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Temotei
2011-01-01, 03:20 AM
Tipping the Scale

Welcome back to the base class challenge contest! Lord_Gareth, the previous leader of this endeavor, is having some time issues right now, and has given me permission to continue this great thing we have going here. Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class. This class must have a theme revolving around balance; acrobats, worshipers of all deities, accountants, and justicars (scales of justice) are all possibilities. There are no other restrictions other than that you cannot have posted your entry anywhere else before. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by February 21st, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Plagiarism is strictly forbidden.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=181782). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready?

TIP!

Temotei
2011-01-01, 03:21 AM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
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2nd|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
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19th|
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+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

IcarusWings
2011-01-02, 07:30 AM
The Alchemist
In order to gain something, something of equal value must be lost. That is the first law of Equivalent Exchange, and in those days, we though it was the one and only truth.
-Edward Elric, a preeminent Alchemist

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

Game Rule Information
Alchemist’s have the following game statistics.
Abilities:
Alignment: Any
Hit Die: d6

Class Skills
An Alchemist’s class skills (and the key ability for each skill) are Appraise (int), Concentration (con), Craft (int), Decipher Script (int), Disable Device (int), Gather Information(cha), Heal (wis), Knowledge(arcane) (int), Knowledge(architecture and engineering) (int), Profession (wis), Search (int), Sleight of Hand (dex), Speak Language (int), Spellcraft (int), Survival (wis) and Use Magic Device (cha).
Skill Points at First Level: (6+int)x4
Skill Points at Each Additional Level: 6+int

{table=head]level|BAB|Fort save|Reflex save|Will save |Special|RP |Focus

1st|
+0|
+2|
+0|
+2| Principle of Shape ||1|
2nd|
+1|
+3|
+0|
+3| ||2
3rd|
+2|
+3|
+1|
+3|Second Nature||3
4th|
+3|
+4|
+1|
+4|Principle of Motion, Create Elixir|
4|4
5th|
+3|
+4|
+1|
+4| |
5|5
6th|
+4|
+5|
+2|
+5| |
6|6
7th|
+5|
+5|
+2|
+5|Principle of Substance |
7|7
8th|
+6/+1|
+6|
+2|
+6| |
8|8
9th|
+6/+1|
+6|
+3|
+6| |
9|9
10th|
+7/+2|
+7|
+3|
+7| Principle of Energy|
10|10
11th|
+8/+3|
+7|
+3|
+7| |
11|11
12th|
+9/+4|
+8|
+4|
+8| |
12|12
13th|
+9/+4|
+8|
+4|
+8|Principle of Alteration|
13|13
14th|
+10/+5|
+9|
+4|
+9| |
14|14
15th|
+11/+6/+1|
+9|
+5|
+9| |
15|15
16th|
+12/+7/+2|
+10|
+5|
+10| |
16|16
17th|
+12/+7/+2|
+10|
+5|
+10| |
17|17
18th|
+13/+8/+3|
+11|
+6|
+11| |
18|18
19th|
+14/+9/+4|
+11|
+6|
+11| |
19|19
20th|
+15/+10/+5|
+12|
+6|
+12|Magnum Opus |
20|20[/table]

Class Features
Weapon and Armour Proficiency: An Alchemist is proficient with all simple weapons, light armour, and three martial weapons of their choice.

Focus: All Alchemists own a substance unique to them known as their Focus. The Focus is a vapour stored inside their bodies that is especially receptive to their own life force. By excreting this vapour through their sweat pores and dissolving it into other objects, an Alchemist can control and manipulate these objects as they desire. An Alchemist can store an amount of Focus points inside of their bodies equal to one per Alchemist Level, and may fuse it with objects up to a distance of 10ft per Alchemist Level.

Dissolution: An Alchemist may dissolve any amount of Focus into an object as a free action, and removing Focus from an object is a free action.
A single point of focus may only occupy one object at a time. For objects larger than medium size, then each 5 foot cube is treated as a single object. Each point of Focus occupying a single object adds one to an objects compression value. While compression value does nothing at early levels, it becomes vitally important to an Alchemist’s abilities later on, and helps keep track of where your focus is invested.
An Alchemist may not dissolve their Focus into any organic (either living or dead) or magical (including constructs and magic items) objects.

Principle of Shape: The first circle of change that the alchemist learns to manipulate is the shape of an object. Any object with dissolved focus in it may be shaped into any shape as a move or swift action. An Alchemist may not change the size category of anything (e.g. they may only shape a longsword (a small object) into another small object). An Alchemist may also split a dissolved object into smaller size categories or fuse multiple dissolved objects into larger ones. Each size category provides (if splitting) or requires (if fusing) four objects of the size category lower, or sixteen of the size category lower than that etc.
If an object is shaped so that it will collide with an object or creature, such as a pillar growing from a wall or spikes growing from the ground, the Alchemist may, if they wish, force the target to make a reflex save against a DC of 10 + Half the Alchemist’s level + the Alchemist’s Charisma Modifier or be dealt bludgeoning, piercing, or slashing damage (whichever seems appropriate given the shape of the object) equal to 1d6 per two Alchemist levels, rounding up, and may make an Intelligence check opposed by a Strength check to move the offending object or creature to the nearest unoccupied space as if making a bull rush.
If the Alchemist shapes a weapon out of an object, it deals damage equal to 1d6 damage of the appropriate type, per two Alchemist Levels. It otherwise has all normal abilities that the weapon would normally possess.
If an Alchemist shapes an object so that someone standing on it would fall, they must make a Reflex Save of 10 + Half the Alchemist’s level + the Alchemist’s charisma modifier (the Alchemist may choose for the person to automatically succeed) or fall, taking falling damage as appropriate. If the creature succeeds then they move to an unoccupied adjacent square.

Second Nature: At third level, the Alchemist’s mastery of magic items allows him to take 10 on a Use Magic Device check even when distracted or threatened.

Principle of Motion: The next circle of change is how to move an object. As a move or swift action, an Alchemist may move any object they have Focus dissolved into a distance equal to five feet per two Alchemist levels. This may move through any space that is not already occupied by an object (unless they are planning to collide with the object, see below) and that is not outside the Alchemist’s maximum range.
If the Alchemist so wishes, he may attempt to collide an object with a target. To do this, he must make a ranged attack roll using his Int instead of Dex modifier, against the target’s AC. If the attack hits, then the target takes 1d6 of an appropriate damage type per two Alchemist Levels. If the object is a weapon then any abilities the weapon normally has for being thrown, apply.

Create Elixirs: As well as their potent circles of change, Alchemists learn the art of creating potent potions and elixirs. At the beginning of each day, an Alchemist may create a single elixir and drink it to gain the effects of it for the rest of the day. Each day, an Alchemist gets a number of Reagent Points (RP) as shown in the table, these are spent during the creation of elixirs to buy potent effects for them. Reagents spoil if they are not used, and RP do not carry over to the next day if you do not spend them.

Principle of Substance: The next circle of change an Alchemist learns is how to change the material an object is made up of entirely. As a move or swift action, and Alchemist may change the material of an object which they have dissolved Focus in to certain other materials with special properties. Many of these materials have extra abilities depending on the compression value of an object.

Substance Materials – (Crunch is in progress, but here’s a list of the available substances)
Iron: Transmuted Iron is magnetically charged by the Alchemist.
Phosphorus: Transmuted Phosphorus glows with a bright light.
Sulphur: Transmuted Sulphur can be commanded by the Alchemist to explode.
Mercury: Transmuted Mercury corrodes all who come into contact with it.
Ice: Transmuted Ice chills all who come into contact with it.
Crystal: Transmuted crystal has incredible reflective qualities.
Salt: Transmuted Salt is
Adamant: Transmuted Adamant is incredibly hard and strong.
Cold Iron: Transmuted Cold Iron is effective when used as a weapon.

Principle of Energy: For the fourth circle of change, the Alchemist learns that energy and matter are not so different. The Alchemist learns how to convert energy into matter, and vice versa.

Principle of Alteration: The fifth and final circle of change that the Alchemist learns is how to manipulate the properties of an object, to exert finer control.

Mastery of Items: At eighteenth level, an Alchemist’s mastery of magical items increases so much that she can take 20 on a Use Magical Device check in the same amount of time it would take her to make the check normally.

Magnum Opus:

Ecalsneerg
2011-01-02, 09:34 PM
Arbiter

Put an image of your class here!

I need a quote!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Without exception, every Arbiter is Lawful. Their entire purpose is the eradication of chaos and lawlessness, for differing reasons. An Lawful Good Arbiter may seek to cleanse the land to make it safe to live in. A Lawful Evil Arbiter is just as likely to be cleansing the land of rebels for his despotic lord.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: Arbiters could easily be adapted to a non-psionic setting by making them divine agents of Lawful deities. This would require much work and the construction of a new spell list. A similar method could be used to simply refluff their mental discipline as arcane magic, likely based off of Charisma instead of Wisdom.

Alternately, they could work as a variation of Psychic Warriors, using mental rather than physical powers in combat with a few choice changes in the power lists.

GAME RULE INFORMATION
Arbiters have the following game statistics.
Abilities: Arbiters need a good Wisdom in order to manifest their psionic abilities. In addition, a decent Strength and Constitution aid them in the fight against injustice.
Alignment: Lawful Good, Lawful Neutral or Lawful Evil
Hit Die: d8
Starting Age: As bard
Starting Gold: 5d4 ×10 (average 125 gp)

Class Skills
The Arbiter's class skills (and the key ability for each skill) are... Not here. No, sir.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points/ Day|Powers Known|Maximum Power Level Known

1st|
+0|
+2|
+0|
+2|Aura of Law, Ordered Strike 1/encounter|
0*|
1|
1st

2nd|
+1|
+3|
+0|
+3|Inquisitor|
1|
2|
1st

3rd|
+2|
+3|
+1|
+3|Apprehension|
2|
3|
1st

4th|
+3|
+4|
+1|
+4|Inscrutable|
4|
3|
1st

5th|
+3|
+4|
+1|
+4|The Scales of Justice|6|4|2nd

6th|
+4|
+5|
+2|
+5|Ordered Strike 2/encounter|8|5|2nd

7th|
+5|
+5|
+2|
+5||10|6|2nd

8th|
+6/+1|
+6|
+2|
+6||12|6|2nd

9th|
+6/+1|
+6|
+3|
+6||16|7|3rd

10th|
+7/+2|
+7|
+3|
+7||20|8|3rd

11th|
+8/+3|
+7|
+3|
+7|Ordered Strike 3/encounter|24|9|3rd

12th|
+9/+4|
+8|
+4|
+8||28|9|3rd

13th|
+9/+4|
+8|
+4|
+8||32|10|4th

14th|
+10/+5|
+9|
+4|
+9||40|11|4th

15th|
+11/+6/+1|
+9|
+5|
+9||48|12|4th

16th|
+12/+7/+2|
+10|
+5|
+10|Ordered Strike 4/encounter|56|12|4th

17th|
+12/+7/+2|
+10|
+5|
+10||64|13|5th

18th|
+13/+8/+3|
+11|
+6|
+11||76|14|5th

19th|
+14/+9/+4|
+11|
+6|
+11||88|15|5th

20th|
+15/+10/+5|
+12|
+6|
+12|I Am The Law|100|15|5th[/table]
*The arbiter gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his powers.

Class Features
All of the following are class features of the arbiter.

Weapon and Armor Proficiency: Arbiters are proficient with all simple and martial weapons, with light, medium and heavy armor, and with all shields (except tower shields).

Power Points/Day: An arbiter’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is shown above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points (http://www.d20srd.org/srd/psionic/classes/index.htm#tableAbilityModifiersandBonusPowerPoints )). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level arbiter gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known: An arbiter begins play knowing one arbiter power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power, with the exception of levels 4, 8, 12, 16 and 20

Choose the powers known from the arbiter power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an arbiter to learn powers from the lists of other classes.) An arbiter can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers an arbiter can manifest in a day is limited only by his daily power points.

An arbiter simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against arbiter powers is 10 + the power’s level + the arbiter’s Wisdom modifier.

Maximum Power Level Known: An arbiter begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, an arbiter must have a Wisdom score of at least 10 + the power’s level.

Aura of Law (Ex): The power of an arbiter's aura of law (see the Detect Law (http://www.d20srd.org/srd/spells/detectlaw.htm) spell) is equal to his arbiter level.

Ordered Strike (Su): Once per encounter, an arbiter may attempt to impose law and order with one normal melee attack. He adds his Wisdom bonus (minimum +1, even if it is lower than that) to his attack roll and deals 1 extra point of damage per arbiter level. If the arbiter accidentally smites a creature that is not Chaotic, the smite has no effect, but the ability is still used up for that encounter.

At 6th level, and at every five levels thereafter, the arbiter may use this ability one additional time per day, as indicated above, to a maximum of four times per encounter at 16th level.

The arbiter may augment this ability as if it were a psionic power. By spending 1pp, the attack deals +1d6 damage and gains an additional +1 bonus to hit. For each additional 2pp spent, an additional +1d6 damage is dealt and +1 bonus to hit is obtained. As with all psionic powers, the arbiter may not spend more pp than his manifester level on this ability.

Inquisitor: At 2nd level, the arbiter gains Inquisitor (http://www.d20srd.org/srd/psionic/psionicFeats.htm#inquisitor) as a bonus feat.

Apprehension (Ex): At 3rd level, an arbiter has become experienced in bringing ruffians to justice alive, either for trial or for questioning. As such, he can deal non-lethal damage with blunt weapons without suffering the -4 penalty normally incurred for doing so. With piercing or slashing weapons, the penalty is reduced to -2.

He may use Ordered Strike in conjunction with this ability.

