Qwertystop
2012-08-06, 09:43 PM
Collector
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Bottling
2nd|+1|+0|+3|+3|Glassblower
3rd|+2|+1|+3|+3|Rapid Bottling
4th|+3|+1|+4|+4|Glassblower
5th|+3|+1|+4|+4|Collector's Intuition
6th|+4|+2|+5|+5|Better Bottle
7th|+5|+2|+5|+5|Rapid Bottling
8th|+6/+1|+2|+6|+6|Glassblower
9th|+6/+1|+3|+6|+6|Collector's Intuition
10th|+7/+2|+3|+7|+7|Better Bottle
11th|+8/+3|+3|+7|+7|Rapid Bottling
12th|+9/+4|+4|+8|+8|Glassblower
13th|+9/+4|+4|+8|+8|Collector's Intuition
14th|+10/+5|+4|+9|+9|Better Bottle
15th|+11/+6/+1|+5|+9|+9|Rapid Bottling
16th|+12/+7/+2|+5|+10|+10|Glassblower
17th|+12/+7/+2|+5|+10|+10|Collector's Intuition
18th|+13/+8/+3|+6|+11|+11|Better Bottle
19th|+14/+9/+4|+6|+11|+11|Rapid Bottling
20th|+15/+10/+5|+6|+12|+12|Capstone to follow
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
The collector's class skills (and the key ability for each skill) are Concentration (Con), Craft (glassblowing) (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Proficiencies:
A Collector has proficiency with all simple weapons and light armor, as well as one martial weapon of his choice.
Class Abilites:
Bottling (Su): A Collector's main ability is their ability to take objects and put them into special glass bottles. Bottles used for this ability are Fine sized. Any glass bottle of the appropriate size can be used by a Collector, but the Collector must prepare it. This is a process that takes one minute. The collector can prepare as many bottles at one time as he can carry.
At first level, a Collector can bottle any solid nonliving inanimate object of up to Medium size, or a volume of liquid or gas taking up no more than a 5' cube. This is a full-round action. As another full-round action, he can unbottle the content of any one bottle in his possession, expanding it to its full size and placing it in a square adjacent to him, or in his grasp. If a bottle is broken, the contents take 2d6 slashing damage from the shards of glass and are unbottled in a random adjacent space space.
In any situation in which the Collector could cast a spell without a Concentration check (if he was a spellcaster, and not casting defensively), he will always select the bottle he intends to. Otherwise, he must make a Concentration check to keep his focus and select the right bottle. for the purpose of the DC of this check, the spell level is equivalent to (4 - the number of Collector's Intuitions the Collector has). If the check is failed, a random bottle is opened. The Collector uses Intelligence for this check, instead of Constitution.
From outside a bottle, the thing bottled in that bottle appears to be two size categories smaller than the bottle.
From the inside, a bottle appears to be two size categories larger than the thing inside it. Since anything inside a bottle is working from the same reference point as anything else in the bottle, and the D&D system breaks down at sizes that are too small, just treat things inside as their normal size, and the bottle as a really big room that happens to be made of glass.
If anything inside a bottle changes size, the bottle does not change size to match them, but remains (from an interior perspective) two sizes larger than the size of whatever is in it at the moment that thing was bottled.
Bottles are very difficult to destroy from the inside, save for artifact-caused damage and hardness-ignoring attacks. From the inside, they are considered to have a Hardness equal to their Hardness from the outside plus 5.
The cork can be pushed out from inside with a Strength check equal to 10 + half the Collector level of the collector who prepared the bottle.
Glassblower: At second level, the Collector can more easily make his own bottles. Any bottles made by him are now automatically prepared in the process of making them. Also, he now gets a +1 Competence bonus on Craft (Glassblowing) checks.
At fourth level, the Collector can get more out of his tools, and make bottles which are more specialized to his magic. He gets a +2 to Craft (Glassblowing) checks when not using improvised tools. He can also make more durable glass: If he increases the DC of a Craft (Glassblowing) check by 5, the glass he makes with that check has 2 additional Hardness, plus 2 more hardness per point above the DC that he manages
At eight level, the Collector can craft bottles to uncork easily. He can, by increasing the DC of a Craft (Glassblowing) check by 5, make a bottle that can be used as a thrown weapon without breaking. Treat a thrown bottle as a splash weapon for the purpose of how to attack with it. When it strikes, its contents are unbottled in the square it hits. If the collector's attack roll result is 15 higher or more than his target's AC, the bottle bounces back in his direction afterwards.
