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lvl 1 sharnian
2009-12-23, 02:32 PM
Pactsurger
A pactsurger is a channeler who finds he is naturally talented in channeling magic, but rather pursue study to focus and refine their talents, make pacts with powerful creatures to enhance their channeling.

Hit Die: d4

Class Features

Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int)

Skill Points at First Level: (2+Intelligence Modifier)x4
Skill Points at Each Additional Level: 2+Intelligence Modifier

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+0|
+0|
+2|Pact1|4|-|-|-|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3||5|-|-|-|-|-|-|-|-

3rd|
+1|
+1|
+1|
+3||5|3|-|-|-|-|-|-|-

4th|
+2|
+1|
+1|
+4|Pact Surge 1/day|6|4|-|-|-|-|-|-|-

5th|
+2|
+1|
+1|
+4||6|5|3|-|-|-|-|-|-

6th|
+3|
+2|
+2|
+5|Pact 2|6|5|4|-|-|-|-|-|-

7th|
+3|
+2|
+2|
+5|Possession Resistance|6|6|5|3|-|-|-|-|-

8th|
+4|
+2|
+2|
+6|Pact Surge 2/day|6|6|5|4|-|-|-|-|-

9th|
+4|
+3|
+3|
+6||6|6|6|5|3|-|-|-|-

10th|
+5|
+3|
+3|
+7||6|6|6|5|4|-|-|-|-

11th|
+5|
+3|
+3|
+7|Pact 3|6|6|6|6|5|3|-|-|-

12th|
+6|
+4|
+4|
+8|Pact Surge 3/day|6|6|6|6|5|4|-|-|-

13th|
+6|
+4|
+4|
+8||6|6|6|6|6|5|3|-|-

14th|
+7|
+4|
+4|
+9||6|6|6|6|6|5|4|-|-

15th|
+7|
+5|
+5|
+9||6|6|6|6|6|6|5|3|-

16th|
+8|
+5|
+5|
+10|Pact 4, Pact Surge 4/day|6|6|6|6|6|6|5|4|-

17th|
+8|
+5|
+5|
+10||6|6|6|6|6|6|6|5|3

18th|
+9|
+6|
+6|
+11|Possession Immunity|6|6|6|6|6|6|6|6|4

19th|
+9|
+6|
+6|
+11|Class Ability|6|6|6|6|6|6|6|6|5

20th|
+10|
+6|
+6|
+12|Pact Surge 5/day|6|6|6|6|6|6|6|6|6[/table]

Weapons and Armor Proficiencies: A Pactsurger is proficient with all simple weapons

Spells:
A pactsurger casts arcane spells which are drawn primarily from the Arcanist/Pactsurger spell list. He can cast any spell he knows without preparing it ahead of time, the way a arcanist or a divine vessel must (see below).

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the pactsurger’s Charisma modifier.

Like other spellcasters, a pactsurger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing two 1st-level channel spells of your choice. At each new pactsurger level, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a pactsurger knows is not affected by his Charisma score; the numbers on the table are fixed.) These new spells can be chosen from the arcanist/pactsurger spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Channel Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|2|-|-|-|-|-|-|-

2nd|3|-|-|-|-|-|-|-

3rd|3|1|-|-|-|-|-|-

4th|4|2|-|-|-|-|-|-

5th|4|2|1|-|-|-|-|-

6th|5|3|2|-|-|-|-|-

7th|5|3|2|1|-|-|-|-

8th|5|4|3|2|-|-|-|-|-

9th|5|4|3|2|1|-|-|-|-

10th|5|5|4|3|2|-|-|-|-

11th|5|5|4|3|2|1|-|-|-

12th|5|5|5|4|3|2|-|-|-

13th|5|5|5|4|3|2|1|-|-

14th|5|5|5|5|4|3|2|-|-

15th|5|5|5|5|4|3|2|1|-

16th|5|5|5|5|5|4|3|2|-

17th|5|5|5|5|5|4|3|2|1

18th|5|5|5|5|5|5|4|3|2

19th|5|5|5|5|5|5|5|4|3

20th|5|5|5|5|5|5|5|5|4[/table]

Pact(Su):
Tapping into the outer forces, the Pactsurger sends out a call for aid.

Beginning at 1st level, a pactsurger may create a pact with a creature from the list below. The pactsurger must share at least one part of his alignment with the pact creature.