Inscrutable (Su): At 4th level, an arbiter's thoughts become harder to read, so potent is his strength of will. He acts as if he is permanently under the effects of Conceal Thoughts (http://www.d20srd.org/srd/psionic/powers/concealThoughts.htm).

The Scales of Justice (Su): At 5th level, by expending his psionic focus, an arbiter may declare any intelligent (possessing of Intelligence 3 or over) being within his sight as his quarry. For the next 24 hours, he receives the benefit of the Ranger Favored Enemy (http://www.d20srd.org/srd/classes/ranger.htm#favoredEnemy) ability relating to this individual only. Additionally, a number of times per day equal to 3 + his Wisdom modifier (minimum 1), he may deliver an Ordered Strike without it counting against his allotment for that encounter, although he may not augment it with pp, and may only do this once per round. However, he is free to spend his normal uses of the ability as he wishes. Unlike a normal Ordered Strike, the extra damage will be done regardless of the alignment of the target.

However, justice demands a price. When the quarry has been defeated by slaying or capturing him, or when the 24 hours is up, the arbiter takes a -2 penalty to all attack and skill rolls against the next creature he declares an attack roll against. If his quarry was not Chaotic, this penalty is doubled to -4.

An arbiter may only have one quarry at any one time.

I Am The Law: After a lifetime of upholding the scales of justice, the Arbiter becomes a creature of pure Law and Justice. Their type changes to Outsider and they gain the Lawful subtype. In addition, they gain Damage Reduction 10/Lawful, so that they may ignore the attacks of the lawless of the world.

Additionally, they count as a member of their previous creature type instead of Outsiders for the purposes of being resurrected from the dead.

Arbiter Power List
1st level
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Demoralize (A): Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Distract: Subject gets -4 on Listen, Search, Sense Motive, and Spot checks.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Empathy (A): You know the subject’s surface emotions.
Empty Mind (A): You gain +2 on Will saves until your next action.
Force Screen (A): Invisible disc provides +4 shield bonus to AC.
Inertial Armor (A): Tangible field of force provides you with +4 armor bonus to AC.
Mindlink (A): You forge a limited mental bond with another creature.
Metaphysical Weapon A: Weapon gains +1 bonus.
My Light (A): Your eyes emit 20-ft. cone of light.
Precognition, Defensive (A): Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive (A): Gain +1 insight bonus on your attack rolls.
Prescience, Offensive (A): Gain +2 insight bonus on your damage rolls.

2nd level
Concealing Amorpha: Quasi-real membrane grants you concealment.
Darkvision, Psionic: See 60 ft. in total darkness.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Energy Adaptation, Specified (A): Gain resistance 10 to one energy type.
Psionic Scent: Gain the scent ability.
Sustenance: You can go without food and water for one day.
Thought Shield (A): Gain PR 13 against mind-affecting powers.
3rd level
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Danger Sense (A): Gain +4 bonus against traps.
Empathic Feedback (A): When you are hit in melee, your attacker takes damage.
Empathic Transfer, Hostile (A): Your touch transfers your hurt to another.
Escape Detection: You become difficult to detect with clairsentience powers.
Mental Barrier (A): Gain +4 deflection bonus to AC until your next action.
Ubiquitous Vision: You have all-around vision.
4th level
Energy Adaptation (A): Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Inertial Barrier: Gain DR 5/-.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
5th level
Catapsi (A): Psychic static inhibits power manifestation.
Mind Blank, Personal: You are immune to scrying and mental effects.

TheGeckoKing
2011-01-03, 12:44 PM
The Mechanus Knights

http://fc01.deviantart.net/fs70/f/2010/305/8/9/transcendent_prowess_by_six_winged_angel-d31xwa7.jpg

"Sins may be forgiven, but crimes must be punished." - Operative Alpha 4,
A Mechanus Knight

The Knights of Mechanus are the result of displeasure with the poor quality of law keeping with regards to the balance of reality. Paladins and Solars and other Good beings were bound by petty things such as "Morality" and "The Good of Others" while Devils and Tyrants made a mockery of law and twisted it into a symbol of hate for the many adventurers who became Chaotic like the despised Slaad and Demons. And so the Forge Elders of the Inevitables, who wrought the interplanar police, did decreed;
"NO MORE"
And such, the Mechanus Knights were born. Paladins of the absolute of law, put in place to bring balance where the Inevitable's jurisdiction would not allow, they are typically wanderers, going where ever the Elders will them to go.

Adventures: Typically, The Mechanus Knights' adventures tend to be grander than most, as they are not sent out for any old chaos. Mobs and tyrants? That's what Paladins are for. No. The Knights are sent to curb planar rifts to Limbo, fight back the wretched Far Realms beings, and to bring balance to a chaotic multiverse.

Characteristics: The Mechanus Knights are typically front line fighters, using their abilities to crush the lawbreakers.

Alignment: Strictly Lawful Neutral. There is no toleration for deviation. You must be devoted to Law Absolute, not Law tainted by moralities like Good or Evil.

Religion: The Knights have too little time to devote any major worship to Gods, but a few prayers to Primus or another lawful neutral god isn't uncommon.

Background: There is a strict process in how on joins the Knights of Mechanus. First, an available Inevitable is sent to scout out a possible Knight, and he returns with his findings. If they are satisfactory, a different Inevitable is sent to apprehend the person and offer him a place. If they accept, they are taken to Mechanus and trained. If not, their minds are blanked and they are relocated to a new dwelling just in case.

Races: All races are free to join The Knights, provided they meet the requirements set by the Forge Elders at the time, although there is a higher percentage of more lawful races such as Dwarfs, and some races like the Limbo dwelling Neraphs are almost unheard of.

Other Classes: The Mechanus Knights tolerate many people, understanding that people can follow laws by personality, and not always by their choice of skills. Monks are liked because they can relate with their Lawful Nature, although the Knights find the Monks odd for devoting their lives to using their body when a sword will do fine, and the Monks find the Knights too restrictive. Normal Knights and Samurai can also relate to the Mechanus Knights, as they are lawful people that serve with honour, but Knights and Samurai find the Mechanus Knight's harshness deeply unsettling. Barbarians and Bards are despised for their disposition to Chaos, but will be kept around if useful.

Role: The Mechanus Knights is a protector, morally protecting the balance of Law, and in practice, protecting the weaker members of your group. Your abilities allow for absorbing damage and rerouting it, but don't overdo it, as you are no bulwark of HP.

Adaptation: The only limitation you might find with this class is if your cosmology doesn't have the Plane of Mechanus. If not, you could theme it about a devotion to law, or channeling the worship of Law.

GAME RULE INFORMATION
The Mechanus Knights have the following game statistics.
Abilities: As a fighter, CON and STR are useful to you. WIS determins the power of your special abilities. INT is useful for skills and CHA is good for social skills. DEX is mildly useful, but you need to take hits to charge some abilities.
Alignment: Lawful Neutral only. Any Mechanus Knight whoes alignment changes from LN cannot take any more levels in the Mechanus Knight class, as per the Code of Law (See below)
Hit Die: d10
Starting Age: As Cleric
Starting Gold: As Fighter

Class Skills:
The Mechanus Knight's class skills (and the key ability for each skill) are
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Mechanus Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2| Code of Law, Detect Disorder, Order's Wrath, Logical Defence

2nd|
+1|
+3|
+0|
+3|Judgemental Strikes

3rd|
+2|
+3|
+1|
+3|Steely Will

4th|
+3|
+4|
+1|
+4|Impartial Judge

5th|
+3|
+4|
+1|
+4|Sanction of Emotion

6th|
+4|
+5|
+2|
+5|Working Like Clockwork

7th|
+5|
+5|
+2|
+|Balanced Smite

8th|
+6/+1|
+6|
+2|
+6|Judging the Masses

9th|
+6/+1|
+6|
+3|
+6|Unbending Will

10th|
+7/+2|
+7|
+3|
+7|Tipping the Scale

11th|
+8/+3|
+7|
+3|
+7|Give and Take

12th|
+9/+4|
+8|
+4|
+8|Overwhelming Law

13th|
+9/+4|
+8|
+4|
+8|Loophole Attack

14th|
+10/+5|
+9|
+4|
+9|Mechanized Flesh

15th|
+11/+6/+1|
+9|
+5|
+9|Automated Wrath

16th|
+12/+7/+2|
+10|
+5|
+10|Balanced Double

17th|
+12/+7/+2|
+10|
+5|
+10|Seal the Planes

18th|
+13/+8/+3|
+11|
+6|
+11|Crush the Unruly Arcane

19th|
+14/+9/+4|
+11|
+6|
+11|Lawkeeper Infinitus

20th|
+15/+10/+5|
+12|
+6|
+12|Ultimate Jurisdiction[/table]

Class Features
All of the following are class features of the Mechanus Knight.

Weapon and Armor Proficiencies: The Mechanus Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (Including tower shields).

Code of Law: You are held to a high standard as a Mechanus Knight, and such must limit your impules. You are required to be Lawful Neutral, so as to dismiss any overbearing morality that might affect your mind, and you must not knowingly break any laws unless you are sure that the laws you are breaking are impeding your duty as a Mechanus Knight, to uphold the balance of law and reality (DM's call) or if you are sure that you are in a tyranny that is making a mockery of the law, something that you should learn to hate (Knowledge (Local) check - DC 10 to find out from your DM if a nation/city/town/village/similar dwelling is a tyranny). Also, you must not willingly disrupt the balance of reality or law - nature, morality, and life do not come under this, only lawful fairness and balance. This is a two sided coin - If you limit others by imposing your laws unfairly, you are ignoring that person's right to lawful choice. YOU chose to be a Mechanus Knight, not them. Also, Chaotic acts are not always Lawbreaking acts. You are empowered to punish the latter, not the former. The laws have been made to be as flexible as possible, and so failure to uphold said code to the best of your ability, or becoming any alignment other than Lawful Neutral will result in you losing all class abilities granted by this class, until an Atonement is made.

Detect Disorder(Ex): You can detect chaotic beings at will, as per Detect Chaos.

Order's Wrath(Ex): When you deal successfully deal damage during an attack, you may deal an extra amount of damage equal to your Mechanus Knight level (minimum 1), but only to Chaotic creatures.

Logical Defence(Ex): You add your WIS bonus to your AC instead of your DEX bonus.

Judgemental Strikes(Su): WIS Mod times per day, you may target someone with in your lne of sight, by making a sucessful Knowledge (Local) check (as a swift action at no penalty) to determine what laws (if any) they have broken. The DC is 20, and a successful check means every time you deal damage to the targeted person, you deal extra damage equal to 1/4 your Mechanus Knight levels, every time you damage them. This effect lasts for 24 hours, is known as having Jurisdiction over that person and is specific to one creature. There is no limit to how many creatures you may have under your Jurisdiction at one time. Having Jurisdiction over someone opens up a greater pool of options, as set out below. If you fail a check, that is because that person you targeted has not broken any laws you can think of or has some sort of diplomatic immunity you cannot overrule, and so you may not make another check against that person for 5 rounds.

Steely Will(Ex): You gain a bonus to your Will saves equal to your Mechanus Knight levels.

Impartial Judge(Ex): WIS Mod times per day, you may grant yourself immunity to having your attitude changed by Diplomacy checks for one round, as an immediate action.

Sanction of Emotion(Su): You gain a continual Calm Emotions effect on your person. You may also cast Calm Emotions as an SLA, WIS Mod times per day.

Working Like Clockwork(Su): You now only require 2 hours sleep (but 8 hours calm rest to regain Spells/PP etc) per day, and you do not require food or drink, but may still injest it if you wish.

Balanced Smite(Su): When you sucessfully gain Jurisdiction on someone, you gain a secondary effect. Whenever someone that you have Jurisdiction over deals damage to you, you may add a number of Smite Points to a Smite Pool equal to the damage done. After, when you successfully hit and damage an opponent you have Jurisdiction over, you may spend Smite Points in said Smite Pool (Immediate Action to do so) to increase the damage by the number of points spent.
These points stay in the Smite Pool until spent, no matter how much time has passed.

Example:
You are dealt 5 damage, so you add 5 points to the pool. Next attack, you spend 3 points to increase a successful hit's damage by 3 points. This leave you with 2 points which you can use later.

Judging the Masses(Su): When you would make a Knowledge (Local) check to try and gain Jurisdiction over a creature within your line of sight, you may increase the DC to 25 to gain Jurisdiction over every creature within your line of sight. However, if you fail the check, you cannot attempt any checks to gain Jurisdiction over any creature for 5 rounds.

Unbending Will(Su): If you would be under an Enchantment, Charm or Compulsion effect, you may make a Will Save every round you are under the effect to throw off the controlling influence.

Tipping the Scale(Su): Once per day, when someone within 50ft of you under your Jurisdiction would make a successful dice roll, you may make them reroll that roll at a -10 penalty, and take that roll as if it were the first roll, no matter the result. At 20th level, the penalty becomes -20 instead.

Give and Take(Su): As an at-will immediate action, you may heal a creature (alive or not) a number of hit points up to to your own hitpoint maximum+10. If you do, you take damage equal to how much the creature was healed or spend that many Smite Points. You must take the damage or pay up in Points in order for the taget to be healed.

Overwhelming Law(Su): Any melee attacks you make are treated as being Lawfully Aligned. At 16th level, your melee attacks also count as being made of Cold Iron.

Loophole Attack(Su): [WIS Mod/2] times per day, you may ignore half of a target's AC when you make an attack roll, if they are under your Jurisdiction.

Mechanized Flesh(Ex): You gain the Construct Type, or lose the Living Construct subtype if you are a Living Construct, and you also gain the Lawful subtype.

Automated Wrath(Su): You may now make the Knowledge (Local) check to try and gain Jurisdiction over a creature as a free action.

