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Kazyan
2014-05-11, 11:39 PM
Table of Contents
Post 1. The Verdimant and the Verdite class
Post 2. Verdite Spells
Post 3. Verdite Items and Feats
Post 4. Reserved
Post 5. Reserved



The Verdimant

"The meek shall inherit the earth." Some people simply don't have the inner drive to do much, and they find themselves overall lacking in a world where only the exceptional can do anything--even most adventurers end up dead, and they are practically demigods to ordinary folk. It seems a lofty ideal to become an adventurer, but most feel like they will never have the unshakable determination to become one and live. Most people don't even want to do much, and are just getting by, staying subdued because a forceful personality is more-or-less unsustainable to the average person. Some people, even, are exceptionally meek, not wanting to speak up, with much doubt in themselves and little sense of self.

These people, by and large, are forgotten.

And then the Verdimant emerged.

The theory goes that the Verdimant is an epic spell seed that somehow "sprouted". Records in Union tell of a wizard that attempted to create the most powerful prismatic spell ever, and generated seven different spell seeds, aiming to combine them into a prismatic apotheosis that would convert her body into prismatic flesh. However, she had enemies, and after trapping her soul, they erased the spell seeds. Records only mention six of them being destroyed. It seems they missed the one corresponding to the green layer. Since then, the Verdimant has developed into an unbreakable kelly-green cord of utterly vast length, coiled into a globe like a tumor inside the fabric of magic--and now, it seems to have access to the planes.

Most see the Verdimant as a dystopian assimilation engine. To these mentally weak people, the Verdimant requests unquestioning trust and deliberate suppression of personality--in order to draw their strength of mind away as a sustaining energy. In return, they are afforded mythical arcane power that it seems only the lucky or the hyper-intelligent can master. Experienced "verdites", as they are called, sometimes even live where the Verdimant has nestled itself in the fabric of magic. They have developed their own culture of faith, individuality, and gratefulness for the Verdimant's love.

And that's what's the most unsettling. The Verdimant fills its verdites with genuine compassion, something they may be lacking for themselves. It even deliberately creates a separation between itself and those verdites who almost give themselves over themselves entirely, so that they can still retain the barest ember of inner passion. Scholars can't tell whether the Verdimant is a force of good, choosing to grant compassion to those who need it, or an evil consumer of what makes a person themselves. It's perhaps this risk that makes associations with the Verdimant feared almost as much as genuine evil practices.

But then, is anyone going to tell these weak souls that they can't be loved?

The Verdite

Hit Die: d6
Skill Points per level: 4 + Int (x4 at 1st level)
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Starting Gold: 5d4x10 gp.




Saves

Spells Per Day


Level
BAB
Fortitude
Reflex
Will
Special
1st
2nd
3rd
4th
5th
6th


1st

+0

+0

+0

+0

Vessel, Celadon Ray
0







2nd

+1

+0

+0

+0

Verdimant Entry
1







3rd

+1

+1

+1

+1

Embraced Flight
2







4th

+2

+1

+1

+1

Self-Quieting
2
0






5th

+2

+1

+1

+1

Caste (1st least)
2
1






6th

+3

+2

+2

+2

Embraced Teleportation
2
2






7th

+3

+2

+2

+2

Allied Entry
2
2
0





8th

+4

+2

+2

+2

Caste (1st lesser)
2
2
1





9th

+4

+3

+3

+3

Waypoints
2
2
2





10th

+5

+3

+3

+3

Caste (2nd least)
2
2
2
0




11th

+5

+3

+3

+3

Caste (1st greater)
2
2
2
1




12th

+6/+1

+4

+4

+4

Indefinite Entry
2
2
2
2




13th

+6/+1

+4

+4

+4

Caste (2nd lesser)
2
2
2
2
0



14th

+7/+2

+4

+4

+4

Caste (1st advanced)
2
2
2
2
1



15th

+7/+2

+5

+5

+5

Caste (3rd least)

2
2
2
2
2



16th

+8/+3

+5

+5

+5

Caste (2nd greater)
2
2
2
2
2
0


17th

+8/+3

+5

+5

+5

Caste (1st elite)
2
2
2
2
2
1


18th

+9/+4

+6

+6

+6

Caste (3rd lesser)
2
2
2
2
2
1


19th

+9/+4

+6

+6

+6

Caste (2nd advanced)
2
2
2
2
2
2


20th

+10/+5

+6

+6

+6

Caste (4th introductory), Emerald Reconstitution
2
2
2
2
2
2



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

Weapon and Armor Proficiencies: Verties are proficient with simple weapons, but no armor or shields.

Vessel (Ex): Verdites are inherently mentally weak people that offer what little mental strength they have to the Verdimant. The more a verdite subdues themselves, the more power the Verdimant can give them. In time, they lose their inner drive almost entirely, but the Verdimant's support is strong enough to keep the verdite moving.

For this reason, many of a verdite's abilities, including spellcasting, are Charisma-based. However, these abilities benefit from a low Charisma score rather than a high one. Further, a verdite does not fall into a coma at 0 Charisma. Instead, it is possible for them to have a negative Charisma score, with no lower limit. Instead, if their Charisma score ever reaches 20 or higher, they fall into a coma filled with nightmares of rejection, crisis, and crippling doubt. If a verdite ever takes Charisma damage or drain, their Charisma score instead increases by the corresponding reduction. The ability score modifier for a negative Charisma score follows the same extrapolation that high ability scores do; for example, a score of -14 results in a modifier of (-14 - 10)/2 = -12. As always, round down.

A verdite with 0 or lower Charisma is still functioning, but they can no longer distinguish themselves from the Verdimant. They follow the Verdimant unquestioningly, but thankfully, it has no particular interest in micromanaging--verdites can generally continue whatever they were doing prior to reaching 0 or lower Charisma. They become deeply subdued and can no longer assert that they are separate entity from the Verdimant, but otherwise behave normally.

Once per day, if conscious and at 0 Charisma or below, a verdite can elect to treat their Charisma score as 1 for 1 hour or until their Charisma score would be reduced, whichever comes first. This is the Verdimantís reprieveóit seems to have some sense of decency and wants its servants to remember who they are, occasionally.

