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View Full Version : [Class] The Hearthkeeper (PEACH)



GryffonDurime
2007-06-03, 07:37 PM
A companion class to the Lightsmith, the Hearthkeeper is something of a divine craftcaster, for lack of a better term for these types of characters (suggestions?). The basic mechanics are something a personal angle towards the point-management of essentia in Incarnum, and the flavor...oh, this class is, without doubt, inspired by the protagonist of Howl's Moving Castle. So, with that in mind, enjoy and please comment if you have any suggestions, issues, etc.


The Hearthkeeper - Guardian of Soul Sanctuary
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Hearthflame|Class Features

1st|
+0|
+0|
+0|
+2|
2|Sanctuary Fire, Spark Familiar|

2nd|
+1|
+0|
+0|
+3|
4|Scortched Bounds|

3rd|
+2|
+1|
+1|
+3|
6|Healing Flames|

4th|
+3|
+1|
+1|
+4|
8|Hearth’s Portal|

5th|
+3|
+1|
+1|
+4|
10|Hearth’s Blessing|

6th|
+4|
+2|
+2|
+5|
12|Key to the Hearth|

7th|
+5|
+2|
+2|
+5|
14|Hearth’s Blessing|

8th|
+6/+1|
+2|
+2|
+6|
16|Hearth’s Embrace|

9th|
+6/+1|
+3|
+3|
+6|
18|Kindle Hope|

10th|
+7/+2|
+3|
+3|
+7|
20|Scortchmarked Doorway|

11th|
+8/+3|
+3|
+3|
+7|
22|Hearth’s Blessing|

12th|
+9/+4|
+4|
+4|
+8|
24|Scorchmarked Doorway|

13th|
+9/+4|
+4|
+4|
+8|
26|Hearth’s Blessing|

14th|
+10/+5|
+4|
+4|
+9|
28|Scortchmarked Doorway|

15th|
+11/+6/+1|
+5|
+5|
+9|
30|Heart of a Phoenix|

16th|
+12/+7/+2|
+5|
+5|
+10|
32|Hearth’s Blessing|

17th|
+12/+7/+2|
+5|
+5|
+10|
34|Scortchmarked Doorway|

18th|
+13/+8/+3|
+6|
+6|
+11|
36|Heart of a Dragon|

19th|
+14/+9/+4|
+6|
+6|
+11|
38|Hearth’s Blessing|

20th|
+15/+10/+5|
+6|
+6|
+12|
40|Immortal by the Fireplace|

[/table]

Alignment: Any Non-Evil
Hit Die: 1d6
Class Skills:
Class Skills: Concentration (Con), Craft (Wis), Diplomacy (Cha), Escape Artist (Dex), Knowledge: Arcana (Int), Knowledge: Architecture (Int), Knowledge: Nature (Int), Knowledge: the Planes (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

For a Hearthkeeper, there is a world outside and there is a world within. The incandescent seed of another plane burns inside her soul, placed there by fate or the divine or kindled through the Hearthkeeper’s own soul--the origin is irrelevant, only the reality that within a Hearthkeeper is the potential for an entire world, if only they would shape it. This power grants Hearthkeepers a number of abilities when manifesting their energies--commonly referred to as Hearthflame and measured in general mystic units known as lumens.

Adaptation While flame is by far the most common manifestation of a Planar Heartseed, roughly 20% of all Hearthkeepers manifest their energies in other forms; of these, paint and ink are the most popular.

Weapon and Armor Proficiency:[/b[ A Hearthkeeper is proficient with all simple weapons and light armor but not with any type of shield.

[b]Abilities: Charisma is a key score for the Hearthkeeper; it determines many of her abilities as they relate to shaping Hearthflame. As with all classes, Dexterity and Constitution are helpful for not dropping dead.

Hearthflame Hearthflame measures the brightness and intensity of a Hearthkeeper’s Planar Seed, and may be made manifest in many ways, most notably in the form of a demiplane. At any time, a Hearthkeeper may only have a number of Hearthflame effects manifested equal to her Charisma modifier. Any Hearthflame effect may be willed to cease by its creator as a free action, but the lumens invested in this effect do not return to her Hearthflame stores until the beginning of her next turn.