Balanced Double(Su): Whenever you would gain Smite Points, you gain twice as many Smite Points as your normally would

Example: If you were dealt 16 points of damage, normally, you would gain 16 Smite Points. However, if you have the Balanced Double class ability, you gain 32 points instead.

Seal the Planes(Su): You may close any planar rifts, or dispel any Gate spells automatically as a full round action that requires concentration. Also, you gain Dimensional Anchor as an at will SLA.

Crush the Unruly Magic(Su): When you successfully strike someone you have Jurisdiction over with a melee attack, that person may be affected by a Disjunction effect (CL=Knight Levels) if you so wish to as an immediate action.

Lawkeeper Infinitus(Su): Once per month, when you would be killed, you may come back to life as per True Ressurection one week later, in the forges of Mechanus, just like an Inevitable. The Forge Elder stationed at the forge of your rebirth will normally Plane Shift you to any of your companions locations, unless this is not possible or there is a lawful reason why you could not go to them. If for some reason you could not be Ressurected (Soul Gem, controlled via Animate Dead, ect.), this effect retries to ressurect you every week until success.

Ultimate Jurisdiction(Su): Once per Week, by sucessfully hitting a target that you have Jurisdiction over, you may eradicate your opponent's being by overruling the laws of reality that keeps your target in existance. The target hit must immediately make a Will Save (DC=Character Level + WIS Mod) or die instantly, their body wiped out, their minds shattered and their existance eradicated. Nothing may bring them back, not even a Wish. If they DO make the save, they survive but take 10d10 damage anyway, from the disruption of their existance.

Amechra
2011-01-03, 06:31 PM
The Lahendus

Put an image of your class here!

All forms of conflict are simply a representation of imbalance in the beings of the conflicted. Through understanding this, is it not obvious that to remove this imbalance is to bring harmony and perfection?

At the heart of all things, there is the Skaala, the internal balance of that thing; impropitious deeds, such as violence, bring imbalance to the Skaala, resulting in continuation of the imbalance as the Skaala tips and finally falls. A Lahendus is a creature who, while accepting the fact that the Skaala will never truly be balanced, for there must be a balance between it's balance and imbalance; instead, a Lahendus strives to keep the Skaala of themselves and others as balanced as they can, to forestall the ultimate loss of balance that would result in... do not think on it.

Adventures: A Lahendus goes upon a journey not simply for personal discovery, but also to restore the Skaala of those they encounter. Though this may result in their own imbalance, they believe that increasing net balance in balance with the decrease of balance within themselves will, in turn, bring their Skaala and those of others into balance.

It is quite complicated, but balance always is.

Characteristics: A Lahendus does not focus particularly on any one pursuit, for that would lead to imbalance; instead, focus piecemeal on whatever skillset will bring the most balance to that given situation.

Alignment: A Lahendus is of all alignments and yet of none; while it may seem that they would be lawful, the extremes of law result in loss of chaos, destroying balance. So, instead of risking this, a Lahendus must be Neutral on at least one axis of alignment, though the non-neutral component must be comparatively weak, as if it is too strong, the Lahendus looses perspective on what balance truly is.

Religion: A Lahendus follows all deities, and none; they only truly worship the concept of the Skaala, but they at least make the effort to pay all of the deities at least equal service. This results in friction with most religious figures, understandably enough.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Lahendi have the following game statistics.
Abilities: A balance of ability scores is necessary, because the class is based off of balance in its purest form.
Alignment: Must be TN, with any deviation being more flavor than anything.
Hit Die: d8
Starting Age: As Bard.
Starting Gold: As Fighter

Class Skills
The Lahendus' class skills (and the key ability for each skill) are all of them.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+1|
+1|
+1|Watch the Skaala, Follow Skaala's Shifting, Necessity of Balance

2nd|
+1|
+1|
+1|
+1|Self into Balance (Saves)

3rd|
+2|
+2|
+2|
+2|Center the Skaala

4th|
+3|
+2|
+2|
+2|

5th|
+3|
+3|
+3|
+3|Self into Balance (Skills)

6th|
+4|
+3|
+3|
+3|

7th|
+5|
+3|
+3|
+3|

8th|
+6|
+4|
+4|
+4|Self into Balance (Alignment)

9th|
+6|
+4|
+4|
+4|

10th|
+7|
+5|
+5|
+5|

11th|
+8|
+5|
+5|
+5|Self into Balance (Immunities)

12th|
+9|
+6|
+6|
+6|

13th|
+9|
+6|
+6|
+6|

14th|
+10|
+6|
+6|
+6|Self into Balance (Subtype)

15th|
+11|
+7|
+7|
+7|

16th|
+12|
+7|
+7|
+7|

17th|
+12|
+8|
+8|
+8|Self into Balance (Type)

18th|
+13|
+8|
+8|
+8|

19th|
+14|
+9|
+9|
+9|

20th|
+15|
+9|
+9|
+9|One with the Skaala[/table]

Class Features
All of the following are class features of the Lehandus.

Weapon and Armor Proficiencies: A Lehandus is proficient in all simple weapons. In addition, they are proficient in all light armors and no shields.

Watch the Skaala (Ex): A Lahendus has utmost attention to the Skaala at all times; a Lahendus acts as if he is constantly under the affects of the Sense Imbalance spell, detailed below.

Follow Skaala's Shifting (Ex or Su; See below): A Lahendus understands that balance needs constant adjusting, and so they take on whatever role is necessary for that given situation. At the beginning of each day, a Lahendus selects which Role to follow for that day; however, do to the necessity of change in keeping balance, a Lahendus may reassign Role points within a Role after 5 minutes of meditation on the Skaala. If a Lahendus changes Roles (either after 8 hours of sleep or by using Center the Balance.)

In addition, whenever the Lahendus chooses a Role, they must select two alignment components (Chaotic, Evil, Funky, Good, Lawful, and Square); as long as they are in that Role, they may choose to be treated as if they were that alignment for the purpose of effects and class features. (but not Necessity of Balance). Every 7 levels after 1st, they may select another two components. Combinations such as Lawful Chaotic, Good Evil, and Funky Square are allowed.

At 1st level, a Lahendus may take a single Role onto themselves, effectively giving themselves that Role's abilities. A Role has a number of Balance points equal to twice their Average Lahendus Level (ALL).

ROLES (AT LAHENDUS LEVEL)
ADEPT: A Lahendus understands the need for skills, and so they allow themselves temporary imbalance to fill this need. While in the Adept Role, a Lahendus has the following abilities:
-They may treat Balance points as skill points, investing them into whatever skills do not already have full ranks.
-They may also treat Balance points as skill points for the purpose of acquiring skill tricks; if they already have the maximum allowed number of skill tricks, they may not gain any more.
-They may have add a number of Subroles equal to a 5th of their Lehandus level while in this role (round down).
-They may use a single use of Center the Scales to take 10 on any skill they have Balance points assigned to. They may assign up to a quarter of this Role's Balance points into this ability; for every 5 points assigned, they may choose one skill to be able to take 20 in the same amount of time it would take to take 10 while using this ability.

CASTER: A LAhendus understands that sometimes, a situation needs someone who can alter the world around them. While in the Caster Role, a Lahendus has the following abilities:
-They may assign Balance points into a Balance Shifting ability of up to a 4th of their level (round up). Only up to 1/4 of their Lehandus levels in Balance points may be assigned to any one Balance Shifting ability.
-They may have a number of Subroles equal to a 6th of their level.

Cheesy74
2011-01-06, 04:39 PM
-This class has been withdrawn.-


Null

Put an image of your class here!

"White has been corrupted by zealots who call themselves holy. Black is the realm of the heartless and selfish. I follow gray, and it has not led me astray." - Damian Rothban, the first Null.

Nulls are those who have supernaturally linked themselves to neutrality. Their link goes beyond simple philosophy and begins to manifest in the reality around them.

Adventures: Nulls adventure to end extremes of behavior, such as a crusade for a god (good or evil). They may follow good or evil causes, but never do so flippantly or without justification.

Characteristics: Nulls never use their powers for flashy effects or often even something visible. Most of their abilities center around removal or nullification. These abilities are often accompanied by a dearth of color, with their victims washing out for a moment.

Alignment: Nulls are always true neutral. To be any other alignment would be to contribute to the world's imbalance.

Religion: Almost no nulls follow a religion. Those that do often revere an uncaring or natural god such as Boccob or Obad-Hai.

Background: Most nulls are created by a sworn oath against extremism, recognized by an unknown power. These oaths almost always follow the nascent null falling victim to an extreme of alignment, be it a cleric of Nerull cutting a swathe of death across their town or a vigilante imprisoning an innocent friend or family member.

Races: Nulls are as universal as extremism is. They can be found among any intelligent race.

Other Classes: Nulls typically associate well with pragmatists or self-disciplined characters like rogues and monks. They will under no circumstances adventure with paragons of belief like paladins or crusaders, and often have a noted dislike of clerics.

Role: Nulls are typically support characters, either through their denial of enemies' powers or their ability to spread power to their allies. They usually do not take a direct role in combat.

Adaptation: Most of the null's abilities can also be flavored as a connection to life energy, and thus could be used as an "attuned" character rather than one that disconnects himself from the world.

GAME RULE INFORMATION
Nulls have the following game statistics.
Abilities: Most of the null's offensive abilities are based on their wisdom score. Their charisma score affects the limits and strength of their support abilities, and due to their ability to wear no more than light armor and weak hit die, they can benefit from a high dexterity and constitution.
Alignment: Nulls must be true neutral.
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As sorcerer.

Class Skills
The null's class skills (and the key ability for each skill) are... TBA

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

NULL
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Neutralize (1d6), Balance Allies

2nd|
+1|
+3|
+0|
+3|Aura of Neutrality

3rd|
+1|
+3|
+1|
+3|Neutralize (2d6), Nullify Strength

4th|
+2|
+4|
+1|
+4|Apathy +1, Detect Extremes

5th|
+2|
+4|
+1|
+4|Neutralize (3d6), Nullify Spell

6th|
+3|
+5|
+2|
+5|Aura of Blocked Magic

7th|
+3|
+5|
+2|
+5|Apathy +2, Neutralize (4d6), Nullify Alignment

8th|
+4|
+6|
+2|
+6|Class Ability

9th|
+4|
+6|
+3|
+6|Class Ability

10th|
+5|
+7|
+3|
+7|Class Ability

11th|
+5|
+7|
+3|
+7|Class Ability

12th|
+6/+1|
+8|
+4|
+8|Class Ability

13th|
+6/+1|
+8|
+4|
+8|Class Ability

14th|
+7/+2|
+9|
+4|
+9|Class Ability

15th|
+7/+2|
+9|
+5|
+9|Class Ability

16th|
+8/+3|
+10|
+5|
+10|Class Ability

17th|
+8/+3|
+10|
+5|
+10|Class Ability

18th|
+9/+4|
+11|
+6|
+11|Class Ability

19th|
+9/+4|
+11|
+6|
+11|Class Ability

20th|
+10/+5|
+12|
+6|
+12|Class Ability[/table]

Class Features
All of the following are class features of the null.

Weapon and Armor Proficiencies: Nulls are proficient with light armor and simple weapons.

Neutralize (Su): The null is able to balance the energies within a foe, injecting negative energy to living foes and positive energy to undead foes as a standard action. This requires a ranged touch attack, but gives no save. It does no damage to unliving things such as constructs or objects.

Balance Allies (Su): The null can create a connection between two willing allies, combining their abilities (for better or for worse). As a standard action, the null can form a link between two of his allies (including himself), changing one of their ability scores of the null's choosing to the average between the two abilities (rounded up). This cannot change either ability by a value greater than the null's charisma modifier. If the change would be greater than this, the ability scores are moved as far as possible toward the average. For instance, if Damian (Cha 18)were to balance the strength of his barbarian ally (Str 20) and his fighter ally (Str 16), they would both have a new strength of 18. However, if he tried to balance the intelligence of a wizard (Int 22) and his fighter friend (Int 10) their ability scores would only change to 18 and 14, respectively. The null maintains these connections as long as both allies are within 100 feet of each other and the null, and can connect a number of abilities equal to his charisma modifier.

Aura of Neutrality (Su): The null's neutrality quickly begins to manifest in his surroundings. Everything within 5 feet of the null becomes gray and washed out, dissipating any energy nearby. The null (and anyone adjacent to him) gains resistance equal to his null level to all elemental damage. In addition, the area is considered warded by a permanent Endure Elements effect.

Nullify Strength (Su): By balancing the energies around a charging enemy, the null can cushion a blow. As an immediate action, the null can weaken an attack being made within thirty feet, subtracting his wisdom modifier from the attack roll and the damage roll.

Nullify Spell (Su): A number of times a day equal to his wisdom modifier plus one, the null may simply negate a spell being cast. This functions as if the null were using dispel magic to counter the spell, cast with a caster level equal to his null level.

Apathy (Ex): The null's neutrality prevents him from being moved by invective, even magical ones. He gains the listed bonus to saves against mind-affecting spells.

Detect Extremes (Sp): A number of times per day equal to the null's charisma bonus plus three (minimum 3), the null may cast Detect Evil, Detect Law, Detect Good, or Detect Chaos as a caster of his null level.

Aura of Blocked Magic (Su): The null no longer pays attention to the battlefield around him. Through intense focus, even spells can simply be ignored. With a successful concentration check (DC 10+caster level of the effect) as a swift action, the null can consider his square to be excluded from the area of a chosen area-effect spell with a duration of one round or more that allows for spell resistance against its effects. This lasts until the start of the null's next turn. The spell must already be in effect for the null to use this ability. That is, he cannot use it to proactively ignore a spell.

