Grod_The_Giant
2011-11-13, 01:43 AM
So the other day I found an old character sheet involving a Green Lantern PrC that I think I might have made once. I set about reconstructing it, wound up with more than 10 levels worth of material, and next thing I knew, I had a base class on my hands.
The Ringslinger
http://images.wikia.com/marvel_dc/images/a/a4/Hal_Jordan_002.jpg
Not... ok, it's totally this guy.
A note on constructs and imagination:
Obviously, there is no practical way to emulate everything a Green Lantern can possibly use his ring to do. In comics, depending on the character and artist, attacks can take the form of anything from a plain laser beam to a small army of firebreathing dragons. They enclose foes in bubbles, wrap them in glowy green chains, create big green gorillas to hold people.
I decided that the best way to handle that variety was not to handle it, in a sense. A ranged energy attack uses the rules for a power blast, whether you create a short-lived construct dragon to breath fire on your foe or you use a giant crossbow. If you want to enclose your foe in an giant glowing coffin, you use the rules for solid constructs, just the same as if you wish to restrain a foe by having a construct elephant sit on them.
Basically, players are encouraged to go crazy with descriptions of their powers. The rules contain the mechanical effects. The flavor is and should be entirely up to the discretion of the player.
Abilities: Charisma-- in other words, raw willpower-- is the most important ability for a Ringslinger, as it powers most of their abilities. Dexterity is also important for ranged touch attacks and armor class, and Constitution can help make up for the somewhat low hit die.
Hit Die: d8
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (any 2), Listen, Profession, Sense Motive, Speak Language, Spot, Survival, Use Magical Device, and three more of the player’s choice.
Skill Points at 1st level: (4+ Int modifier) x4
Skill Points at Each Additional level: 4 + Int modifier
Level
Base Attack
Fort
Ref
Will
Special
Ring Power Level
1st
+0
+2
+0
+2
Power Ring, Power Blast, Power Armor
1
2nd
+1
+3
+0
+3
Solid Constructs, Multiple Concentration
1
3rd
+2
+3
+1
+3
Construct Weapons, Physical Blast
2
4th
+3
+4
+1
+4
Simple Telekinesis, Man Without Fear
3
5th
+3
+4
+1
+4
Overchannel Ring
3
6th
+4
+5
+2
+5
Flight
4
7th
+5
+5
+2
+5
Mettle, Shape Blast
5
8th
+6/+1
+6
+2
+6
Improved Telekinesis
6
9th
+6/+1
+6
+3
+6
Elemental Blast
6
10th
+7/+2
+7
+3
+7
Construct Creatures
7
11th
+8/+3
+7
+3
+7
Force Power
8
12th
+9/+4
+8
+4
+8
Superior Telekinesis
9
13th
+9/+4
+8
+4
+8
Improved Flight, Spell Shield
9
14th
+10/+5
+9
+4
+9
Enlarged Blast
10
15th
+11/+6/+1
+9
+5
+9
Construct Channels
11
16th
+12/+7/+2
+10
+5
+10
Improved Overchanneling
12
17th
+12/+7/+2
+10
+5
+10
Superior Ringslinging
12
18th
+13/+8/+3
+11
+6
+11
Multiple Blast
13
19th
+14/+9/+4
+11
+6
+11
Free Concentration
14
20th
+15/+10/+5
+12
+6
+12
Deputize
15
Weapon and Armor Proficiency- A Ringslinger is proficient with all simple weapons, and any constructs he makes with his ring. He is proficient with light armor, but not with shields.
Power Ring- All Ringslingers have some form of focus (a ring by default, but anything small will serve). It takes up an appropriate magic item slot.
The focus contains minor magic to make it appear worthless— anyone examining it must make a Will save with a DC equal to the Ringslinger’s class level to recognize it as an important item, despite any divinations cast, Appraise skill checks, and so on. Nor does simply seeing the Ringslinger use his abilities. Specific knowledge of the focus grants a +5 bonus on this check.
Even if a Ringslinger is separated from his ring, he may call it back to him as a move action. The ring flies in as straight a line as possible, avoiding obstacles, at a speed of 20 ft/ Ring Power Level with perfect maneuverability. Equipping his ring is a free action that doesn’t provoke attacks of opportunity. A foe can attempt to catch and hold the ring, but doing so requires a Strength check with a DC equal to 3 times the Ringslinger’s Ring Power Level.
Anyone who attempts to equip the Ringslinger’s ring without his permission takes Charisma damage equal to his Ring Power Level every minute until he removes it (although he does not take this damage if he is forced to don the ring against his will). The Ringslinger is always aware when someone attempts to equip his ring. His ring cannot be destroyed by anything short of direct divine intervention, and cannot be Plane Shifted away from him.
If a Ringslinger loses his ring, he cannot use any class abilities until he recovers it, unless the ability specifies otherwise.
A Ringslinger may use his power ring to create light at will as a free action. He may create a number of individual lights up to his Ring Power Level, each with an intensity of up to his RPL, although never enough to blind or dazzle a target.
A Ringslinger's ring cannot be destroyed by anything short of epic magic or direct divine intervention. If it is destroyed, he may create a new ring by meditating for a week and sacrificing 200 xp/RPL.
Ring Power Level- Ring Power Level is a measure of the Ringslinger’s experience and force of will. It is used to determine the magnitude of many of his abilities, and will henceforth be referred to by the acronym RPL.
All of a Ringslinger's spell-like abilities (such as his Power Blast, constructs, and so on) are considered spells with a level equal to one-half his RPL (rounded down, to a minimum of 1 and a maximum of 9 at 24th level). The save DC against one of his powers is 10 + 1/2 his RPL + his Charisma modifier. When calculating the range of one of his powers (short, medium, or long) or attempting to penetrate spell resistance, use his RPL in place of his caster level.
Several of his abilities either raise or lower his RPL. The effects these changes have on his various abilities is defined below:
Unless otherwise specified, abilities use the new RPL. This includes range, Power Blast damage, Power Shield, flight speed, saving throw DC, Spell Shield, and so on.