Spellcasting: Like other spellcasters, a verdite can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the class table. In addition, they receive bonus spells per day based on their Charisma modifier. To determine bonus spells for the verdite class, a verdite multiplies their Charisma modifier by (-1) before comparing it to the bonus spell table. For instance, a verdite with a Charisma modifier of -3 would gain 1st, 2nd, and 3rd level bonus verdite spell slots, as if they had a Charisma modifier of +3. When the class table indicates that the verdite gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Charisma score for that spell level.

Unlike other casters, verdite spell slots of level 2 or higher are not expended immediately upon use. Instead, when a verdite spell slot is used to cast a spell or trigger an ability, the maximum spell level that spell slot can be used to cast is reduced by 1, and that spell slot's level is treated as 1 lower for all other purposes. A verdite's level 1 spell slots, and any higher-level slots which have been reduced to a maximum spell level of 1, are expended normally upon use. Level penalties are removed from all of a verdite's spell slots at the same time as expended slots would be restored, after eight hours of rest.

In addition, verdite spells are always treated as if they were the same level as the spell slot used to cast them, regardless of their actual level. This makes them ineligible for use with the Heighten Spell metamagic feat, since they already gain its effective benefits.

Celadon Ray (Su): Beginning verdites can retract their mental energy from the verdimant and use it as a weapon. At-will, the verdite can point their finger at a target and release a faint green ray, as a ranged touch attack with a range of 30 feet. If this ray hits, it deals damage equal to the verdite's Charisma score (maximum 9). After using a Celadon Ray, the verdite cannot cast verdite spells for 5 minutes. Verdites with a Charisma score of 0 or lower cannot use this ability.

Verdimant Entry (Su): At 2nd level, a verdite is readily accepted into the Verdimant's embrace. As a full-round action, they may enter the internal spaces of the Verdimant. When doing so, they disappear from wherever they are on their current plane, only to reappear somewhere in the Verdimant, as if by a plane shift spell (even though the Verdimant does not technically inhabit a plane). They may stay for up to a number of minutes equal to 10 + their ranks in Concentration, at which point they return to where they were, possibly being stunted as if by dimension door.

The 'inside' of the Verdimant is not on any plane in the conventional sense. The Verdimant is actually embedded into the structure of magic, and takes the rough shape of a sphere, 10 miles in diameter. The sphere is composed of a long, snaking cord of kelly-green energy, winding around in such a way as to create floors and large, open, fractally geometric spaces deep inside of the sphere. Outcroppings of the cord and huge vertical areas are common and facilitate flight. The cord is as difficult to move as solid iron, and is essentially unbreakable. The edge of the verdimant opens up into a dark purple void in which occasional crackles of energy can be seen, but actually moving into the void is impossible, as if there were an impenetrable barrier.

Verdites do not need to eat, drink, sleep or breathe while in the Verdimant. They may take objects with them, but other creatures that try to "sneak" into the Verdimant via extradimensional spaces will find that they cannot actually pass into the Verdimant's not-a-plane through extradimensional . A verdite cannot leave objects in the Verdimant; when the verdite returns to where they were beforehand, they simply have the objects with them again. The Verdimant has an objective gravitational direction, but it impossible to fall out of the verdimant; one simply ends up tangled in the cord somehow and reeled back in (freedom of movement doesn't help).

Usually, introductory verdites use this ability for comfort or to ask questions of other verdites that are also currently using this ability. By and large, it has no effect on the world outside of the Verdimant.

A verdite's connection to the Verdimant is strained by their Celadon Ray ability. As such, they cannot use their Celadon Ray inside of the Verdimant. If they use their Celadon Ray outside of the Verdimant, they cannot enter the Verdimant for 5 minutes thereafter.

Embraced Flight (Su): At 3rd level, a verdite gains a 60' fly speed with perfect maneuverability, useable only inside of the the Verdimant.

Self-Quieting (Ex): At 4th level, a verdite trains themselves to become more subdued in order to be a better vessel for the Verdimant. In place of increasing one ability score at every fourth level, they may instead permanently decrease their Charisma score by 1.

Caste (Su): At 5th level, a verdite has become advanced enough to partake in the culture of individuality among verdites. The Verdimant allows the verdite to express themselves in the form of a "caste", gradually gaining a set of abilities reflecting their own strengths, interests, or needs.

At 5th level, the verdite gains the Least ability of their Caste, and gains the ability of one grade higher (Least, Lesser, Greater, Advanced, Elite). A verdite gains another caste, and the same progression, at 10th level and every 5 levels thereafter. Once a verdite gains the Elite ability of a caste, the caste is completed and no further upgrades are acquired.

The following format described what each caste grants the verdite.
Least: What the verdite gains at the Least grade of their case. If a spell is listed, add it to the verdite's spell list with the indicated spell level.
Lesser: As above, at the Lesser grade.
Greater: As above, at the Greater grade.
Advanced: As above, at the Advanced grade.
Elite: As above, at the Elite grade.


Hydrarge

The Hydrarge caste reflects mental adaptability and quick wits. Physically, itís associated with agility.

Least: The verdite may reroll one Spot, Listen, or initiative check 1/day.
Lesser: +2 inherent bonus to Dexterity.
Greater: Alter self as a 4th level spell.
Advanced: Divine Jade agility as a 4th level spell.
Elite: Polymorph as a 6th level spell.


Wolfram

Physically powerful and imposing verdites, or those a penchant for aggressive solutions to problems, are often part of the Wolfram caste.

Least: Bonus feat, chosen from the Fighter Bonus Feat list.
Lesser: +2 inherent bonus to strength.
Greater: Greater Enlarge Person as a 3rd level spell.
Advanced: Grasping Hand as a 5th level spell.
Elite: Telekinesis as a 5th level spell.


Cobalkia

Cobalkia caste members are hardy in body. Though their minds are still weak, as with all verdites, they have a certain persistence towards problems if given time to recuperate.

Least: Skill Focus (Concentration) as a bonus feat.
Lesser: +2 inherent bonus to Constitution.
Greater: Indomitability as a 4th level spell
Advanced: Heart of Earth as a 5th level spell
Elite: Stone Body as a 6th level spell


Berylon

The Berylon caste contains not-so-wholesome people. Some of them are deviants or merely chronically unclean. The caste, as a whole, has associations with poison and other things not favored by Good people.