Nullify Alignment (Su): The null's very being is opposed to extreme alignments. He may target an enemy with a balancing energy as a standard action. The enemy is affected as if by a targeted Dispel Magic with a caster level equal to the null's level plus five, but it only affects spells with an alignment descriptor (Good, Law, Evil, Chaos).

unosarta
2011-01-11, 11:23 PM
Jade Weaveshaper
http://fc08.deviantart.net/fs43/f/2009/092/0/5/05fe7173e9a28e11217265ae706d44a4.jpg

Balance between all things. Balance between the sky and the land, the sea and the clouds, the sun and the moon, the people and the animals. Balance between the thoughts that form my power, and balance between the words that shape the elements. Balance between all things.

Dallia Pathwalker, a Jade Weaveshaper to her student.

Adventures: Jade Weaveshapers adventure in order to create balance, find balance, and to define their own balance. They seek to understand the inherent balance in the world. Jade Weaveshapers also adventure to destroy that which breaks the inherent balance in the world, or at least reconcile it. Aligned outsiders, elementals, and monsters in constant conflict throw off the balance of the world, when one side has more power than another. Jade Weaveshapers tend to try to fix that.

Characteristics: Jade Weaveshapers try to be as unassuming as possible, more often than not. Being easily noticed tends to make problems with their work. Jade Weaveshapers favor fair judgement more than anything else. Although some part of their work isn’t subjective, a large part can be, and that means that they have to know what is going on, and how it affects them.

Alignment: Jade Weaveshapers are almost always true neutral. A Jade Weaveshaper can never be of a non-neutral alignment. Evil Jade Weaveshapers are not unknown, and not considered any less than good ones, although their tendencies to sort of tend to bring problems up, but no more so than if they were good aligned.

Religion: Jade Weaveshapers tend to devote themselves too much to the weave to associate with any particular god in general.

Background: Jade Weaveshapers come into their powers through years of intense study and personal meditation. Only through self balance can the Jade Weaveshaper find balance in the elements, which is an important part of their studies. Large magical conclaves exist for the Jade Weaveshapers, and once they have past their training, they usually move out with a mentor in order to understand the balances and imbalances in the world.

Races: Any race that cares about the balance of the elements and weave could become a Jade Weaveshaper, and Jade Weaveshapers can be found in almost any race present in a campaign setting.

Other Classes: Jade Weaveshapers are able to effectively deal with most classes and people. Classes that shoehorn characters into certain alignments irk the Jade Weaveshaper because of the imbalance created thereafter, but not overmuch than it would other neutral characters.

Role: A Jade Weaveshaper functions mostly as supporting/damaging/battlefield controlling character. He has no ability to heal, and taking damage is not a very good idea.


Abilities: The main Ability scores necessary for the Jade Weaveshaper are Intelligence, Wisdom, and Constitution. Intelligence is the statistic from which weave points are keyed. Wisdom is necessary for the DCs of the spells that the Jade Weaveshaper casts, as well as being important for many class features that the Jade Weaveshaper possesses. Constitution is important for being able to take more hits.
Alignment: Jade Weaveshapers tend to be very neutral alignments, without many extreme examples of alignment.
Hit Die: d8

Class Skills: The Jade Weaveshaper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier)*4
Skill Points at Each Additional Level: 4 + Int modifier

Jade Weaveshaper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+0|
+2|Weave Pool|4|1|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3|Call of the Seasons, Balance Between +1|5|2|-|-|-|-|-

3rd|
+2|
+1|
+1|
+3|Taste the Earth|6|3|-|-|-|-|-

4th|
+3|
+1|
+1|
+4|Strength of the Weave|6|3|2|-|-|-|-

5th|
+3|
+1|
+1|
+4|Caress of the Void|6|4|3|-|-|-|-

6th|
+4|
+2|
+2|
+5|Wrath of the Elements 1/day|6|4|3|-|-|-|-

7th|
+5|
+2|
+2|
+5|Balance Between +2|6|4|4|2|-|-|-

8th|
+6/+1|
+2|
+2|
+6|Sing the Fire|6|4|4|3|-|-|-

9th|
+6/+1|
+3|
+3|
+6||6|4|4|3|-|-|-

10th|
+7/+2|
+3|
+3|
+7||6|4|4|4|2|-

11th|
+8/+3|
+3|
+3|
+7|Pull of the Void|6|4|4|4|3|-

12th|
+9/+4|
+4|
+4|
+8|Balance Between +3|6|4|4|4|3|-

13th|
+9/+4|
+4|
+4|
+8|Dance the Ice|6|4|4|4|4|2|-

14th|
+10/+5|
+4|
+4|
+9|Empower the Weave|6|4|4|4|4|3|-

15th|
+11/+6/+1|
+5|
+5|
+9||6|4|4|4|4|3|-

16th|
+12/+7/+2|
+5|
+5|
+10|Wrath of the Elements 2/day|6|5|4|4|4|4|2

17th|
+12/+7/+2|
+5|
+5|
+10|Balance Between +4|6|5|5|4|4|4|3

18th|
+13/+8/+3|
+6|
+6|
+11|Cry the Wind|6|5|5|5|4|4|3

19th|
+14/+9/+4|
+6|
+6|
+11|Strangle the Weave|6|5|5|5|5|4|4

20th|
+15/+10/+5|
+6|
+6|
+12|Balance the Weave|6|5|5|5|5|5|4[/table]

Weapon Proficiencies: The Jade Weaveshaper is proficient with light armor, all simple weapons, and a martial weapon of their choice.

Weave Pool: The Jade Weaveshaper has a number of weave points in his weave pool equal to his level plus his intelligence modifier. So, a level twelve Jade Weaveshaper with an Intelligence score of 24 (+7), would have a weave pool of 19 weave points per encounter. His weave pool drains, and then resets itself back to full after every encounter.

Spellcasting: The Jade Weaveshaper casts spells off of his own spell list. The number of spells known appears on the above table. The Jade Weaveshaper may switch out one spell at level four, and every two levels thereafter. The spell he gains, and the spell he trades must be the same level, and at least two levels lower than the highest level spell he can cast. He casts spells as a Divine caster, and is not affected by a spell failure chance. His caster level is equal to his Jade Weaveshaper level. Casting a spell requires weave points equal to twice the spell’s level, minus one. So, a sixth level spell costs 11 weave points. He may cast 0th level spells a number of times equal to his Wisdom modifier per encounter, and then they cost 1 weave point. The save DC for a spell cast by a Jade Weaveshaper is (10 + Spell level + Wisdom modifier). For the purposes of using spells outside of combat, the Jade Weaveshaper’s weave pool resets every ten minutes, and whenever he enters combat. Outside of combat, he may cast 0th level spells as many times as he likes. His spells and spellcasting are based off of wisdom, and a minimum 10 wisdom is needed to cast his lowest spells. He gains extra spells known for a high Wisdom. The Jade Weaveshaper’s spells may not be affected by Metamagic feats or abilities. The spells that a Jade Weaveshaper can cast are separated into Fire, Ice, Earth, Wind, and Void magic.

Call of the Seasons: Starting at second level, every time the Jade Weaveshaper casts a spell, he gains a Season point. The seasons are split up into Spring (for air), Summer (for fire), Autumn (for earth), and Winter (for ice), and he gains a Season point whenever he casts a spell associated with the element, and the Season points are associated with the season that is associated with that element. He may spend Season points on abilities. Whenever he gains 3 or more season points in a single season, he may spend them all as a swift action, in order to activate Balance Between, gaining the Balance Between bonus even if he didn’t cast four spells of each successive element in a row, as normal. This effect still activates the cooldown on Balance Between. Season points fade at the end of the encounter.

Balance Between: Starting at second level, whenever the Jade Weaveshaper casts four individual spells successively for each of the elements (not counting void), in any combination (E.G. Fire spell, Ice spell, Air spell, Earth spell, or Ice spell, Air spell, Earth spell, Fire spell), he activates Balance Between. When this ability is activated, he deals extra damage equal to his Intelligence modifier times the bonus listed on the table to any spell that deals damage, and his caster level increases by the bonus listed on the table, for 3 rounds. After this ability has been activated, the Jade Weaveshaper must wait 5 rounds before it is able to be activated again.

Taste the Earth (Su): Starting at third level, the Jade Weaveshaper may spend two Autumn points as a standard action, and blast an opponent within 40 feet with acid. That opponent takes 1d6 acid damage per caster level the Jade Weaveshaper possesses, with a reflex save (DC 10 + ½ Jade Weaveshaper levels + Wisdom modifier) for half damage. Regardless of save, the area within 20 feet of the target immediately becomes difficult terrain, for a number of rounds equal to the Jade Weaveshaper’s Intelligence modifier. This ability is affected by Balance Between as if it were a damaging spell. After using this ability, the Jade Weaveshaper may not use it again for five rounds.

Strength of the Weave (Su): Starting at fourth level, any beneficial spells (ones that heal, provide a bonus, or otherwise do not hinder the ally) the Jade Weaveshaper casts affect an additional ally, and any harmful spells (ones that deal damage, provide a penalty, or otherwise hinder the opponent) affect an additional opponent.

Caress of the Void: Starting at fifth level, the Jade Weaveshaper may spend a Season point as a standard action to dispel a spell or magical effect, as the Dispel Magic spell, with a caster level equal to the Jade Weaveshaper’s caster level. This ability is directly connected to the Void, or lack of weave, and therefore not affected by any weave negating abilities, such as Dispels, Anti-magic Fields, counterspells, or the like. The Season point spent can be of any season.

Wrath of the Elements (Su): Starting at sixth level, once per day, as a full round action, the Jade Weaveshaper may unleash the power of the elements, dealing 1d6 damage per caster level the Jade Weaveshaper possesses, as a ranged touch attack. This attack deals 1/4 of its damage as fire damage, 1/4 as Cold damage, 1/4 as Acid damage, and 1/4 as Electricity damage. It deals an additional 1d6 damage per two caster levels damage of whichever season has higher Season points’ associated element. If none have a higher point count, the damage is not associated with any element. The Jade Weaveshaper gains an additional use of this ability at level sixteen.

Sing the Fire (Su): Starting at eighth level, the Jade Weaveshaper may spend two Summer points as a standard action, and blast an opponent within 40 feet with fire. That opponent takes 1d6 fire damage per caster level the Jade Weaveshaper possesses, with a reflex save (DC 10 + ½ Jade Weaveshaper levels + Wisdom modifier) for half damage. The affected opponent takes an additional 1/2 of the damage the next round. This ability is affected by Balance Between as if it were a damaging spell. After using this ability, the Jade Weaveshaper may not use it again for five rounds.

Pull of the Void: Starting at ninth level, the Jade Weaveshaper may spend two Season points as a standard action, and create a zone of void within 40 feet of the Jade Weaveshaper. All creatures within 20 feet must make a DC 20 strength check or be pulled 5 feet towards the center of the effect. Those who reach the outside perimeter of the area of the effect cannot move away from the center of the effect. If they reach the center, they must make a Fortitude save every round (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) or be crushed under the immense weight of the void, dealing 3d6 bludgeoning damage. This effect lasts a number of rounds equal to 4 + the Jade Weaveshaper’s Intelligence modifier. This ability, like Caress of the Void, is from the pure lack of weave, and unaffected by abilities that dispel or counteract spells, supernatural , or spell like abilities.

Dance the Ice (Su): Starting at thirteenth level, the Jade Weaveshaper may, as a standard action, shoot a blast of coldness, by spending two Winter points. This blast deals 1d6 points of cold damage per caster level that the Jade Weaveshaper possesses at one target within 40 feet of the Jade Weaveshaper. This effect also creates a 20 foot area of effect from the target, which functions exactly like the Grease spell. The DC of the spell is as if the spell were of 6th level, and the DC is based off of the caster’s Wisdom modifier. The effect lasts 3 rounds. After using this ability, the Jade Weaveshaper must wait 5 rounds before using it again.

Empower the Weave (Su): Starting at level fourteenth level, the Jade Weaveshaper may create an area of empowered weave by spending 4 Weave points as a full round action. This field is 40 feet in radius, and anyone casting a spell within the area has a +4 bonus to their caster level. This effect lasts for 5 rounds. After using this ability, the Jade Weaveshaper must wait 10 rounds before using it again.

Cry the Wind (Su): Starting at level eighteen, the Jade Weaveshaper spend two Spring points as a standard action, and shoot out a bolt of electricity towards a single target within 40 feet. The bolt of electricity deals 1d6 points of electricity damage per caster level the Jade Weaveshaper possesses. The target must make a reflex save (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) for half damage. The target must make an additional Fortitude save (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) or become deafened. The bolt arcs to another target within 15 feet, and deals half damage to that target, and forces them to make the Fortitude save (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) or become deafened, but the DC has a -2 penalty for each target it arcs to. The bolt can only arc a number of times equal to the Jade Weaveshaper’s Intelligence modifier, and it can only hit a single target once. After using this ability, the Jade Weaveshaper must wait 5 rounds before using it again.

Strangle the Weave: Starting at nineteenth level, my spending 10 weave points as a full round action, the Jade Weaveshaper may create an Anti-magic Field as the spell, with a caster level equal to his caster levels. This effect lasts until the end of the encounter.

Balance of the Void: Starting at twentieth level, once per encounter, the Jade Weaveshaper may spend 4 Season points in order to cast two spells at the same time. Instead of their normal casting times, they take a full round action. He spends half of the normal weave cost to cast them, and activates his Balance Between ability for only one round, ignoring the wait time on the ability altogether. Those two spells may not be of the same element, and both provide double the Season points they normally would give.

Spell List:

0th:
Fire: Flare.
Water: Create Water, Mending.
Air: Light.
Earth: Daze
Void: Read Magic.


1st:
Fire: Produce Flame, Burning Hands.
Water: Doom.
Air: Obscuring Mist, Shocking Grasp.
Earth: Magic Stone, Entangle.
Void: Detect Magic.