At twelfth level, the Collector does not even need tools, though they do help. He no longer takes a penalty when making a Craft (Glassblowing) check with improvised tools, and can even work without materials. Working without materials is a Supernatural effect.
At sixteenth level, the Collector halves the time it takes to make any Craft (Glassblowing) check.
Rapid Bottling (Su): At 3rd, 7th, 11th, 15th, and 19th levels, the Collector becomes more adept at bottling and unbottling items quickly. At 3rd level, the action to bottle or unbottle becomes a Standard action. At 7th, it becomes a Move action, and unbottling weaponry into one's grasp qualifies as drawing a weapon for any effect that checks for such. At 11th level, it becomes a Swift action, and at 15th an Immediate.
At any level beyond 3rd, the Collector can unbottle up to half his Collector level in bottles simultaneously, but this requires an action as though he was one grade of Rapid Bottling lower than he is (so unbottling three bottles simultaneously at level seven would take a Standard action).
At 19th level, the Collector can unbottle up to his full Collector level in bottles simultaneously, and unbottling multiple bottles can be done as an Immediate action as long as he does not unbottle more than half his collector level in bottles.
Collector's Intuition: By now, the Collector has seen quite a lot of things. This makes it easier to figure things out about other things.
At 5th level, the Collector gains the ability to make Bardic Knowledge checks as a Bard of his Collector level - 4.
At 9th level, the Collector automatically knows whether any object he can see is a magic item. If he inspects a magic item for five rounds, he can make a Spellcraft check to determine something more specific about the item's magic. Treat this as the third round of Detect Magic, plus a vague idea of what the item does if the check succeeds.
At 15th level, the Collector can figure out what just about any magic item does. This requires a full-round action, and has the effect of the Identify spell, but is an Extraordinary ability. It does not work on items with a caster level higher than the Collector's Collector level.
At 19th level, the Identify ability from 15th level can be used on any magic item, and gives a vague idea of the abilities of artifacts.
Better Bottle: For each level that has Better Bottle listed, the Collector gains two things. Firstly, the maximum size of object which he can bottle increases by one category. Secondly, he selects one Better Bottle from the list below.
Spellbottle: A Collector with this ability can store spells in bottles, to be released at a later time. Any spellcaster can cast a spell into a bottle which a Collector holds ready for the spell. When the bottle is opened, the spell is released, with small modifications based on the spell. Spells with a target are targeted by whoever opens the bottle (If they are not expecting a spell to come from the bottle, just put the spell on whatever the bottle is pointing at). Ray spells or other spells which require a ranged attack roll require the bottle-opener to make the ranged attack roll. Spreads spread from the mouth of the bottle. Circular and spherical area-effect spells are treated as cones with double the length of the spell's radius, pointing away from the bottle. Cones and lines are cast as normal.
Lifebottle: A Collector with this ability can bottle living and/or animate things. The bottle provides sufficient air (and, at the Collector's option, food equivalent to that of a Create Food spell of a high enough caster level to feed each contained creature) to anything inside it, but otherwise does not accommodate them. Only willing creatures can be bottled. If a creature is only considered "willing" due to an effect which prevents them from asserting otherwise (such as unconsiousness), but is not actively going along with the Collector's attempt to bottle them, it cannot have Hit Dice greater than (the Collector's Hit Dice * 1.5). The Collector gains his Intelligence bonus toward Diplomacy checks to convince a creature to be bottled (this does not replace his Cha bonus for the check, but supplements it).
Multibottle: With this ability, a Collector can bottle more than one thing in a bottle. All bottle sizing that is relative to the size of the contents of a bottle is now relative to the first thing bottled in that bottle since the last time that bottle was completely emptied.
Shotbottle: With this ability, unbottled items do not need to appear directly in front of the bottle. At the choice of the Collector (made when bottling something), the contents of a bottle can be designated as Firing. In that case, when the bottle is opened, its contents shoot out. Treat this as attacking with a splash weapon for the purpose of figuring out where the contents land on a miss. If whoever opened the bottle was not aiming it at anything in particular, treat the aimed-for square as the square the bottle is in.
Capstone will be added when I think of a capstone.
-------------------------------------------
So, what do you think? Anything need fixing, reworking, etcetera?