Solid constructs remain the same size, even if they would now be too large for him to have created before.
Construct Creature hit points either increase or decrease by the change in RPL times the Ringslinger's Charisma modifier. Construct weapon hit points increase or decrease by twice the change in his RPL.
He must lower the enchantment bonus on construct weapons to match his new, lowered RPL. He may increase the bonus when his RPL increases, but doing so requires a move action, as normal.
The total level limit on the number of Construct Creatures he can control goes down. This may require him to dismiss constructs.
Power Blast (Sp)- One of the first tricks a Ringslinger learns is the ability to fire blasts of pure energy. As a standard action, he may make a ranged touch attack to deal 1d8 damage/RPL to a single target. This damage is pure untyped magical energy, and deals half damage to objects. This ability counts as an evocation spell, and has a range of short.
Power Armor (Su)- Starting at first level, a Ringslinger can surround himself with a glowing force field, granting himself a deflection bonus to AC equal to his RPL minus the armor bonus of any armor or shield he might be using. He may raise or lower this field as an free action. While in place, the field sheds light in a ten foot radius, making it all but impossible to conceal.
Solid Constructs (Sp)- At 2nd level, a Ringslinger can create solid, immobile constructs— walls, domes, stairs, and so on, as long as they have a roughly geometric shape. They can be hollow or solid, with dimensions of up to 10 cubic feet/RPL and hardness equal to his Charisma modifier. They cannot be moved once placed, and last for as long as the Ringslinger concentrates on them. If he wishes to enclose a creature in a construct, such as a bubble or a set of chains, the target can avoid the effects with a successful Reflex Save. The Ringslinger must have line of sight to create a construct, and it must be within medium range. This ability counts as a conjuration (creation) spell.
To break a construct, a creature must attack it. The Ringslinger makes a Concentration check (DC = damage), and if he fails, the construct breaks.
Multiple Concentration (Ex)- At 2nd level, a Ringslinger learns to split his concentration, so that he can maintain multiple constructs at the same time. As a free action, he may temporarily lower his RPL by one point to 'concentrate' on one construct, telekinetic effect, and so on until he chooses to stop. This reduction in RPL doesn’t change the size of pre-existing constructs, but all other RPL-dependent abilities, and any future constructs, power blasts, and so on, use the reduced number. He may cease to use this method of concentration as a free action, even on another character’s turn, immediately raising his RPL, but causing the effect to immediately end. In addition, for every construct being maintained in this manner, he takes a -2 penalty to Concentration checks and a -1 penalty on Will saves.
Construct Weapons (Sp)- At 3rd level, a Ringslinger can create and wield construct weapons. He can maintain a single weapon without needing to concentrate as long as he is the one wielding it, but each additional weapon he creates- or if he hands the first to someone else- must be concentrated on, usually with the Multiple Concentrations ability. All weapons he constructs are of at least Masterwork quality, have hardness equal to his Charisma modifier, and hit points equal to twice his RPL. This ability counts as a conjuration (creation) spell.
The Ringslinger may add enhancement bonuses to any weapon constructs he creates, but the total enhancement bonus on all his weapon constructs may not exceed his (RPL-1)/2. He may change the distribution of enhancement bonuses amongst all his weapons as a move action. He may substitute special weapon enhancements from the following list:
Defending
+1 bonus
Keen
+1 bonus
Merciful
+1 bonus
Mighty cleaving
+1 bonus
Throwing
+1 bonus
Vicious
+1 bonus
Collision
+2 bonus
Wounding
+2 bonus
Speed
+3 bonus
Brilliant energy
+4 bonus
Coup de Grace
+5 bonus
Vorpal
+5 bonus
Physical Blast (Su)- Also at 3rd level, a Ringslinger can chose to have his power blast do slashing, piercing, or bludgeoning damage. His power blast also now does full damage to objects.
Simple Telekinesis (Sp)- Starting at 4th level, a Ringslinger can use constructs to simulate rudimentary telekinesis. Unless otherwise specified, all telekinetic effects are limited to short range. These abilities count as transmutation spells.
He can perform any task that only requires one hand, including fighting with a one-handed weapon.
He can move a single creature or object weighing up to 50lb/RPL a number of feet equal to 5 times his Charisma modifier as a standard action. Creatures may make a Reflex save to resist the effect. Attended objects, such as weapons, use their owner’s Reflex save.
A Ringslinger can also use his telekinesis to pick up and throw an unattended object, as long as it weighs no more than 50lb/RPL, dealing 1d6 /RPL damage (type appropriate to the object, usually bludgeoning) with a ranged touch attack at close range. The damage is independent of weight— smaller objects are thrown faster than larger ones. Once thrown, the object’s flight and damage are mundane effects, so he may use this ability to bypass spell resistance and antimagic fields.
Man Without Fear (Ex)- By 4th level, a Ringslinger has learned to overcome great fear. He becomes immune to fear, magical or otherwise. In addition, he may use his Charisma modifier in place of his Wisdom modifier when making a Will save.
Overchannel Ring (Ex)- Starting at 5th level, a Ringslinger is capable of tremendous efforts of will. As a swift action, he may deal himself Xd4 points of Wisdom damage to boost his RPL by X for 1 round, where X is a number of his choice, up to his Charisma modifier. This damage cannot be prevented or shared by any means.
Flight (Sp)- At 6th level, a Ringslinger gains a fly speed equal to 10 times his RPL, with good maneuverability.
Mettle (Ex)- Starting at 7th level, if a Ringslinger makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Ringslinger does not gain the benefit of mettle.
Shape Blast (Su)- Starting at 7th level, a Ringslinger can project his power blast over a wide area. Doing so lowers the damage to 1d6/RPL, and creatures caught in the area can make a Reflex save for half damage. The area can be either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. In addition, his Power Blast's range increases to medium.
Improved Telekinesis (Sp)- At 8th level, a Ringslinger’s telekinetic prowess improves. All telekinetic abilities are now usable at medium range.
He may now perform two-handed manipulations, including fighting with a two-handed weapon or two-weapon fighting.