2nd:
Fire: Heat Metal, Flame Blade, Fire Trap, Flaming Sphere, Continual Flame, Scorching Ray.
Water: Chill Metal.
Air: Fog Cloud, Gust of Wind.
Earth: Barkskin, Soften Earth and Stone, Warp Wood, Wood Shape.
Void: Resist Energy.


3rd:
Fire: Fireball, Flame Arrow.
Water: Water Breathing, Sleet Storm.
Air: Daylight, Lightning Bolt, Wind Wall, Searing Light, Call Lightning, Gaseous Form.
Earth: Stone Shape, Plant Growth, Meld into Stone.
Void:



4th:
Fire: Wall of Fire, Fire Shield, Flame Strike.
Water: Control Water, Ice Storm, Blight, Wall of Ice.
Air: Air Walk, Rusting Grasp, Solid Fog, Shout.
Earth: Spike Stones.
Void: Scrying


5th:
Fire: Animal Growth.
Water:Cone of Cold.
Air: Call Lightning Storm, Control Winds.
Earth: Commune with Nature, Wall of Thorns, Transmute Mud to Rock, Transmute Rock to Mud, Stoneskin, Wall of Stone.
Void: True Seeing, Plane Shift.



6th:
Fire: Firestorm, Fire Seeds.
Water: Anti-Life Shell, Freezing Sphere.
Air: Chain Lightning, Wind Walk.
Earth: Earthquake, Ironwood, Stone Tell, Move Earth.
Void: Find the Path.

TSED
2011-01-18, 12:37 AM
Channeler

http://i25.photobucket.com/albums/c100/yar-tised/Channeler.png

I used to pray for these people. Now I will not rest until they are destroyed.
-Samavha, channeler


The Channeler carries within them a great and powerful spark, but this spark is strange and unlike other things. They may instigate great sweeping revolutions - or extinguish them - and may not even intend to do so. They may topple tyrants to raise new loving governments and then topple those to raise new tyrants decades later. It is not necessarily their goal, but their nature - this spark of chaos, of neutralization, will bend both individuals and societies to act unpredictably. Their benefactor delights in this. The Channeler wields not the classic forces many adventurers are familiar with, but new swords and shields of motivation.

The common creation myth is as follows: A powerful hero of a God of Chaos founded an order of Paladin-like warriors devoted not to good, but to chaos. His teachings and their own studies shaped a rare breed of 'anarchs,' but over time the fire in the zealots died, their vitality tempered. Many of them misinterpreted the old teachings, and what was once an order devoted solely to change slowly became an order devoted to neutralization. The extremes of an individual, of an organization, of a country or a church or even a God are to be eroded. Luckily, this God of Chaos - which one specifically has been lost, be it intentionally or not - delighted in the direction its wayward wardens turned, and began to provide them with abilities more suited to their new roles. This is often refuted: channelers who worship different deities of chaos argue over which was the instigator, whilst others who do not worship chaotic deities at all proclaim their power comes from another source altogether. It is impossible to tell, as there is no written or oral tradition telling their history, only their practices. Such is their way.

Adventures: Channelers adventure for two reasons: one, it is what they are supposed to do. Paladins must go and right wrongs, blackguards must go and commit them, and channelers must go and end things. Those things are usually social orders, but not necessarily. The other reason they adventure is an unconscious fear of stability. Their lives have been punctuated by changes for as long as they can remember, and the almost universal thing behind them is that good things can never last. It is far more favourable - not just for the channeler, remember - to move on before the 'other shoe drops', as it were.

Characteristics: Channelers are unpredictable warriors because not even they know which force they shall wield against their foes. One minute they may be wracking their opponent with the most hideous of suffering, the next inspiring their allies to new heights of productivity, the next becoming an unstoppable rampaging destroyer before driving their enemies away by inspiring the deepest of apathies. They fight with chaos but not for chaos' sake; more a force causing a cycle of death and renewal.

Alignment: Some channelers seek out tyrants and depose their regimes, whilst others wish only to see good people suffer. The only thing they have in common is a disregard of rules. They have seen so many things change, after all, that dedicating themselves to some static ideal seems as ludicrous as a cold sun. Though they heavily lean towards chaotic alignments, neutral channelers are not unheard of.

Religion: Almost any deity can be worshipped by a channeler (the gods of law being the rare exceptions), but any channeler worshipping a deity that does not include chaos in its portfolio is part of an almost insignificant minority.

Background: Some individuals are cursed to live in interesting times. They may eventually find themselves in the care of a channeler's care or tutelage by any number of contrived circumstances. Circumstances, after all, are the channeler's forte. Some very rare monastic orders of channelers exist as well, but these organizations almost always break up within a decade or two. A stable group of channelers is almost antithetical to their unspoken purpose. Occasionally, the odd person develops the knack for being a channeler completely by themselves. These rare individuals are practically destined to be significant world-movers.

Races: Any and all races seem to have channelers, but races without a strong force of personality tend to be more rare than those that are genuinely charismatic.

Other Classes: Channelers do not harbour any intrinsic grudges with any of the common classes. A fair number of knights and paladins hold grudges against their constant tides of social upheaval, but that is to be expected and they rarely openly discriminate.

Role: A channeler's powerful supernatural abilities and their strong front-line presence makes them incredibly difficult to ignore as a threat in a party. Without warning, a strategy to get past them and into the less defensible party members can be foiled in any number of ways.

Adaptation: All realms hold entropy, change, and chaos. These things affect everything and everyone. Where ever there is some strange thing (whatever that thing may be) resisting this, there will be channelers drawn to it, doomed to change and end it.

GAME RULE INFORMATION
Channelers have the following game statistics.
Abilities: A Channeler has a vested interest in being healthy and strong like all fighting-types do, but they also benefit greatly from a high charisma modifier. Their strange powers almost always rely on charisma in some fashion.
Alignment: Any non-lawful.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As fighter.

Class Skills
The Channeler's class skills are:
Balance, bluff, climb, diplomacy, disguise, escape artist, forgery, gather information, handle animal, hide, intimidate, jump, knowledge (religion), knowledge (local), listen, move silently, ride, search, sense motive, speak languages, spot, survival, swim, tumble, use magic device.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CHANNELER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0| Aspects

2nd|
+1|
+3|
+0|
+0| Dismiss The Spirits

3rd|
+2|
+3|
+1|
+1|Sufferer

4th|
+3|
+4|
+1|
+1|2d6 Aspect Duration

5th|
+3|
+4|
+1|
+1| New Aspect Abilities

6th|
+4|
+5|
+2|
+2| Chastise The Spirits

7th|
+5|
+5|
+2|
+2| Resist The Times

8th|
+6/+1|
+6|
+2|
+2| 3d6 Aspect Duration

9th|
+6/+1|
+6|
+3|
+3| Rejoice!

10th|
+7/+2|
+7|
+3|
+3| New Aspect Abilities

11th|
+8/+3|
+7|
+3|
+3| A New era

12th|
+9/+4|
+8|
+4|
+4| 4d6 Aspect Duration

13th|
+9/+4|
+8|
+4|
+4| Victor

14th|
+10/+5|
+9|
+4|
+4| Aura of Calming

15th|
+11/+6+1|
+9|
+5|
+5| New Aspect Abilities

16th|
+12/+7/+2|
+10|
+5|
+5| 5d6 Aspect Duration

17th|
+12/+7/+2|
+10|
+5|
+5| Defeatist

18th|
+13/+8/+3|
+11|
+6|
+6| Industrialist

19th|
+14/+9/+4|
+11|
+6|
+6| Apatheticist

20th|
+15/+10/+5|
+12|
+6|
+6| 6d6 Aspect Duration, Zeitgeist, New Aspect Abilities[/table]

Weapon and Armor Proficiencies: Heavy armour, simple and martial weapons, shields (but not tower shields)


Class Features

Aspects (Su):
Upon the Channeler's first action in combat, they may imbue themselves with an aspect of their choice. This aspect provides a number of specialized bonuses, but they do not have any control over how long they will maintain their aspect. Instead, the aspect lasts for 1d6 rounds. Starting at 4th level, and every 3 levels after that, the number of rounds the aspects last increases by another 1d6. Once the aspect ends, however, the way they are surges with new purpose and they are filled with another aspect. Roll 1d8 to determine what new aspect they take (see following table) and then roll duration again. This happens until the character is no longer threatened or feels threatened, whichever comes first, though their aspect runs out naturally. Note that mind-affecting effects can influence this. The aspect can be dispelled with a successful dispel check (its caster level is equal to your channeler level) but the aspect remanifests itself in 1d4 rounds.


{table=head]Level|Aspects

1st|
The same aspect as last time, or its direct opposite (your choice).

2nd|
Suffering

3rd|
Rejoicing

4th|
Victory

5th|
Defeat

6th|
Industry

7th|
Apathy

8th|
Any aspect of your choice.[/table]


*Suffering opposes Rejoicing, Victory opposes Defeat, and Industry opposes Apathy.



Dismiss The Spirits (Su):
The Channeler makes a full round action that provokes attacks of opportunities. Upon their next action, they reroll which aspect they are imbued with and duration. In effect, this 'ends' the aspect they currently imbue.

Sufferer (Su):
Once per encounter, the channeler can use Sufferer as a move action. When Sufferer is active, all allies within 30' that would have taken damage do not take damage, but instead the channeler takes an equal amount of untyped damage in their stead.

Chastise The Spirits (Su):
Dismiss The Spirits now only takes a move action, though it still provokes attacks of opportunities.

Resist The Times (Su):
When an aspect would fade away due to its duration running out, the channeler may attempt to make a DC20 will save to renew its duration. Whether or not the will save is successful, the channeler receives a -4 penalty to attack, armour class, and initiative for the next two rounds.

Rejoice! (Su):
Once per day, the channeler can invoke Rejoice! as a standard action. While Rejoice! is active, any ally within 30' that would be the recipient of a new positive magical effect (for example, a Bull's Strength being cast on a target, a potion of healing being drunk, or a rogue successfully using Use Magic Device to cast Mirror Image upon herself) also causes the effect to take place upon the channeler. The channeler can decide against receiving the effect if it so chooses. Rejoice! lasts for one minute.

A New Era (Su):
Dismiss The Spirits now only takes a swift action, though it still provokes attacks of opportunities.

Victor (Su):
Once per encounter, the channeler can invoke Victor as a move action. For the next 10 rounds, the channeler can choose to imbue a d20 roll with this ability. The die is considered to have rolled a 20, but it is not a 'natural' 20 - a saving throw does not automatically succeed, and an attack roll does not threaten a critical. Victor cannot be used on skill checks, only one d20 can be imbued per use of Victor. The decision to use Victor must be declared before the d20 is rolled.

Aura of Calming (Su):
The channeler is surrounded by an aura that has the exact same effects as the cleric / bard spell Calm Emotions. The aura has a range equal to 5' + 5' per point of charisma modifier, and channeler can suppress it at will as a full round action.

Defeatist (Su):
Once per encounter, the channeler can invoke Defeatist as a full-round action. Every enemy within 30' must make a will save (DC 5 + 1/2 channeler levels + charisma modifier) or their next d20 roll will be considered a 1. It is not considered a natural 1; an attack roll does not automatically or critically miss, and a saving throw does not automatically fail.

Apatheticist (Su):
Once per encounter, the channeler can invoke the Apatheticist power as a standard action. For one round, any creature acting on a higher initiative count than the channeler can inflict no damage or negative status effects on the channeler.

Industrialist (Su):
Once per encounter, the channeler can invoke the Industrialist power as a standard action. For one round, any creature acting on a lower initiative count than the channeler can inflict no damage or negative status effects on the channeler.

Zeitgeist (Su):
Dismiss The Spirits can now be performed as an immediate action, and will not provoke an attack of opportunity.


ASPECTS



Suffering
1st level: All enemies within 5' of suffer a penalty to their saves equal to your charisma modifier.
5th level: All enemies within 30' of you suffer a penalty to their armour class equal to your charisma modifier.
10th level: All enemies within 30' of you suffer a penalty to their saves equal to your charisma modifier, and take an amount of damage equal to your charisma modifier per round.
15th level: All enemies within 30' of you suffer a penalty to their attack equal to your charisma modifier.
20th level: All enemies within 30' of you that make an attack of opportunity receive Xd6 untyped damage, where X is equal to your charisma modifier. The enemies in question understand this will happen if they have an intelligence score.


Rejoicing
1st level: All allies within 5' of you gain your charisma bonus to their saves; you are not included.
5th level: All allies within 30' of you are immune to fear (yourself included).
10th level: All allies within 30' of you gain an amount of fast healing and a bonus to all saves equal to your charisma modifier; you are not included.
15th level: All allies within 30' of you may reroll a natural 1 on a saving throw or attack roll. Once they have done so, they may not do this again for the remainder of the encounter. You are not included in this effect.
20th level: Every ally within 30' of you that does not take its standard or move action is healed for Xd6 hp, where X is equal to your charisma modifier. If it takes no actions at all, the heal is empowered as of the metamagic feat. Being unable to take the actions in question (for example, being stunned or unconscious) does not confer the healing bonus. This ability will not heal you.

Victory
1st Level: You gain fast healing equal to your charisma modifier.
5th level: Your base attack bonus increases to equal your channeler level. That is, while imbued with this aspect, your BAB is considered full progression instead of 3/4.
10th level: You gain damage reduction/- equal to your charisma modifier.
15th level: You gain a bonus to attack and damage equal to your charisma modifier.20th level: While you are imbued with the Victory aspect, you cannot die of hit point loss. If you are reduced below -10 hp and the Victory Aspect wears off without the damage having been healed above -10, you die immediately.




