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View Full Version : The Blue Book Preview No. 4: The Obelus!



Kellus
2012-08-24, 04:49 AM
It hasn't been all fun and games with gramarie! Progress continues slowly but surely on this project, although at some point I may just have to admit that the entire thing is going to be 76 previews.

Xenoalchemy (http://www.giantitp.com/forums/showthread.php?t=205119)
Preview No. 1: The Connoisseur (http://www.giantitp.com/forums/showthread.php?t=232699)
Preview No. 2: The Nahual (http://www.giantitp.com/forums/showthread.php?p=12754094)
Preview No. 3: The Devourer (http://www.giantitp.com/forums/showthread.php?t=248579)


The Obelus

"I've cut through paper. I've cut through bread. I've cut through walls. I've cut through worlds. And I'll cut through you."

http://fc04.deviantart.net/fs71/i/2010/009/4/f/The_Subtle_Knife_by_themian.jpg
Image credit themian (http://themian.deviantart.com/) of deviantart.com.

The methods of xenoalchemy might seem new and revolutionary, but they have been known to a few since ancient times. The Order of the Obelus is a secret sect dedicated to preserving the sanctity of the Planes, and guarding the borders of the Material. They understand the other which comes from beyond the stars better than almost anyone else. Over countless generations they have passed down secret techniques for cutting that which cannot be cut and opening ways into the worlds beyond. These days they exist mostly in old books and B-movies, but a xenoalchemist who can master their ancient techniques could unlock the key to cutting between worlds.

Requirements: To become an obelus you must meet all of the following criteria.
Base Attack Bonus: +4
Feats: Quick Draw, Weapon Finesse
Skills: Knowledge (the Planes) 10 ranks
Special: Surgical precision and thesis monster (An Inside Job) class features

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier

Class Skills: An obelus' class skills (and the key ability for each skill) are Concentration (Con), Craft (all) (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).

The Obelus
{table=head]Level|BAB|Fort|Ref|Will|Special |
Xenoalchemy

1st|+1|+0|+2|+0|Endless edge (silvered), throughsense|


2nd|+2|+0|+3|+0|Eternity gaze, surgical precision +1d6|
+1 level of existing grafting class

3rd|+3|+1|+3|+1|Throughways (open)|
+1 level of existing grafting class

4th|+4|+1|+4|+1|Endless edge (keen), surgical precision +2d6|
+1 level of existing grafting class

5th|+5|+1|+4|+1|Crossroads|
+1 level of existing grafting class

6th|+6|+2|+5|+2|Rush throughway, surgical precision +3d6|
+1 level of existing grafting class

7th|+7|+2|+5|+2|Endless edge (subtle)|
+1 level of existing grafting class

8th|+8|+2|+6|+2|Surgical precision +4d6, throughways (close)|
+1 level of existing grafting class

9th|+9|+3|+6|+3|Atma operation|
+1 level of existing grafting class

10th|+10|+3|+7|+3|Endless edge (mortal), surgical precision +5d6|
+1 level of existing grafting class

[/table]

All of the following are class features of the obelus.

Weapon and Armour Proficiencies: As an obelus, you have proficiency with every bladed weapon which can be used with the Weapon Finesse feat. Otherwise, you gain no additional weapon or armour proficiencies.

Endless Edge (Su): An obelus' blade comes to such an edge that it is too fine to see. Who is to say where the edge ends and where the rest of the world begins? Whenever you wield a bladed weapon which can be used with the Weapon Finesse feat, it is treated as having special properties. These properties begin when you pick up such a weapon, and last until the start of your turn after you release the weapon.

At 1st level, these weapons are treated as either silver or their normal material, whichever would be more useful to you at the time.

At 4th level, these weapons become somehow sharper in your hands. The critical threat range of the weapon is doubled. This is a special exception which does stack with effects such as the Improved Critical feat or the keen weapon enchantment. This is a unique one-time exemption to the normal rule about these effects not stacking, and should be treated as a class feature and not a basic rule change. You can never, for any reason, including other stated exemptions, have a third such effect stack. Note that this multiplier follows the normal additive rules for multiplications.

At 7th level, such weapons somehow slip through defenses and cut that which is not meant to be cut. Any creature who takes damage from them loses any damage resistance or regeneration which is penetrated by a particular alignment until the start of your next turn (beginning after your attack is resolved).

At 10th level, to touch such weapons is to touch Death. Every attack made with them carries a slay living (http://www.d20srd.org/srd/spells/slayLiving.htm) effect (DC 10 + your class level + your Dexterity modifier).

Throughsense (Su): As an adept of the Planes you have a sixth (or whatever'th) sense about how reality is held together. You automatically detect the location of any portal within 100ft. of you, and by observing it as a full-round action you can determine its target Plane. As a full-round action you can also determine the planar traits of your current Plane.

Eternity Gaze (Su): To be an obelus is to know what lies beyond the realms of men. You've gazed upon eternity, and in turn had it gaze upon you. One who has been exposed to such a vastness always knows others who have been through the same. Starting at 2nd level, you can detect Outsiders at will. This works like a detect evil (http://www.d20srd.org/srd/spells/detectEvil.htm) effect, except that it only registers the auras of creatures with the Outsider type, albeit of any alignment. In addition, you can make a Knowledge check for your surgical precision ability as a free action instead of a swift action against any Outsider. However, if you fail such a check you must still wait until your next turn to try again on the same creature.

Surgical Precision: At 2nd level and every two levels thereafter, your surgical precision ability advances by +1d6 damage.