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Bottling
2nd|+1|+0|+3|+3|Glassblower
3rd|+2|+1|+3|+3|Rapid Bottling
4th|+3|+1|+4|+4|Glassblower
5th|+3|+1|+4|+4|Collector's Intuition
6th|+4|+2|+5|+5|Better Bottle
7th|+5|+2|+5|+5|Rapid Bottling
8th|+6/+1|+2|+6|+6|Glassblower
9th|+6/+1|+3|+6|+6|Collector's Intuition
10th|+7/+2|+3|+7|+7|Better Bottle
11th|+8/+3|+3|+7|+7|Rapid Bottling
12th|+9/+4|+4|+8|+8|Glassblower
13th|+9/+4|+4|+8|+8|Collector's Intuition
14th|+10/+5|+4|+9|+9|Better Bottle
15th|+11/+6/+1|+5|+9|+9|Rapid Bottling
16th|+12/+7/+2|+5|+10|+10|Glassblower
17th|+12/+7/+2|+5|+10|+10|Collector's Intuition
18th|+13/+8/+3|+6|+11|+11|Better Bottle
19th|+14/+9/+4|+6|+11|+11|Rapid Bottling
20th|+15/+10/+5|+6|+12|+12|Capstone to follow
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
The collector's class skills (and the key ability for each skill) are Concentration (Con), Craft (glassblowing) (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Proficiencies:
A Collector has proficiency with all simple weapons and light armor, as well as one martial weapon of his choice.
Class Abilites:
Bottling (Su): A Collector's main ability is their ability to take objects and put them into special glass bottles. Bottles used for this ability are Fine sized. Any glass bottle of the appropriate size can be used by a Collector, but the Collector must prepare it. This is a process that takes one minute. The collector can prepare as many bottles at one time as he can carry.
At first level, a Collector can bottle any solid nonliving inanimate object of up to Medium size, or a volume of liquid or gas taking up no more than a 5' cube. This is a full-round action. As another full-round action, he can unbottle the content of any one bottle in his possession, expanding it to its full size and placing it in a square adjacent to him, or in his grasp. If a bottle is broken, the contents take 2d6 slashing damage from the shards of glass and are unbottled in a random adjacent space space.
In any situation in which the Collector could cast a spell without a Concentration check (if he was a spellcaster, and not casting defensively), he will always select the bottle he intends to. Otherwise, he must make a Concentration check to keep his focus and select the right bottle. for the purpose of the DC of this check, the spell level is equivalent to (4 - the number of Collector's Intuitions the Collector has). If the check is failed, a random bottle is opened. The Collector uses Intelligence for this check, instead of Constitution.
From outside a bottle, the thing bottled in that bottle appears to be two size categories smaller than the bottle.
From the inside, a bottle appears to be two size categories larger than the thing inside it. Since anything inside a bottle is working from the same reference point as anything else in the bottle, and the D&D system breaks down at sizes that are too small, just treat things inside as their normal size, and the bottle as a really big room that happens to be made of glass.
If anything inside a bottle changes size, the bottle does not change size to match them, but remains (from an interior perspective) two sizes larger than the size of whatever is in it at the moment that thing was bottled.
Bottles are very difficult to destroy from the inside, save for artifact-caused damage and hardness-ignoring attacks. From the inside, they are considered to have a Hardness equal to their Hardness from the outside plus 5.
The cork can be pushed out from inside with a Strength check equal to 10 + half the Collector level of the collector who prepared the bottle.
Glassblower: At second level, the Collector can more easily make his own bottles. Any bottles made by him are now automatically prepared in the process of making them. Also, he now gets a +1 Competence bonus on Craft (Glassblowing) checks.
At fourth level, the Collector can get more out of his tools, and make bottles which are more specialized to his magic. He gets a +2 to Craft (Glassblowing) checks when not using improvised tools. He can also make more durable glass: If he increases the DC of a Craft (Glassblowing) check by 5, the glass he makes with that check has 2 additional Hardness, plus 2 more hardness per point above the DC that he manages
At eight level, the Collector can craft bottles to uncork easily. He can, by increasing the DC of a Craft (Glassblowing) check by 5, make a bottle that can be used as a thrown weapon without breaking. Treat a thrown bottle as a splash weapon for the purpose of how to attack with it. When it strikes, its contents are unbottled in the square it hits. If the collector's attack roll result is 15 higher or more than his target's AC, the bottle bounces back in his direction afterwards.