Defeat
1st level: Every time an enemy within 60' of you is reduced below 0hp, you and all allies within 60' gain an enhancement bonus to all statistics equal to your charisma modifier for 5 rounds.
5th level: Every time an enemy within 60' of you is reduced below 0hp, all remaining enemies within 60' of you must make a will save (DC 10 + 1/2 channeler levels + charisma modifier) or become shaken. This is a mind-affecting ability.
10th level: Every time an enemy within 30' of you is reduced below 0hp, all remaining enemies within 30' of you receive Xd6 points of non-lethal damage (fort save of DC 10 + 1/2 channeler levels + charisma modifier halves). This effect can only happen once per round.
15th level: Every time an enemy within 60' of you is reduced below 0hp, you and all allies within 60' of you are receive Xd8 temporary hp, where X is equal to your charisma modifier (round down). The temporary hp lasts for 5 rounds.
20th level: The first time an enemy within 60' of you inflicts damage in a round, it suffers an equal amount of damage that it inflicted. This can only effect one enemy per round, and you have no control over it.




Industry
1st level: All allies within 30' of you gain a bonus to initiative equal to your charisma modifier.
5th level: If an ally within 30' of you delays their initiative or uses a readied action, their initiative is unchanged next round.
10th level: All allies within 30' of you are immune to fatigue and exhaustion.
15th level: Allies within 30' who wish to take 10 or 20 on a skill check but cannot due to the stressful situations may take it anyway, and taking 10 or 20 requires half as much time as normal. Note that this bonus remains if being taken advantage of, even if the aspect changes or fades.
20th level: All allies within 60' of you may take an extra move action on their turn. This stacks with other sources, like marshal commands or haste.




Apathy
1st level: Enemies within 30' of you suffer a penalty to their initiative equal to your charisma bonus.
5th level: Enemies cannot take swift actions when within 30' of you. If they must, it counts as a move action.
10th level: Enemies within 30' of you suffer a -10 penalty to all forms of movement speed, and cannot take 5 foot steps.
15th level: Enemies within 120' of you are unable to run or charge and suffer a penalty to their initiative equal to your charisma bonus.
20th level: Enemies within 60' must make a will save (DC 20 + cha mod) or are unable to make full round actions and cannot make a standard action and a move action in a round.

Temotei
2011-01-25, 10:02 PM
There's still just under a month left to balance your own base class. Let's see some of those entries. :smallcool:

PersonMan
2011-01-26, 02:18 AM
The Average Citizen

Put an image of your class here!

I'm just an average person, sir.

The average. Many people refer to it, often as a way of showing how different they are. "Above average strength", or "slower than the average". But what about the average? What about those who, far from being 'merely' average, are exemplars of the average? Those who are so mind-numbingly average that they dull the minds of the sorcerers and wizards around them, or somehow sap strength from the warriors that fight with them.

Adventures: For every raging barbarian who can slice enemies in half, there is a man too weak to lift even a teacup. For every wizard using intelligence to decipher the secrets of magic, there is a boy who can barely grasp language. For every sorcerer who's personality lets them simply will magic to happen, there is a girl who can barely tell herself from what others want from her.

Bringing the superhuman masters of sword and spell, the Average Citizens will simultaneously raise the lower outliers, until none must suffer from incredible weakness, or horrible mental handicaps. While some adventure to achieve personal goals, almost all Average Citizens venture out to achieve this goal.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d8
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Average Citizen
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+2|+0|Reduce Outliers

2nd|+1|+3|+3|+0|Average Boost

3rd|+2|+3|+3|+1|

4th|+3|+4|+4|+1|Average Surge 1/day

5th|+3|+4|+4|+1|

6th|+4|+5|+5|+2|

7th|+5|+5|+5|+2|

8th|+6/+1|+6|+6|+2|

9th|+6/+1|+6|+6|+3|

10th|+7/+2|+7|+7|+3|

11th|+8/+3|+7|+7|+3|

12th|+9/+4|+8|+8|+4|

13th|+9/+4|+8|+8|+4|

14th|+10/+5|+9|+9|+4|

15th|+11/+6/+1|+9|+9|+5|

16th|+12/+7/+2|+10|+10|+5|

17th|+12/+7/+2|+10|+10|+5|

18th|+13/+8/+3|+11|+11|+6|

19th|+14/+9/+4|+11|+11|+6|

20th|+15/+10/+5|+12|+12|+6|

[/table]
Alignment: Any
Hit Die: d8

Class Features
All of the following are class features of the Average Citizen.

Weapon and Armor Proficiencies: The Average Citizen is proficient with all simple and martial weapons.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Reduce Outliers(Ex): At first level, an Average Citizen gains the ability to reduce outliers, bringing everything closer to average. As a free action a number of times per day equal to 2+his class level, an Average Citizen can reduce a roll by his class level(to a minimum of 10) or increase it (to a maximum of 10). If one is used, the other must also be used, on the same type of roll. So if, for example, Joe Average uses Reduce Outliers on an attack roll to bring it up to 10, he must use it again to reduce an attack roll later. If this 'debt' is not paid off for one day, an Average Citizen loses use of this ability until it has been repaid.

At 4th level, an Average Citizen can use this ability on others, although it allows a Will save with a DC equal to 10+the Average Citizen's hit dice+the Average Citizen's Average Ability(see below).

Average Points(Ex): The sword-swinging warriors and spellcasting mages draw their power from their above-average attributes. The average citizen, however, gains a number of Average Points equal to 1/3 of his Average Citizen level+however many attributes he has at 10 or 11*. By expending Average Points as an immediate action, an average citizen can immediately enforce the average, using one of the following abilities:

*Average Luck: All rolls made within 60' of the average citizen are reduced or increased towards their average(so a 14 would be reduced, a 3 increased on a d20, a 1 increased and a 6 reduced on a d6, etc.) by an amount equal to 1/4 of the user's average citizen level. Cost:
*
*


One Average Point is regained every time an average citizen uses his Reduce Outliers ability, and 4 are regained whenever an Average Citizen rolls an average amount on any sort of roll.

Average Surge(Su): An average citizen can flood his body with a specialized for of average energy. The use of intense opposite energies allows for an average to be reached, and an average citizen can use this to empower himself. An Average Surge lasts 1 round per four Average Citizen levels, +1/2 Average Points used to empower it. While in an Average Surge, an average citizen pours incredibly bad and good luck into an area. All rolls made within 70' of the average citizen are modified the following ways:
*Attack Rolls are made more extreme: all rolls of 16-20 count as 20s, and all rolls of 1-5 count as 1s.
*





*Modify for racial ability modifiers. A half-orc Average Citizen's Strength would be 12-13 and his intelligence 9-8 for them to give average points.

Derjuin
2011-01-26, 04:49 AM
KISMET


http://fc00.deviantart.net/fs70/i/2010/159/d/3/The_Gambler_by_escume.jpg

It's all up to the dice now. ~ Tira Blueclouds, Halfling Kismet

Kismets are characters of chance and fortune, learning to manipulate luck, chance and even fate itself to their favor.

Adventures: Kismets love to test the limits of their own luck; how far they can push often determines how long they can live. They may also enjoy seeing others succeed purely by the good (or bad) luck that follows them; some have gone so far as to become narcissistic in their determination that without their luck, nothing would be possible.

Characteristics: Kismets manipulate a force many believe to be nonexistent, yet Kismets and believers know for certain has a strong impact on everything that goes on: luck. By manipulating their own, their allies', or their enemies' luck, they change the outcome of a situation to be more beneficial for themselves and their allies.

Alignment: Usually neutral, though they tend toward Law over Chaos; Kismets can be either good or evil. They usually abide by the rules of chance, but tweak their own luck or the luck of others to fit a given situation.

Religion: Some Kismets choose to worship Olidammara, but some find having a relationship with a deity to be infringing on their philosophy on relying on luck, rather than the outside force of a divine being.

Background: Most people that become Kismets do so because they have a knack for being lucky, or because they see life as a gamble and decide to improve their odds by improving their luck. A Kismet does not require natural luck to begin his or her training, but he or she quickly learns how to manipulate even basic skills to improve their odds of success. It is said that the first test to becoming a Kismet is to be fortunate enough to meet another that is willing to teach.

Races: Half-Elves, Humans and Halflings are the most likely to become Kismets; they are the races most prone to taking gambles and relying on luck to see them through. Despite this, any race can become a Kismet; all races have their gamblers, even pure-blooded elves, and all of them can become a Kismet, as long as they have the patience to begin training.

Other Classes: While Kismets fit in fine with almost all classes, they find they fit best with Rogues and other sneaky characters, and have the most amount of friction with deity- or divinely driven classes, such as Paladins, some Clerics and Favored Souls.

Role: Kismets support their allies and themselves in endeavors of skill and combat; finding both the potentially dangerous atmosphere of diplomatic relations and the definitely dangerous atmosphere of combat to their liking, many Kismets seek out powerful individuals which they will often aid with their luck-manipulating abilities. Kismets might be confused with Bards, Rogues and occasionally Factotums.

Adaptation: Kismets work on the idea that luck is a tangible thing that can be manipulated, only it isn't by the majority because of lack of belief and knowledge. However, some call their force "fate". Wherever there is chance and risk to be changed, Kismets can be found.

GAME RULE INFORMATION
Kismets have the following game statistics.
Abilities: Almost all of the Kismet's abilities are based on her Charisma; however, due to her low hit die, Constitution is also important for a Kismet. Dexterity augments the Kismet's AC and might help survive longer closer to the action.
Alignment: Any.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As fighter.

Class Skills
The Kismet's class skills (and the key ability for each skill) are... TBA

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Kismet
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Plain Lucky, Trapstumbling +1
2nd|
+1|
+0|
+3|
+3|As the Dice Fall 1/day
3rd|
+2|
+1|
+3|
+3|Evasion
4th|
+3|
+1|
+4|
+4|Uncanny Dodge
5th|
+3|
+1|
+4|
+4|Minor Manipulation
6th|
+4|
+2|
+5|
+5|As the Dice Fall 2/day
7th|
+5|
+2|
+5|
+5|Trapstumbling +2
8th|
+6/+1|
+2|
+6|
+6|Improved Uncanny Dodge
9th|
+6/+1|
+3|
+6|
+6|Limited Mulligan
10th|
+7/+2|
+3|
+7|
+7|Lesser Manipulation, As the Dice Fall 3/day
11th|
+8/+3|
+3|
+7|
+7|Stack the Deck
12th|
+9/+4|
+4|
+8|
+8|Snake-Eyes
13th|
+9/+4|
+4|
+8|
+8|Really Lucky, Trapstumbling +3
14th|
+10/+5|
+4|
+9|
+9|As the Dice Fall 4/day
15th|
+11/+6/+1|
+5|
+9|
+9|Major Manipulation
16th|
+12/+7/+2|
+6|
+10|
+10|No Roll
17th|
+12/+7/+2|
+6|
+10|
+10|Boxcars
18th|
+13/+8/+3|
+6|
+11|
+11|True Mulligan, As the Dice Fall 5/day
19th|
+14/+9/+4|
+7|
+11|
+11|Easy Fifteen, Trapstumbling +4
20th|
+15/+10/+5|
+7|
+12|
+12|Loaded Dice[/table]

Class Features
Weapon and Armor Proficiencies: Kismets are proficient with all simple weapons, all light martial weapons, and light armor.

Plain Lucky (Ex): The Kismet is just plain lucky. She begins each encounter with a pool of Luck Points equal to 1/4 her class level plus her Charisma bonus; she uses these Luck Points to activate or empower some of her abilities. As long as a Kismet has any Luck Points left, she gains a +1 Luck bonus to attacks and saves.

Trapstumbling (Ex): Despite (or, perhaps because of) her luck, Kismets are profoundly capable of finding and setting off traps, though their luck protects them a bit from the aftereffects of a trap. A Kismet can use Search to find traps with a DC higher than 20, but she cannot disable the device in a conventional manner. If she studies the trap for a minimum of 1 round, she can set off the trap and attempt to avoid it - she gains a +1 bonus to AC and all saves to avoid the trap. At 7th, 13th and 19th levels, this bonus increases by +1, to a maximum of +4.

As the Dice Fall (Su): Kismets follow the law of chance, which sometimes states that chance, once decided, cannot be undone. Beginning at 2nd level, once per day as an immediate action (usable 2/day at 6th level, 3/day at 10th level, 4/day at 14th level, and 5/day at 18th level) a Kismet may expend two Luck Points to force a reroll (such as the reroll granted by the Blind Fight feat) to equal the first number rolled. For example, a Fighter with the Blind-Fight feat attempts to attack a Kismet, who has 20% concealment. The Fighter rolls a 19, then rerolls and gets a 50. The Kismet may make use of As the Dice Fall to make the Fighter's reroll equal 19 instead of 50. In addition, a Kismet may use dice as an improvised throwing weapon with which she has proficiency; a die thrown by a medium Kismet inflicts 1d4 bludgeoning damage, has a range increment of 20 feet and has a critical threat range of 19-20/x3.

Evasion (Ex): At 3rd level, the Kismet gains the Evasion ability. On any successful Reflex save, the Kismet takes no damage instead of half damage.

Uncanny Dodge (Ex): At 4th level, the Kismet retains her Dexterity bonus to AC while flat-footed.

Minor Manipulation (Su): By bending the rules of chance slightly, a Kismet can make her impression on the outcome of an event. By expending up to three Luck Points as a free action, a Kismet may grant an ally a Luck bonus on a skill check, ability check, attack or AC. The ally must be within 30 feet of the Kismet, though the ally does not have to be in line of effect (the Kismet must still know generally where the ally is). The Luck Bonus granted is equal to the number of Luck Points expended by the Kismet; if she spends at least three, she my roll 1d4 and add that to the total Luck Bonus granted. Allies can receive only a single Minor Manipulation luck bonus per round; this luck bonus lasts for 1 round.

