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View Full Version : Imprisoner[3.5][Base][PEACH][WIP]



Madara
2013-06-25, 03:37 PM
Imprisoner
{table=head]Level|BAB|Fort|Ref|Will|Special |
Bindings Selected

1st|+0|+2|+0|+2|Binding(Least)|
3

2nd|+1|+3|+0|+3||
3

3rd|+2|+3|+1|+3|Seal Energy|
4

4th|+3|+4|+1|+4|Seal Object|
4

5th|+3|+4|+1|+4|Create Watchman|
5

6th|+4|+5|+2|+5|Binding(Lesser), Create Container|
5

7th|+5|+5|+2|+5||
6

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

9th|+6/+1|+6|+3|+6|Seal Time|
7

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

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

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

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

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

15th|+11/+6/+1|+9|+5|+9|Binding(Greater)|
10

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

17th|+12/+7/+2|+10|+5|+10||
11

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

19th|+14/+9/+4|+11|+6|+11||
12

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

[/table]
Alignment: Any
Hit Die: 1d8

Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Any) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft(Int), Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) 4
Skill Points at Each Additional Level: 2 + Int modifier

Binding(Sp): An Imprisoner gains their main ability, to produce a binding around a single or multiple foes. At first level, the Imprisoner only has Least Bindings, but they gain higher powered bindings at Sixth and Fifteenth level. An Imprisoner can only prepare a certain number of Bindings each day of a number equal to the one listed under Bindings Selected. At the beginning of each day, by spending one hour preparing themselves, the Imprisoner can choose what Bindings they can use for the next day. Specific Bindings and their description are listed at the end of this document. A Binding can be dispelled by Dispel Magic or Removed by Remove Curse. The Binding's effective spell level for these purposes is equal to one-half the Imprisoner's level plus one (rounded down). So a first level Imprisoner creates a second-level binding. For the purposes of qualifying for prestige classes, the Imprisoner's caster level is equal to their Class level, and they count as being able to cast spells as a cleric of their level-1.

Seal Energy(Su): A third level Imprisoner gains the ability to Seal Energy, preventing their opponent from working at full potential. By making a Concentration check(DC 10+Enemy's HD) the Imprisoner can cause their enemy to suffer a -1 penalty to attack rolls or AC for a duration equal to Concentration+1d4 rounds.

Seal Object(Su): A fourth level Imprisoner can restrict the use of objects. By making a Concentration check(DC 20) as a Standard Action, an Imprisoner can select an object to subject to Arcane Energies, if they object is currently held by a creature, it gets a save with a DC equal to 14+Wis. If the save fails, or the object is unattended, the Imprisoner can choose one of the following effects to bestow on the object:

Prevent: Anyone trying to move the object must make a Will Save or be Dazed for one turn and unable to move the object. A creature affected by this ability cannot be affected by it again for 24 hours.

Fire Hazard: Anyone touching the object must make a Reflex Save or catch on fire. In addition, roll 1d4, if the object is flamable and you roll a 4, the object bursts into flames, dealing 1d4+Wis points of fire damage to everyone within a 5ft. radius.

Magic Item Limit: An object which is a magic item acts as if it is under the affect of an Anti-Magic field for as long as the Imprisoner concentrates. The item gets to make a Will save, using its user's bonus, with a DC of 12+Wis. If it succeeds, it can't be affected by Seal Object for 24 hours.

Create Watchman(Su): Once per day, by making a Concentration check(DC 20) an Imprisoner can Summon a Stone Statue(Use the Stat Block of a Medium Animated Object) with the instructions to Guard an object, area, or person. This Animated object remains and obeys the orders for 1 hour/level(Max 5).

Create Container(Su): At sixth level, an Imprisoner can create a magic artifact called a "Container" which stores the Soul of any creature that dies within 100ft. of it. The soul remains in the container for 1 day/ level. At any time, a container can only hold a number of Hit Dice worth of creatures equal to the Imprisoner's caster level. Anyone who holds a container can make a concentration check(DC= 15+Creature's HD) to ask the dead creature 3 questions, as the spell Speak with Dead. A "Container" costs 200gp worth of materials to create. Exceptionally powerful Imprisoners can contain living creatures inside the "Container," which then acts as an extradimensional space, keeping the creature alive as if under the effects of Temporal Stasis. The Imprisoner must make a Concetration check(DC= 20+Creature's Wis bonus) to capture a creature within 5ft. If the creature is unconscious, they don't get a save, otherwise they can make a Will save(DC= 13+Wis) to resist being stored in the Container. If the Imprisoner succeeds on the Concetration check and the creature fails its Will save, the living creature is imprisoned for 1 day/ level, but can attempt a new Will save once per day.

Madara
2013-06-25, 03:38 PM
Reserved for Bindings List