He may throw objects over medium range.
He may make Trip, Grapple, and Disarm attempts. When making opposed attack rolls or grapple checks with this ability, he may use his BAB + RPL + Charisma modifier. He cannot use his Multiple Concentration ability on Grapple attempts-- he must spend the actions each round to make opposed grapple checks, or the attempt ends.
He may attempt to immobilize a single creature. The target must make a Reflex save or be paralyzed for as long as the Ringslinger concentrates on the effect. Each round, the target may make a Strength or Escape Artist check (DC 10 + RPL + Charisma modifier).
One he has immobilized a creature, the Ringslinger can move them (as described in the Simple Telekinesis entry) as a move action, and the immobilized creature doesn't get to make any saves to resist the action.
Elemental Blast (Su)- At 9th level, a Ringslinger may cause his power blast to deal fire, acid, cold, sonic, or electric damage. Creatures struck by an elemental blast must make a Fortitude save or suffer the following extra effects:
Fire
Blinded for 1 round
Cold
Entangled for 1 round
Acid
Nauseated for 1 round
Electricity
Dazed for 1 round
Sonic
Deafened for 1 round
In addition, he may now add the following enchantments to his construct weapons:
Flaming
+1 Bonus
Frost
+1 Bonus
Shock
+1 Bonus
Corrosive
+1 Bonus
Flaming Burst
+2 Bonus
Frost Burst
+2 Bonus
Shocking Burst
+2 Bonus
Corrosive Burst
+2 Bonus
Construct Creatures (Sp)- At 10th level, a Ringslinger can create construct creatures. These are similar to Astral Constructs, with the following exceptions: They use the Ringslinger’s Will save in place of their Fortitude and Will saves, his Reflex save in place of theirs, and have a number of hit points equal to his RPL times his Charisma modifier. He must concentrate on each creature he summons in this manner, and must keep them in his line of sight. He may create any number of constructs as a full-round action, although their combined level cannot exceed one half his RPL. This ability counts as a conjuration (creation) spell.
The Ringslinger may take Ectopic Form feats (CPsi) as though he knew the astral construct power, and apply their benefits to his construct creatures.
Force Power (Su)- At 11th level, a Ringslinger may add the [Force] description to his power blast and constructs, allowing them to affect the ethereal plane. In addition, his power blast deals double damage to objects, and he may add the Ghost Touch enchantment (+1 bonus) to his construct weapons.
Superior Telekinesis (Sp)- At 12th level, a Ringslinger’s telekinetic prowess increases even more.
He may throw objects over long ranges.
He may concentrate to continue to grapple a target once the initial checks have been made. He may take other actions while continuing to make the appropriate grapple checks.
He can telekinetically lift multiple creatures or objects. He may affect any number of creatures or objects within 5 ft/Charisma modifier each other, as long as their combined weight is no more than 50lb/RPL. Creatures and attended objects may make a Reflex save to avoid the effect. Once he has lifted a creature, he may proceed in the following ways:
He may individually target and throw each object or creature, dealing 1d8/RPL damage to the thrown object/creature and the target.
He may crush creatures, dealing 1d6/RPL bludgeoning damage each turn he concentrates on the ability. They may make a Strength check, opposed by the Ringslinger’s Concentration check, to escape.
If he grabs a large number of small objects, he deal damage over an area (see Shape Blast). Each creature in the area must make a Reflex save (DC 10 + RPL) or take 1d6/RPL.
Improved Flight(Sp)- At 13th level, a Ringslinger's maneuverability when flying increases to perfect.
Spell Shield (Su)- At 13th level, a Ringslinger's personal force field blocks the effects of harmful magic. When his Power Armor ability is active, he gains spell resistance equal to 15+RPL. Unlike other types of spell resistance, he can allow any spell he chooses to bypass his resistance
Enlarge Blast (Su)- At 14th level, when a Ringslinger uses his Shape Blast ability, he may shape his power blast into a cylinder (20-foot radius, 60 feet high), an 80-foot cone, six 10-foot cubes, a ball (40-foot-radius spread), or a 240-foot line. He may still use the smaller sizes if he so chooses. In addition, the range of his Power Blast increases to long.
Construct Channels (Sp)- At 15th level, a Ringslinger can cause his construct creatures to project energy. When creating a construct creature, he make take a -1 penalty to RPL (that stacks with the penalty to concentrate on said construct) to grant the construct one of the following abilities:
Point Blast- as a standard action, the construct can fire a bolt of pure energy. It makes a ranged touch attack, dealing 1d8/2 RPL on a successful hit. The damage can be of any type the Ringslinger can normally assign to his own power blast.
Breath Weapon- as a standard action, the construct can project either a 120ft line or a 60ft cone of energy, dealing 1d6/2RPL. Targets caught in the area may make a reflex save (DC 10 + 1/2 RPL + the construct's Constitution modifier) for half damage. The damage can be untyped, fire, cold, electricity, acid, or force.
Charged Claws- the construct's natural attacks deal +1 energy damage/RPL. The damage can be untyped, fire, cold, electricity, acid, or force.
Charged Carapace- any foe striking the construct in melee takes 1 energy damage/RPL. The damage can be untyped, fire, cold, electricity, acid, or force.
Improved Overchanneling- At 16th level, when using his Overchannel ability, a Ringslinger boosts his RPL by 2 for every d4 Wisdom damage he deals himself.
Superior Ringslinging- At 17th level, increase the damage die used in all Ringslinger abilities by one step. Power Blast now deals d10/RPL, Shaped blasts deal d8/RPL, thrown objects deal d8/RPL, and so on.
Multiple Blast- At 18th level, when using an unshaped power blast, a Ringslinger may target a number of creatures equal to his Charisma modifier, dealing full damage to each. He must make a separate ranged touch attack against each.
Free Concentration (Ex)- At 19th level, a Ringslinger can concentrate on a number of constructs equal to his Charisma modifier without taking a penalty to his RPL.