Least: Continuous undetectable alignment effect
Lesser: Immunity poison and disease
Greater: Poison as a 3rd level spell
Advanced: Secondary bite attack. Bite deals 1d4 Constitution damage but no hit point damage. A successful Fortitude save (10 + 1/2 verdite level + Cha penalty) halves the Constitution damage. Treat this as a poison with no secondary damage.
Elite: Poison Spell as a bonus feat, and poison bite's Constitution damage increases to 1d6


Auric

Auric verdites learn to be smooth talkers despite their lack of inner fire, relying mostly on intellect to decipher social clues.

Least: Charisma penalty no longer applies to Charisma-based skill checks and Charisma checks. The Social Aptitude spell instead adds the verdite's Intelligence modifier to the checks listed in the spell.
Lesser: +2 inherent bonus to Intelligence.
Greater: Knowledge Devotion, as the feat, except that the bonus to attack rolls and damage rolls instead applies to Charisma-based skill checks relating to the target and saving throws against their special attacks.
Advanced: Scholar's touch as a 1st-level spell and Master's touch as a 2nd-level spell
Elite: Voice of the dragon Verdimant as a 4th level spell. This versoin of the spell does not grant the user the ability to speak Draconic.


Uvethian

Uvethians mess with things they're not supposed to, and have usually gotten their hands on dangerous materials, to the point where they have their own unhealthy glow.

Least: +2 bonus to saving throws against traps
Lesser: Trapfinding
Greater: Aura of Sadness, as the granted ability of the Focalor vestige (ToM)
Advanced: Radiation Aura* [negative levels to everyone in a radius] as a 5th-level spell
Elite: Antipathy as a 6th-level spell


Lithica

Lithica verdites like to watch things burn.

Least: Fire Resistance equal to the verdite's class level.
Lesser: Produce flame as a 1st-level spell.
Greater: Fireball as a 3rd-level spell.
Advanced: Fire Immunity.
Elite: Every 10 points of fire damage that the verdite would take instead heals them for 1 point of damage.


Ferrum

Some verdites like to create little things--or big things. The Ferrum caste gives them the tools with which to do so.

Least: +2 bonus to Craft checks.
Lesser: Create Wondrous Item, as the feat.
Greater: Quick potion as a 2nd level spell.
Advanced: Fabricate as a 5th level spell.
Elite: Mundane and magical items are crafted at double the speed. The same amount of gold and XP must still be supplied.


Bismata

"Ooh, shiny!" (Only Chaotic characters can be a member of the Bismata caste.)

Least: Skill Focus (Appraise) as a bonus feat
Lesser: Continuous treasurescent effect.
Greater: Glitterdust as a 3rd-level spell.
Advanced: Prismatic ray as a 5th-level spell.
Elite: Prismatic spray as a 6th-level spell.


Mithuri

Taking after mithral, some verdites practice their speed, in both mind and body.

Least: +5' enhancement bonus to all move speeds
Lesser: +2 enhancement bonus to initiative checks
Greater: Haste as a 3rd level spell
Advanced: Quicken Spell, as the feat
Elite: Elusive Target, as the feat


Exala

The Exala caste members have an inclination towards good. Few are truly devoted, but they want to do the right thing. (Only Good characters can be a member of the Exala caste.)

Least: Detect evil spell-like ability at-will
Lesser: Protection from evil as a 1st level spell
Greater: Elation as a 2nd level spell
Advanced: Greater luminous armor as a 5th-level spell
Elite: Revivify as a 5th-level spell


Embraced Teleportation (Su): At 6th level, a verdite can use greater teleport at-will while inside of the Verdimant.

Allied Entry (Su): At 7th level, a verdite can bring their allies with them into the Verdimant. To do so, they must be in contact with their allies, to a maximum of 6 other creatures.

Non-verdites inside of the Verdimant find themselves nigh-quarantined. They cannot separate further than 20 feet from the verdite that brought them in, and any damage-dealing abilities they may have fail to function inside of the Verdimant; even attacking causes the weapon to bounce off the target harmlessly--there is simply no way to cause harm. All verdites, besides the one that brought in the non-verdites, fail to register the existence of the non-verdites--though they are aware that they are somehow being watched or eavedropped upon, if that is happening.

Non-verdites may leave the Verdimant as a full-round action. If their allied verdite leaves, they do so automatically as well.

Waypoints (Su): At 9th level, a verdite can designate a connection between A) a point within 5 feet of themselves, while outside of the Verdimant, and B) any point inside of the Verdimant. A verdite can have a multiple of these connections at one time, to a maximum of half of the negative of their Charisma modifier. While inside of the verdimant and occupying a point of one of these connections, they may, as a full-round action, appear in the corresponding point outside of the Verdimant. This works like greater plane shift, even though the Verdimant does not actually occupy a plane. The verdite can take allies with them, if their allies are also within the Verdimant at the time and in contact with the verdite.

Indefinite Entry (Su): At 12th level, a verdite is holistically accepted by the Verdimant. When they enter the Verdimant by their Verdimant Entry ability, they may stay for as long as they wish. In fact, they no longer age while inside of the Verdimant. Many verdites who reach this level of advancement eventually grow distant from the world outside of the Verdimant, and when they lose any reason to life a life on the outside, they decide to stay with the Verdimant forever. A verdite that stays within the Verdimant for 10 consecutive years with a maximum cumulative time of 1 week outside is eligible for, and may elect to acquire, the True Verdite template.

A True Verdite essentially merges with the Verdimant, and can no longer leave. They retain a minimal sense of self, but are mostly just extensions of the Verdimant's overmind. True Verdites appear as they do in life, but their bodies wash out to a kelly green color that glows faintly.

The True Verdite is an acquired template can be applied to any Verdite of 12th level or higher that has stayed within the Verdimant for 10 consecutive years, with a maximum cumulative time of 1 week outside. Apply all changes below. All other statistics remain the same.


Creating a True Verdite

Type: Type changes to Construct, if the base creature was living, they gain the Living Construct subtype.