Improved Uncanny Dodge (Ex): At 8th level, the Kismet can no longer be flanked. This defense denies a rogue the ability to sneak attack the Kismet by flanking her, unless the attacker has at least four more effective rogue levels than the Kismet does. A Kismet's effective rogue level is equal to her Kismet levels plus any levels in a class with Uncanny Dodge as a class ability.

Limited Mulligan (Ex): At 9th level, the Kismet is able to twist chance into giving her a second try at something. Even if a skill normally does not allow retries, a Kismet of 9th level or higher may reroll a skill check and ignore the first roll (and any implications of failure) if the second roll is higher. Making a Limited Mulligan costs three Luck Points and does not take an action. Limited Mulligan can only be used once per skill per day.

Lesser Manipulation (Su): At 10th level the Kismet learns how to be a bit more forceful in bending the rules. By expending up to three Luck Points as a standard action, a Kismet may impose an AC, attack, or damage penalty to a single enemy within 30 feet equal to the number of Luck Points spent. Alternatively, she may grant an ally a Luck bonus to damage equal to twice the number of Luck Points spent. When manipulating an ally, Lesser Manipulation lasts 1 round. When manipulating an enemy, Lesser Manipulation lasts a number of rounds equal to the number of Luck Points spent. This penalty does not stack with itself.

Stack the Deck (Ex): At 11th level, the Kismet discovers the power to lock fate into delivering to her what she needs. By expending two Luck Points, the Kismet may Take 10 on any skill or ability check, or Take 10 on an attack, for one check or one attack. By spending an additional Luck Point, the Kismet can apply this bonus to an ally she touches. In addition, a Kismet may use a playing card as an improvised throwing weapon with which she has proficiency; a card thrown by a medium Kismet inflicts 1d4 slashing damage, has a range increment of 20 feet and has a critical threat range of 18-20/x2.

Snake-Eyes (Ex): At 12th level, the Kismet discovers yet another way to order fate. By spending a single Luck Point, she may force an enemy to roll a Natural 2 on its first save or attack that occurs in the same round that she uses this ability. Activating Snake-Eyes is a move action.

Really Lucky (Ex): At 13th level, the Kismet becomes extraordinarily lucky. She may expend an extra Luck Point on any Manipulation ability (Minor/Lesser/Major) or may spend a Luck Point to gain a Luck bonus to her attack, AC or a skill check equal to her Charisma modifier. Using Really Lucky does not cost an action. In addition, whenever the Kismet has any Luck Points left, she gains a +1 Luck bonus to AC, damage and skill checks.

Major Manipulation (Su): At 15th level, the Kismet's ability to manipulate chance and fate becomes even stronger. By expending up to three Luck Points as a full-round action, a Kismet may grant a Luck bonus to AC, saves or attacks to all allies within 30 feet equal to the number of Luck Points spent. Alternatively, if she spends three luck points, she may grant a single ally the ability to reroll a single D% roll (such as a roll to negate Concealment).

No Roll (Su): At 16th level, the Kismet gain the knowledge to apply fate's hand judiciously against her foes; any time an enemy would successfully hit the Kismet or one of her allies within line of sight with an attack, she may expend a Luck Point to force the enemy to reroll its attack. Activating No Roll is a free action, but can only be activated once per round.

Boxcars (Ex): At 17th level, the Kismet is exceptionally lucky when she takes her time. Any time the Kismet decides to Take 10, she treats the 10 as if it were a 12 instead.

True Mulligan (Ex): At 18th level, the Kismet is a master of second chances; by spending a single Luck Point as a free action, she may reroll any roll not pertaining to a skill check she has made during the round. While she may apply True Mulligan as many times as she has Luck Points and rolls to reroll, she may only reroll any single roll once per round; in other words, a Kismet could spend two Luck Points to reroll her attack and damage, but if her damage is not satisfactory, she cannot opt to reroll again by spending another Luck Point.

Easy Fifteen (Ex): At 19th level, the Kismet's luck is a force to be reckoned with. Any time a Kismet rolls a Natural 15, she may expend four Luck Points to treat it as if she had rolled a Natural 20. Easy Fifteen does not consume an action.

Loaded Dice (Ex): At 20th level, the Kismet is so lucky that she may as well be deciding her own fate. Any time a Kismet deals damage, she may spend a number of Luck Points up to the number of dice rolled to determine damage. For each Luck Point spent, she may count a single die of damage as if it were its natural maximum (so 10 on a d10, 12 on a d12, etc.).

Temotei
2011-02-09, 09:48 PM
The challenge is still running with twelve days left. It'd be great to see some more entries. :smallsmile:

PairO'Dice Lost
2011-02-21, 11:32 PM
The Gambler

http://i208.photobucket.com/albums/bb176/psychictheurge10/gambler.jpg
Image by *mazjojo of DeviantArt (http://mazjojo.deviantart.com/art/Commission-The-Gambler-189314116)


Oh, you know the old saying, I win some, you lose some...what? That's not how it goes? Funny; it always seems to work that way for me....
--A gambler

Any fool can saunter down to the tavern, gulp down a few mugs of ale, play a few rounds, make a few gold, and call himself a gambler. When it comes right down to it, playing games and placing bets isn't exactly hard to do. It takes a true gambler, however, to really feel the weight of the coins, to know when the dice will roll snake eyes and when they'll roll 7s, to see whether the next card will be the ace or the two. To be able to hop between tables just as one goes sour and the other's pot grows, to know how to break an opponent's lucky streak with a single play, to be willing to accept a few small losses to win big—that is what separates a true gambler from someone who merely spins a roulette wheel on his off days.

Adventures, Race, and Background: It doesn't take a lot of formal training to become a gambler, just some intuition and a bit of practice; anyone of any race can pick up a deck of cards or some dice and join a game. Most gamblers adventure because they come from small villages where the antes are low, the winnings are small, and the competition isn't up to snuff, and they want to amass enough of a fortune to be able to compete in the major tournaments, whether that's just a high-stakes game in a big city or risking their soul on one toss of the dice with a devil.

Characteristics: Gamblers realize that random chance is the only constant in the multiverse, so their tricks revolve around either mitigating it or turning it to their favor.

Alignment: The more honest gamblers tend towards a lawful alignment while the crooked ones tend toward chaotic, but they have no overarching moral bent (since one can just as easily cheat for the greater good or play fair for selfish reasons) and aren't restricted in their alignment choices.

Religion: Deities of scoundrels and fortune are most commonly worshiped by gamblers, particularly Olidammara on Oerth and Tyche on Toril, but tastes vary as much as gamblers themselves.

Other Classes: Gamblers tend to be somewhat selfish, in that their abilities don't interact with their allies all that much, so someone's view on gamblers usually comes down to their opinion on gambling itself rather than their class abilities.

Role: A gambler is a jack of all trades, focusing on skills and skirmish combat.

Game Rule Information
Gamblers have the following game statistics.
Abilities: Intelligence and Charisma are the most important scores for gamblers, as they rely on skills and social graces, and different gamblers benefit from either score more or less depending on whether they are honest or crooked. Dexterity is also important for combat.
Alignment: Any
Hit Die: d6
Starting Age: As rogue.
Starting Gold: As fighter

Class Skills
The gambler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Gambler
{table=head]Level|BAB|Fort|Ref|Will|Special|Tricks/Encounter
1st|+0|+0|+2|+2|Something Up My Sleeves, Gambling Style (Signature)|
2

2nd|+1|+0|+3|+3|Put The Right Spin On It, Gambler's Knack|
2

3rd|+2|+1|+3|+3|Uncanny Dodge, Sneak Attack +1d6|
2

4th|+3|+1|+4|+4|Spread the Luck Around, Gambler's Knack |
3

5th|+3|+1|+4|+4|Gambling Style (Expertise), Tricks (Amateur)|
3

6th|+4|+2|+5|+5|Poker Face, Gambler's Knack|
3

7th|+5|+2|+5|+5|Spin the Wheel, Sneak Attack +2d6|
4

8th|+6/+1|+2|+6|+6|Law of Averages, Evasion|
4

9th|+6/+1|+3|+6|+6|Gambling Style (Talent), Tricks (Tavern)|
4

10th|+7/+2|+3|+7|+7|Poker Face, Gambler's Knack|
5

11th|+8/+3|+3|+7|+7|Improved Uncanny Dodge, Sneak Attack +3d6|
5

12th|+9/+4|+4|+8|+8|Better Lucky than Good, Gambler's Knack|
5

13th|+9/+4|+4|+8|+8|Gambling Style (Methods), Tricks (Tournament)|
6

14th|+10/+5|+4|+9|+9|Poker Face, Gambler's Knack|
6

15th|+11/+6/+1|+5|+9|+9|Read Opponent, Sneak Attack +4d6|
7

16th|+12/+7/+2|+5|+10|+10|Improved Evasion, Gambler's Knack|
7

17th|+12/+7/+2|+5|+10|+10|Gambler's Intuition, Tricks (High Stakes)|
7

18th|+13/+8/+3|+6|+11|+11|Poker Face, Gambler's Knack|
8

19th|+14/+9/+4|+6|+11|+11|Lady Luck Smiles on Me, Sneak Attack +5d6|
8

20th|+15/+10/+5|+6|+12|+12|Luck Incarnate, Gambler's Knack|
8[/table]

Class Features
All of the following are class features of the gambler.

Weapon and Armor Proficiencies: Gamblers are proficient with all simple weapons and exotic thrown weapons, as well as light armor,.

Tricks of the Trade: Tricks of the Trade are what adventuring gamblers rely on; they're combat techniques, “magic” tricks, and other tricks that let them apply their familiarity with chance, sleight of hand, and finesse to adventuring. At 1st level, a gambler chooses whether to specialize in card tricks or dice tricks, and this determines the sort of Tricks of the Trade he has access to for the rest of his career. Tricks of the Trade come in five grades named after different levels of risk and stakes in games of chance: Penny Ante betting is the safest and cheapest, then comes Amateur betting, then Tavern, then Tournament, and finally High Stakes.

The gambler knows every Trick of the grade to which he has access, as indicated on the table, and can use them in any combination a number of times per encounter according to the Tricks per Encounter column in the table above. Many, but not all, Tricks require the expenditure of spin (see Spin, below). Tricks of the Trade are given at the end of the class description.

Spin: Gamblers' luck is embodied in a resource known as spin. Spin represents stored-up “karma” or good luck accumulated by the gambler, and can be spent to enhance his own luck or interfere with his enemies' luck; whenever he or his allies experiences bad luck, fate gifts him with the ability to balance things out in his favor, but if he gets too lucky, what fate gives fate can take away. There are several ways for a gambler to gain spin:
Pure Luck: Any time a gambler or one of his allies within 30 feet rolls a natural 1 on a d20 or an enemy within 30 feet rolls a natural 20, 1 point of spin is gained (you don't count as an ally); the reverse loses 1 point of spin. These rolls must be non-trivial (i.e. characters can't simply Jump or Tumble around all day or attack trees and rocks to grant the gambler spin), and DMs are encouraged to disallow spin gain if he feels the players are trying to game the system.
Card Luck: If the gambler's specialty (see Tricks of the Trade, above) is card games, the gambler's player may spend the gambler's swift action to draw a card from a normal 52-card deck. If a black face card is drawn, the gambler gains 1, 2, 3, or 4 spin for a Jack, Queen, King, or Ace respectively. If a red face card is drawn, the gambler loses the same amount.
Dice Luck: If the gambler's specialty is dice games, the gambler's player may spend the gambler's swift action to roll 2d6. If 12 is rolled, the gambler gains 2 spin, and if a 2 is rolled the gambler loses 2 spin.
A gambler starts each encounter with an amount of spin equal to his key ability modifier, and may possess an amount of spin at once equal to ½ class level + key ability modifier. Any excess spin over this amount is lost, and any spin held fades after 1 minute of not gaining or losing spin. A gambler can possess negative spin due to losing spin from one of the above methods (this represents a “luck debt” owed to Fate), during which period he cannot use any Tricks of the Trade, but he may not voluntarily decrease his spin below 0.

Something Up My Sleeves: Gamblers are treated as being proficient with all improvised weapons, and may treat any Fine improvised weapons (most commonly cards and dice) as daggers (if used in melee) or shuriken (if thrown) for all purposes including damage, range, feats, etc. They are also gain the benefits of the Weapon Finesse feat without needing to meet its prerequisite.

Gambling Style: Every gambler has his or her own unique style, but gamblers generally fall into two categories, charmers and swindlers. Charmers are honest gamblers who are in it for the social aspects and win through pure skill (and buying the occasional round of drinks), while swindlers are in it for the money and win through underhanded means. At 1st level, each gambler chooses whether to be a Charmer or a Swindler, which determines his key ability score for all class abilities that reference such (Charisma for charmers, Intelligence for swindlers); once made, this choice may not be reversed.

Signature: At 1st level, gamblers pick up abilities that help them excel at their chosen style. a charmer gains Skill Focus (Gather Information) as a bonus feat and can use friendly face (RoD) once per day as a spell-like ability, while a charmer gains Skill Focus (Forgery) as a bonus feat and can use cheat (SpC) once per day as a spell-like ability. A gambler's spell-like abilities have a caster level equal to his class level and have a save DC, if applicable, of 10 + ½ class level + key ability modifier.

Expertise: At 5th level, gamblers learn to apply their gambling expertise to many different situations. Sleight of Hand, Profession (Gambler), Diplomacy, Bluff, Appraise, Knowledge (Local), and Sense Motive become permanent class skills for all of a gambler's classes. In addition, a charmer uses his Charisma modifier for skill checks made with those skills in place of the skill's normal key ability score, while a swindler uses his Intelligence modifier for those skill checks.