Deputize (Su)- At 20th level, a Ringslinger can cause his ring to temporarily divide itself. As a full-round action, he may take a penalty to RPL of up to his Charisma modifier to imbue the second ring with a RPL equal to the penalty. Anyone wearing the second ring (including a living construct) gains the abilities of a Ringslinger of one-half the original Ringslinger’s level, with a RPL equal to the penalty that the original Ringslinger took.
The second ring, and penalty, last for up to one hour per point of the original Ringslinger’s Charisma modifier. At any time, he may recall the deputy ring, instantly restoring his RPL. He may have multiple deputy rings active at the same time, and he shares an empathic bond with all deputies. A deputy ring persists at any range, but the original Ringslinger must be on the same plane.
Alternate Class Features
The Rageslinger/Red Lantern
Hit Die: d10
BAB: Full
RPL: 1/2 class level (minimum 1)
Lose: Construct Weapons, Man Without Fear, Overchannel Ring, Construct Creatures, Construct Channels, Improved Overchanneling, Superior Ringslinging
Gain:
Special- a Rageslinger's focus replaces his heart. If it is ever removed, he instantly drops unconscious. If his focus isn't restored to him in a number of rounds equal to his Constitution modifier, he dies. A wish, limited wish, miracle, or regeneration spell can regrow his heart and save his life, but it is consumed again the next time he puts on his focus.
Willbane Blast- At 2nd level, a Rageslinger can take a -1 penalty to RPL for 1 round in order to spew his hate-filled blood. Treat this as a ranged touch attack with a range of close (25ft + 5ft/2 RPL) that ignores other Ringslinger's power armor and deals double his normal power blast damage to their constructs. Other creatures and objects aren't affected. He may use this ability once every 1d4 rounds.
Construct Weapon- At 1st level, a Rageslinger can create and wield construct weapons. He can maintain as many weapons as he wishes without needing to concentrate on them as long as he is the one wielding them, but each additional weapon he creates- or if he hands the one to someone else- must be concentrated on, usually with the Multiple Concentrations ability. All weapons he constructs are of at least Masterwork quality, have hardness equal to his Charisma modifier, and hit points equal to twice his RPL.
Enchant Weapon- Starting at 3rd level, a Rageslinger may add enchantment bonuses to the weapons he creates. The total enchantment bonus on all his weapon constructs may not exceed his RPL, and no one weapon can have an enhancement bonus of more than +5 (although he may continue to add special abilities, as long as the total enhancement bonus doesn’t exceed his RPL)
Rage- As the barbarian class feature, with the following exceptions. While raging, the Rageslinger gains a +2 bonus to Strength and Constitution, a +1 bonus to RPL, and suffers a -2 penalty to AC and Reflex saves. He may use the Concentrate skill while raging. Likewise, he may use any of his Rageslinger class abilities. At the conclusion of the rage, he takes a -1 penalty to RPL for the rest of the encounter, in addition to being fatigued. He may rage once per day at 5th level, and gains additional uses at every subsequent fifth level (10, 15, and 20).
Greater Rage- At 16th level, the Rageslinger’s bonuses to Strength and Constitution while raging increase to +4, and his bonus to RPL increases to +2. The penalties remain the same.
Tireless Rage- As the barbarian class feature. In addition, the Rageslinger doesn’t suffer a penalty to RPL after raging.
The Fearslinger/Yellow Lantern
Lose: Man Without Fear, Overchannel Ring, Improved Overchanneling. Halve the area of Shape Blast and Enlarged Blast spreads.
Gain:
Fear Me- A Fearslinger is utterly terrifying. He gains a bonus to Intimidate attempts equal to one half his RPL.
Provoke Great Fear- Beginning at 5rd level, any creature struck by a Fearslinger’s power blast must make a Will save (DC 10 + 1/2 RPL + Charisma modifier) or be Panicked for 1 round. This effect only applies to the touch attack version of the ability, not an area blast.
Construct Creature- In addition to the usual abilities, a Fearslinger’s constructs can make Intimidate attempts, with a skill modifier equal to his RPL+ the construct’s level + his Charisma modifier.
Aura of Terror- By 11th level, a Fearslinger is such a force of terror that the mere sight of him can scare the weak minded. All foes within (10 feet/RPL) who see the Fearslinger use his abilities must make a Will save (DC 10 + 1/2 RPL + Charisma Modifier) or be shaken for (2 x Charisma modifier) rounds. A creature who succeeds on his save cannot be affected by the same Fearslinger’s Aura of Terror for 24 hours.
Provoke Great Panic- At 16th level, the duration of the Fearslinger’s Provoke Great Fear ability improves to (Charisma Modifier) rounds. In addition, the ability now applies to area blasts as well.
The Charmslinger/Star Sapphire
Skills: Remove Autohypnosis, add Bluff.
Lose: Man Without Fear, Overchannel Ring, Elemental Blast, Improved Overchanneling.
Gain:
Words of Love (Ex)- Beginning at 4th level, Charmslingers gain a bonus to Bluff and Diplomacy checks equal to one half their RPL.
Charm Person (Sp)- Beginning at 5th level, Charmslingers may use charm person as a spell-like ability a number of times per day equal to their Charisma modifier. The save DC against this ability is 10+ 1/2 RPL +Charisma modifier.
Charm Monster (Sp)- At 9th level, a Charmslinger’s charm person SLA improves to charm monster.
Crystal Imprisonment (Sp)- Beginning at 11th level, a Charmslinger may attempt to enclose a foe in crystal as a standard action. The foe must previously have been immobilized by a construct or telekinetic ability. The target must make a Will save (DC 10 + 1/2 RPL + Charisma modifier) or be permanently enclosed in crystal. They can only be freed by destroying the crystal from the outside. The crystal has Hardness 10 and hit points equal to the Charmslinger’s RPL times her Charisma modifier. Each hour the foe is encased in crystal, it must make a new Will save or be permanently affected as though by a charm monster spell.
Domination (Sp)- At 16th level, a Charmslinger’s may attempt to cause a foe she has charmed to become dominated (as the spell dominate monster. To do so, she must make physical contact with them (usually a kiss, but a simple touch does work) for one full round. The foe must make a Will save (DC 10 + 1/2 RPL + Charisma modifier) or be dominated for the remaining duration of the charm effect.