Speed: True Verdites have a fly speed of 300' (perfect). This replaces their Embraced Flight class feature.

Special Qualities:

Verdimant Apotheosis (Ex): A True Verdite cannot leave the Verdimant, because they are a part of it, and any ability they have that would cause them to leave simply doesn't anymore. If they would ever leave anyway, such as by an external wish spell, they fall unconscious upon leaving, return to the Verdimant in 1 round, and immediately wake up again.

Collective Support (Ex): A True Verdite supports the Verdimant more fully than an ordinary Verdite usually does. While they exist, the Verdimant gains a stacking +1 bonus to Intelligence and Charisma and 1 additional Hit Die.

Direct Access (Ex): A True Verdite can tap the Verdimant for knowledge. This ability works like the bard's bardic knowledge class feature, using the True Verdite's character level in place of the bard level.

Me Time (Ex): A True Verdite may, as a free action, treat their Charisma score as 1 until they desire to stop doing so, also as a free action.

Abilities: Int +6, Wis +4, Cha -32 (maximum of -1). A True Verdite gains a fraction of the Verdimant's vast intelligence, but while not having their Me Time at Charisma 1, there is nothing left of their sense of self. If the True Verdite eventually stops using their Me Time, the Verdimant activates it once in a while anyway (DM's discretion), so that they can still think independently.

Alignment: Any.

Challenge Rating: True Verdites are not intended as challenges to be overcome.

Level Adjustment: True Verdites are not appropriate as Player Characters, though a player who chooses to "retire" a verdite as a True Verdite should not be prevented from roleplaying until they feel closure with the character's storyline.

Emerald Reconstituton (Su): At 20th level, if the verdite would ever die outside of the Verdimant, they are not truly gone. Instead, they reappear inside of the Verdimant as a small crystalline bead, similar to that produced by the astral seed power. They may then reconstitute their bodies over time as per the power, but they do not lose a character level for doing so, as is usually the case for undoing death. The verdite may not leave the Verdimant until their body is fully reconstituted.


Verdite Spell List
Already-existent spells are not described, but new spells are marked with an asterisk and noted in the following post. The visual effects of verdite spells are green, sometime accompanied by glimpses of the cord that comprises the verdimant. For example, a Magic Missile spell produces green missiles, and a Dark Way reflects with a green tint.

Verdite spells have no material components.

1st: Magic Missile, Share Talents, Mage Armor, Prestidigitation, Detect Magic, Silent Image, Minimize*, Slide Dash*, Celadon Grasp*, Celadon Mark*, Energy Sparkle*, Retconjuration*
2nd: Ice Knife, Invisibility, Make Whole, Lore of the Gods, Dark Way, Mouseís Meekness*, Aptitude Adjustment*, Celadon Array*, Celadon Mirror*, Greater Energy Sparkle*, Social Aptitude*
3rd: Chain Lightning, Dimension Step, Resilient Sphere, Dispel Magic, Object Style*, Jade Bale*, Vision of Theta*, Swordbrush*
4th: Overland Flight, Revivify, Divine Jade Power, Aptitude Circle*, Jade Inferno*, Flashfreeze*, Bodily Ties*
5th: Wings of Flurry, Contact Other Plane, Emerald Ablation*, Recreate*, Emerald Certainty*
6th: Minute Form, Disintegrate, Emerald Arrangement*, Emerald Luminosity*, Heartpierce*

Kazyan
2014-05-11, 11:40 PM
Verdite Spells

1st-level
Minimize
Abjuration
Level: Vdt 1
Components: V, S
Casting Time: 1 immediate action
Range: Close
Target: One willing creature
Duration: Instantaneous
Saving Throw: Reflex negates (harmless)
Spell Resistance: No

You cry out to the Verdimant for cover, and then attack lands, it's not as painful as you expected.

You cast this spell in response to an attack against you or an ally within range, before the damage roll. When you do so, the damage dealt is reduced by an amount equal to the negative of your Charisma modifier (minimum reduction of 1, minimum damage result of 0). This reduction only applies to Hit Point damage.

Celadon Grasp
Evocation
Level: Vdt 1
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You reach out and grab the air in front of your target. Struggling, you wrestle them to the ground despite your distance.

When you cast this spell, you make a ranged touch attack against your target. If this succeeds, you make an opposed grapple check as if engaging in a grapple. If this succeeds, your target is considered grappled, even though you are not in their square.

While grappling at range in this way, you can deal damage with your unarmed strike or natural weapons, but not with other weapons. Otherwise, you and your opponent can take any action appropriate for a grapple. If your opponent takes control of the grapple or breaks free, the spell ends.

Celadon Mark
Universal
Level: Vdt 1

As arcane mark, except that the mark is a kelly green color. You may elect for it to be visible only to certain predefined creatures or types of creatures, such as your party or other verdites. Any creature that touches a Celadon Mark, except for predifined others (and the creature the mark is placed on, if that is the case) takes 1 acid damage per round of contact.

Energy Sparkle
Evocation
Level: Vdt 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Snap of energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You snap your fingers and frost coalesces in your hand.

You create a small snap of energy. If you succeed on the touch attack, the target takes 1d fire, cold, electricity, or sonic damage (your choice of energy type at the time of casting). You can elect not to make a touch attack, in which case, the energy sparkle occurs in your hand without damage to yourself. The energy sparkle can be used for various other purposes; see the Energy Snap (https://www.wizards.com/default.asp?x=dnd/psm/20070314a) alternate class feature of the Psion.

Retconjuration
Divination
Level: Vdt 1
Components: V, S
Casting Time: 1 minute
Range: Anywhere within the plane you are on
Target: Ongoing verdite spell effect that you cast yourself
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You made a mistake with that last spell. No worries, though. You spend some time tinkering with it through the Verdimant's reach, and soon it as it should be.

You alter the targeted spell so that it functions as a different spell of the same or lower level from your verdite spell list. If it is a targeted spell, the new version of the spell must targets what the old spell targeted, and if this is not possible, Retconjuration fails. If it is a spell with an "Effect:" Line, you treat the new effect as if you had cast the new spell from where the old spell's effect originates from.

The new spell has its duration reduced by the duration elapsed from the old spell. If this would cause the new spell to expire, the old spell effect is simply gone and no new spell resumes.