At twelfth level, the Collector does not even need tools, though they do help. He no longer takes a penalty when making a Craft (Glassblowing) check with improvised tools, and can even work without materials. Working without materials is a Supernatural effect.
At sixteenth level, the Collector halves the time it takes to make any Craft (Glassblowing) check.
Rapid Bottling (Su): At 3rd, 7th, 11th, 15th, and 19th levels, the Collector becomes more adept at bottling and unbottling items quickly. At 3rd level, the action to bottle or unbottle becomes a Standard action. At 7th, it becomes a Move action, and unbottling weaponry into one's grasp qualifies as drawing a weapon for any effect that checks for such. At 11th level, it becomes a Swift action, and at 15th an Immediate.
At any level beyond 3rd, the Collector can unbottle up to half his Collector level in bottles simultaneously, but this requires an action as though he was one grade of Rapid Bottling lower than he is (so unbottling three bottles simultaneously at level seven would take a Standard action).
At 19th level, the Collector can unbottle up to his full Collector level in bottles simultaneously, and unbottling multiple bottles can be done as an Immediate action as long as he does not unbottle more than half his collector level in bottles.
Collector's Intuition: By now, the Collector has seen quite a lot of things. This makes it easier to figure things out about other things.
At 5th level, the Collector gains the ability to make Bardic Knowledge checks as a Bard of his Collector level - 4.
At 9th level, the Collector automatically knows whether any object he can see is a magic item. If he inspects a magic item for five rounds, he can make a Spellcraft check to determine something more specific about the item's magic. Treat this as the third round of Detect Magic, plus a vague idea of what the item does if the check succeeds.
At 15th level, the Collector can figure out what just about any magic item does. This requires a full-round action, and has the effect of the Identify spell, but is an Extraordinary ability. It does not work on items with a caster level higher than the Collector's Collector level.
At 19th level, the Identify ability from 15th level can be used on any magic item, and gives a vague idea of the abilities of artifacts.
Better Bottle: For each level that has Better Bottle listed, the Collector gains two things. Firstly, the maximum size of object which he can bottle increases by one category. Secondly, he selects one Better Bottle from the list below.
Spellbottle: A Collector with this ability can store spells in bottles, to be released at a later time. Any spellcaster can cast a spell into a bottle which a Collector holds ready for the spell. When the bottle is opened, the spell is released, with small modifications based on the spell. Spells with a target are targeted by whoever opens the bottle (If they are not expecting a spell to come from the bottle, just put the spell on whatever the bottle is pointing at). Ray spells or other spells which require a ranged attack roll require the bottle-opener to make the ranged attack roll. Spreads spread from the mouth of the bottle. Circular and spherical area-effect spells are treated as cones with double the length of the spell's radius, pointing away from the bottle. Cones and lines are cast as normal.
Lifebottle: A Collector with this ability can bottle living and/or animate things. The bottle provides sufficient air (and, at the Collector's option, food equivalent to that of a Create Food spell of a high enough caster level to feed each contained creature) to anything inside it, but otherwise does not accommodate them. Only willing creatures can be bottled. If a creature is only considered "willing" due to an effect which prevents them from asserting otherwise (such as unconsiousness), but is not actively going along with the Collector's attempt to bottle them, it cannot have Hit Dice greater than (the Collector's Hit Dice * 1.5). The Collector gains his Intelligence bonus toward Diplomacy checks to convince a creature to be bottled (this does not replace his Cha bonus for the check, but supplements it).
Multibottle: With this ability, a Collector can bottle more than one thing in a bottle. All bottle sizing that is relative to the size of the contents of a bottle is now relative to the first thing bottled in that bottle since the last time that bottle was completely emptied.
Shotbottle: With this ability, unbottled items do not need to appear directly in front of the bottle. At the choice of the Collector (made when bottling something), the contents of a bottle can be designated as Firing. In that case, when the bottle is opened, its contents shoot out. Treat this as attacking with a splash weapon for the purpose of figuring out where the contents land on a miss. If whoever opened the bottle was not aiming it at anything in particular, treat the aimed-for square as the square the bottle is in.
Capstone will be added when I think of a capstone.
-------------------------------------------
So, what do you think? Anything need fixing, reworking, etcetera?