A pact grants certain bonuses as long as it is being maintained, with penalties being issued if it is broken without consent.
A pact can be threatened to break when a pactsurger takes enough damage in one attack to bring him over his Pact Threshold. A pactsurger's pact threshold is equal to his total pactsurger levels multiplied by his charisma modifier to a minimum of 1. When a pact is threatened, a pactsurger must make a Will Save equal to 10+damage over threshold or the pact is broken and the pactsurger takes the appropriate penalty. A pactsurger may restore the pact by meditating for 1 hour and negogiating with the pact creature again.
A pact creature can channel for the pactsurger to a maximum of 1/2 of the Pactsurger's class levels. He may either use the energies now or let pact creature hold them until later, to a maximum of 24 hours. All the channeling energies from one pact may only be spent on a single spell at a time.

At 6th, 11th, and 16th level, a pactsurger may call one additional pact or instead enhance one of his existing pacts. If a pactsurger has more than one pact, he may have each one channel for a different spell, but his threshold is split between all of them. If he chooses to instead enhance an existing pact, he gains additional abilities based upon the pact being enhanced as well as treating his Charisma as 2 points higher when determining his threshold for that pact. A pact may be enhanced multiple times, gaining more abilities and stacking the threshold increase.

Pacts
{table=head]Pact Creature|No Enhancement|1st Enhancement|2nd Enhancement|3rd Enhancement

Black Dragon|Acid Resistance 5, Natural Armor +2, Threshold DR 2/-|Acid Resistance 10, Natural Armor +4, Threshold DR 5/-| Acid Resistance 15, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Acid Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Blue Dragon|Electricity Resistance 5, Natural Armor +2, Threshold DR 2/-|Electricity Resistance 10, Natural Armor +4, Threshold DR 5/-| Electricity Resistance 15, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Electricity Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Green Dragon|Acid Resistance 5, Natural Armor +2, Threshold DR 2/-|Acid Resistance 10, Natural Armor +4, Threshold DR 5/-| Acid Resistance 15, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Acid Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Red Dragon|Fire Resistance 5, Natural Armor +2, Threshold DR 2/-|Fire Resistance 10, Natural Armor +4, Threshold DR 5/-| Fire Resistance 15, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Fire Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

White Dragon|Cold Resistance 5, Natural Armor +2, Threshold DR 2/-|Cold Resistance 10, Natural Armor +4, Threshold DR 5/-| Cold Resistance 15, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Cold Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Brass Dragon|Fire Resistance 5, Sleep Resistance 25%, Natural Armor +2, Threshold DR 2/-|Fire Resistance 10, Sleep Resistance 50%, Natural Armor +4, Threshold DR 5/-| Fire Resistance 15, Sleep Resistance 75%, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Fire Immunity, Sleep Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Bronze Dragon|Electricity Resistance 5, Compulsion Resistance 25%, Natural Armor +2, Threshold DR 2/-|Electricity Resistance 10, Compulsion Resistance, Natural Armor +4, Threshold DR 5/-| Electricity Resistance 15, Compulsion Resistance, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Electricity Immunity, Compulsion Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Copper Dragon|Acid Resistance 5, Slow Resistance 25%, Natural Armor +2, Threshold DR 2/-|Acid Resistance 10, Slow Resistance 50%, Natural Armor +4, Threshold DR 5/-| Acid Resistance 15, Slow Resistance 75%, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Acid Immunity, Slow Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Gold Dragon|Fire Resistance 5, Weakening Resistance 1, Natural Armor +2, Threshold DR 2/-|Fire Resistance 10, Weakening Resistance 3, Natural Armor +4, Threshold DR 5/-| Fire Resistance 15, Weakening Resistance 5, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Fire Immunity, Weakening Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Silver Dragon|Cold Resistance 5, Paralysis Resistance 25%, Natural Armor +2, Threshold DR 2/-|Cold Resistance 10, Paralysis Resistance 50%, Natural Armor +4, Threshold DR 5/-| Cold Resistance 15, Paralysis Resistance 75%, Blindsense 30ft, Natural Armor +6, Threshold DR 7/-| Cold Immunity, Paralysis Immunity, Blindsense 60ft, Natural Armor +8, Threshold DR 10/-