The Ringslinger
http://images.wikia.com/marvel_dc/images/a/a4/Hal_Jordan_002.jpg
Not... ok, it's totally this guy.
A note on constructs and imagination:
Obviously, there is no practical way to emulate everything a Green Lantern can possibly use his ring to do. In comics, depending on the character and artist, attacks can take the form of anything from a plain laser beam to a small army of firebreathing dragons. They enclose foes in bubbles, wrap them in glowy green chains, create big green gorillas to hold people.
I decided that the best way to handle that variety was not to handle it, in a sense. A ranged energy attack uses the rules for a power blast, whether you create a short-lived construct dragon to breath fire on your foe or you use a giant crossbow. If you want to enclose your foe in an giant glowing coffin, you use the rules for solid constructs, just the same as if you wish to restrain a foe by having a construct elephant sit on them.
Basically, players are encouraged to go crazy with descriptions of their powers. The rules contain the mechanical effects. The flavor is and should be entirely up to the discretion of the player.
Abilities: Charisma-- in other words, raw willpower-- is the most important ability for a Ringslinger, as it powers most of their abilities. Dexterity is also important for ranged touch attacks and armor class, and Constitution can help make up for the somewhat low hit die.
Hit Die: d8
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (any 2), Listen, Profession, Sense Motive, Speak Language, Spot, Survival, Use Magical Device, and three more of the player’s choice.
Skill Points at 1st level: (4+ Int modifier) x4
Skill Points at Each Additional level: 4 + Int modifier
Level
Base Attack
Fort
Ref
Will
Special
Ring Power Level
1st
+0
+2
+0
+2
Power Ring, Power Blast, Power Armor
1
2nd
+1
+3
+0
+3
Solid Constructs, Multiple Concentration
1
3rd
+2
+3
+1
+3
Construct Weapons, Physical Blast
2
4th
+3
+4
+1
+4
Simple Telekinesis, Man Without Fear
3
5th
+3
+4
+1
+4
Overchannel Ring
3
6th
+4
+5
+2
+5
Flight
4
7th
+5
+5
+2
+5
Mettle, Shape Blast
5
8th
+6/+1
+6
+2
+6
Improved Telekinesis
6
9th
+6/+1
+6
+3
+6
Elemental Blast
6
10th
+7/+2
+7
+3
+7
Construct Creatures
7
11th
+8/+3
+7
+3
+7
Force Power
8
12th
+9/+4
+8
+4
+8
Superior Telekinesis
9
13th
+9/+4
+8
+4
+8
Improved Flight, Spell Shield
9
14th
+10/+5
+9
+4
+9
Enlarged Blast
10
15th
+11/+6/+1
+9
+5
+9
Construct Channels
11
16th
+12/+7/+2
+10
+5
+10
Improved Overchanneling
12
17th
+12/+7/+2
+10
+5
+10
Superior Ringslinging
12
18th
+13/+8/+3
+11
+6
+11
Multiple Blast
13
19th
+14/+9/+4
+11
+6
+11
Free Concentration
14
20th
+15/+10/+5
+12
+6
+12
Deputize
15
Weapon and Armor Proficiency- A Ringslinger is proficient with all simple weapons, and any constructs he makes with his ring. He is proficient with light armor, but not with shields.
Power Ring- All Ringslingers have some form of focus (a ring by default, but anything small will serve). It takes up an appropriate magic item slot.
The focus contains minor magic to make it appear worthless— anyone examining it must make a Will save with a DC equal to the Ringslinger’s class level to recognize it as an important item, despite any divinations cast, Appraise skill checks, and so on. Nor does simply seeing the Ringslinger use his abilities. Specific knowledge of the focus grants a +5 bonus on this check.
Even if a Ringslinger is separated from his ring, he may call it back to him as a move action. The ring flies in as straight a line as possible, avoiding obstacles, at a speed of 20 ft/ Ring Power Level with perfect maneuverability. Equipping his ring is a free action that doesn’t provoke attacks of opportunity. A foe can attempt to catch and hold the ring, but doing so requires a Strength check with a DC equal to 3 times the Ringslinger’s Ring Power Level.
Anyone who attempts to equip the Ringslinger’s ring without his permission takes Charisma damage equal to his Ring Power Level every minute until he removes it (although he does not take this damage if he is forced to don the ring against his will). The Ringslinger is always aware when someone attempts to equip his ring. His ring cannot be destroyed by anything short of direct divine intervention, and cannot be Plane Shifted away from him.
If a Ringslinger loses his ring, he cannot use any class abilities until he recovers it, unless the ability specifies otherwise.
A Ringslinger may use his power ring to create light at will as a free action. He may create a number of individual lights up to his Ring Power Level, each with an intensity of up to his RPL, although never enough to blind or dazzle a target.
A Ringslinger's ring cannot be destroyed by anything short of epic magic or direct divine intervention. If it is destroyed, he may create a new ring by meditating for a week and sacrificing 200 xp/RPL.
Ring Power Level- Ring Power Level is a measure of the Ringslinger’s experience and force of will. It is used to determine the magnitude of many of his abilities, and will henceforth be referred to by the acronym RPL.
All of a Ringslinger's spell-like abilities (such as his Power Blast, constructs, and so on) are considered spells with a level equal to one-half his RPL (rounded down, to a minimum of 1 and a maximum of 9 at 24th level). The save DC against one of his powers is 10 + 1/2 his RPL + his Charisma modifier. When calculating the range of one of his powers (short, medium, or long) or attempting to penetrate spell resistance, use his RPL in place of his caster level.
Several of his abilities either raise or lower his RPL. The effects these changes have on his various abilities is defined below:
Unless otherwise specified, abilities use the new RPL. This includes range, Power Blast damage, Power Shield, flight speed, saving throw DC, Spell Shield, and so on.
Solid constructs remain the same size, even if they would now be too large for him to have created before.
