Ashen One (Pathfinder Class)
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<-"Only in truth, the Lords will abandon their thrones, and the -Ashen One- will rise. Nameless accursed undead, unfit even to be cinder. And so it is that ash seeketh embers..." A class based off Dark Souls 3, quote altered to fit.->.
Making an <-Ashen One->
<-Can fit in nearly any position, but not well, until later levels. Heavily reliant on ability scores.->.
Abilities: <-As your proficiencies, hp, and spell slots are based off your ability Scores, Con, Str/Dex, with Int/wis/cha for lower levels. Although it is also viable to only use spells.->.
Races: <-No particular race inclination.->.
Alignment: <-Generally Neutral or Chaotic->.
Starting Gold: <-starting gold; 2d10->×10 gp (<-110-> gp).
Starting Age: <-"Moderate"->.
|Special||Spells per Day|
|1st||+0||+1||+1||+1||<-Resilience, Weapon and Armor Proficiency, Bonus Feats, Spell Casting, Mana, Stamina, Stamina Feats
|2nd||+1||+1||+1||+1||<-Embered, Bonus Feat->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|3rd||+2||+2||+2||+2||<-Status UP, Bonus Feat->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|5th||+3||+3||+3||+3||<-Stamina Feat: Crit, Bonus Feat->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|7th||+5||+4||+4||+4||<-Overexert, Bonus Feat->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|9th||+6/+1||+5||+5||+5||<-Bonus Feat, Status UP->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|13th||+9/+4||+7||+7||+7||<-Bonus Feat, Overexert->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|15th||+11/+6/+1||+8||+8||+8||<-Bonus Feat, Status UP->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|19th||+14/+9/+4||+10||+10||+10||<-Bonus Feat, Overexert->||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||+15/+10/+5||+10||+10||+10||<-Ash Seek'th Embers->||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills (<-1+Int mod-> + Int modifier per level, ×4 at 1st level)
All of the following are class features of the <-Ashen One->.
Weapon and Armor Proficiency: <-Your weapon and armor proficiencies are tied to your ability scores.->.
Spells: <-Spell Casting - The only spell slots you receive are the slots based off your Ability scores. However, you gain slots from the sum of your mental scores-20. (Int+Wis+Cha-20, See Table: Ability Modifiers and Bonus Spells). You may cast spells from the Wizard/sorcerer's, Cleric's, and Bard's spell lists, with the usual limitations. Ex. A 13 Cha may only cast up to 3rd LVL bardic spells. You will use your Int mod for spells taken from the Wizard/Sorcerer spell list, Wis mod for the Cleric spell list, and Cha mod for the Bard spell list. The number of spells known is equal to your total spell slots +3. Your highest spell slot may not exceed a Wizard of the same level.->.
<-Resilience->: <-For calculating matters dealing with HP, you add twice your con mod instead. Ex. Calculating HP per LVL. For death saving throws, you receive a bonus equal to your Con modifier. You receive a bonus equal to your level VS level & ability drain.->
<-Weapon and Armor Proficiency->: <-Your proficiencies are tied to your character's innate ability. If Str ≥ 13, you are proficient in All simple weapons. If Str ≥ 15, you are proficient in all Simple weapons, and 1-Handed Martial weapons. If Str ≥ 17, you are proficient with all Simple and Martial weapons. If Dex ≥ 13, you are proficient in all Simple weapons. If Dex ≥ 15, you are proficient in all Simple and Ranged weapons. If Dex ≥ 17, you are proficient with all Simple, Ranged, and Exotic weapons. If Con ≥ 13, you are Proficient with Light armor and Shields. If Con ≥ 15, you are proficient with Light and Medium armor, and Shields. If Con ≥ 17, you are proficient with Light, Medium, and Heavy armor, Shields, and Tower Shields.->
<-Mana-> (Sp): <-You have a number of Mana points equal to the sum of all your mental modifers. (Int mod +Wis mod +Cha mod) These points restore after a Long Rest. Mana may be used in conjunction with Stamina to cast previously prepared spells with their corresponding action. The cost for each spell is equal to the spell's LVL in mana and stamina. Ex. 1st LVL = 1 mana + 1 Stamina, 2nd=2MP+2Sta->
<-Bonus Feats->: <-At 1st and 2nd LVL, and every odd LVL after, you receive a bonus feat.->
<-Stamina-> (Ex): <-You have a number of points equal to 5+your Con mod. These points recover at a rate of 1+1/2 your con mod rounded down. (minimum 1) Stamina is a consumable resource which recovers over time. This resource allows one to accomplish feats of skill and strength by exerting oneself. However, completely exhausting this resource will leave the user fatigued and the next attack they receive will be doubled unless their stamina recovers to a positive total. If the number of points reaches a negative total, the recovery rate is reduced to 1/2 points per round. You may use Stamina feats, so long as your Point total remains positive. (Even if you do not have the stamina required, you may act as if you do, reducing your point total to a negative score for the difference. Ex. 3-5=-2)->
<- Stamina Feats-> (Ex): <-
You may expend stamina to gain extra attacks at your second highest bonus. (If you only have 1 attack, the extra attacks are at +0) Different weapons require differing amounts of stamina.
