PDA

View Full Version : D&D 3.x Class Bailitheoir-Master of Memory[PEACH]



Lanth Sor
2015-11-18, 12:50 PM
Currently working on refining Memory definitions feel free to point out holes of Brokenness.


Bailitheoir


"Memory can change the shape of a room; it can change the color ofa car. And memories can be distorted. They're just an interpretation, they're not a record, and they're irrelevant if you have the facts."
Leonard Shelby - Memento

Races through out the ages fret over time "lost" and forgotten. Bailitheoir are masters of claiming the forgotten and the taking the remembered, discovering secrets and stealing talents.

Adventures: Memory is the flavor of life, and can be a powerful drug, but a drug with limited supply. Bailitheoir are drawn to the memories of the powerful and old, as they provide the sweetest bliss. Some are driven to find secrets and make them their own. Others find bringing the life to the memories of others to provide a serenity. Some don’t choose to adventure but are forced not to stay.

Characteristics: Bailitheoir have a little combat ability but favor using their abilities to get the upper hand by making their enemies forget what they know or even by stealing those memories that make use of later. Some act as soothsayers others keep them quite. Charisma is never a foreign tool to them.

Alignment: Tending to be constantly on the move and invading the minds of others Bailitheoir favor chaotic alignment. Bailitheoir lends itself to good or evil equally. Lawful Bailitheoir while uncommon are usually part of a sect of Bailitheoir attempting to preserve a particularly important piece of information.

Religion: Balitheoir favor deities of knowledge and secrets.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Balitheoir find charisma and intelligence to be the most important abilities. Wisdom is preferred due to dependence on Autohypnosis, but not required as are most physical stats depending on style of play.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As Rogue

Class Skills
The Balitheoir's class skills (and the key ability for each skill) are Autohypnosis, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Knowledge(All; Taken Individually), Listen, Move Silently, Perform, Profession, Search, Spot, Sleight of Hand, Survival

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Bailitheoir


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Long Term Memories


1st

+0

+0

+2

+2
Touch Memory(Suppress Minor Memory)
-


2nd

+1

+0

+3

+3
Touch Memory(steal Minor Memory), Short Term Memory
-


3rd

+2

+1

+3

+3
Touch Memory(Transfer Minor Memory), Long Term Memory
1


4th

+3

+1

+4

+4
Touch Memory(Suppress Common Memory)
1


5th

+3

+1

+4

+4
Recall Minor Memory
2


6th

+4

+2

+5

+5
Touch Memory(steal Common Memory)
2


7th

+5

+2

+5

+5
-
3


8th

+6

+2

+6

+6
Touch Memory(Transfer Common Memory)
3


9th

+6

+3

+6

+6
-
4


10th

+7

+3

+7

+7
Touch Memory(Suppress Major Memory), Recall Common Memory
4


11th

+8

+3

+7

+7
-
5


12th

+9

+4

+8

+8
Touch Memory(Steal Major Memory)
5


13th

+9

+4

+8

+8
-
6


14th

+10

+4

+9

+9
Greater Retention, Touch Memory(Transfer Major Memory)
6


15th

+11

+5

+9

+9
Recall Major Memory
7


16th

+12

+5

+10

+10
Touch Memory(Suppress Self)
7


17th

+12

+5

+10

+10
-
8


18th

+13

+6

+11

+11
Touch Memory(Steal Self)
8


19th

+14

+6

+11

+11
-
9


20th

+15

+6

+12

+12
Memory Master
10



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

Weapon and Armor Proficiencies: A bailitheoir is proficient with all simple weapons and light armor.

Touch Memory (Ps): As a standard action, touch an ally or make a touch attack against an enemy to draw and suppress one memory for 1/2 level + Charisma Modifier rounds(min 1). Unwilling targets may make a will save to negate the effect with a DC 10+1/2 class level + Charisma Modifier. If the suppressed memory is a feat, racial ability, skill, or class feature it cannot be used until this effect ends. The suppressed memory is treated as if the subject forgot they could do it. This ability extends to common memories at the 4th level, major memories at the 10th level, and Self Memories at the 16th level.

Memory is defined as anything stored in the mind. Common examples of a memory are Feats, Class Features, Skills, Flaws, Spells, Racial Traits, but in the end it is up to the DM to define the difference for his monsters. If a class feature grants a physical modification suppressing that feature doesn't actually make it go away, but instead simply makes the target not recall how to use it to their benefit. Things such as ability score increases cannot be forgotten, as they are not trained. Passive options that require no thought on the users side such as great fortitude cannot be effected by memory touch. Memories of natural abilities such as a dragon's breath or beholder's eyes can be suppressed negating the use of the ability, but if stolen it acts as a longer term version of suppress .

Memories are broken up into 4 tiers: Minor, Common, Major, Self. Each tier referrers to a stronger type of memory than the last.
Minor Memories - These are things you've learned recently or similarly haven't had time to sink in or so small their loss would barely effect your current psyche. Examples are features you gained at your last level up, the code in a vault you just purchased, the name of someone you just met.
Common Memories - These are the things you've know for a while including class features for up to the last 5 levels, well memorized information that has taken time to sink in but can be replaced with enough time at no detriment to the person.
Major Memories - These are the things that matter, they shape who you become and if forgotten forever leave a void you know is there. It can be something as simple as the name of their god, to their understanding of arcane. These are the underpinnings that make people who they are, these can be any class feature learned at any point in their career. Major Memories cannot be more than 10 levels worth.
Self Memories- This is the entirety of the beings memories and the culmination of them. The only thing not suppressed or manipulated is instinct and muscle memory.

Beginning at the 2nd level the bailitheoir gains the ability to steal minor memories instead of suppress them. A stolen memory enters their Short Term Memory until they can no longer maintain the memory, see below. While a memory is maintained it cannot be restored to the person who used it. Any effect that would restore the memory counts as a dispel check vs a spell equal to 1/2 the bailitheoir's class level(lvl 1 min), and the bailitheoir caster level is equal to their class level. This ability extends to common memories at the 6th level, major memories at the 12th level, and Self Memories at the 18th level.

Beginning at the 3rd level the bailitheoir gains the ability to transfer memories instead of suppress or steal them. A transferred memory counts against their Short Term Memory total until they can no longer maintain the memory, see below. While a memory is maintained it cannot be restored to the person who used it. Any effect that would restore the memory counts as a dispel check vs a spell equal to 1/2 the bailitheoir's class level(lvl 1 min), and the bailitheoir caster level is equal to their class level. This ability extends to common memories at the 8th level, major memories at the 14th level, and Self Memories at the 20th level.


Short Term Memory(Su): Beginning at the 2nd level, a bailitheoir gains the ability to store the memories of others in their Short Term Memory. Short term memory has a capacity of 3 or Int Mod which ever is greater. A memory stays in short term for 1 minute before dissipating back to the memory's owner. The bailitheoir can make a Autohypnosis check to extend the duration by 1 minute when the time runs out. The DC to extend the duration is DC 15 + 5 per previous time extended. A memory may be released from their short term memory as a free action that can be preformed during anyone's turn.

Long Term Memory(Su): Beginning at the 3rd level, a bailitheoir gains the ability to store the memories of others in their long term memory, keeping them there indefinitely. They may maintain a number of non-mechanically beneficial memories equal their int mod in their long term memory. Also they may maintain a number of mechanically beneficial memories in their long term memory as listed on the chart.

To make a memory a long term memory the bailitheoir must maintain it in short term memory for 1 extension check per 3 HD of the memories original holder. Once the memory has been made long term it last until the bailitheoir chooses to release the memory.

Recall Memory(Ps): At the 5th level, the bailitheoir gains the ability to recall a minor memory they previously had stored in long term memory. Recalling a memory can be done as a full round action or as an extended ritual. At the end of the full round or the end of the ritual bailitheoir makes an autohypnosis check DC 20 to recall the memory. If they spend 1 round then the memory lasts 1 round per level, For every minute spent on the ritual the memory last 12 minutes, a ritual can only be counted in 1 min increments. Recalling a memory does not take it back from its original source but instead invoke a clone of it in the bailitheoir's mind. At the 10th level they can recall common memories at a DC of 25, at the 15th level major memories at a DC of 30, and at 20th level self at a DC of 50.

Improved Retention(Su): At the 7th level the bailitheoir mastery over memories allows them to maintain a minor memory for 1 hour increments instead of 1 minute increments.

Greater Retention(Su): At the 14th level the bailitheoir mastery over memories allows them to maintain a minor memory for 1 day increments instead of 1 hour increments, and common memories for 1 hour increments instead of 1 minute increments.

Memory Mastery(Su): At the 20th level the bailitheoir gain the pinnacle of mental mastery. When ever the bailitheoir would be affected by a memory altering effect they instantly know what the alteration would be and can deny or accept the alteration. If they accept the alteration they may instantly place it in their long term memory taking up a slot as appropriate but not losing their own memory, or accept the effect as normal taking the alteration as the "caster" intended. Additionally Minor/Common/Major Memories last 1 day increments and Self last 1 hour increments.


Proficiency Level: The understanding of how to do something. This is the general aptitude gained by leveling up, caster level, manifester level, fighter level, and monk level are just a few examples. This can never be reduces below 1 by any means other than self memory manipulation.

Spell: The knowledge of a spell and how to cast it is a minor memory. The memory is identical to the casters memory of the spell, as such the spell of a wizard requires wizard spell levels and the spell in a book written by he original wizard, while a sorcerer maintains the entire spell in their mind. This applies to any all all abilities classes grant of a similar type. To cast the spell you must have Caster level in the class high enough for the class to learn the spell so fireball for a wizard requires 5th level, while sorcerer requires 6th level. You must also have a spell slot available of the appropriate class. Any similar mechanics work the same(Maneuver, Power, Shadow Path, etc..). 2 spells would be a single common memory, 4 spells would be major memory, and 8 spells would be a self memory. When stealing spells if you have access to common memories you steal 2 spells, if you have access to major memories steal 4 spells, if you have access to self memories steal 8 spells.




Feats

Memory Bank
Prerequisite: 9th level, Autohypnosis 6 ranks
Benefit: Gain 1 slot of long term memory. The memory can only be a minor memory.
Special: If a bailitheoir takes the feat they instead gain 1 extra slot for long term memory with out limitation. This feat can be taken multiple times and its effects stack. Memory Bank can only be taken 1 time per 6 ranks of Autohypnosis.

Improved Memory Bank
Prerequisite: 15th level, Autohypnosis 12 ranks, Memory Bank, no levels in bailitheoir class
Benefit: The memory can now be a minor memory or common memory.
Special: If levels are taken in the balitheoir class the character losses this feat and can learn another in its place.

Greater Memory Bank
Prerequisite: 21st level, Autohypnosis 18 ranks, Improved Memory Bank, no levels in bailitheoir class
Benefit: The memory can now be a minor memory, common memory, or major memory.
Special: If levels are taken in the balitheoir class the character losses this feat and can learn another in its place.

Legendary Memory Bank
Prerequisite: 27st level, Autohypnosis 24 ranks, Improved Memory Bank, no levels in bailitheoir class
Benefit: The memory can now be a minor memory, common memory, or major memory.
Special: If levels are taken in the balitheoir class the character losses this feat and can learn another in its place.

Memory Cup
Prerequisite: 4th level, Autohypnosis 4 ranks
Benefit: Gain 1 slot of short term memory. The memory can only be a minor memory.
Special: If a bailitheoir takes the feat they instead gain 1 extra slot for short term memory with out limitation. This feat can be taken multiple times and its effects stack. Memory Cup can only be taken 1 time per 4 ranks of Autohypnosis

Improved Memory Cup
Prerequisite: 12th level, Autohypnosis 8 ranks, no levels in bailitheoir class
Benefit: The memory can now be a minor memory or common memory.
Special: If levels are taken in the balitheoir class the character losses this feat and can learn another in its place.

Greater Memory Cup
Prerequisite: 18th level, Autohypnosis 12 ranks, no levels in bailitheoir class
Benefit: The memory can now be a minor memory, common memory, or major memory.
Special: If levels are taken in the balitheoir class the character losses this feat and can learn another in its place.

Legendary Memory Cup[Epic]
Prerequisite: 24th level, Autohypnosis 16 ranks, no levels in bailitheoir class
Benefit: The memory can now be a minor memory, common memory, major memory, or self memory.
Special: If levels are taken in the balitheoir class the character losses this feat and can learn another in its place.

Silva Stormrage
2015-11-19, 01:58 AM
Interesting class, I like the fluff and concept.

Couple comments.

First is it supposed to be "barrow" memory or borrow memory?

Second you might want some kind of clause for the abilities which contain a lot of different abilities. Such as a Beholder's Eye Rays, or a psionic character's ability to manifest powers. As written both of those are a single ability and all of the beholder's eye rays or all of the manifester's powers become suppressed/borrowed.

Third is there a limit on the racial abilities that can be taken? I know that they must be willing but I might suggest a cap to prevent them from going up to a friendly great wrym dragon (or a sleeping one if they managed to sneak up on it somehow) and taking a ludicrously op breath weapon at level 6 (I think all racial abilities count as common memories? I am not sure at the moment).

Fourth, you don't actually specify what happens when a creature overfills his short term memory capacity. Does he just not learn the new memory? Can he swap out one of his older ones for the new one? Some clarification would be good.

Still overall an interesting class.

Lanth Sor
2015-11-19, 10:30 AM
Interesting class, I like the fluff and concept.

Couple comments.

First is it supposed to be "barrow" memory or borrow memory?

Second you might want some kind of clause for the abilities which contain a lot of different abilities. Such as a Beholder's Eye Rays, or a psionic character's ability to manifest powers. As written both of those are a single ability and all of the beholder's eye rays or all of the manifester's powers become suppressed/borrowed.

Third is there a limit on the racial abilities that can be taken? I know that they must be willing but I might suggest a cap to prevent them from going up to a friendly great wrym dragon (or a sleeping one if they managed to sneak up on it somehow) and taking a ludicrously op breath weapon at level 6 (I think all racial abilities count as common memories? I am not sure at the moment).

Fourth, you don't actually specify what happens when a creature overfills his short term memory capacity. Does he just not learn the new memory? Can he swap out one of his older ones for the new one? Some clarification would be good.

Still overall an interesting class.

1. Yes, thank you, gave up and used "steal"

2. That is the intent Spell casting is a big issue so how im going to handle it is Spell known, caster level, and available spell slots are all separate things. The beholder eye is a genetic thing not based on memory so while you could steal its memory of the ability you cannot steal the ability itself. Stealing the memory equates to they forget its a thing they can do, to them its just something they never learned about themselves.

3. Same as our beholder friend breath weapon is based of form not mind. But the racials generally speaking can only be suppressed except things like racial hatred like dwarves have that can be barrowed as its is a learned trait.

4. Yes they can always choose to release any stolen memory. Ill add some clarification in the post.

Silva Stormrage
2015-11-19, 10:53 PM
Ah got it, that makes sense. So only things that are mental/what the Bailitheoir would actually be able to do.

What about spell like abilities and similar? Those are kind of a gray area.

Lanth Sor
2015-11-30, 06:29 PM
Those would be dependent on the source of the ability for instance beholder naturally has the ability to do it without understanding of how it works, but say a monk learns how to ethereal jaunt. Perhaps the dragon is a better example as the spells it knows are learned while the spell like abilities it has are inborn to what it is not what it learned. While the dragon with paladin levels could lose smite evil.