Construct Creature hit points either increase or decrease by the change in RPL times the Ringslinger's Charisma modifier. Construct weapon hit points increase or decrease by twice the change in his RPL.
He must lower the enchantment bonus on construct weapons to match his new, lowered RPL. He may increase the bonus when his RPL increases, but doing so requires a move action, as normal.
The total level limit on the number of Construct Creatures he can control goes down. This may require him to dismiss constructs.
Power Blast (Sp)- One of the first tricks a Ringslinger learns is the ability to fire blasts of pure energy. As a standard action, he may make a ranged touch attack to deal 1d8 damage/RPL to a single target. This damage is pure untyped magical energy, and deals half damage to objects. This ability counts as an evocation spell, and has a range of short.
Power Armor (Su)- Starting at first level, a Ringslinger can surround himself with a glowing force field, granting himself a deflection bonus to AC equal to his RPL minus the armor bonus of any armor or shield he might be using. He may raise or lower this field as an free action. While in place, the field sheds light in a ten foot radius, making it all but impossible to conceal.
Solid Constructs (Sp)- At 2nd level, a Ringslinger can create solid, immobile constructs— walls, domes, stairs, and so on, as long as they have a roughly geometric shape. They can be hollow or solid, with dimensions of up to 10 cubic feet/RPL and hardness equal to his Charisma modifier. They cannot be moved once placed, and last for as long as the Ringslinger concentrates on them. If he wishes to enclose a creature in a construct, such as a bubble or a set of chains, the target can avoid the effects with a successful Reflex Save. The Ringslinger must have line of sight to create a construct, and it must be within medium range. This ability counts as a conjuration (creation) spell.
To break a construct, a creature must attack it. The Ringslinger makes a Concentration check (DC = damage), and if he fails, the construct breaks.
Multiple Concentration (Ex)- At 2nd level, a Ringslinger learns to split his concentration, so that he can maintain multiple constructs at the same time. As a free action, he may temporarily lower his RPL by one point to 'concentrate' on one construct, telekinetic effect, and so on until he chooses to stop. This reduction in RPL doesn’t change the size of pre-existing constructs, but all other RPL-dependent abilities, and any future constructs, power blasts, and so on, use the reduced number. He may cease to use this method of concentration as a free action, even on another character’s turn, immediately raising his RPL, but causing the effect to immediately end. In addition, for every construct being maintained in this manner, he takes a -2 penalty to Concentration checks and a -1 penalty on Will saves.
Construct Weapons (Sp)- At 3rd level, a Ringslinger can create and wield construct weapons. He can maintain a single weapon without needing to concentrate as long as he is the one wielding it, but each additional weapon he creates- or if he hands the first to someone else- must be concentrated on, usually with the Multiple Concentrations ability. All weapons he constructs are of at least Masterwork quality, have hardness equal to his Charisma modifier, and hit points equal to twice his RPL. This ability counts as a conjuration (creation) spell.
The Ringslinger may add enhancement bonuses to any weapon constructs he creates, but the total enhancement bonus on all his weapon constructs may not exceed his (RPL-1)/2. He may change the distribution of enhancement bonuses amongst all his weapons as a move action. He may substitute special weapon enhancements from the following list:
Defending
+1 bonus
Keen
+1 bonus
Merciful
+1 bonus
Mighty cleaving
+1 bonus
Throwing
+1 bonus
Vicious
+1 bonus
Collision
+2 bonus
Wounding
+2 bonus
Speed
+3 bonus
Brilliant energy
+4 bonus
Coup de Grace
+5 bonus
Vorpal
+5 bonus
Physical Blast (Su)- Also at 3rd level, a Ringslinger can chose to have his power blast do slashing, piercing, or bludgeoning damage. His power blast also now does full damage to objects.
Simple Telekinesis (Sp)- Starting at 4th level, a Ringslinger can use constructs to simulate rudimentary telekinesis. Unless otherwise specified, all telekinetic effects are limited to short range. These abilities count as transmutation spells.
He can perform any task that only requires one hand, including fighting with a one-handed weapon.
He can move a single creature or object weighing up to 50lb/RPL a number of feet equal to 5 times his Charisma modifier as a standard action. Creatures may make a Reflex save to resist the effect. Attended objects, such as weapons, use their owner’s Reflex save.
A Ringslinger can also use his telekinesis to pick up and throw an unattended object, as long as it weighs no more than 50lb/RPL, dealing 1d6 /RPL damage (type appropriate to the object, usually bludgeoning) with a ranged touch attack at close range. The damage is independent of weight— smaller objects are thrown faster than larger ones. Once thrown, the object’s flight and damage are mundane effects, so he may use this ability to bypass spell resistance and antimagic fields.
Man Without Fear (Ex)- By 4th level, a Ringslinger has learned to overcome great fear. He becomes immune to fear, magical or otherwise. In addition, he may use his Charisma modifier in place of his Wisdom modifier when making a Will save.
Overchannel Ring (Ex)- Starting at 5th level, a Ringslinger is capable of tremendous efforts of will. As a swift action, he may deal himself Xd4 points of Wisdom damage to boost his RPL by X for 1 round, where X is a number of his choice, up to his Charisma modifier. This damage cannot be prevented or shared by any means.
Flight (Sp)- At 6th level, a Ringslinger gains a fly speed equal to 10 times his RPL, with good maneuverability.
Mettle (Ex)- Starting at 7th level, if a Ringslinger makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Ringslinger does not gain the benefit of mettle.
Shape Blast (Su)- Starting at 7th level, a Ringslinger can project his power blast over a wide area. Doing so lowers the damage to 1d6/RPL, and creatures caught in the area can make a Reflex save for half damage. The area can be either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. In addition, his Power Blast's range increases to medium.
Improved Telekinesis (Sp)- At 8th level, a Ringslinger’s telekinetic prowess improves. All telekinetic abilities are now usable at medium range.
He may now perform two-handed manipulations, including fighting with a two-handed weapon or two-weapon fighting.
He may throw objects over medium range.