Xenoalchemy: At every level except 1st you add +1 to your grafter level from one existing class of your choice that you have levels in. This increases your effective grafter level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

Throughways (Su): You can see the seams of reality, and what can be seen can be cut. Beginning at 3rd level, you can cut a hole between Planes with ten minutes of work. This works like a plane shift (http://www.d20srd.org/srd/spells/planeShift.htm) effect, except that it leaves behind a tear in reality of 5ft. by 5ft. which leads between the two points connected instead of being an instantaneous transportation. You can enlarge the gash by spending additional time cutting more squares in it. Whatever is put through one side of the portal comes out the other. This allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other portal, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around; a spellcaster could even cast a spell through a ring gate.

The location you cut a portal to can be any adjacent Plane, including to a different location on your current Plane. By making a Knowledge (the Planes) check as an hour-long process while cutting the portal you can ensure much greater accuracy than normally afforded with the plane shift spell. The accuracy of the portal is shown on the following chart.

{table=head]Knowledge (the Planes) Result|Accuracy to Intended Destination
15|5 miles
25|1 mile
35|500 ft.
50|10ft.
100|1"[/table]

Adjacency of Planes depends on your campaign setting, but in the Great Wheel cosmology the Material Plane connects to the Astral Plane, the Plane of Shadow, and the Ethereal Plane. These last two also connect to each other as well as the Inner Elemental Planes. The Inner Elemental Planes also connect to the Outer Planes. Outer Planes also connect to any other Outer Plane which shares an alignment component with it. The Astral Plane connects to every other Plane. For more information on the Great Wheel cosmology, consult the Manual of the Planes.

Beginning at 8th level, you can spend ten minutes to close a 5ft. by 5ft. section of a throughway.

Crossroads (Su): Starting at 5th level, you can cause one of your throughways to leak between Planes with a touch as a full-round action and by making a Knowledge (the Planes) check. This creates a spherical field of radius 100ft. known as a crossroads centered around the portal, where planar laws break down. In order to create a crossroads, the throughway involved must connect two separate Planes. You can choose which Plane dominates inside the crossroads for each of the following traits: gravity, morphic, elemental, alignment, and magic. Time always proceeds at the rate of the slower Plane involved. Interplanar interaction is possible, allowing such things as material contact with the incorporeal. You can change any one of these as a swift action while the crossroads persists.

Extradimensional spaces such as a rope trick (http://www.d20srd.org/srd/spells/ropeTrick.htm) collapse within the crossroads, scattering their contents across an area equal to their apparent size. Creatures which leave the crossroads end up in the Plane of their choice. The crossroads collapses when you leave the area of effect, or after a number of rounds equal to your Knowledge (the Planes) result. People still inside are allowed a Will save to choose which Plane to return to; otherwise, you may select which Plane they exit onto.

After a crossroads ends, the throughway returns to its original state, although it also rips open an additional 5ft. in a random direction.

Rush Throughway (Su): Beginning at 6th level, you can rush cutting a throughway when you're in a time crunch. You can open a throughway as a standard action, but you cannot make a Knowledge (the Planes) check to accurately arrive at your destination. In addition, the rift covers 1d6 more 5ft. squares than you intended it to cover.

Atma Operation (Su): The true master of planar anatomy understands that just as we are connected to life through our anitu and to the earth through gravity, so fundamental forces bind us to our sense of reality. What can be understood can be cut, and by a xenoalchemist, improved. At 9th level, you learn how to perform an atma operation, which creates a tie between a Plane and a living creature. This is treated like a 4th level graft which must be attached to the Head, Eyes, Throat, Torso, or Waist body slot. The operation must be performed on the Plane the target is to be connected to.

Upon completion, the creature gains the Outsider type. Their native Plane becomes the one they are tied to, and they become immune to any effect which would forcibly change their Plane unless they are willing to accept it. However, the subjet is forevermore tied by an astral silver cord to the precise location where the operation took place (also known as their root). Severing the astral cord can only be done with a silver weapon, but it removes this graft entirely. The cord only exists on the Astral Plane and thus cannot normally be seen. As a full-round action, the target can return to their root, carrying at most a light load of nonliving material; this is a supernatural ability.

Playing an Obelus
"Division isn't mathematics so much as a lifestyle choice."

To become an obelus is to take on the responsibility for safeguarding the borders of the Material Plane. There are all manner of nasty beasties out on the Outer Planes just looking for doorways into our world, and while you have some pretty awesome superpowers they come with some nasty side effects. For starters, you learn how to open throughways several levels before you learn how to close them again. Reckless use of your abilities could quickly lead to the Material Plane being overrun by demons from another dimension, which is probably a bad thing. That being said, you're incredibly mobile and can get into a lot of places other people can't. If you're looking to be a planar scholar, hellbreaker, or teleporting vagabond swordsman, you could do a lot worse than being an obelus!

From a mechanical perspective, you're giving up a lot of supporting abilities as a xenoalchemist in exchange for some serious specialization. If a scenario involves Outsiders or Planes, you're the guy to call on. Otherwise, you might find your abilities are less helpful than normal. That being said, you're much more martially inclined than a normal surgeon; even though you're best against Outsiders, you can still pull your weight in other situations. Like any grafter, you have a not-so-secret weapon with your grafts! Remember to always make the most of your enemies, and spread out useful powers between your party. The good news is that you get a slew of other fun supporting abilities, including an unparalleled ability to control the battlefield once you reach 5th level. If you love planar traits and cosmologies, and want to mess around with the battlefield in a way nobody else can, this is the class for you.

Merchant
2012-08-26, 01:41 AM
Nice work. I was worried about how your blue book was doing. Are you going to do prc for each thesis monster because that would be awesome. It is a shame and quite ironic that one of your works is being overshadowed another of your works. Love your stuff and I really like the crossroads ability. Your homebrew is so well thought and executed that it is hard critique. But worry not I will look for something wrong with it.

Great work Kellus