You do not need line of sight or line of effect to use Retconjuration on a spell.

Slide Dash
Evocation
Level: Vdt 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You cast the spell as you move, and your feet are pulled along the ground. You've fallen over, but you're where you want to be in a fraction of the time.

As part of the action to cast this spell, you move at your land speed. Your land speed is quadrupled for the duration. You may only move in a straight line, and after you cast this spell, you are prone, though you can still move in the same direction even while you're prone.


2nd-level
Aptitude Adjustment
Transmutation
Level: Vdt 2
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One willing creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Your ally needs a talent that they don't have. You call on the Verdiment to grant them the power they need, in exchange for investing a strength they already have.

Two of the target creature's ability scores switch values. Switch only the "base" ability scores, unmodified by any temporary bonuses, and recalculate statistics accordingly.

Celadon Array
Conjuration (Creation)
Level: Vdt 2
Range: Close
Effect: 1 block per two levels, no two of which may be more than 30 feet apart

You call down transient blocks of solid energy from the Verdimant.

This spell functions as blockade, except as noted above.

Celadon Mirror
Abjuration
Level: Vdt 2
Duration: 1 hour/level

This sell functions as shield, except that it is polished to a mirror shine. You can use the shield to reflect any magical ranged attack (such as rays and orbs) using the mirror. To do so, you must ready an action to reflect a magical ranged attack that targets you. When your readied action occurs, you reflect the attack back onto the source as the attack's new target.

Energy Sparkle, Greater
Evocation
Level: Vdt 2
Casting Time: 1 swift action
Duration: 1 round/level

This spell functions as energy sparkle, except as noted above. You can make touch attacks with your energy sparkle through the duration of the spell, and in fact, you may make iterative attacks with it if you take a full attack action. You still make a touch attack as part of casting this spell, but it is not part of an iterative attack routine.

Mouse's Meekness
Transmutation
Level: Vdt 2
Components: V, S
Saving Throw: Will negates

As eagle's splendor, except that a Charisma penalty of -4 is applied instead of a bonus.

Social Aptitude
Enchantment [Mind-affecting]
Level: Vdt 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

It would sure help if you could fake having an inner drive, so you ask the Verdimant to assist with making a facade.

Your Charisma modifier for the purposes of Bluff, Diplomacy, Intimidate, and Gather Information checks is treated as +0.

3rd-level
Jade Bale
Transmutation
Level: Vdt 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Reflex negates (see description)
Spell Resistance: No

You hop into the air and curl up. Now encased in a cushion-like sphere, you will yourself to roll towards your terrified enemies.

This spell transforms you into a Large green sphere, about 8' in diameter. You retain your normal senses and most of your ability scores, but your natural armor bonus becomes +8, your Strength score increases by 4, and your Dexterity score decreases by 2 (minimum 1). If you have a high caster level, you can transform into sucessively larger spheres.



Caster Level
Sphere Size
Strength Increase
Dexterity Decrease


9th and lower
Large
+4
-2


10th-14th
Huge
+8
-4


15th-18th
Gargantuan
+12
-6


19th and higher
Colossal
+16
-8



While in the form of this sphere, you cannot cast spells or make weapon attacks, but you can use a primary slam attack. This attack deals 2d6+1-1/2 Str damage. The sphere has a land speed of 60' and sheds light as a torch, though the light is a green color.

You gain the benefit of the Improved Overrun feat while in the form of the sphere, and overrunning takes no action (except for whatever action is required to move in the first place). If you overrun a target, they must make a Reflex save or be rolled up onto your surface. While rolled up, they are considered grappled, though you are not. They cannot escape via successful grapple checks--only Escape Artist or other effects help. If you roll up a creature larger than you, your sphere becomes the size of the creature you rolled up,

When the spell ends, rolled up targets fall prone in randomly-determined squared adjacent to you.

Jade Identification
Divination
Level: Vdt 3
Components: S
Casting Time: 1 standard action
Range: Long
Target: One creature
Duration: Intantaneous
Saving Throw: None
Spell Resistance: Yes

You scan your opponent for unfamiliar magics.

You learn which subsystems the target creature uses. Specifically, you become aware if they can cast spells, and if so, whether they are arcane, divine, or mysteries. You know if they can bind vestiges, shape soulmelds, initiate maneuvers, or speak utterances. However, you do not gain any information as to the extent of their abilities; a level 20 incarnate registers the same as a character with only the Shape Soulmeld feat. In the case of other homebrew subsystems (such as glitches (http://www.giantitp.com/forums/showthread.php?337909-The-Missingno-(No-really-it-s-serious-PEACH))), those are identifiable as well, but how this works is subject to the DM.

This spell gives you a name for the primary concept associated with the subsystem. You still need to make appropriate Knowledge checks to learn more about such subsystems.

Object Style
Transmutation
Level: Vdt 3
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

You don't feel like being a person today...

This spell functions as the metamorphosis power, except that you can only become an object of Tiny size or smaller, to a minimum size equal to that of a gold piece.

Swordbrush
Abjuration
Level: Vdt 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Target: One weapon you hold
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You wave your weapon, and color is painted across the air.

The weapon you hold becomes capable of painting the air with a magical green paint. As a full-round action, you can paint enough of the air in your square to provide concealment.

Painted air can be broken through as easily as paper.

You can also paint an opponent's weapon. To do so, you must make a Sunder attempt using your painted weapon. If you would destroy the opponent's weapon, it instead becomes painted. A painted weapon is dispelled as if by a targeted dispel effect, and becomes unusable for attacking for the duration of the spell.

Vision of Theta
Divination
Level: Vdt 3
Components: V
Casting Time: 1 minute
Range: 10 miles + 1 mile/level
Effect: Altered line of sight
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You draw some interconnected geometric shape in the air, and you can now see from a new location.

Select a point in space that you can see within the range of the spell. Your senses now emanate from the point you select. You can still move your body, but you cannot switch back and forth between your body's senses and your altered ones. You cannot move the point where your sense emanate from, but you can rotate your vision around it.