He may make Trip, Grapple, and Disarm attempts. When making opposed attack rolls or grapple checks with this ability, he may use his BAB + RPL + Charisma modifier. He cannot use his Multiple Concentration ability on Grapple attempts-- he must spend the actions each round to make opposed grapple checks, or the attempt ends.
He may attempt to immobilize a single creature. The target must make a Reflex save or be paralyzed for as long as the Ringslinger concentrates on the effect. Each round, the target may make a Strength or Escape Artist check (DC 10 + RPL + Charisma modifier).
One he has immobilized a creature, the Ringslinger can move them (as described in the Simple Telekinesis entry) as a move action, and the immobilized creature doesn't get to make any saves to resist the action.
Elemental Blast (Su)- At 9th level, a Ringslinger may cause his power blast to deal fire, acid, cold, sonic, or electric damage. Creatures struck by an elemental blast must make a Fortitude save or suffer the following extra effects:
Fire
Blinded for 1 round
Cold
Entangled for 1 round
Acid
Nauseated for 1 round
Electricity
Dazed for 1 round
Sonic
Deafened for 1 round
In addition, he may now add the following enchantments to his construct weapons:
Flaming
+1 Bonus
Frost
+1 Bonus
Shock
+1 Bonus
Corrosive
+1 Bonus
Flaming Burst
+2 Bonus
Frost Burst
+2 Bonus
Shocking Burst
+2 Bonus
Corrosive Burst
+2 Bonus
Construct Creatures (Sp)- At 10th level, a Ringslinger can create construct creatures. These are similar to Astral Constructs, with the following exceptions: They use the Ringslinger’s Will save in place of their Fortitude and Will saves, his Reflex save in place of theirs, and have a number of hit points equal to his RPL times his Charisma modifier. He must concentrate on each creature he summons in this manner, and must keep them in his line of sight. He may create any number of constructs as a full-round action, although their combined level cannot exceed one half his RPL. This ability counts as a conjuration (creation) spell.
The Ringslinger may take Ectopic Form feats (CPsi) as though he knew the astral construct power, and apply their benefits to his construct creatures.
Force Power (Su)- At 11th level, a Ringslinger may add the [Force] description to his power blast and constructs, allowing them to affect the ethereal plane. In addition, his power blast deals double damage to objects, and he may add the Ghost Touch enchantment (+1 bonus) to his construct weapons.
Superior Telekinesis (Sp)- At 12th level, a Ringslinger’s telekinetic prowess increases even more.
He may throw objects over long ranges.
He may concentrate to continue to grapple a target once the initial checks have been made. He may take other actions while continuing to make the appropriate grapple checks.
He can telekinetically lift multiple creatures or objects. He may affect any number of creatures or objects within 5 ft/Charisma modifier each other, as long as their combined weight is no more than 50lb/RPL. Creatures and attended objects may make a Reflex save to avoid the effect. Once he has lifted a creature, he may proceed in the following ways:
He may individually target and throw each object or creature, dealing 1d8/RPL damage to the thrown object/creature and the target.
He may crush creatures, dealing 1d6/RPL bludgeoning damage each turn he concentrates on the ability. They may make a Strength check, opposed by the Ringslinger’s Concentration check, to escape.
If he grabs a large number of small objects, he deal damage over an area (see Shape Blast). Each creature in the area must make a Reflex save (DC 10 + RPL) or take 1d6/RPL.
Improved Flight(Sp)- At 13th level, a Ringslinger's maneuverability when flying increases to perfect.
Spell Shield (Su)- At 13th level, a Ringslinger's personal force field blocks the effects of harmful magic. When his Power Armor ability is active, he gains spell resistance equal to 15+RPL. Unlike other types of spell resistance, he can allow any spell he chooses to bypass his resistance
Enlarge Blast (Su)- At 14th level, when a Ringslinger uses his Shape Blast ability, he may shape his power blast into a cylinder (20-foot radius, 60 feet high), an 80-foot cone, six 10-foot cubes, a ball (40-foot-radius spread), or a 240-foot line. He may still use the smaller sizes if he so chooses. In addition, the range of his Power Blast increases to long.
Construct Channels (Sp)- At 15th level, a Ringslinger can cause his construct creatures to project energy. When creating a construct creature, he make take a -1 penalty to RPL (that stacks with the penalty to concentrate on said construct) to grant the construct one of the following abilities:
Point Blast- as a standard action, the construct can fire a bolt of pure energy. It makes a ranged touch attack, dealing 1d8/2 RPL on a successful hit. The damage can be of any type the Ringslinger can normally assign to his own power blast.
Breath Weapon- as a standard action, the construct can project either a 120ft line or a 60ft cone of energy, dealing 1d6/2RPL. Targets caught in the area may make a reflex save (DC 10 + 1/2 RPL + the construct's Constitution modifier) for half damage. The damage can be untyped, fire, cold, electricity, acid, or force.
Charged Claws- the construct's natural attacks deal +1 energy damage/RPL. The damage can be untyped, fire, cold, electricity, acid, or force.
Charged Carapace- any foe striking the construct in melee takes 1 energy damage/RPL. The damage can be untyped, fire, cold, electricity, acid, or force.
Improved Overchanneling- At 16th level, when using his Overchannel ability, a Ringslinger boosts his RPL by 2 for every d4 Wisdom damage he deals himself.
Superior Ringslinging- At 17th level, increase the damage die used in all Ringslinger abilities by one step. Power Blast now deals d10/RPL, Shaped blasts deal d8/RPL, thrown objects deal d8/RPL, and so on.
Multiple Blast- At 18th level, when using an unshaped power blast, a Ringslinger may target a number of creatures equal to his Charisma modifier, dealing full damage to each. He must make a separate ranged touch attack against each.
Free Concentration (Ex)- At 19th level, a Ringslinger can concentrate on a number of constructs equal to his Charisma modifier without taking a penalty to his RPL.
Deputize (Su)- At 20th level, a Ringslinger can cause his ring to temporarily divide itself. As a full-round action, he may take a penalty to RPL of up to his Charisma modifier to imbue the second ring with a RPL equal to the penalty. Anyone wearing the second ring (including a living construct) gains the abilities of a Ringslinger of one-half the original Ringslinger’s level, with a RPL equal to the penalty that the original Ringslinger took.