Devil| Fire Resistance 5, Cold Resistance 5, Acid Resistance 5, Poison Resistance 25%, Darkvision 30ft, DR 2/magic, Life Pact I|Fire Resistance 10, Cold Resistance 10, Acid Resistance 10, Poison Resistance 50%, Darkvision 60ft, DR 5/silver or good, Life Pact II|Fire Resistance 15, Cold Resistance 10, Acid Resistance 10, Poison Resistance 75%, Perfect Darkvision 60ft, DR 7/magic and (silver or good), Life Pact III|Fire Immunity, Cold Resistance 5, Acid Resistance 5, Poison Immunity, Perfect Darkvision 90ft, DR 10/magic and silver and good, Life Pact IV

Demon|Electricity Resistance 5, Acid Resistance 5, Cold Resistance 5, Fire Resistance 5, Poison Resistance 25%, DR 2/magic, Life Pact I|Electricity Resistance 10, Acid Resistance 10, Cold Resistance 10, Fire Resistance 10, Poison Resistance 50%, DR 5/silver or good, Life Pact II|Electricity Resistance 15, Acid Resistance 10, Cold Resistance 10, Fire Resistance 10, Poison Resistance 75%, DR 7/magic and (silver or good), Life Pact III|Electricity Immunity, Acid Resistance 10, Cold Resistance 10, Fire Resistance 10, Poison Immunity, DR 10/magic and silver and good, Life Pact IV

Angel|Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5, Petrification Resistance 25%, Low Light Vision, +1 on saves vs. poison, Unshaken|Acid Resistance 10, Cold Resistance 10, Electricity Resistance 10, Fire Resistance 10, Petrification Resistance 50%, Low Light Vision, +2 on saves vs. poison, Unshaken, Tongues|Acid Resistance 15, Cold Resistance 15, Electricity Resistance 10, Fire Resistance 10, Petrification Resistance 75%, Low Light Vision, +3 on saves vs. poison, Unshaken, Tongues|Acid Immunity, Cold Immunity, Electricity Resistance 10, Fire Resistance 10, Petrification Immunity, Low Light Vision, +4 on saves vs. poison, Unshaken, Tongues

Archon|Electricity Resistance 5, Petrification Resistance 25%, Low Light Vision, +1 on saves vs. poison, Unshaken|Electricity Resistance 10, Petrification Resistance 50%, Low Light Vision, +2 on saves vs. poison, Unshaken, Tongues|Electricity Resistance 15, Petrification Resistance 75%, Low Light Vision, +3 on saves vs. poison, Unshaken, Tongues|Electricity Immunity, Petrification Immunity, Low Light Vision, +4 on saves vs. poison, Unshaken, Tongues[/table]

Threshold DR (Su): Any amount of damage taken over the pact threshold is decreased by an amount equal to the threshold DR.
Life Pact(Su): When taking damage, you may pay either hit points, constitution, or charisma to reduce the damage over your threshold, up to a maximum of 3 payments per attack. Paying Constitution or Charisma is temporary ability damage that heals naturally. Higher ranks reduce more damage per payment.

Amount Reduced
{table=header]Payment|I|II|III|IV
1 Constitution|10|15|20|25
1d6 Hit Points|1|2|3|4
1 Charisma|5|10|15|20 [/table]

Unshaken(Su): When taking damage over your threshold, you may take an immediate action to ignore all damage over your threshold. Doing so renders you unable to move from your spot, but may otherwise act normally.

Pact Broken Penalties
{table=head]Pact Creature|Penalty
Black Dragon|Lose XP equal to ECL x 100
Blue Dragon|Lose XP equal to ECL x 100
Green Dragon|Lose XP equal to ECL x 100
Red Dragon|Lose XP equal to ECL x 100
White Dragon|Lose XP equal to ECL x 100
Brass Dragon|Lose XP equal to ECL x 100
Bronze Dragon|Lose XP equal to ECL x 100
Copper Dragon|Lose XP equal to ECL x 100
Gold Dragon|Lose XP equal to ECL x 100
Silver Dragon|Lose XP equal to ECL x 100
Devil|Lose XP equal to ECL x 300
Demon|Lose XP equal to ECL x 300
Angel|Lose XP equal to ECL x 300
Archon|Lose XP equal to ECL x 100[/table]

If the pactsurger is unable to pay the penalty, he may instead substitute the payment with the permanent loss of either 2 points of Constitution or 2 points of Charisma. If he is still unable to pay, he loses the ability to make pacts until he can pay off the penalty from the previous pact.