4th-level
Aptitude Circle
Transmutation
Level: Vdt 4
Components: V, S
Casting Time: 10 minutes
Range: Close
Target: 1 willing creature/level, no two of which may be more than 30' apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You distribute an ally's talent throughout the others. With everyone empowered, you feel ready to take on a task together.

Select an ability score. All creatures replace their corresponding ability score with that of whichever creature has the highest of that ability score among them. Distribute only the "base" ability score, unmodified by any temporary bonuses, and recalculate statistics accordingly. A creature can only be under the effect of one Aptitude Circle at a time.

Bodily Ties
Conjuration [Teleportation]
Level: Vdt 4
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: Any two willing creatures within range
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You link your allies' positions together through the Verdimant's waypoints, making them mutable.

Either of the targeted creatures may switch positions in space with the other as a swift action, provided they remain on the same plane. This may only be done once per round.

Flashfreeze
Evocation
Level: Vdt 4
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: Up to one 5 ft cube of liquid per level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You blow on your hand, as if releasing snow. The liquid in front of you ices over and through.

You instantly freeze the targeted amount of liquid, and it remains frozen for the duration of the spell, despite any attempts to melt it. The newly-frozen liquid remains at the freezing point of water, regardless of what the freezing point of the liquid actually is. Acid frozen via this spell is benign, as are poisons (except for contact poisons). Frozen liquid generally has a hardness of 5 and 8 Hit Points per inch of thickness, but if you are freezing e.g. molten iron, use the statistics of the material.

Jade Inferno
Evocation
Level: Vdt 4
Duration: 1 round/level
Saving Throw: Reflex halves, then Fortitude halves

This spell functions like fireball, except that the green flames also remain after the initial burst, forming an inferno that rises up to about 20 feet. The fire does 2d6 damage to creatures still within it at the start of each of your turns; a Fortitude save halves this damage. The ongoing fire alights flammable objects and obscures creatures inside, as if by obscuring mist. Finally, creatures that take ongoing damage from the fire are shaken so long as their remain inside, with no saving throw allowed, due to the frightening nature of being bathed in sheets of fire.

Verdites are unaffected by this spell, as the power comes from the Verdimant, and it refrains from harming its servants.

5th-level
Emerald Ablation
Abjuration
Level: Vdt 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

The Verdimant snakes through your blood. It makes you shudder, but you can feel the layers upon layers of compounding protection making you resilient to deadly attacks.

You instead take damage on a roughly logarithmic scale. Whenever you would take an amount of damage greater than 22, you instead take an amount of damage less than 100. The tens digit of the reduced damage is equal to the number of digits in the incoming damage, and the ones digit of the reduced damage is equal to the leftmost digit of the incoming damage. For example, an incoming attack dealing 238 damage instead deals 32 damage. Damage Reduction applies before this spell's reduction.

When this spell has reduced the damage from three attacks, the spell ends. Any attack that would deal 25 + your caster level in damage--even after the spell's reduction--is beyond the scope of this spell, and deals damage

Emerald Certainty
Divination
Level: Vdt 5
Components: V, XP
Casting Time: 1 immediate action
Range: Close
Target: One willing creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Wait, no, you know you can do this. You've done it before. You voice a direct objection to reality, and it complies by rewriting your performance.

You cast this spell in response to a d20 roll that the target makes. The die result becomes 10.

XP Cost
200 XP

Radiation Aura
Evocation
Level: Vdt (Uvethian) 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: 10 ft. radius emanation, centered on you
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You lace your hands together and hold the images of fuming acid and waves of heat from lava in your mind. You gain a sicking glow of your own as you ask for it to be so.

An invisible field of radiation surrounds you. All creatures, except for yourself, that enter the radius most succeed on a Fortitude save or take 1 point of Constitution damage. For every round that they remain in the radiation, they must make the Fortitude save again or take 1 point of Constitution damage.

Recreate
Transmutation
Level: Vdt 5

You picture the broken object in your mind and declare it to be fixed. When you open your eyes, it's as good as new.

This spell functions as make whole, except that you can repair magic items. This requires an opposed caster level check--if you fail, the spell fails, and can no longer repair the item with this spell. Unlike make whole, you can fix objects that are warped, burned, disintegrated, ground to powder, melted, or vaporized. If the object is completely annihilated, you can instead cast this spell at any location within range of the point where the object was annihilated, provided you know where it happened in the first place. When you do so, you must make a caster level check (DC 15 + number of years ago object was destroyed). If you fail, the spell fails, and you can no longer repair the item with this spell.

6th-level
Emerald Arrangement
Conjuration [Teleport]
Level: Vdt 6
Components: V, S
Casting Time: 1 round
Range: Close
Target: One object (up to 25 lb. per level) and/or one creature per caster level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Things are in the wrong place. With a word and a dismissive flick of your hand, they are no longer so.

The targeted objects and creatures teleport to any location within range of the spell. You select a location for each individual object or creature, which may include a location not on the ground. Creatures and magic items are allowed a saving throw to negate their own teleportation, but not the entire spell's teleportation effects.

Emerald Luminosity
Evocation [Light]
Level: Vdt 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: Emanation centered on you (see text)
Duration: 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: No

You release a burst of green light into the air. The radiance grows and grows until you are bathed in protective light.

This spell produces an area of bright illumination out to 25 ft. + 5 ft./level and shadowy illumination out to twice that distance, lit by a green radiance. The light is strong enough that you and your allies have total concealment against enemies (an enemy with a nonvisual way to detect you subverts this), as they can see nothing but green. The light also reveals invisible objects and enemies.

Heartpeirce
Necromancy
Level: Vdt 6
Components: S
Casting Time: 1 standard action
Range: Medium
Target: One primary creature and any secondary creatures within 10' of the primary target (except you)
Duration: Instantaneous
Saving Throw: Will halves
Spell Resistance: Yes

You clutch your outstretched palm and will your opponent to be as weak as you. The Verdimant drains their minds away, sucking out the drive from them and anyone nearby.

The primary target of this spell takes Charisma damage equal to the negative of your Charisma modifier. All secondary targets within a 10' radius take Charisma damage equal to half of the negative of your Charisma modifier. This damage heals at the normal rate.