The second ring, and penalty, last for up to one hour per point of the original Ringslinger’s Charisma modifier. At any time, he may recall the deputy ring, instantly restoring his RPL. He may have multiple deputy rings active at the same time, and he shares an empathic bond with all deputies. A deputy ring persists at any range, but the original Ringslinger must be on the same plane.
Alternate Class Features
The Rageslinger/Red Lantern
Hit Die: d10
BAB: Full
RPL: 1/2 class level (minimum 1)
Lose: Construct Weapons, Man Without Fear, Overchannel Ring, Construct Creatures, Construct Channels, Improved Overchanneling, Superior Ringslinging
Gain:
Special- a Rageslinger's focus replaces his heart. If it is ever removed, he instantly drops unconscious. If his focus isn't restored to him in a number of rounds equal to his Constitution modifier, he dies. A wish, limited wish, miracle, or regeneration spell can regrow his heart and save his life, but it is consumed again the next time he puts on his focus.
Willbane Blast- At 2nd level, a Rageslinger can take a -1 penalty to RPL for 1 round in order to spew his hate-filled blood. Treat this as a ranged touch attack with a range of close (25ft + 5ft/2 RPL) that ignores other Ringslinger's power armor and deals double his normal power blast damage to their constructs. Other creatures and objects aren't affected. He may use this ability once every 1d4 rounds.
Construct Weapon- At 1st level, a Rageslinger can create and wield construct weapons. He can maintain as many weapons as he wishes without needing to concentrate on them as long as he is the one wielding them, but each additional weapon he creates- or if he hands the one to someone else- must be concentrated on, usually with the Multiple Concentrations ability. All weapons he constructs are of at least Masterwork quality, have hardness equal to his Charisma modifier, and hit points equal to twice his RPL.
Enchant Weapon- Starting at 3rd level, a Rageslinger may add enchantment bonuses to the weapons he creates. The total enchantment bonus on all his weapon constructs may not exceed his RPL, and no one weapon can have an enhancement bonus of more than +5 (although he may continue to add special abilities, as long as the total enhancement bonus doesn’t exceed his RPL)
Rage- As the barbarian class feature, with the following exceptions. While raging, the Rageslinger gains a +2 bonus to Strength and Constitution, a +1 bonus to RPL, and suffers a -2 penalty to AC and Reflex saves. He may use the Concentrate skill while raging. Likewise, he may use any of his Rageslinger class abilities. At the conclusion of the rage, he takes a -1 penalty to RPL for the rest of the encounter, in addition to being fatigued. He may rage once per day at 5th level, and gains additional uses at every subsequent fifth level (10, 15, and 20).
Greater Rage- At 16th level, the Rageslinger’s bonuses to Strength and Constitution while raging increase to +4, and his bonus to RPL increases to +2. The penalties remain the same.
Tireless Rage- As the barbarian class feature. In addition, the Rageslinger doesn’t suffer a penalty to RPL after raging.
The Fearslinger/Yellow Lantern
Lose: Man Without Fear, Overchannel Ring, Improved Overchanneling. Halve the area of Shape Blast and Enlarged Blast spreads.
Gain:
Fear Me- A Fearslinger is utterly terrifying. He gains a bonus to Intimidate attempts equal to one half his RPL.
Provoke Great Fear- Beginning at 5rd level, any creature struck by a Fearslinger’s power blast must make a Will save (DC 10 + 1/2 RPL + Charisma modifier) or be Panicked for 1 round. This effect only applies to the touch attack version of the ability, not an area blast.
Construct Creature- In addition to the usual abilities, a Fearslinger’s constructs can make Intimidate attempts, with a skill modifier equal to his RPL+ the construct’s level + his Charisma modifier.
Aura of Terror- By 11th level, a Fearslinger is such a force of terror that the mere sight of him can scare the weak minded. All foes within (10 feet/RPL) who see the Fearslinger use his abilities must make a Will save (DC 10 + 1/2 RPL + Charisma Modifier) or be shaken for (2 x Charisma modifier) rounds. A creature who succeeds on his save cannot be affected by the same Fearslinger’s Aura of Terror for 24 hours.
Provoke Great Panic- At 16th level, the duration of the Fearslinger’s Provoke Great Fear ability improves to (Charisma Modifier) rounds. In addition, the ability now applies to area blasts as well.
The Charmslinger/Star Sapphire
Skills: Remove Autohypnosis, add Bluff.
Lose: Man Without Fear, Overchannel Ring, Elemental Blast, Improved Overchanneling.
Gain:
Words of Love (Ex)- Beginning at 4th level, Charmslingers gain a bonus to Bluff and Diplomacy checks equal to one half their RPL.
Charm Person (Sp)- Beginning at 5th level, Charmslingers may use charm person as a spell-like ability a number of times per day equal to their Charisma modifier. The save DC against this ability is 10+ 1/2 RPL +Charisma modifier.
Charm Monster (Sp)- At 9th level, a Charmslinger’s charm person SLA improves to charm monster.
Crystal Imprisonment (Sp)- Beginning at 11th level, a Charmslinger may attempt to enclose a foe in crystal as a standard action. The foe must previously have been immobilized by a construct or telekinetic ability. The target must make a Will save (DC 10 + 1/2 RPL + Charisma modifier) or be permanently enclosed in crystal. They can only be freed by destroying the crystal from the outside. The crystal has Hardness 10 and hit points equal to the Charmslinger’s RPL times her Charisma modifier. Each hour the foe is encased in crystal, it must make a new Will save or be permanently affected as though by a charm monster spell.
Domination (Sp)- At 16th level, a Charmslinger’s may attempt to cause a foe she has charmed to become dominated (as the spell dominate monster. To do so, she must make physical contact with them (usually a kiss, but a simple touch does work) for one full round. The foe must make a Will save (DC 10 + 1/2 RPL + Charisma modifier) or be dominated for the remaining duration of the charm effect.