Sanctuary Fire (Su) A Hearthkeeper may invest a portion of her protective power in the light and heat of their Sparked Familiars. All allies within a fifteen foot radius of the familiar gain a +2 bonus to their AC. This effect costs 1 lumen to maintain, and two additional lumens may be invested to increase the effect by an additional +1. The Hearthkeeper may never invest more than her Hearthkeeper level/4 in additional lumens.

Sparked Familiar (Su) A Hearthkeeper creates a mote of gentle flame that it renders as a familiar. Sparked Familiars are manifestations of the Hearthkeeper’s soul, and can communicate telepathically with any creature within 30 feet with a language (and they will do so, at great length, whether you want them to or not). A Sparked Familiar moves on its master’s turn, and has a fly speed of 20 feet with perfect maneuverability. If a Sparked Familiar would be more than 100 feet away, or is struck in any means it reconstitutes by its master’s side in 1d4-1 turns. Anyone striking a Sparked Familiar takes 1 point of fire damage.

Scorched Bounds (Su) A Hearthkeeper may manifest her Hearthflame to allow part of her planar heart to seep into the mortal world. As a standard action, a Hearthkeeper may invest any number of lumens into this ability (circumventing the typical restriction); for every lumen invested, the Hearthkeeper may create a thin line of ash and glowing embers five feet in length. One agressor, chosen by the Hearthkeeper, may not pass this line. While there is no limit to how long such a line can be beyond invested lumens, a Hearthkeeper may only maintain one such line, plus an additional line for every five Hearthkeeper levels. It is possible to bind a creature into a trap with this ability by creating a box, but doing so requires four standard actions--one per side--and on the final side, the creature is allowed a Reflex save (DC 10 + ½ Hearthkeeper level + Cha modifier) to escape before its completion.

Healing Flames (Su) By infusing another with the powers of creation inherent to her soul, a Hearthkeeper may temporarily transform her familiar into a tuft of emerald green flame. Any creature touched by the familiar heals 1d8 points of damage, but immediately after the familiar disappears. This effect costs two lumens to manifest, and may be enhanced by imparting an additional lumen, with each providing another 1d8 points of healing without limit beyond the Hearthkeeper’s store of Hearthflame. Neither the familiar nor the invested lumens regenerate until 1d4 turns have passed. This ability is usable 3 + the Hearthkeeper’s Charisma modifier times per day.

Hearth’s Portal (Su) The first real proof of the Hearthkeeper’s true power, at level four a Hearthkeeper may conjure a doorway by investing four lumens. This doorway appears in thin air up to five feet away from the Hearthkeeper, and is of a size sufficient enough for creatures of her size to pass through easily. Only the Hearthkeeper may open this door, and when opened the threshold fills with light, obscuring the other side. Anyone may pass through such a portal while opened, and those that do will find themselves in a humble, one-room cottage in the shape of a fifteen foot cube. The furnishings are of simple make, and always include a single, small bed, a carpet, a few cupboards, and a large hearth. So long as the Hearthkeeper or any living creature is within, the door must be maintained and those outside the door will find that, once closed, it is quite impossible to move, open, or completely destroy this door.

Every five Hearthkeeper levels, the house expands, adding a new wing consisting of a hallway, two bedrooms, and a pantry or study. The general conditions and appearance of the house improve as well.

Hearth’s Blessing (Su) At every level indicated above, a Hearthkeeper may choose a new blessing from the following list. Blessings effect all creatures within the Hearthkeeper’s personal plane, and extend outward through an open doorway into the mortal realm for five feet for every two Hearthkeeper levels. Each effect may be stacked by investing three lumens, but you may only invest additional lumens equal to your Hearthkeeper level/4 in any one Blessing.


Hearty Stew - Unseen forces gather ingredients in a cast-iron pot suspended over the hearth, eternally brewing a heady stew. The smell permeates the entire planar house, and even extends beyond if the door is opened. All allies (as declared by the Hearthkeeper) in range gain a +1 bonus to Fortitude saves. If a cup of the stew is eaten, the subject gains immunity to poison for one hour; the cauldron produces enough stew for one cup every two hours.
Sweet Confection - Unseen forces gather ingredients and continuously bake honey-drizzled loaves of bread. The smell permeates the entire house and even extends beyond if the door is open. All allies in range gain a +1 bonus to Will saves. If a loaf is eaten, the subject gains a +4 bonus to Concentration checks for one hour. Only one loaf exists at a time, and it takes two hours to fully prepare a loaf.
Floral Potpourri - Unseen forces roast a mixture of spices and flowers over the hearth’s flame, giving all allies in range a +1 bonus to Reflex saves. Anyone who wears the distillation as a perfume gains a +4 bonus to Diplomacy checks for one hour; it takes two hours to produce a dose of perfume.
Mirrors of Sight - If this Blessing is chosen, all mirrors and reflective surfaces in the home may be commanded to display any goings-on outside the door, whether opened or closed. Once per hour, a mirror over the hearth may be commanded to Scry, as the spell, on any target within 100 miles of the door. Every time this Blessing is invested with lumens, double this range.
More later


Key to the Hearth (Su) As a standard action, a Hearthkeeper may invest one lumen to create a small, charred key set with a stone that glows like a dying ember. Anyone who holds such a key may open the door to the Hearthkeeper’s home while it is closed, though they may not summon it. Anyone holding such a key may activate any abilities invested in the home as if they were the Hearthkeeper.

Hearth’s Embrace (Su) Once per day, a Hearthkeeper may teleport into her sanctuary without opening the doorway first. This is an immediate action, and may be used in response to an attack. The Hearthkeeper may then open the doorway anywhere within ten feet of the point she disappeared from.

Kindle Hope(Su) By infusing her familiar with power, a Hearthkeeper may invest five lumens to kindle hope in those around it. Anyone within ten feet of the familiar gains a +4 bonus against mind-altering effects and is immune to fear. This effect lasts for as long as the Hearthkeeper concentrate on it, spending at least a move action to do so each round.

Scorchmarked Doorway (Su) By investing two lumens, a Hearthkeeper may permanently connect her home to a doorway of roughly equivalent size on any other plane. To connect them, she must touch the doorway to be connected and mark it with intricate scorch marks. As long as this effect is maintained, the Hearthkeeper or anyone bearing one of her Keys may open the door and choose to have it lead to the planar home, rather than its mundane destination. To anyone else, it is simply a normal door. All such Scorchmarked Doors are possible origins of effect for the Hearth’s Blessing, Mirrors of Sight. At every level indicated above, a Hearthkeeper may maintain an additional Socrchmarked Door. Scorchmarked Doors do not count against a Hearthkeeper’s number of maintained effects.

Heart of the Phoenix (Su) If a Hearthkeeper of this level is killed in battle, a glassy black egg appears in the hearth of her home and all Keys and Scorchmarked doors continue to function. After 1d4 days, the egg hatches and a human figure wreathed in flame emerges and cools to reveal the Hearthkeeper, returned from a brief vacation in death. The Hearthkeeper gains 1d4 negative levels for a week, and may not alter any of her lumen investments until this time has passed even if the negative levels are removed. This ability functions once per year.

Heart of the Dragon (Su) By investing 10 lumens, a Hearthkeeper may conjure a great gout of flame from her Planar Hearth. This gout of flame is either a sixty foot line or thirty foot cone emerging from the Hearth’s doorway. Anyone caught in the blast takes 15d6 damage, with half being fire and half resulting from planar power. Lumens invested in this ability do not return for 1d6+1 turns.

Immortal by the Fireplace The Hearthkeeper’s type changes to Outsider, and she no longer incurs aging penalties. Quadruple her maximum age.

DracoDei
2007-06-04, 01:05 AM
Seems you kinda run a bit low on things to do with the Lumens later on...

GryffonDurime
2007-06-04, 02:21 AM
Seems you kinda run a bit low on things to do with the Lumens later on...

A problem which will hopefully be resolved just as soon as I can come up with more options for Hearth's Blessings.