Kazyan
2014-05-11, 11:41 PM
Verdite Feats

Multidisciplinary
You have complex ideas, so your dip your toes into more castes.
Prerequisite: Vessel class feature, Any verdite caste
Benefit: You gain the Least caste ability of any other verdite caste.

Celadon Faith
You surrender your willpower to the Verdimant, letting it resist effects for you.
Prerequisite: Vessel class feature
Benefit: You use the negative of your Charisma modifier in place of your Wisdom modifier for Will saving throws.

Celadon Attentiveness
You can send some of your mind out to the Verdimant to sleep instead actually resting your physical body.
Prerequisite: Vessel class feature
Benefit: Instead of sleeping, you may enter a stupor-like condition in which your Intelligence score drops to 1, which serves the function of sleeping. You cannot understand language during this time. You can leave this condition as a full-round action. While in this stupor, you can still keep watch and perform other simple duties.

Jade Toughess
You allow the Verdimant to take over your health.
Prerequisite: Vessel class feature, able to cast 3rd-level verdite spells
Benefit: You add the negative of your Charisma modifier, multiplied by your Hit Dice, divided by 5, to your total Hit Points.
Special: This feat counts as Toughness for the purposes of prerequisites.

Jade Reverence
When you think about it, the Verdimant isn't much different from a god.
Prerequisite: Vessel class feature, able to cast 3rd-level verdite spells
Benefit: You treat your deity as the Verdimant for all purposes. If you die, your soul does not go to a conventional afterlife; you instead become a True Verdite in the Verdimant. Finally, you cast your verdite spells as divine spells, which means you no longer suffer arcane spell failure chance (though you do require a divine focus, often a ball of green yarn).

Emerald Awareness
You can sense minds near you that may be pliable to the Verdimant.
Prerequisite: Vessel class feature, able to cast 5th-level verdite spells
Benefit: You can detect intelligent creatures within 100 feet of you, as the Mindsight feat. However, you can only detect creatures with a Charisma score of 9 or lower, and instead of learning Intelligence scores, you learn Charisma scores.
Special: If you have both Mindisght and Emerald Awareness, you detect Charisma scores with Mindsight, even if they are 10 or higher.

Emerald Thought
Thinking has grown too difficult. You'd rather the Verdimant do it for you.
Prerequisite: Vessel class feature, able to cast 5th-level verdite spells
Benefit: You are treated as mindless. You still gain feats due to leveling up, but you no longer have an Intelligence score and do not gain skill points beyond those you have already acquired. You can still hold conversations and perform other tasks as if you had an Intelligence score of 3, but the Verdimant is driving your thought processes. You automatically fail Intelligence checks and Intelligence-based checks.

Chrysoprase Amalgam [Epic]
You are as much a part of the Verdimant as it is a part of you.
Prerequisite: Vessel class feature, able to cast 6th-level verdite spells
Benefit: Any of your class features that you may only use while inside of the Verdimant may now be used outside of it.

Chrysoprase Independence [Epic]
Support from the Verdimant makes personality entirely unnecessary.
Prerequisite: Vessel class feature, able to cast 6th-level verdite spells
Benefit: You may your Charisma penalty in place of your Charisma bonus for any and all purposes.

Exceptional Vessel [Epic]
Your trust in the Verdimant is greater than normal.
Prerequisite: Vessel class feature
Benefit: Your Charisma score permanently decreases by 1.
Special: You may take this feat multiple times. Its effects stack.


Verdite Items

Headband of Meekness

This headband, studded with emeralds and jade, provides a stronger connection to the Verdimant. If a verdite wears it, they take a -2, -4, or -6 penalty to Charisma, depending on the strength of the headband. This penalty does not stack with the mouse's meekness spell. If worn by any other character, it has no effect.

Moderate transmutation; CL 8th; Craft Wondrous Item, mouse's meekness; Price 4,000 gp (-2), 16,000 gp (-4), 36,000 gp (-6); Weight 1 lb.

Emerald Fray

This 1-fool long green thread shapes itself into right-angled configurations on its own, designed to look like a piece of the Verdimant. When placed against a verdite's skin for 1 continuous hour, it sinks into their skin and merges with them, providing a stacking -1 penalty to Charisma. A verdite can merge with up to five emerald frays.

Strong evocation; CL 17th; Craft Wondrous Item, miracle or wish; Price 30,000 gp; Cost 1,350 gp + 5,150 XP; Weight --.

Kazyan
2014-05-11, 11:43 PM
Reserved post, on the off-chance I add enough content to need another post.

Kazyan
2014-05-11, 11:44 PM
Another reserved post. And with this, thread open for tomato-throwing.

Zale
2014-05-12, 12:14 AM
You know, I don't think I've ever seen a class that gained mystic might from being bad at something.

And I like it.

The fluff is interesting- It's nice to see an assimilating mass-mind not be the BORG for once. The idea of an epic spell coming to life is also cool.

And this seems like a very well put together and polished class. I can't see, off the top of my head, anything that screams broken, so that's a definite plus.

Roleplaying one of this would probably be fun. Being a meek, put-upon wallflower empowered by a living epic spell to do it's will sounds cool.

gkathellar
2014-05-12, 10:28 AM
Conceptually, this is interesting, but the use of a negative stat raises a whole bunch of problems, many of them related to balance. Those, alongside the fact that most abilities are linked to being inside a particular place, are almost too expansive to address. But the first issues are linguistic, and those, I can review.


For this reason, many of a verdite's abilities, including spellcasting, are Charisma-based. However, these abilities benefit from a low Charisma score rather than a high one. Further, a verdite does not fall into a coma at 0 Charisma. Instead, it is possible for them to have a negative Charisma score, with no lower limit. Instead, if their Charisma score ever reaches 20 or higher, they fall into a coma filled with nightmares of rejection, crisis, and crippling doubt. If a verdite ever takes Charisma damage or drain, their Charisma score instead increases by the corresponding reduction.

Emphasis mine. Problem #1 basically comes down to game rules - you need to clarify what happens to the modifier at Charisma 0 or lower. While this may seem obvious, the rules for ability modifiers in the SRD don't cover this (since they never explicitly present the equation used to derive ability modifiers).