Pact Surge (Su): At 4th level, the pactsurger gains the use of special attacks determined by his available pacts, once per day as a standard action. At 8th level an every 4 levels after that, the pactsurger gains an additional use per day. A pactsurger may expend more than one use per day on a single attack to strengthen it.

{table=header]Pact Creature|Pact Surge|Addition Uses Expended
Black Dragon|Deals 1d6 acid damage/Pactsurger Level in a 30ft line. Reflex 1/2|Each additional use expended increases the range by 30ft and the damage by 2d6
Blue Dragon|Deals 1d6 electricity damage/Pactsurger Level in a 30ft line. Reflex 1/2|Each additional use expended increases the range by 30ft and the damage by 2d6
Green Dragon|Deals 1d6 acid damage/Pactsurger Level in a 15ft cone. Reflex 1/2|Each additional use expended increases the range by 15ft and the damage by 2d6
Red Dragon|Deals 1d6 fire damage/Pactsurger Level in a 15ft cone. Reflex 1/2|Each additional use expended increases the range by 15ft and the damage by 2d6
White Dragon|Deals 1d6 cold damage/Pactsurger Level in a 15ft cone. Reflex 1/2|Each additional use expended increases the range by 15ft and the damage by 2d6
Brass Dragon|Deals 1d6 fire damage/2 Pactsurger Levels in a 15ft cone and puts the targets to sleep for 1 round. Will negates sleep.|Each additional use expended increases the range by 15ft, the damage by 1d6, and the sleep duration by 1 round.
Bronze Dragon|Deals 1d6 electricity damage/2 Pactsurger Levels in a 30ft line and the targets are compelled to do nothing but run away for 1 round. Will negates compulsion.|Each additional use expended increases the range by 30ft, the damage by 1d6, the compulsion duration by 1 round.
Copper Dragon|Deals 1d6 acid damage/2 Pactsurger Levels in a 15ft cone and slows the targets for 1 round. Will negates slow.|Each additional use expended increases the range by 15ft, the damage by 1d6, and the slow duration by 1.
Gold Dragon|Deals 1d6 fire damage/2 Pactsurger Levels in a 15ft cone and deals 1 Str damage to them. Fortitude negates Str damage|Each additional use expended increases the range by 15ft, the damage by 1d6, and the Str damage by 1.
Silver Dragon|Deals 1d6 cold damage/2 Pactsurger Levels in a 15ft cone and paralyzes the targets for 1 round. Will negates paralysis.|Each additional use expended increases the range by 15ft and the damage by 1d6 and the paralysis duration by 1.
Devil|Ray that deals 1d6 negative energy damage/Pactsurger level with a 60ft range.|Each additional use expended increases range by 30ft and grants 1 negative level
Demon| 60ft emanation that deals 1d6 negative energy damage/CL Will save for 1/2|Each addition use expended increases range by 10ft, damage by 2d6, and converts 25% of the damage into Vile damage.
Angel|Deals 1d6 positive energy damage/Pactsurger level to a 10ft burst with a range of 100ft. Will save for 1/2|Each additional use expended increases the range by 50ft and grants the targets 1 positive energy level.
Archon|Ray with a 60ft range deals 1d6 positive energy damage/Pactsurger level and blinds for 1 round. Fort save negates blinding|Each additional use expended increases range by 30ft, damage by 1d6, and blindness duration by 1 round [/table]

Possession Resistance(Su): At 7th level, the pactsurger gains a +2 bonus for every existing pact he has to resist possession. At 18th level, he gains immunity to possession.

Renewal (http://www.giantitp.com/forums/showthread.php?t=135499)

Edit: Forgot I didn't post the magic system yet and it's sort of needed, but the gist is that regular magic has been rendered extinct so wizards, clerics, etc. are gone. A new magic known as channeling has come to replace it. Te pactsurger is intended to be the sorcerer replacement.

Generally, a spell can be channeled for 1-9 rounds with escalating effects. For the spell to be safely cast, it should be channeled for the 1 round per spell level. It can be underchanneled, but harms the channeler. Overchanneling makes the spell more powerful, but may harm the channeler. A channeler can only channel spells up to a maximum number of rounds equal to the highest spell level they can currently cast.