Unarmed= 2 Light= 3 1-Handed= 4 2-Handed= 5 Dodge:
As an Immediate action, you may expend 5 Stamina to take a 5-foot step in any direction. If an opponent attempted to attack you, and you are no longer in range, they automatically miss. If you move within the range of the attack, they have a 50% chance to connect the blow, if it would normally hit. This action must be declared before the attack roll, and cannot be used flat-footed or immobilized. If you dodge a ranged attack, act as if the attack was a ray, if you are in line with the attack, you are within range. If it was melee, the threatened squares count as in range. If you exit an AoE's range of effect, it does not effect you.
You may expend 2 Stamina per round to double your movement speed.
You may expend 3 Stamina to attempt a Bull Rush at no penalty. If you have Improved Bull Rush, this check is made at an additional +4. Block: As an Immediate action, you may consume stamina to receive attacks relatively unharmed. What you use to block will affect the amount you may block, as well as the Cost in Stamina. Should the damage exceed the given thresholds, your guard will be broken, and you will receive double damage until the start of your next turn.
Unarmed total = 3+LVL, Sta Cost = 5 per hit Weapon total = 6+LVL, Sta Cost = 4 per hit Shield total = 9+LVL, Sta Cost = 3 per hit Tower Shield total = 15+LVL, Sta Cost = 2 per hit
While blocking will reduce the damage taken, any excess will still be dealt. Blocking magic will also have a reduced effect. The damage you take will be reduced, based on what you use.
Unarmed Magic reduction = 0 Weapon Magic reduction = 3+1/2 LVL Shield Magic reduction = 4+1/2 LVL Tower Shield Magic reduction = 7+1/2 LVL
You must be facing the attack to block, and Blocking must be announced before the result of the attack roll is declared. If you are flanked, you may only block one of the 2 attackers, per flank. If you are the subject of a combat maneuver, while blocking on an opponent's turn, you are forced to consume 2 Stamina +1 per size category larger the enemy using the maneuver is.
When an opponent makes a melee attack against you, you can expend Stamina and a use of an attack of opportunity to attempt to parry that attack. Make an attack roll as if you were making an attack of opportunity. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses and the creature's turn ends. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. This ability may be used with any item except tower shields. This ability may not be used Flat-footed. Different Items impose different penalties, and on a failed attempt, you receive damage equal to the difference in rolls. The attack in this case follows through as normal. (An attack that would miss, still misses.)
Unarmed Sta cost total = 0, Penalty to roll -5 Buckler Sta cost total = 1, Penalty to roll -2 Shield Sta cost total = 2, Penalty to roll -1 Light weapon Sta cost total = 3, Penalty to roll -3 1-Handed Sta cost total = 4, Penalty to roll -4 2-Handed Sta cost total = 5, Penalty to roll -5
After a successful parry, on your turn, you receive a bonus to hit, and a bonus to damage, equal to your LVL against the parried creature. This extra damage follows the rules of Precision damage.
LVL 5 Stamina Feat: Crit
As a full round action, if you successfully Parry a creature, they become prone, or are flat-footed, you may expend all your remaining Stamina to make an attack which provokes AoO, the damage from this attack is doubled.->
<-Embered-> (Su): <-Starting LVL 2, whenever you take a long rest, you may *Set* the location. Should you die, you instead permanently lose a level, and your body reforms at the *Set* location. Dying at level 2 will bring you to LVL 1, removing this ability.->
<-Status UP-> (Ex): <-At LVL 3, and every third LVL after, Stamina and Mana increase by 1 point. You may increase any stat by one, this ability score increase is in addition to normal character advancement increases.->
<-Overexert-> (Ex): <-Starting Level 7, You may use any Stamina Feat as a free action. Using Stamina feats this way consumes 3 times the normal stamina At LVL 13, the stamina cost drops to 2.5 times. At LVL 19, the stamina cost drops to 2 times.->
<-Ember Travel-> (Su): <-LVL 10 You may travel between Locations you have previously *Set*. This action requires a long rest.
<-Ash Seek'th Embers-> (Su): <-You no longer lose LVLs from death. You no longer age, nor can you be aged. You are immune to LVL/ability drain.->
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