Talent: At 9th level, gamblers gain literally magical talent in their area of expertise. A charmer gains the ability to use calm emotions, tongues, augury, prestidigitation, and charm person as spell-like abilities, while a swindler gains the ability to use enthrall, detect thoughts, arcane eye, secret page, and ventriloquism as spell-like abilities. These abilities may be used a total of 5 times per day, in any combination desired.

Methods: At 13th level, gamblers' methods reach their pinnacle of effectiveness: charmers can completely rely on chance to carry the day, while swindlers can influence a game from start to finish. When making a d20 roll, a gambler may spend 5 spin (see Put The Right Spin On It, below) as a free action to activate this ability. A charmer calls a coin flip made by the DM; if he calls it correctly, he is treated as if he rolled a 20, while if he does not he is treated as if he rolled a 1. A swindler may take 10 on the die roll.

Gambler's Knack: At every even level, a gambler gains a bonus [Luck] feat or a bonus Interaction, Manipulation, or Mental skill trick (Complete Scoundrel). He must meet all prerequisites for the feat or skill trick chosen, including the inability to exceed the maximum number of skill tricks allowed to a character.

In addition, once per turn as a free action the gambler may spend 2 spin to gain 1 extra luck reroll or 1 extra use of a skill trick, or he may instead expend one luck reroll or use of a skill trick skill trick to gain 2 spin.

Put the Right Spin On It: The first use for spin a gambler learns aside from activating certain of his Tricks of the Trade is to rely on his good fortune to aid him and shield him from harm. At the start of his turn before taking any actions, a gambler may spend 1 spin as a free action to add a luck modifier to his choice of attack rolls, saving throws, skill checks, or AC equal to his key ability modifier for 1 round. If he chooses to instead accept a luck penalty on his choice of attack rolls, saving throws, skill checks, or AC equal to his key ability modifier for 1 round, he gains 1 spin. (If the gambler chooses the latter option, he must actually make an attack/skill check/save or actually be attacked to gain spin, he cannot simply build up spin outside of combat by taking attack penalties.)

Sneak Attack: Even honest gamblers occasionally get into the odd tavern brawl and need to hold their own. Gamblers possess the rogue's sneak attack class feature, which progresses as indicated on the table.

Uncanny Dodge, Improved Uncanny Dodge: Gamblers are experts at reading people and are rarely caught unawares. At the levels indicated on the table, a gambler gains the Uncanny Dodge and Improved Uncanny Dodge class features as a rogue of his class level.

Spread the Luck Around (Su): Not all gambling games are free-for-alls; sometimes gamblers gain more benefit working in teams. As an immediate action, a gambler may expend X spin to apply a +X luck bonus to a single d20 roll made by an ally or a -X luck penalty to a single d20 roll made by an enemy, where X is any number up to the gambler's key ability modifier. He may instead choose to apply a -X luck penalty to a single d20 roll made by an ally or a +X luck bonus to a single d20 roll made by an enemy to gain X spin. Allies affected by this ability must be willing; enemies may make a Will save (DC 10 + ½ level + key ability modifier) to halve the bonus or penalty if desired.

Poker Face (Su): In a world of magic, gamblers have to do more than wear some dark glasses to conceal their bluffs from others. As long as the gambler does not possess a negative amount of spin, his lies are resistant to being magically detected as if he were under the effects of a glibness spell (he doesn't gain the Bluff bonus, only the resistance to detection).

At 10th level, the gambler can't be influenced into revealing himself: he gains immunity to fear and charm effects. At 14th level, all bluffs made by the gambler are treated as being 1 step more believable for the purposes of Bluff check modifiers. Finally, at 18th level, the gambler becomes immune to all harmful mind-affecting effects.

Spin the Wheel: Not all games require skill; roulette wheels can be just as lucrative. Whenever a gambler makes a d% roll, he may reroll it and pay 1 spin as a free action to take the better of the two results. He may choose to instead take the worse result to gain 1 spin.

Law of Averages: Randomness tends towards the average, and savvy gamblers can take advantage of this. After rolling an attack roll, saving throw, or skill check, but before finding out whether the roll succeeded, the gambler may use this ability. If the natural result (number rolled on the d20) is lower than 10, he rolls 1d4, spends 3 spin, and adds that number to his original roll; if the natural result is greater than 10, he rolls 1d4, subtracts that number from his original roll, and gains 3 spin.

Uncanny Dodge, Improved Uncanny Dodge: Gamblers are experts at making split-second decisions and are rarely caught unawares. At the levels indicated on the table, a gambler gains the Evasion and Improved Evasion class features as a rogue.

Better Lucky Than Good: Sometimes, it's best to forgo skill and planning and risk a bit of failure for the chance to win big. The gambler can spend 3 spin as a free action when making any roll to which he applies a static bonus; if he does so, he may convert the static bonus into a random bonus according to the following table:
{table]Bonus|Becomes...
+10|1d20
+6|1d12
+5|1d10
+4|1d8
+3|1d6
+2|1d4[/table]
The gambler must use as many of the largest bonuses as he can first, going down the table until the full bonus is accounted for. For instance, if the gambler uses this ability when rolling an attack roll of 1d20+13, the end result is 2d20+1d6 (+13 becomes +10 and +3, which become 1d20 and 1d6, which are added to the original 1d20). The gambler cannot choose to “split up” the bonus, turning some into dice rolls and leaving some as static bonuses; this is an all-or-nothing ability.

Read Opponent: To someone who has to pick out the slightest change of expression on another professional gambler's face, most peoples' actions and speech speak volumes. As a standard action, the gambler may study a single creature and make a Knowledge check of the same type as the check required to identify the creature's type. His check is opposed by the target's Bluff, Sense Motive, or Profession (Gambler) check (target's choice), which receives a +4 bonus if the target is of a different creature type than the gambler. If the gambler succeeds on this check, he learns one of the following pieces of information, plus one additional piece for every 5 points by which he beats the DC:
The target's Dexterity, Intelligence, Wisdom, or Charisma score;
The target's ranks in a single Dexterity-, Intelligence-, Wisdom-, or Charisma-based skill
The target's Refles or Will save modifier
The target's highest-level base class or prestige class (the gambler can learn the target's second-highest, third-highest, etc. class if he learns multiple pieces of information)
One of the target's special defenses against a gambler ability (for example, immunity to critical hits which negates sneak attack, mindlessness which negates one of his spell-like abilities, etc.), DM's decision as to whether a particular defense applies.
The gambler can make another check against the same creature to learn more about it after enough time has passed to allow for more study. Each successive use of this ability against the same creature requires the gambler to wait at least 1d4 rounds between checks and imposes a cumulative -10 to the check.

Gambler's Intuition (Sp): A gambler's mere guess or hunch is almost as reliable as an expert's certainty. As a full-round action, the gambler may spend a number of spin to use a spell-like ability: 1 spin allows him to use augury, 5 spin allows him to use commune, and 10 allows him to use foresight.

Lady Luck Smiles on Me (Ps): Experienced gamblers can rely on Fate itself to bail them out if their luck runs out. Once per day per point of key ability bonus, a gambler can spend 10 spin as a standard action to use time regression as a psi-like ability.

Luck Incarnate: There comes a time when gamblers simply stop playing games of chance against any mortal beings, because Fate simply bends to accommodate them without any effort on their part. A 20th-level gambler starts every encounter possessing the maximum possible amount of spin, and he may spend a full-round action at any time to gain 5 spin.


Tricks of the Trade

Card Tricks
Card tricks use principles and tactics from blackjack, poker, and bridge for offense, defense, and skills, respectively, with a bit of sleight of hand thrown in for utility.
Penny Ante
Aces High: When the gambler rolls a natural 1 on an attack roll, he may pay 3 spin as a free action to turn it into a natural 2 instead.
Dealer Wins: When making an opposed skill or ability check, if the gambler ties his opponent, he may use this Trick as a swift action to win the roll if his opponent would otherwise win the tie.
Cut the Cards: Before making any roll involving a single die, the gambler may declare that he is “flipping” the roll—that is, reversing the natural result of the die so that, for instance, a 1 on a d8 is an 8, a 2 is treated as a 7, and so forth.
Amateur
Three of a Kind: When making an attack roll, the gambler may pay 2 spin as a swift action to instead roll three attack rolls and take the intermediate result.
Insurance: Before making a skill check, the gambler may pay any number of spin as a free action. If the skill check fails, the spin paid is added to the roll to possibly change the success into a failure; if the skill check is already a success, the spin is used to no effect.
Dummy Hand: When the gambler is targeted by a targeted attack, spell, or other effect, he may spend 1 spin as an immediate action to attempt to redirect it to another valid target (including the initiator of the attack). The gambler makes Sleight of Hand check opposed by the opponent's attack roll or caster level check (whichever is appropriate), and if his check succeeds he may redirect the effect to a target of his choice.
Tavern
Flush: As a free action at the start of his turn, the gambler may choose for all attacks made on his turn to use his highest base attack bonus; this Trick costs 1 spin per attack made on that turn.
Stand: If the gambler makes the same skill or ability check on two consecutive rounds, he may spend 2 spin to use the same skill result for the second check that he rolled for the first, including any modifiers that might not apply to the second check. Each time he uses this Trick past the first, the cost increases by 2 (4 spin to use this on a third check, 6 for a fourth check, and so on).
Stack the Deck: The gambler may expend all of his spin at the beginning of an encounter to automatically go first, ignoring initiative rolls and effects such as celerity that would automatically allow another creature to go first.
Tournament
Inside Straight: If the gambler makes multiple attacks on his turn and all but one of them hits, he may spend spin equal to the number of successful attacks to treat the last attack as a hit as well.
Double Down: Whenever the gambler fails a skill or ability check, he may spend 1 spin as an immediate action to reroll the check at a -2 penalty. He may continue rerolling the check as many ties as desired, but each successive reroll takes a cumulative -2 penalty and costs double the spin (2 spin for a second reroll at -4, 4 spin for a reroll at -6, etc.).
Is This Your Card?: As an immediate action, the gambler may spend 5 spin to choose the result of a single die roll of any type made by an ally or enemy; he may not choose the minimum or maximum value, and enemies are entitled to a Will save (DC 10 + ½ level + key ability modifier) to negate the effect.
High Stakes
Royal Flush: Before making an attack roll, the gambler may spend 8 spin as a swift action to make the attack automatically hit and become a confirmed critical hit.
Blackjack: Before making a skill or ability check, the gambler may spend 6 spin as a swift action to treat the check result as a natural 21.
Shuffle: As a full-round action, the gambler may spend all of his spin to undo any conditions and magical effects currently affecting him, heal himself of all hit point and ability damage or drain, and move his speed without provoking attacks of opportunity.

Dice Tricks
Card tricks use principles and tactics from craps, backgammon, and yahtzee for offense, defense, and skills, respectively, with a bit of sleight of hand thrown in for utility.
Penny Ante
Dice Control: As a free action at the start of his turn, the gambler may spend 3 spin to gain the ability to throw 3 light weapons with one attack roll until the end of his turn; only one projectile in each set of three can deal precision damage or score a critical hit.
Snake Eyes: If the gambler rolls one or more 1s on his damage dice, he may spend 1 spin per die as a free action to change each of those 1s to the maximum result (e.g. 6 on a d6) instead.
Make an Anchor: As a swift action at the start of his turn, the gambler may spend 4 spin to not provoke any attacks of opportunity during his turn from movement, use of spell-like abilities, or any other actions that would otherwise provoke.
Amateur
The Hard Way: When the gambler makes a damage roll, he may spend 1 spin per damage die as a swift action to treat all damage dice as if they had rolled the same result as the highest damage die rolled (for instance, a roll of 4d6 resulting in 3, 3, 4, and 5 would be treated as four 5s).
Bear Off: As an immediate action, the gambler may spend 4 spin to take two consecutive 5-foot steps.
Chance: When making any roll, the gambler may spend 3 spin as a swift action to roll 5d6 and add the highest result to the original roll.
Tavern
Natural Sevens: After making a damage roll, the gambler may spend 2 spin as a free action to take the average result instead of the result that was rolled.
Keep and Reroll: After making a skill or ability check but before determining whether it was a success or failure, the gambler may spend 3 spin as a free action to reroll the check and take the better of the two results.
On the Bar: If the gambler is on high ground or in difficult terrain, he may pay 3 spin as an immediate action to gain 50% concealment for 1 round.
Tournament
Against the Backstop: Once per round as a free action, the gambler may use this Trick to feint, and may additionally pay 2 spin to ignore less than total concealment and less than total cover protecting his target.
Yahtzee: When making a skill check with a skill in which the gambler is untrained, he may pay 5 spin to roll 5d6 and add the result to his skill check.
Prime: Whenever the gambler is the target of an attack of opportunity or an immediate-action ability, he may spend 1 spin to negate the attack of opportunity or 2 spin to negate the immediate action ability.
High Stakes
Midnight: As a free action at the start of his turn, the gambler may pay 6 spin to convert all damage dice he rolls before the start of his next turn to d12s.
Doubling Cube: As an immediate action, the gambler may pay 4 spin to double his base saving throw bonuses and any luck, insight, dodge, and shield bonuses to AC until the end of his next turn.
Let the Dice Fall: As a swift action, the gambler may spend 5 spin to negate a single opponent's abilities based on luck or timing (luck modifiers, rerolls, any abilities allowing the target to alter die rolls, abilities granting extra actions, and abilities allowing the target to act out of turn) for 1 round; the target is entitled to a Will save (DC 10 + ½ level + key ability modifier) to negate this effect.

Temotei
2011-02-22, 01:33 AM
This contest is closed. Here, have a voting thread (http://www.giantitp.com/forums/showthread.php?t=188307)! :smallcool:


In first place: The gambler!

In second place: The jade weaveshaper!

In third place: The kismet!

Nice work, people. :smallsmile: