT: I plan on using this thread to host my various creations, so excuse the mess while I adjust it. Thanks!
Juggler
Hit Die: d6.
Requirements
To qualify to become a juggler, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Perform 4 ranks, Thievery 4 ranks
Special: Bomb (3d6) Chemist ability
Class Skills
The juggler's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Concentration (Con), Craft (alchemy), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sense Motive (Wis), and Thievery (Dex).
Skill Points at Each Level: 5 + Int modifier.
[code] Table: Juggler
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Juggling, Stunt, Limit Break
2 +1 +0 +3 +0 Deflect Projectile
3 +2 +1 +3 +1 Stunt
4 +3 +1 +4 +1
5 +3 +1 +4 +1 Stunt
6 +4 +2 +5 +2 Catch Projectile
7 +5 +2 +5 +2 Stunt
8 +6 +2 +6 +2
9 +6 +3 +6 +3 Stunt
10 +7 +3 +7 +3
[/code]
Class Features
All of the following are class features of the juggler.
Weapon and Armor Proficiency: Jugglers are proficient with all simple weapons, plus shuriken and throwing axes. Jugglers gain no proficiency with any type of armor or shield.
Limit Breaks (Su): At 1st level, the juggler receives the Limit Break (X).
Juggling (Ex): A juggler has taken the performer's craft and turned it into a deadly discipline. As a move action, a juggler may begin a cascade of up to three Diminutive or smaller inanimate objects. The usual choices are knives and clubs, but other objects (such as keys, stones and fruit) may also be used. As a standard action, the juggler can shift his routine slightly and hurl one of these items as a ranged weapon with a range of 30 feet. This attack is treated as a Feint at a penalty of -4 added to the bluff check for each successive projectile per round.
A juggler may maintain a number of items in her cascade less than or equal to 3+ her class level. Adding items to a cascade can be done with a move action. The concentration required to maintain this cascade imposes a -2 penalty to AC while juggling.
At 3rd-level, and for every 3rd level beyond that, the number of projectiles that can be thrown per standard action increases by 1 to a maximum of 4 at 9th level. The juggler must have both hands free to use this ability.
If the juggler is damaged while maintaining a cascade, she must make a perform (Juggling) check at a DC equal to the damage dealt in order to prevent dropping the cascade.
While Juggling, the juggler may only wear light or no armor.
This ability was taken from the Infernal Juggler.
Stunt: Starting at 1st level and every other level thereafter, a juggler learns a new stunt from the list below. A juggler cannot select an individual stunt more than once. Each stunt ability requires a standard action to use and the decision must be made before the attack roll is made.
Berserk
Stop
Confuse
Quicken/Haste
Thrown Weapon Focus (Ex): At 2nd level, the Juggler gains greater proficiency with thrown attacks of all kinds. The character gains a +1 bonus to attack rolls made with any thrown weapon. This bonus does not stack with other similar abilities.
Ideas for the class are as follows:
Any suggestions or help with this class will be appreciated!
Juggler
Hit Die: d6.
Requirements
To qualify to become a juggler, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Perform 4 ranks, Thievery 4 ranks
Special: Bomb (3d6) Chemist ability
Class Skills
The juggler's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Concentration (Con), Craft (alchemy), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sense Motive (Wis), and Thievery (Dex).
Skill Points at Each Level: 5 + Int modifier.
[code] Table: Juggler
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Juggling, Stunt, Limit Break
2 +1 +0 +3 +0 Deflect Projectile
3 +2 +1 +3 +1 Stunt
4 +3 +1 +4 +1
5 +3 +1 +4 +1 Stunt
6 +4 +2 +5 +2 Catch Projectile
7 +5 +2 +5 +2 Stunt
8 +6 +2 +6 +2
9 +6 +3 +6 +3 Stunt
10 +7 +3 +7 +3
[/code]
Class Features
All of the following are class features of the juggler.
Weapon and Armor Proficiency: Jugglers are proficient with all simple weapons, plus shuriken and throwing axes. Jugglers gain no proficiency with any type of armor or shield.
Limit Breaks (Su): At 1st level, the juggler receives the Limit Break (X).
Juggling (Ex): A juggler has taken the performer's craft and turned it into a deadly discipline. As a move action, a juggler may begin a cascade of up to three Diminutive or smaller inanimate objects. The usual choices are knives and clubs, but other objects (such as keys, stones and fruit) may also be used. As a standard action, the juggler can shift his routine slightly and hurl one of these items as a ranged weapon with a range of 30 feet. This attack is treated as a Feint at a penalty of -4 added to the bluff check for each successive projectile per round.
A juggler may maintain a number of items in her cascade less than or equal to 3+ her class level. Adding items to a cascade can be done with a move action. The concentration required to maintain this cascade imposes a -2 penalty to AC while juggling.
At 3rd-level, and for every 3rd level beyond that, the number of projectiles that can be thrown per standard action increases by 1 to a maximum of 4 at 9th level. The juggler must have both hands free to use this ability.
If the juggler is damaged while maintaining a cascade, she must make a perform (Juggling) check at a DC equal to the damage dealt in order to prevent dropping the cascade.
While Juggling, the juggler may only wear light or no armor.
This ability was taken from the Infernal Juggler.
Stunt: Starting at 1st level and every other level thereafter, a juggler learns a new stunt from the list below. A juggler cannot select an individual stunt more than once. Each stunt ability requires a standard action to use and the decision must be made before the attack roll is made.
Berserk
Stop
Confuse
Quicken/Haste
Thrown Weapon Focus (Ex): At 2nd level, the Juggler gains greater proficiency with thrown attacks of all kinds. The character gains a +1 bonus to attack rolls made with any thrown weapon. This bonus does not stack with other similar abilities.
Ideas for the class are as follows:
- Designed to be another option for the Thief base class, as well as the Chemist.
- Alter Juggling ability from base in order to make unique to FFd20.
- Deflecting and Catching Projectiles - Inspired by FFTA's Reaction ability 'Catch'.
- Ability to make use of all sorts of thrown weapons, including improvised weapons such as fruit, juggling pins, kitchen utensils, etc.
- Ability to use fragile/dangerous items without risk of self-injury.
- Ability to inflict status conditions with thrown weapons, acting as a sort of debuff role.
Any suggestions or help with this class will be appreciated!