Spellcasting: A verdite casts arcane spells, which are drawn from the verdite spell list, along with the expanded spell options available to specific castes. When the verdite gains access to a new level of spells, they automatically know all the spells for that level on the verdite spell list, and they can cast any spell they know without preparing it ahead of time. Essentially, their spell list is the same as their spells known list. To cast a spell, a verdite must have a Charisma score equal to at most 10 - the spell level. The Difficulty Class for a saving throw against a verditeís spell is 10 + the spell level + the verditeís Charisma penalty.

Emphasis mine. This is the single biggest issue - you refer to the verdite's charisma penalty with the intention that it be treated as a bonus, but the language you're using and formal mathematical logic dictate that you are saying the exact opposite of what you mean.

See, the Charisma modifier still lowers the eventual DC, since adding any negative integer (-n) to a positive integer (i) is the same as subtracting the absolute value of -n from i. Or, to avoid the gunkiness of English:

i + (-n) = i - n
This is your central, recurring issue. However, there's an easy fix for it, because when you subtract -n, it's equivalent to adding n. Or:

i - (-n) = i + n
I would suggest that in every case where you refer to "+ the Verdite's Charisma penalty," you instead refer to "- the Verdite's Charisma modifier." This will avoid confusion (except for the math-illiterate, but there's only so much you can do about that once you start using negative numbers).

The following two paragraphs of the spellcasting section have some systematic issues. To replace them, I suggest:


Like other spellcasters, a verdite can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the class table. In addition, they receive bonus spells per day based on their Charisma modifier. To determine bonus spells for the verdite class, a verdite multiplies their Charisma modifier by (-1) before comparing it to the bonus spell table. For instance, a verdite with a Charisma modifier of -3 would gain 1st, 2nd, and 3rd level bonus verdite spell slots, as if they had a Charisma modifier of +3. When the class table indicates that the verdite gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Charisma score for that spell level.

Unlike other casters, verdite spell slots of level 2 or higher are not expended immediately upon use. Instead, when a verdite spell slot is used to cast a spell or trigger an ability, the maximum spell level that spell slot can be used to cast is reduced by 1, and that spell slot's level is treated as 1 lower for all other purposes. A verdite's level 1 spell slots, and any higher-level slots which have been reduced to a maximum spell level of 1, are expended normally upon use. Level penalties are removed from all of a verdite's spell slots at the same time as expended slots would be restored, after eight hours of rest.

In addition, verdite spells are always treated as if they were the same level as the spell slot used to cast them, regardless of their actual level. This makes them ineligible for use with the Heighten Spell metamagic feat, since they already gain its effective benefits.

Note that this excludes your change to the way metamagic spells work for the verdite, mostly because as was written, the verdite didn't have to respect their own maximum spell level - for instance, they could have persisted level 6 spells, despite not having any level 12 spell slots. It didn't read like that was your intent, although I might be wrong. I've also added text for restoring your spell slots on a rest - as written, the adjustment was permanent.


A verdite need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spellís level.

Remove. This is stated in the first paragraph of the spellcasting section.


Celadon Ray (Su): Beginning verdites can retract their mental energy from the verdimant and use it as a weapon. At-will while outside of the Verdimant, the verdite can point their finger at a target and release a faint green ray, as a ranged touch attack with a range of 30 feet. If this ray hits, it deals damage equal to the verdite's Charisma score (maximum 9). After using a Celadon Ray, the verdite cannot enter the Verdimant or cast verdite spells for 5 minutes. Verdites with a Charisma score of 0 or lower cannot use this ability.

Addition in italics. Strike-through indicates rules that should be under Verdimant Entry, since it comes later than Celadon Ray.


Verdimant Entry (Su):

This ability is a mess. I can't even figure out whether it's supposed to be pure fluff or not, much less what it's supposed to accomplish. Suffice it to say that the language does need cleanup, but I wouldn't know where to start.

The rest of it is alright, at a glance. Nothing glaring, although if there's any other mentions of adding your Charisma penalty, fix 'em.

Amechra
2014-05-12, 10:56 AM
Having a class empowered by low ability scores instead of high ability scores is a neat concept. I'd suggest the following:

The Meak Shall Inherit (Ex): A Verdite is empowered by their submission to the Verdimant; as such, they do not enter a coma if their Charisma score is at or below 0.

In addition, they gain an additional ability score, Meakness. Their Meakness score is equal to their 20 - their Charisma score; they enter a coma if their Meakness reaches 0.

----

Then, their class features can just be based off of Meakness, Mouse's Meakness can just apply a bonus to Meakness, and so on and so forth.

Voila.

Kazyan
2014-05-14, 03:54 PM
Okay, back. I may or may not have a stress-based attention span problem right now.


Conceptually, this is interesting, but the use of a negative stat raises a whole bunch of problems, many of them related to balance. Those, alongside the fact that most abilities are linked to being inside a particular place, are almost too expansive to address. But the first issues are linguistic, and those, I can review.

I've addressed most of your linguistic concerns now, basically using what you proposed whole-cloth.


This ability is a mess. I can't even figure out whether it's supposed to be pure fluff or not, much less what it's supposed to accomplish. Suffice it to say that the language does need cleanup, but I wouldn't know where to start.

For the life of me, I can't figure out what about it makes no sense. Basically, you check out of reality for a few minutes to go visit the epic spell seed your totally-not-a-cult worships.


The rest of it is alright, at a glance. Nothing glaring, although if there's any other mentions of adding your Charisma penalty, fix 'em.

Alright aside from the whole bunch of problems too expansive to address? If the mechanic is unsalvageable, tell me.


Having a class empowered by low ability scores instead of high ability scores is a neat concept. I'd suggest the following:

The Meak Shall Inherit (Ex): A Verdite is empowered by their submission to the Verdimant; as such, they do not enter a coma if their Charisma score is at or below 0.

In addition, they gain an additional ability score, Meakness. Their Meakness score is equal to their 20 - their Charisma score; they enter a coma if their Meakness reaches 0.

----

Then, their class features can just be based off of Meakness, Mouse's Meakness can just apply a bonus to Meakness, and so on and so forth.

Voila.

I'll use this if it becomes more convenient for the language, but for now I'm using "the negative of your Charisma modifier" to refer to what would be the Meekness bonus under these rules.